Playing Solo


War for the Crown


So, after a long time trying to GM this adventure, I had issues and couldn't finish the adventure. A friend of mine offered to play it for me (despite me being spoiled for most of the adventure; as I kinda just want to "live" Taldor for once), but, due to logistics and time issues, I would be playing alone.

So, trying not to use my meta knowledge and actually RP goodly, I decided to do a regular character (optimized, but not overly): a Human Courtly Knight Cavalier.

Now, what advice could you give me for this adventure, taking into account I'll be playing by myself and, as such, I'll have less resources to influence nobles or fight. I gave skills on Intimidate, Diplomacy, Knowledge (nobility, history, local) and I plan on getting the Leadership feat to balance myself a bit as well.

Any advice? If you have advice for my GM, you could post it in spoiler here as well, I can link him the forum post so that only he would read.

Thanks in advance.


2 people marked this as a favorite.

I'd recommend investing in Use Magic Device. The reason being that there are some challenges in every AP that are difficult-to-impossible without the use of magic (not to mention healing/condition removal get easier if you don't have to trudge all the way back to a temple every time you get diseased, blinded, cursed, poisoned, etc.). Since you'll be the only PC you should have a LOT of extra wealth (not having to split loot), and it would be wise to spend a good portion of it on wands/scrolls of various utility spells that you can UMD to use.

Alternatively, a single level dip into any casting class gives you the ability to use any wand on that class's list AND to attempt to use scrolls on that class's list with a caster level check DC of (scroll's caster level +1). Source. If you're willing to consider 1 level of wizard and 1 level of cleric, that gives you access to a huge set of spells in the form of purchased wands/scrolls.

EDIT: Instead of cleric 1/wizard 1, you might want to do oracle/sorcerer, because you also need a high enough key ability score to use the scrolls (e.g., 15 for a 5th level spell) of higher level with that 'caster level +1' rule. Since you're thinking cavalier, Charisma is a good stat to focus on anyway.


What he said


quibblemuch wrote:

I'd recommend investing in Use Magic Device. The reason being that there are some challenges in every AP that are difficult-to-impossible without the use of magic (not to mention healing/condition removal get easier if you don't have to trudge all the way back to a temple every time you get diseased, blinded, cursed, poisoned, etc.). Since you'll be the only PC you should have a LOT of extra wealth (not having to split loot), and it would be wise to spend a good portion of it on wands/scrolls of various utility spells that you can UMD to use.

Alternatively, a single level dip into any casting class gives you the ability to use any wand on that class's list AND to attempt to use scrolls on that class's list with a caster level check DC of (scroll's caster level +1). Source. If you're willing to consider 1 level of wizard and 1 level of cleric, that gives you access to a huge set of spells in the form of purchased wands/scrolls.

EDIT: Instead of cleric 1/wizard 1, you might want to do oracle/sorcerer, because you also need a high enough key ability score to use the scrolls (e.g., 15 for a 5th level spell) of higher level with that 'caster level +1' rule. Since you're thinking cavalier, Charisma is a good stat to focus on anyway.

I thought as much about UMD, actually planning on placing a skill point as soon as I hit level 2. But I don't think I should level dip, as it would hurt my specialization (which, I know I'm by myself, but is better if I don't set back my BAB and Damage). As long as I get to level 7 quickly to get Leadership, I should be fine. And UMD would allow me to use the wands.

Thanks for the advice


Oh, and I'm currently running this with two players. I waived the feat requirement for Leadership and they have a cohort acquired naturally during one of the chapters.

So your GM may wish to consider doing that, to give you more flexibility at level 7 instead of locking you in to a feat tax. I understand the point of the feat for a full party of 4-6, but fewer than that, the trade-off doesn't work IMO.

Liberty's Edge

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I’m about to start running it for my wife - one PC, one GMPC, possibly free Leadership down the road. But I’m also starting both characters at level 3, and they will start earn Mythic tiers starting at the end of book 1 (probably roughly tied to earning Triumphs starting in book 2). I’m trying to avoid having to rewrite too many of the encounters and we’re hoping to move through it at a pretty quick pace to see how it flows.

