Suggestions for "DM buddy" for solo Paladin

Irda Ranger

First Post
Hey all,

SITUATION:

FACT #1: My wife wants me to run a couple short adventures for her using 4E rules, as a solo PC.

I know that (because of the explicit Roles) 4E doesn't support solo play as well as other games, but I absolutely want to do what I can to make this work. What we've decided is that her PC will have a DM-PC "sidekick" of the same level that (for roleplaying reasons) basically just follows her around and helps her out. There may be a Life Debt involved.

FACT #2: She wants to try out the Paladin class. She'll be using the Dragonborn rules but re-themed as a human Amazon (strong, beautiful, can do close-blast-3 "Thunder of Athena" attack, etc.).

MY QUESTION: Which class do you think best pairs with a Paladin for survivability and good 4E "Role"-play?

Right now I'm leaning towards Barbarian, as it can DPS like no other but also protect her in melee if necessary. The other obvious suggestion would be a Leader of some kind (Warlord or Str-Cleric probably).

Your thoughts?
 

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I would probably avoid a ranged striker with high mobility, but aside from that, I see no reason why most things couldn't work well..

But of course, there is little doubt that pairing the paladin with a leader gives an enormous durability.
 

I think that a 4e paladin works well enough solo that you don't need a buddy. It has good AC, decent attack abilities, and can use lay on hands one or more times per day if hard pressed in a fight. In fact, I'm working on a series of adventures for a solo paladin character in my blog.

I've attached my adventures for a 1st-level paladin and a 2nd-level paladin (compiled in a Word document from my blog) for your easy reference. They are pretty much bare-bones adventures, heavy on mechanics and light on flavor, but you might find them useful. I'm currently working on another one for a 3rd-level paladin.
 

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I wouldn't really go Barbarian. They really rely on the charge action, which is going to be less useful in 2-man. I'd also avoid anything that is purely ranged, since with two characters being in melee a lot of the time will be inevitable.

Some ideas:

Artful Dodger Rogue--Some sort of life debt or penace involving the Paladin, and an AD Rogue is independantly mobile, which works well with the Paladin.

TWF Ranger--You guys can team up on one enemy and take it down fast, while the Paladin can take a bigger share of the abuse.

Infernal Warlock--The only ranged character that doesn't mind melee and getting hit, multi into Swordmage(Intelligent Blademaster) for the win. Interesting odd couple from RP standpoint.

Staff Wizard--This would actually be my choice, and would have an interesting synergy with the Paladin. The 4E Wizard is actually a worthwhile DMPC class for the first time ever.

Melee Cleric--Kind of a thematic overlap, but you won't die ever.
 

I think that a 4e paladin works well enough solo that you don't need a buddy.
I agree that of all the classes she could have picked she really went with the best one for solo play. But (IMO) no solo PC should ever go adventurin' without a buddy to drag their unconscious ass out of battle in the event of "bad luck." The "They left you for dead / decided to take you prisoner" ploy only works so often. And simply letting them die is of course much more "meta-disruptive" in a solo situation than in a group situation.

It's also pure "luck" she went with Paladin, as she didn't even look at the rules. It was a pure "I haven't played one of those yet"-based decision.

I've attached my adventures for a 1st-level paladin and a 2nd-level paladin (compiled in a Word document from my blog) for your easy reference.
Thanks!

So the consensus seems to be that "Anything but ranged" would probably work. Cool. (but also noted about the charging preference for Barbs - thanks, thecasualoblivion).

EDIT: Now that I think about it, I believe I'll go with a Warlord or Melee Cleric. The main reason though is because of the DM-PC/PC dynamic. The Leader role makes "the other guy" more awesome, rather than hogging spotlight himself. I think that this is what DM-PCs should always do. No one likes a DMPC that's out in front too much.
 
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Just in case it helps:

I am running a solo game for my wife. Have been for 9 levels now. It works great, and the reason it works so well is because it is not a solo game. She's running three characters, and I'm running two.

The game is very roleplay-lite, mostly because my wife is still a little uncomfortable with that. Fortunately she's very comfortable with what's called bluebooking round these parts: making notes and coming up with after the fact descriptions of a character's thoughts and impressions from a previous game session.

