Class for a solo campaign [Archive] - Wizards Community

Post/Author/DateTimePost
BlackJack666

01-04-07, 06:37 PM
I was just wondering what class you guys think is the best for a solo campaign.

Please include a brief explanation for your choice of class.

Thanx for the posts!
Tony Vargas

01-04-07, 07:01 PM
D&D is really balanced for group play, with the essentials parceled out among several classes. Thus, any solo campaign needs more than the usual amount of DM-tailoring of challenges. The challenges faced should also be much lower - a solo adventurer should faces CR/ELs ranging from 4 or more below his level, up to about his level (the equivalent of CR+4 for a typical party). Against such challenges any class should have a shot, even the more vulnerable ones. However, the DM still must be wary of anything that might place the outcome of a challenge on a single roll (like save-or-die effects) - it only takes one such blow roll to end the campaign.

That said, the more versatile and less vulnerable the character, the better. Poor saves, for instance, are serious problem, as would be low hps or AC or lack of skills. Multiclassing is probably a very good choice (one time when a multiclassed caster is just fine, since he'll be facing challenges about 4 levels below what a party would, he could easily take about 4 non-caster levels and still have all the magic potential he needs). The Monk could also work pretty well as a solo character - all good saves, high mobility, decent skills, and his relative equipment-independence makes him better able to deal with the all-but-inevitable capture scenario - and might have good RP reasons to go it alone, as well.

Another aproach is to gather an NPC group around a solo PC. This can be done arbitrarily, or via Leadership, Diplomacy, summonings, and the like. A Druid would be an obvious candidate for this aproach, as would a Paladin, or any other class with good reason to have high CHA and maxxed Diplomacy.
Oswald Krato

01-04-07, 07:05 PM
This may seem odd, but Bard. Leadership, Obtain Familiar--which is then made into Improved Familiar. Bard covers a lot of the utility, meaning the only real things you would need are a dedicated healer and a dedicated blaster.
taradusis

01-04-07, 07:13 PM
I would reccomend cleric.Ability to turn undead rather than have to fight them.Ability to heal oneself.Decent armor and weapon selection with adequete HD.Careful domain choice and attention to racial options give you a good chance of surviving.Belonging to church gives you a support network?RANDOM THOUGHTS.
Maraxus

01-04-07, 07:15 PM
It does not matter. The dm can set the challenges so that they fit and 1 character of the group won't overshine another one, so it can be just as strong or weak as you wish.
spencerthomas

01-04-07, 11:29 PM
hmm. This is something I like to think about with every character. I like to think what my characters would do without others, how they would survive on their own, ect.

Classes I would Suggest as for Solo:

Druid - Good all around abilities, some wierd druid roleplaying that you can explore more indepth in a solo campaign. You have an animal companion to back you up and wild shape. The druid phb2 might be something to consider, but you loose other stuff.

Cleric - Again good all around, more spell based than the druid. Good solo campaign options based around diety and church. also strong ability to twart undeath! or take it into your reigns! :D

The CoDzilla is also worth mentioning. Its the twinking of the above classes to make them that much stronger, would be nice for solo play as you dont have to worry about out shining your other PC friends. But for fun average play, maybe look over the stuff and cherry pick some fun ideas.

I guess it also boils down to what you want to play, what type of things do you want to emphisize.

One PrC to look at to 'cover all the bases' is the Chameleon PrC on pg 111 of Races of Destiny. This is a class I've had my eye on for its versitility. You aren't uber like crazy mages or clerics, but you go some nice options.

can you give us some insight into somehting that you want the character to do, or a type/style?

-sc
Nezkrul

01-04-07, 11:58 PM
any character can shine in a solo campaign, it depends on what you build the character toward.

But, not knowing the setup of the campaign, I'll chime in with my favorite class that I also think is the best for solo: the Warlock.

He doesn't need rest to recover. He doesn't need ammo. With the right invocations he can get away from / avoid a lot and still be effective in combat (shatter at will? OMG). He can use virtually every magic item...and MAKE them. He has rogue like skills, though poor skill points (can be managed around). He has lots of bases covered, and is my pick for solo.
revaar

01-05-07, 12:21 AM
personally, i think that a ranger, bard, or monk would do best in a solo game. they are the most rounded classes with abilities from most achetypes. mobility, combat power, supernatural. but any class can work solo if the GM makes the game around it.
JagAgemo

01-05-07, 12:27 AM
Nearly any divine spell casting class can solo, cuz the biggest problem with soloing is your HP.

