What to play in a single-player campaign?

Vargo

First Post
A friend of mine is going to run a game for me solo. He's using the upcoming Dungeon adventure path modules, and I'm going to try to do it with a single character.

The modules start at L1, and he's saying things will be (roughly) balanced if I start with a level 4 character, using a 32 point buy. I'm currently thinking about playing a Human Druid, but I'm wide open to suggestions. WotC splatbooks are valid sources, as well as the PsiHB, and Manual of the Planes. The one rule I'm throwing down is: No clerics.

The thing I'm worried about is I will quite literally have to be a jack of all trades. Combat, healing, trap detection/removal/bypass - I can't see an easy way to do it.

Other combos I've considered:

Githzerai Monk L2 - Insane dexterity, wisdom bonus, Inertial Armor feat, free psionics = Nice, but vulnerable to psychic attacks in the long run.

Dwarf Barbarian w/20 CON = more hit points than God, but what a one-trick pony...

Suggestions? Thoughts? Large flaming bovines?
 

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For jack of all trades, I'd go Psion (Shaper). You can have healing (and if you're the only PC then healing others isn't likely to be an issue), combat ability (Firefall, Lesser Concussion, as well as Astral Constructs), and limited trap detection/removal (march an Astral Construct through the area in question...), as well as access to the psionic feats.
 

If you're starting at level 4 with 32 points, have you given any thoughts on a multi-class character. It might give you more flexibility and allow you to have that jack-of-all-trades type of PC you are looking for.

Some sort of combination of Fighter/Spell-caster/rogue comes to mind...

Guillaume
 

Get thee some NPC helpers. The DM can make you friends with them somehow. They can help you do anything except make decisions.

Later, they can betray you and take your stuff.

-- Nifft
 

Druid seems like a good choice, although a Cleric with the animal domain would probably be better. Cleric's can tank better than druids, but with the cheesy domain, you still get an animal companion to keep you from going it alone.

If traps are really a problem, then you might want to take a level of rogue, and choose Trickery for your second domain, but most traps usually suck. I'd just single class the cleric with a lot of constitution, and plan on using your spells to recover from whatever damage traps do dish out.
 

I'm currently playing a 10th Level character solo in an Oathbound campaign. For the character, I developed a history that put particular emphasis on warfare and tactical planning, but also worked in some political intrigue as well as a trade: Apothecary.

For the PC, I used rules from OA, Alchemy & Herbalists, and GR's Assassin's Handbook, ending up with a Assassin 1/Fighter 8/Sorcerer 1 (Assassin added at Level 7 and Sorcerer added at Level 9).

The result is a character that is a superb combatant with several side-abilities. The Sorcerer spells are all dedicated to Divination magic, allowing me to detect auras and dangers. I went with a high Intelligence, giving me Skill Points to put into Profession: Apothacary as a background skill (it's currently at about 10 ranks, with a few supplimentary Ranks in Alchemy and Profession: Herbalist). This allows me to create healing balms, poison and their remedies, and other items that assist me in sneak'n'creep style adventuring.

While I agree that a jack'o'trades character isn't always desirable, it's good as a solo PC to aim for some degree of versatility to avoid over-dependance on NPC support. You'll never escape it completely, but locking in on a single avenue of specialization will often have you standing by while an NPC ally does something that you can't do yet again.

Anyhow, that's my advise. Hope it helps.

:D
 

While 32 pointbuy won't get you that great stats for it, I say go for a Monk.

Monks, at higher levels, can heal themselves. They can find traps. Amazing saves. Kick buttski.
 

Let me share an anecdote from my DM:

There was this guy in one of his games back in the 1E days, who had a fighter/mage/cleric/thief. This guy was convinced that he was pretty bad. "I'm a one-man party," he'd say, "I don't need any of you!" So eventually, while the others bedded down for the night before venturing up to the mysterious, ruined castle, he forged ahead.

Half an hour (gametime) later, the PCs who made camp see something floating down the river that ran beside their campsite. They went and looked, and it was the body of their erstwhile companion, with more arrows in him that Isildur, floating downstream.

The player was ... disappointed ... when the party decided to ignore his plight. They said, "He's a one-man party! He doesn't need us!" and went back to bed.


So I think that believing there to be an ultimate arrangement of classes that would replace a four-man party with a single person (without being significantly more powerful) is folly, and a trap you should avoid.

I agree with Nifft -- get thee some NPCs. Then the torchbearer can step up and attack the dragon head-on; I mean, he's getting a whole copper peice a day! Time for him to earn his keep!

TWK
 

I'm under no delusion that there's some magical "ultimate combo" out there (other than a properly-twinked Cleric) - but I'm looking for something where I can at least cover some of the bases on my own without running for backup too often. In fact, I can probably forgo "healing" support as long as I'm willing to expend resources on healing potions/salves/etc. - I'm just looking for the most efficient way to do that.

Fighter/Rogue? Ranger/Rogue? (Move Silent/Hide/Spot all class skills) Hmm...
 

It all depends on what kind of game your DM is going to run for you. And that might depend on what you want to play. So, any class would work (trust your DM to fill in the gaps).

If I were you, I'd go with whichever class is the most fun for you to play.

Something that might help is to look at the challenges that a typical party faces, and which classes are helpful defeating those challenges. Then pick the class that is most useful in overcoming the most challenges.

Example
Challenge Class that overcomes challenge (excluding Cleric, as you specified):

Physical combat Ftr, Bar, Rng, Pal, Drd (higher levels)
Traps Rog, Mnk & Pal (good saves)
Social situations Rog, Brd, Pal (diplomacy only)
Sneaking Rog, Rng, Mnk, Brd, Drd (higher levels)
Spotting sneaks Rog, Rng, Mnk, Drd (higher levels)
Defeating groups Wiz, Sor, Brd, Drd
Bypassing obstacles Wiz, Sor, Rog, Brd, Drd (higher levels)
Fighting Undead Pal
Healing Drd, Brd, Pal, Rng, Rog (higher levels)

Of those challenges, Physical Combat and Healing are the most vital and the most easily solved with NPCs.

So, in order I recommend:

1) Druid. Can heal, comes with replenishable Animal Companions that can scale with level, and at later levels can Wildshape into whatever role you need.

2) Bard. Best Jack of All Trades, if you want to avoid Cleric. With a high Cha you'll be able to attract an impressive cohort at 6th level (Leadership feat).

3) Paladin. Can heal, can deal with undead, can attract cohort and followers with high cha. Will get a Mount (try for a special mount with flight). Good saves, good armor, good offense, and good hp make the Paladin very self-sufficient.

4) Rogue. Max out Use Magic Device. Alas, rogues suffer in straight-up one-on-one fights. Not having a flanking buddy sucks.

5) Ranger. Eventually gets animal companions and healing. Very suited to the "lone adventurer" role.

-z
 
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