| Magdyyret |
So guys, me and one of my friends is gonna do a solo plot. And therefore i wanted to know which class to play.
To be frank im thinking that inquisitor would be good for it, they can work really well alone and such. They can heal, and cast a limited set of spells, and can fill many roles. Ranged, melee and such.
Would the best option be to go for a dex based ranged inquisitor or melee inquisitor?
On a whole nother note, we were discussing running a semi-evil campaign, and i thought about the assassin class, would it work? I've always wanted to try building an assassin.
Of course, there are also wizards and such. We've banned the synthesist summoner, as it was too broken he thought. We did some try runs with it, and it wrecked everything.
He also allowed me to roll a Taninim, draconic exemplar if i wanted, but im not sure.
Anyway, i hope you can help me figure out what to roll, for this solo campaign.
EDIT: I also looked at the Ninja class, ive always wanted to roll one, would they be good for solo campaigns? I know they are pretty flexible, with their tricks, and it could be fun just to basically dissapear if things went wrong.
| Lelomenia |
In reverse order, solo ninja will have a big Sneak Attack issue. Which is odd for a class that feels like it should be soloable, but they are mostly just rogues (that can Vanish! Which is great).
Wizards are not going to be very functional soloing at low level unless the campaign is tuned for them. Same with sorcerer/witch. Non-synthesist Summoner is a good solo class.
Assassin is truly awful.
Inquisitor is a good choice; 2/3 casters might be the way to go here. Paladin possibly too; one big issue is one failed save is often TPK on solo, and that’s hard to work around.
| Claxon |
In a solo campaign you really shouldn't ban anything because there's no other players to worry about, it just you and GM. And the GM has infinite tools to adjust the challenge to where they think is correct.
That said, I'm a huge fan of Inquisitor because they have such a great spell list, good skills, and their class features can make them excel in combat. They're incredibly well rounded. If you were to run one, I would suggest making a a ranged one with mount using the feather domain.
Play as a small size race on a medium mount and you'll be able to go anywhere. The mount gives you the action economy to move and still be able to full attack. And you can get your mount to be a bodyguard archetype and tank attacks for you.
I ran a build like this for Rise of the Rune Lords and it was very effective.
| Melkiador |
The synthesist summoner is actually weaker than the regular summoner. You lose vital action economy. If core summoner is an option, then I’d go with that. You could even role play against yourself with the eidolon.
Now master summoner is where things can get overpowered. I’d never use one in a regular game, but in a solo game I think it’d be appropriate.
| Lemartes |
The mount gives you the action economy to move and still be able to full attack.
Uh what?
Combat while Mounted
With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action.When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can’t make a full attack. Even at your mount’s full speed, you don’t take any penalty on melee attacks while mounted.
| Claxon |
Claxon wrote:The mount gives you the action economy to move and still be able to full attack.Uh what?
Rules Type Stuff wrote:Combat while Mounted
With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action.When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can’t make a full attack. Even at your mount’s full speed, you don’t take any penalty on melee attacks while mounted.
For archery, the context in which I was making the statement is important.
In a solo campaign you really shouldn't ban anything because there's no other players to worry about, it just you and GM. And the GM has infinite tools to adjust the challenge to where they think is correct.
That said, I'm a huge fan of Inquisitor because they have such a great spell list, good skills, and their class features can make them excel in combat. They're incredibly well rounded. If you were to run one, I would suggest making a a ranged one with mount using the feather domain.
Play as a small size race on a medium mount and you'll be able to go anywhere. The mount gives you the action economy to move and still be able to full attack. And you can get your mount to be a bodyguard archetype and tank attacks for you.
I ran a build like this for Rise of the Rune Lords and it was very effective.
| Claxon |
Ah I missed that. Should have known I was unlikely to catch you in a rules error! :)
Oh that's not true at all, I make plenty of mistakes!
Besides, it good to point of more explicitly the difference of how melee and ranged attack rules interact with mounts for those who might not be familiar.
| Mysterious Stranger |
For a solo campaign a inquisitor is probably one of the best choices. You mentioned playing an assassin, but in reality an inquisitor makes a better assassin than the actual prestige class. They may not get the assassination ability, but they are better at taking down a foe.
Since it is a solo campaign you may not have allies around much so trading away the teamwork feats is probably a good idea. The Spell breaker trades away your teamwork feats, solo Tactics and monster lore for some decent bonuses vs magic. Strong Willed is going to make you nearly immune to any mind-affecting effects. Defense against magic gives an untyped bonus to certain saving throw.
Clandestine Inquisition would be a good choice. Being able to become invisible for 1 round per level for a number of times per day equal to 3 + your Wisdom modifier is incredible for a 1st level ability. Being able to roll twice for bluff, disguise, sleight of hand or stealth a number of times per day equal to your Wisdom modifier is also good. The 8th level ability of being able to delay the effect of spells you cast 1 round per level allows you to effectively use it like a bomb.