I my self have DMed a solo campaign, here is my advice never be an arcane caster other than a bard, or a Warlock. (the Warlock can use wands to heal and the bard has healing spells). All the arcane casters suck as soon as they run out of spells, if your are solo this will happen sooner then you'd expect it. (I know my players 5th lvl Soc ran out of spells in under an hour and we had only had 1 fight)

now if what you want is something that can go darn nearly anywhere and still comeback alive I recommend my class the survivor (http://boards1.wizards.com/showthread.php?t=763811) (it stands true to its name).

so no mater what you want to be just make shur you have a way to heal your self, and don't use something that runs out of amo.
Yokomohoyo

01-05-07, 01:17 AM
If your DM allows it try a gesalt combo from the Unearth Arcana book. You can mix 2 classes of your choice and take the best from the both of them. For example you could have a monk/sorc and have the fort/reflex saves from the monk and the will saves from the sorc. You'll also have all the bonus feats that the monk gives and its hit dice wile your level feats (the ones granted from every four levels) you can dedicate it to your metamagic. If you make your character a half dragon you'll gain Str +8, Con +2, Int +2, Cha +2 with a +2 L.A. Its an option.
JagAgemo

01-05-07, 01:24 AM
that would be better for a solo, but half dragon is a +3 LA and if he allows it you should ask your DM how HE takes LA in a gestalt campaign, because many people take it differently.
TheDarkLord

01-05-07, 01:34 AM
Gestalt would be you best bet.

Rogue/Wiz(psion) would be a skill monkey (UMD wands of CSW), get the leadership feat and get you a cleric healer perhaps?

Ranger/Cleric (Zen Archery) dangerous person

Druid/Cleric (Need I say more?)
Encard

01-05-07, 01:51 AM
What about a Chameleon? You'd be able to tailor your abilities to the day's needs and, even if not the strongest in everything, you'd certainly be versatile. Otherwise, I'd probably opt for a Cleric, Druid, or possibly Bard or Swordsage, for reasons mentioned before.
Manyfist

01-05-07, 02:28 AM
Druid/Warblade... man... overpowered gesalt...
Yokomohoyo

01-05-07, 03:42 AM
warlock/cleric gesalt....... cant get any stronger than that unless you go monk/warlock with a few saint levels :OMG!
JagAgemo

01-05-07, 03:50 AM
LOLz *falls of his chair* Manyfist's..*gasps for air* .. villagers quote..*make his will save and is calm again"..funny
Encard

01-05-07, 03:50 AM
warlock/cleric gesalt....... cant get any stronger than that unless you go monk/warlock with a few saint levels :OMG!

Err... Actually, I'd say it's pretty easy to get stronger than that. Warlock is nice, but not exactly super-powered. Personally, if gestalt were an option, I'd suggest considering a Rogue/Chameleon//Warblade or Cleric/good cleric PrC//Swordsage gestalt, or maybe even a Rogue or Bard//Crusader.
Yokomohoyo

01-05-07, 03:59 AM
psion assasin (I forget the actual name atm)/ninja gesalt with a few levels in assasin/darkland vet hehehe could you imagen the fear effect with a few other nice tibbits?
SephDragoon

01-05-07, 04:13 AM
Hm... now my choices are both a little out there, but here they are:

Warforged Sorcerer/Rogue (and eventually go daggerspell mage, cus they rock). You get access to repair damage spells, can cast them spontaneously, and you will be sneaky, capable of taking care of most obstacles, and with sorcerer, you can blast near anything. Control the battles with planning, and you should do very well indeed.

My other choice is Half-Vampire Barbarian/Frenzied Beserker. You will get minor fast healing, so you can be assured you'll never be stuck without HP, and both the half vampire and frenzied beserker don't really do well with parties (half vampire, cus when the thirst gets bad, the party starts looking like an all you can eat buffet, and frenzied cus you could end up attacking them). So playing them solo might be fun, no worrying about what your team thinks.
Yokomohoyo

01-05-07, 04:20 AM
Hm... now my choices are both a little out there, but here they are:

Warforged Sorcerer/Rogue (and eventually go daggerspell mage, cus they rock). You get access to repair damage spells, can cast them spontaneously, and you will be sneaky, capable of taking care of most obstacles, and with sorcerer, you can blast near anything. Control the battles with planning, and you should do very well indeed.

My other choice is Half-Vampire Barbarian/Frenzied Beserker. You will get minor fast healing, so you can be assured you'll never be stuck without HP, and both the half vampire and frenzied beserker don't really do well with parties (half vampire, cus when the thirst gets bad, the party starts looking like an all you can eat buffet, and frenzied cus you could end up attacking them). So playing them solo might be fun, no worrying about what your team thinks.


Isn't their a ring of substanance that could help you with the "hunger" problem that comes with being a vamp? And about the frenzied well just try playing a frenzied beserker/warmage combo.... never good for a party when you into a frenzy and can still cast power word kill or circle of death hehehehehe
JagAgemo

01-05-07, 04:21 AM
Hm... now my choices are both a little out there, but here they are:

Warforged Sorcerer/Rogue (and eventually go daggerspell mage, cus they rock). You get access to repair damage spells, can cast them spontaneously, and you will be sneaky, capable of taking care of most obstacles, and with sorcerer, you can blast near anything. Control the battles with planning, and you should do very well indeed.

