
![]() |

Hey all, I've recently had an idea over this "epidemic" that keeps a lot of people from meeting. To have a semi competitive tower of tournaments held in 1 on 1 sessions.
As I've never run solo adventures before, what do you guys think would be good class suggestions for me to give the players?
The way I see it working is, that each floor has a "dungeon" of some variant. I'm envisioning 40 floors, 2 floors per level. Mid to late levels will have the PCs playing a roll as s Big bad, mechanically speaking. With action economy against them, but level/HD/power in their favor. So a level 5 character would likely encounter mostly level 2-3 enemies. With a big boss of equivalent level every few levels or so.
I plan to run them each through the same dungeon, with no changes. Unless a character dies. Then they have to start from scratch at level 1.
So, again, what do you think some good solo adventuring classes to suggest would be?

Sysryke |
If the characters are locked into the tower, then classes with baked in and renewable healing resources would seem to be a must. It all depends on your treasure allocation and how many solution options each level has. I know we'll see the inevitable stream of "Bard!" posts on here because they're so dang versatile. But honestly, without knowing how variable or focused your levels will be, the options are endless. A fighter might happily hack his way through, a wizard might manage the perfect combo of spells, and a jackals might just decide to take up residence on level 3 and call it home :p
Depending on how much time and energy you have for this project, I'd encourage a sign up, and try to get every player to build a different class.

Cavall |
1 person marked this as a favorite. |
I know we'll see the inevitable stream of "Bard!" posts on here because they're so dang versatile.
Sorry I'm late.
Bard!
Because they are so dang versatile.
On a more serious note... bards.
But also if you can find a way to heal, fighters or samurai may do well.
Lastly, I'd strongly look at summoner. Having a constant friend to help out makes action economy work in your favour.

![]() |

The floors will be varied, some will have lots of enemies, some will have traps, some will have skill challenges. I doubt your ordinary 7 str 20int wizard would survive the first floor or two.
I'll probably give a 25 or 30pt buy.
Each player would get a chance to sell and purchase items and gear at the infinite city between each floor. However they cannot leave a floor until it is finished.

![]() |

So it’s going to be all combat? No diplomacy, skill challenges, or traps?
I think inquisitor is probably going to be a really good choice. Probably an archetype that gives up solo tactics. They can put out a good amount of damage, get great buff spells, and get some pretty good defensive abilities with judgment and stalwart. Plus they can take healing spells. Including, eventually, heal.
Warpriests are a very similar choice to the inquisitor. Slightly better at doing damage, and can swift action heal, but not quite as strong on the defensive front.
Paladin is another strong candidate. Great saves and one feat (Fey Foundling) makes them nearly impossible to kill with HP damage. Going to be slower at doing damage, though.
Oracles (battle, especially) would do well with the full set of cleric spells to choose from as well as revelations.
I think what I’m saying is that I would really strongly suggest divine classes.
So, where do we sign up? :)

![]() |

Issues with solo play: It's all or nothing.
In a normal game, failure isn't a big issue because you're part of a team. In most instances, some members of the team will succeed and some of the team will fail at any given challenge. The success will outweigh the failures and propel the group onwards. Only one person needs to be able to get through the locked door to proceed. Only one person needs to spot the trap for nobody to fall in it. Only one person needs to climb the cliff to lower a rope for everyone else. In an ambush, some players may spot it, so part of the group still gets to act. Solo you lose all your turn or none of it. Against sleep, color spray, a ghoul, or a harpy, you only lose a part of the group, with the remainder possibly being able to help those disabled. Solo, such things become save or die.
Luck is going to rule the day. In a group, you end up with many rolls spread out between many different characters. Streaks of crits or fails can hurt, but aren't usually game ending due to the nature of being diffused among all the actors. Solo, it's all concentrated.
The one thing that works better solo: Stealth. Stealth is the oddball out, where everyone has to succeed, one failure equals failure for the entire team.
Conclusion: Druid. Hands down. Companion, healing, summons, aoe spells, combat prowess, good perception, good will.
Optional: Take a trait to get stealth as a class skill. Take stealth synergy with you and your pet. If you make it to level 10, divine interference will be incredibly powerful.
That said, there's a lot of builds that could be super fun if you know you're going to mainly be one guy against many. Like a flowing monk, or an Azatariel swashbuckler, where you get to make the enemies hit each other.