Dark Archive

1 person marked this as a favorite.

I've run solo player games before, and I'd also recommend using Hero Points. They go a long way towards solving a single bad save roll vs a "save or die" or even "save or suck" spell ending the entire campaign.
Just my 2 cp.


Oh yeah! I forgot about Hero Points. Definitely use Hero Points.


1 person marked this as a favorite.

@Tusk my GM confessed me that he will give me Mythic Levels, as well as Variant Leadership (the one for the agents, not followers); all I asked him was that the Mythic Ranks felt organic and that I would gladly take challenges to earn it. Is a good way to balance

@Jenner we (my whole group) personally don't like Hero Points on this system, but will ask him if I can use them (it'll give me a reroll chance on certain effects, that's for sure)

Thank you very much for your replies! I hope it works for you and your wife, Tusk.

Liberty's Edge

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Bluend wrote:

@Tusk my GM confessed me that he will give me Mythic Levels, as well as Variant Leadership (the one for the agents, not followers); all I asked him was that the Mythic Ranks felt organic and that I would gladly take challenges to earn it. Is a good way to balance

@Jenner we (my whole group) personally don't like Hero Points on this system, but will ask him if I can use them (it'll give me a reroll chance on certain effects, that's for sure)

Thank you very much for your replies! I hope it works for you and your wife, Tusk.

Thanks, and for you as well, Bluend!


Hello everyone,

I will GM it for one player too (I've not started yet). So it's a good AP for a solo player?
I prefer to ask before reading the adventure, I don't want to spoil myself if we don't play it in the end.


Alseta wrote:

Hello everyone,

I will GM it for one player too (I've not started yet). So it's a good AP for a solo player?
I prefer to ask before reading the adventure, I don't want to spoil myself if we don't play it in the end.

As with any AP, I strongly suggest you to read it start to end. It may spoil you, but it helps you to make some foreshadowing or adjustments. Now, if you don't want to, I'll reply your question the best of my ability not to spoil:

First and second dungeon is a bit harsh, even on 4 players, mostly due the lack of resting period between them, for one player, try to give them help (in form of healing NPCs or assistance given from helpful NPCs he may have met in the gala).

Book two has it easier over the money part, due to one character not having to redistribute the loot among friends.

Other books I don't remember quite, but they can be a challenge for a solo player, as any could be.

On the book 1, Chapter 1, my GM adjusted the Gala missions so I could have help from OC NPCs if I do a round of something else (mostly a way of helping me not be repetitive on one or two missions, while giving helpful NPCs). And I advanced to level 2 before the event at the end of chapter 1.

At least read the first book entirely and adjust encounters so your solo player would not be overwhelmed by the amount of gala attendants, and as well by many monsters along the way. The NPCs at the gala and the dungeons, as well as the agents mechanic from the second book will be your friends there.

Good luck on your campaign!


Alseta wrote:

Hello everyone,

I will GM it for one player too (I've not started yet). So it's a good AP for a solo player?
I prefer to ask before reading the adventure, I don't want to spoil myself if we don't play it in the end.

In my opinion, having run this almost to completion (we're in the last book now), this is not a good AP for a solo player.

A great deal of this AP revolves around group activities, around building coalitions, and social interactions. A lot of the stuff just doesn't work well for a single player. There are better paths to solo, at least that I've seen.

E.g., Mummy's Mask works well, especially if you add in NPC help for traps and/or clericking. Probably the best solo path I would say would be Strange Aeons--you're up against lovecraftian horrors the whole time anyway, so 1 person, 4 people, a full compliment of 6 PCs... it's all the same when the shoggoths show up.

You'd have to trim or alter so much of War for the Crown (not just scaling back encounters), that it, at least IMO, is one of the least amenable to a solo playthrough.

Of course, others may disagree.


Ok, thanks to both of you for your advices. I will then probably change my mind, keep this campaign for another group of players and pick something else for the solo one ^^ Thank you!

Community / Forums / Pathfinder / Pathfinder Adventure Path / War for the Crown / Playing Solo All Messageboards

Want to post a reply? Sign in.
Recent threads in War for the Crown