I don't know if that would work for your wife, but its a thought. The complexity issue of running three characters really isn't bad if you start at level 1 and work your way up. It would be a nightmare if you began at level 9, where we are now, but if you ease into things, it works fine.
 

For RP reasons, I'd suggest either the STR-based cleric build or the two-weapon fighting ranger build. Since your wife is going Amazon warrior type... having the cleric match her deity (I'm assuming Melora the nature goddess) would make sense (both of them are fighting the foes of nature together). And the ranger is nature-themed as well, which makes also sense from an RP perspective. And with the ranger, that character would be the scout, while your wife would be the muscle.

I'd concur on avoiding a ranged attack class, as it just means your wife would constantly have to run back to assist, plus there's no opportunities for flanking.

In addition, if you don't use the cleric... you may find you want to jury-rig a couple houserules to assist with healing, since just Lay on Hands might not be enough (and you find she drops too often in encounters). A few suggestions that have appeared on these boards in the past include things like handing out healing potions more often, making the use of a Second Wind a minor rather than standard action, giving players two Second Winds per encounter (while keeping it a standard action to use), swapping one of the character's class abilities for the Healing (or Inspiring) Word power, or allowing the use of the Heal skill in battle as a standard action to trigger the use of a healing surge (on top of the standard Second Wind). You may find of course that any of the houserules might not be necessary (especially if the encounters you design are not so deadly that she drops that fast)... but it is something to keep in mind and be watchful for.
 

I still like the Staff Wizard best. Its the most interesting choice tactically as this Wizard is very much unlike the Paladin(moreseo than any other choice), and if built right with enough close bursts, single target control, and durability feats(toughness, leather armor, ect), the Wizard should be able to survive just fine.
 

Thanks so much everyone.

Unfortunately (or not), running 2-3 PCs really isn't an option. The wife is a bit rules-phobic, so asking her to learn three classes probably won't fly. Plus, she likes roleplaying out conversations & detective stuff, and running multi-PCs is a real RP-killer IME.

I've decided to go with a Shifter Str-Cleric (stat block below) of the same deity (Bahamut). Wendy's character is basically Paksenarrion (from The Deed of Paksenarrion; read it if you haven't (or again, if you have)) and "Ramstein" will be her loyal Warder (I'm using a Tiefling Fighter pic for his character portrait; apparently whatever were-creature he's descended of had horns. Possibly a were-antelope, given the length of them ;)).

The Brew Potion Ritual is an excuse to let him start play with 3 healing potions.

====== Created Using Wizards of the Coast D&DI Character Builder ======
Ramstein, level 1
Shifter, Longtooth, Cleric
Build: Battle Cleric
Background: Gritty Sergeant [+1 Init, Weapon Proficiency (longsword)]

ABILITY SCORES
Str 20, Con 11, Dex 10, Int 10, Wis 16, Cha 8. [This was what the CB Auto-picked. I let it stand. - IR]

AC: 17 Fort: 15 Reflex: 11 Will: 15
HP: 23 Surges: 7 Surge Value: 5

TRAINED SKILLS
Religion, Insight, History, Heal.

FEATS
1: Ritual Caster
1: Shield Proficiency (Light)

POWERS
1, At-Will: Priest's Shield [When fighting back-to-back vs. many foes - IR]
1, At-Will: Righteous Brand [When fighting shoulder-to-shoulder vs. a big dude - IR]
1, Encounter: Healing Strike
1, Daily: Avenging Flame

ITEMS
Ritual Book, Chainmail, Holy Symbol, Adventurer's Kit, Light Shield, Longsword, Crossbow, Potion of Healing (3)

RITUALS
Gentle Repose, Brew Potion
====== Created Using Wizards of the Coast D&DI Character Builder ======
 
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If the paladin is STR based, a tactical warlord using commander's strike can be very useful, and definitely works well as a DM PC (there are a lot of "let someone else attack" powers that warlords can do). If the paladin is CHA based, it would be a bit harder to use the various basic attack powers of the warlord, in which case a strength cleric would probably be better.

A rogue is useful to team with a defender, especially an artful dodger, and they can "tempt" enemies into drawing OAs, and thus trigger the divine challenge damage.

EDIT:

Saw what you posted, looks very solid. The wisdom will do well in helping out healing powers, and 20 STR on a cleric makes righteous brand amazing, which will be very helpful in making the paladin shine.
 
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