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*Pathfinder & Starfinder
Solo campaign for arcane caster
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<blockquote data-quote="Jack Simth" data-source="post: 4665143" data-attributes="member: 29252"><p>Let's see... assuming 3.5:</p><p></p><p>1) Party level is at -4 (that is, if he's 10th level, "run of the mill" challenges where you face four of them a day should be CR 6, "overpowering" challenges should be CR 10). </p><p>2) His biggest weaknesses will likely be healing and melee. The standard Arcanist (Wizard, Sorcerer) is a "glass cannon" so to speak - heavy hitting, but can't take a hit very well. Yes, boosting HP will help, but it's not going to cover everything (he'll have a deeper reserve, but no way to replenish). Arrange for him to have a way to cover both.</p><p>3) You might consider the <a href="http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm" target="_blank">Gestalt Characters</a> variant - that'll help with both 1 and 2 above if he's careful in his selections (a Druid//Wizard with Elemental Summoning and a permanent Detect Magic or Arcane Sight can cover almost any role in a party, with a little creativity).</p><p>4) Almost regardless of what you do, he's going to have lacks (unless he's VERY good at character design, or you're reasonably high level). E.g., it's unlikely he'll be able to cover all four of:</p><p>Skillmonkey (anti-trap, stealth, anti-stealth - standard Rogue)</p><p>Meatshield (Melee heavy-hitter - standard Fighter)</p><p>Band-aid (healing and the "day after" pills such as Restoration - standard Cleric)</p><p>Batman (utility spells - standard Wizard)</p><p>You'll have a painful balancing act of keeping the elements in there and not overwhelming him with whatever he happens to not be able to cover (e.g., if he can't do melee, sending brusiers that can close without difficulty will wipe him out if he doesn't retreat).</p><p>5) Forget Save-Or-Lose spells. Remove them from the game. With one character, you're a LOT more sensitive to TPK's.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 4665143, member: 29252"] Let's see... assuming 3.5: 1) Party level is at -4 (that is, if he's 10th level, "run of the mill" challenges where you face four of them a day should be CR 6, "overpowering" challenges should be CR 10). 2) His biggest weaknesses will likely be healing and melee. The standard Arcanist (Wizard, Sorcerer) is a "glass cannon" so to speak - heavy hitting, but can't take a hit very well. Yes, boosting HP will help, but it's not going to cover everything (he'll have a deeper reserve, but no way to replenish). Arrange for him to have a way to cover both. 3) You might consider the [url=http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm]Gestalt Characters[/url] variant - that'll help with both 1 and 2 above if he's careful in his selections (a Druid//Wizard with Elemental Summoning and a permanent Detect Magic or Arcane Sight can cover almost any role in a party, with a little creativity). 4) Almost regardless of what you do, he's going to have lacks (unless he's VERY good at character design, or you're reasonably high level). E.g., it's unlikely he'll be able to cover all four of: Skillmonkey (anti-trap, stealth, anti-stealth - standard Rogue) Meatshield (Melee heavy-hitter - standard Fighter) Band-aid (healing and the "day after" pills such as Restoration - standard Cleric) Batman (utility spells - standard Wizard) You'll have a painful balancing act of keeping the elements in there and not overwhelming him with whatever he happens to not be able to cover (e.g., if he can't do melee, sending brusiers that can close without difficulty will wipe him out if he doesn't retreat). 5) Forget Save-Or-Lose spells. Remove them from the game. With one character, you're a LOT more sensitive to TPK's. [/QUOTE]
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