Chose a race that gives extra spells known as the favored class bonus.
| Scavion |
Druid is probably the strongest choice. Full spellcasting for maximum narrative impact, a companion who can tank for you, D8 means you can take a hit, and good saving throws so you're less likely to get blasted by a save or die. Wildshape opens up a slew of subtle options that would normally be a bad idea in a group setting. Like sneaking around as a rat/cat/bat.
| Lemartes |
Lemartes wrote:Ah I missed that. Should have known I was unlikely to catch you in a rules error! :)Oh that's not true at all, I make plenty of mistakes!
Besides, it good to point of more explicitly the difference of how melee and ranged attack rules interact with mounts for those who might not be familiar.
Well you're one of the better people on here with the rules. :)
| Claxon |
| 1 person marked this as a favorite. |
Claxon wrote:Well you're one of the better people on here with the rules. :)Lemartes wrote:Ah I missed that. Should have known I was unlikely to catch you in a rules error! :)Oh that's not true at all, I make plenty of mistakes!
Besides, it good to point of more explicitly the difference of how melee and ranged attack rules interact with mounts for those who might not be familiar.
Thank you. I have great respect for your command of the rules and your input on these forums as well.
| TheMilestone |
Samsaran Herald Caller of Shub-Niggurath (Feather) for the win....
Standard action summoning, animal companion, Mystic past life antics, Dreamed Secrets, good skills, great saves and 2nd best spell list to top it off..... you're a monster.
If you're a PFS purist then go for Erastil instead and invest a bit in archery.
| Scavion |
| 1 person marked this as a favorite. |
A regular old cleric is still pretty damn good.
I also vote for Druid. I really like the Death Druid. I know most think it's a down grade but I had a pretty damn good build for Ironfang. :)
If I were to suggest a specific Druid archetype, I think I'd go with Reincarnated Druid. In the event where your character dies, they get a once per week redo. A lot more valuable for a solo game since you probably don't want to start the story all over again :D
| Zepheri |
For me a solo campaign the class to pick must have the next stats:
Good hp: for combat it good to have d8 or more
Good ref/will save: most of the low spell have to need a good saving throw versus this 2 saved
Skill: 4+ int or more, since you are solo you can't have all the answers and the skills to survive
| JiaYou |
Obviously your DM can tailor the game, but anything that can summon as a standard action is strong. Occultist Arcanist hasn't been mentioned yet. It's weak physically but the idea is that you use your summons to tank and do damage while you can focus on utility spells, battlefield control, etc.
Monster Tactician gets you a stronger chassis and skill points. Technically if you go with the Chivalry Inquisition you can also start with an animal companion like an Axe Beak.
Druid with an animal companion is also a great choice and what my girlfriend chose when I did a solo module to introduce her to D&D/PF.
| Mysterious Stranger |
What type of campaign is the GM running? I may be mistaken but I get the impression that it may be an urban based campaign. The original post mentioned it being a semi-evil campaign and that an assassin was under consideration. There was also mention of possibly playing a ninja as well.
Depending on the type of campaign the GM is running some classes will do better than others. Having a lot of skill points does not do much good when you don’t have the right class skills and stats to actually get a decent bonus. For example druids get a decent number of skill points, but have no social skills as class skills and usually CHA is low priority stat if not a dump stat. A druid is a intrigue focused urban campaign is not going to be that effective once he uses up his resources. On the other hand in a survival focused wilderness campaign the druid will do incredibly well.
Without other party members to count on the character is going to use up expendable resources a lot more quickly. Having non-expendable resources like skills and class abilities without daily uses is going to be important.
| Lemartes |
Lemartes wrote:If I were to suggest a specific Druid archetype, I think I'd go with Reincarnated Druid. In the event where your character dies, they get a once per week redo. A lot more valuable for a solo game since you probably don't want to start the story all over again :DA regular old cleric is still pretty damn good.
I also vote for Druid. I really like the Death Druid. I know most think it's a down grade but I had a pretty damn good build for Ironfang. :)
Good idea. :)
| Scott Wilhelm |
Be some kind of Divine Spellcaster so you can heal yourself.
Be some kind of magic thief, so you can sneak/charm/infiltrate your way past every encounter until you find the object of your mission.
Be a Druidzilla: you can be awesome at melee, heal yourself, and just roam the enemy fortress as a housecat or something, then when the situation calls for it, Wildshape into an Allosaurus and get primitive on their asses. Or you could make a Druidzilla that goes Small, and does lots of Sneak Attack Damage.
| Ryan Freire |
For an Assassin campaign? I think a slayer would be a solid choice.
Slayer over assassin for sure, you get the death attack, and frankly so much more.
Just go to this page Hit ctrl+f and type in slayer, then work your way through all the slayer specific combo murder feats.