My other choice is Half-Vampire Barbarian/Frenzied Beserker. You will get minor fast healing, so you can be assured you'll never be stuck without HP, and both the half vampire and frenzied beserker don't really do well with parties (half vampire, cus when the thirst gets bad, the party starts looking like an all you can eat buffet, and frenzied cus you could end up attacking them). So playing them solo might be fun, no worrying about what your team thinks.

me supports this :evillaugh
Nezkrul

01-05-07, 09:03 AM
Wujen 5 / Geometer 5 / Wujen 10 // Half-Orc Paragon 3 / Orc Paragon 3 / Fighter 2 / Barbarian 2 / Fenzied Berserker 10; pick metal as the element of mastery for wu jen.

Broken gestalt fun ness, well at least IMO hehehe, and would definitely be a solo contender.
Cricket_God

01-05-07, 12:13 PM
As had been said repeatedly, any character can work in a solo campaign as long as the DM sets things up right. However, if your looking for versatility I think your best option would be to either convince your DM to let you use a Gestalt or play as a chameleon.

On the Gestalt combo topic, how about Monk 6/ Psionic Fist 10/Monk 4//Soulknife 20. It isn't the best Gestalt combo in the world but it's pretty funny. Make sure you take deflect arrows and return shot.
Stormbrand

01-05-07, 12:53 PM
Seriously, Paladin.

All the complaints from other party members will not come into it, and there is so much to use.

The Code - you can design adventures with the Code in mind and not take the spotlight from other players.

Specialty - Paladins are very powerful in some situations, very weak in others. This can be exploited when designing encounters.

Station - Commitment to duty makes paladins the most likely to earn positions of responsibility, such as military or judicial rank, official duties of knighthood, mastery of a demesne. No need to go looting ruins at behest of comrades.

Signature abilities - Turn Undead is said to have other applications. Destroying evil seals, unholy altars, freeing captive spirits.

Temple relationship - think, paladins go out to fight evil while recieving support from the clerical magic back home.

I could think of more, but I have made my point - there is so much you can do with paladins.
MaximumHavoc

01-05-07, 01:32 PM
considering how important hitpoints are in a solo campaign, i am surprised that no one has mentioned the dragon shaman--unlimited healing.

for solo campaigning, i find it useful to think like a crpg player--such games often are solo adventures. in a crpg, the most important objective, by far, is to stay alive. if you can stay alive, then just about anything and everything else can be accomplished with enough time and effort. in a crpg, staying alive often is accomplished by the game littering the ground with healing potions. however, this will not occur in a pnp rpg, so the closer you can get to accomplishing an endless fount of healing in a pnp rpg, the better.

another good pick for endless healing is the dread necromancer with the tomb tainted soul feat.
SephDragoon

01-05-07, 03:09 PM
Seriously, Paladin.

All the complaints from other party members will not come into it, and there is so much to use.

The Code - you can design adventures with the Code in mind and not take the spotlight from other players.

Specialty - Paladins are very powerful in some situations, very weak in others. This can be exploited when designing encounters.

Station - Commitment to duty makes paladins the most likely to earn positions of responsibility, such as military or judicial rank, official duties of knighthood, mastery of a demesne. No need to go looting ruins at behest of comrades.

Signature abilities - Turn Undead is said to have other applications. Destroying evil seals, unholy altars, freeing captive spirits.

Temple relationship - think, paladins go out to fight evil while recieving support from the clerical magic back home.

I could think of more, but I have made my point - there is so much you can do with paladins.

Except half the fun of playing a paladin IS bugging the other players! Come on, who doesn't enjoy telling the party rogue to, "Put that back before I smite thee..." :)

Yokomohoyo, yes, there is a ring of sustenance for this very reason, but if he starts off low levels, it may not be an option for him for a while. In fact, whenever I play a half vampire, I always get a ring of sustinence.

JagAgemo, thank you. I am glad someone apreciates my two :P.
NerdNumber1

01-05-07, 03:28 PM
undead raising spellcaster. Now you aren't alone anymore. I would suggest a nutral cleric. It can heal itself and is tougher than wizards.
SephDragoon

01-05-07, 03:45 PM
Pfft, nah... silent spell'ing a fireball, using greater ivnisibility, and hiding somewhere safe, then raining down terror on your enemies is far better than raising undead. Especially consider for a moment Summon Monster spells, which will definitely give you the edge in battle if you can use it as a decent distraction while you hide and let loose death.
BlackJack666

01-05-07, 03:51 PM
I will probaly be starting around 4th level with some magic items

I was leaning toward a monk or a druid originally but now i am considering a paladin or a warlock

i dont have that many splat books (PHII, Complete Warior, Libris Mortis) and I would like to stay away from multiclassing more than 3 classes

Is the Warlock any good at lower levels??