Sysryke |
Knowing that at least some floors will be focused to very specific types of challenges, the bar moves more and more to the middle ground. Level 4 or 6 casters; 9 if 3/4 attack bonus. Healing still preferable, companion creature for extra actions a big perk. So . . . . .
Bard, Cleric, *Druid, Paladin, Alchemist, Inquisitor, Omdura?, Oracle, Summoner~, Witch~, Investigator~ (can't remember if they get the bombs or the potions), Hunter~, Shaman, Skald, Warpriest
I don't know enough about the occult classes.
* = optimal ; ~ = conditional on if they can early access healing, except the witch
For witch the question is if the familiar is enough to offset the poor attack bonus
With archetypes a lot obviously changes. Any of your decently skillful and semi-supernatural classes (barbarians, bloodragers, rangers, and monks) to name a few, contend if they can get reliable early healing. Enough resources or a pet might make the rogue, and its variants, work.
Seems like its only your purely low skill martial types and the squishy lvl 9 arcane casters who are right out. Possible exception for the witch and a sorcerer with a healing bloodline.

VoodistMonk |

Kensai Magus VMC Monk... almost sounds terrible except you can always just fight with your sword and unarmed strikes without wasting spells or arcana, your unarmed strikes follow the damage equal a Monk of your level -2 . Armor restrictions align, and you get a nice Dodge bonus at later levels. You get a level depentent Ki Pool (not Wisdom-based) that shows up about the same time you can take Ki Arcana, which gives you an extra resource for endurance. Bonus feats make up for VMC. Be a Half-Orc with all the Endurance and Fate's Favored fun stuff, worship a god that offers fun stuff for Deific Obedience...

![]() |

The floors will be varied, some will have lots of enemies, some will have traps, some will have skill challenges.
Usually it will be a mixture.
OK, I’m definitely adding alchemist and investigator to the list of suggested classes. Both are pretty good combatants and have good skills. Plus the versatility of extracts (and the ability to prepare one in just one minute if you left a slot open). I’d personally probably favor the investigator, just for fear of running out of bombs as a low-level alchemist.

VoodistMonk |
1 person marked this as a favorite. |

This list should be pretty much every 3/4 BAB, 6th level "casting" class there is... what else do you bring?
I'd take an Alchemist/Bard/Inquisitor/Magus/Warpriest in this scenario almost 100% of the time. Sure, there's 3/4 BAB, 9th level casting classes, but screw that... we still want this to be fun, right?
I would even choose a Small race, to make life interesting. Like a Halfling Eldritch Scion Magus VMC Sorcerer, double stacking Arcane Bloodlines, with Desna's Shooting Star. Not that it's powerful, but it should at least be fun. Or a Kobold Divine Commander Warpriest VMC Sorcerer (Draconic), with Scaled Disciple, going into Dragon Disciple, with a Deinonychus mount/Boon Companion...
That's the thing with these sorts of challenges... still having fun.

VoodistMonk |

All the way to 20 is why I mentioned VMC. Normally, you seldom see the benefits of VMC unless you purposefully choose a munchkin madness combo from the start...
If you choose a well-structured chassis to begin with, especially something that offers Bonus Feats, then high level VMC suddenly sucks less...

VoodistMonk |

VoodistMonk wrote:
That's the thing with these sorts of challenges... still having fun.*flexes Gauntlet*
"Fun isn't one considers when in a thread titled 'What is the best solo class?'...but this *shows Reincarnated Druid powering up* does bring a smile to my face."
Vine-Leshy Reincarnated Druid 5/Herbalist Alchemist 10/Brewkeeper 5... you're welome.

![]() |

For those of you interested in this. either as players, or, hopefully, as GMs. I have made a thread in the recruitment section seeking help.
This is not something I am comfortable running in PbP, for a plethora of reasons, however, I see a chance to get some actual data. So check out the recruitment post.

![]() |

![]() |

Why not give the players a way to work together?
Perhaps they all have a ring of sending tuned to the other rings. The wearer of the ring can use sending 1/day as a free action to all the other rings or to a specific ring.
Or it could be Clairaudience-Clairvoyance instead of sending if that makes more sense.
This will let the players coordinate and help each other and come and rescue each other.

TxSam88 |

give all of the parameters listed above, I would choose Arcane Trickster( TWF Knifemaster/Caster of your choice)
while the "fighting ability" is less as a rogue, it makes up for it with skills and spells. and once it can cast invisibility, the damage output skyrockets, and get insane once you gain the greater invisibility class feature.

VoodistMonk |

give all of the parameters listed above, I would choose Arcane Trickster( TWF Knifemaster/Caster of your choice)
while the "fighting ability" is less as a rogue, it makes up for it with skills and spells. and once it can cast invisibility, the damage output skyrockets, and get insane once you gain the greater invisibility class feature.
I think that by level ~14, enough things have access to See Invisibility that your gimmick isn't nearly guaranteed. And, nothing is ever guatanteed with a 1/2 BAB class further taking TWF penalties.
Bloodrager or Child of War Fighter VMC Rogue can make for a fun Arcane Trickster. It takes 7-8 levels and Accomplished Sneak Attacker to pull it off, but it at least it has some BAB for if you want to actually involve yourself in melee.

TxSam88 |

TxSam88 wrote:give all of the parameters listed above, I would choose Arcane Trickster( TWF Knifemaster/Caster of your choice)
while the "fighting ability" is less as a rogue, it makes up for it with skills and spells. and once it can cast invisibility, the damage output skyrockets, and get insane once you gain the greater invisibility class feature.
I think that by level ~14, enough things have access to See Invisibility that your gimmick isn't nearly guaranteed. And, nothing is ever guatanteed with a 1/2 BAB class further taking TWF penalties.
Bloodrager or Child of War Fighter VMC Rogue can make for a fun Arcane Trickster. It takes 7-8 levels and Accomplished Sneak Attacker to pull it off, but it at least it has some BAB for if you want to actually involve yourself in melee.
After playing for 30+ years of various Adventure Paths and Modules, I can count the number of times "See Invisibility" (or things like Tremor sense etc) has been available to the bad guys one probably just one hand. In my experience, Greater Invisibility is fairly reliable.

MrCharisma |

I'll echo the sentiment that a Summoner/Druid/Cavalier/etc would be amazing simply because you're turning a solo adventure into a group adventure - essentially cheating the system. Obviously any other class/archetype(/feat) that gets an animal companion or similar would be added to this list.
What I'd pick though is an Occultist. You can use this to make a full-BAB 6/9 caster, with access to some higher level spells as SLAs. You're also 4+INT skills per level on an INT-based class, so you'll rival the skills of a Rogue. You can even make a competent (though not top-tier) summoner.

yukongil |
1 person marked this as a favorite. |

Unchained Rogue. Allowing a single skilled rogue to run loose without worrying about the tank giving away their position or worrying about making the most of out Full-Attacks and you find out why Batman is so scary to the villains of Gotham.
A single player allowed to control the tempo of a fight, where hit and run tactics would reign supreme would be a surprisingly strong contender since everyone seems to discount the rogue.

Sysryke |
Why not give the players a way to work together?
Perhaps they all have a ring of sending tuned to the other rings. The wearer of the ring can use sending 1/day as a free action to all the other rings or to a specific ring.
Or it could be Clairaudience-Clairvoyance instead of sending if that makes more sense.
This will let the players coordinate and help each other and come and rescue each other.
I believe the intent is to have this be solo play by design. Let's see how well each class can do truly on its own sort of thing. I might be off base, but basically each tower, while utterly identical, is its own little demi-plane.

![]() |

Many years ago, the local pfs group did a similar event, where they paired off and one player ran, the other player played. Using existing pfs characters, and playing pfs modules that were a couple of tiers lower then their level. The event was a resounding success, people loved it, and talked about it for years after.