| Post/Author/DateTime | Post |
|---|---|
| control freak06-20-07, 01:03 PM | if you had to pick a single person(at mid low and high levels) to solo adventures what would it be? (if the rest of the party died for instance) i would have a radiant servant with domain spontinaity healing high up a cleric over all i sopose just not sacing spell levels and your fine |
| kenobi6506-20-07, 01:09 PM | Since the odds of this being an issue in an LG module are so remote (i.e., LG tables always have at least 4 PCs, and if the rest of your party died, you'd be far more likely to just bug out), this probably isn't a particularly relevant topic for this board. That said: cleric. |
| control freak06-20-07, 01:21 PM | no it hasnt happened but it has come close, we were down to 2 people twice in games i was in, each time it was me and a fighter (with my cleric) |
| Mattastrophic06-20-07, 01:25 PM | High-level wizard. Because high-level wizards can do whatever they want. -Matt |
| ShinAkuma206-20-07, 01:35 PM | A Tattooed Monk with the Shadow Walk ability, because I'd like to be able to Tumble far from harm's reach, then Shadow Walk far, far away from the big scaries. |
| MatteBlack06-20-07, 02:36 PM | A cleric might be the only one with enough beef, healing and spell selection to actually carry out what a whole party is likely to be expected to do. They might be able to turn or banish one encounter then buff up and outfight another, summon and enchant enough help to get through another and still be able to lick his wounds at the end of the day. Rogues might have the non-combat skills and the necessary skills or spells to slip in and out with a specific objective. Stealth, rogue skills and the ability to use a wide range of items can often circumvent unnecessary fights or obstacles. Arcanists might be able to get through with just the right selection of spells. Wizard knowlege skills could help this. While a bard or charm happy sorcerer might be able to wrangle up enough NPC help. Both the Rogue and arcanist would likely be looking for the back door, method while the cleric would actually be fulfilling most of the objectives. |
| solbergb06-20-07, 04:13 PM | Druid. The ability to have a free expendible bodyguard and to generate your own army to avoid action starvation is important, as is the superior skill list compared to paladin or cleric. |
| Sieylianna06-20-07, 05:51 PM | High-level wizard. Because high-level wizards can do whatever they want. I agree. My wizard used to solo (some) modules with a supporting cast who complained that there wasn't anything alive when their initiative came up. Ed |
| Timlagor06-21-07, 05:16 PM | At high levels the Wizard easily. At all levels the Druid is a good option. |
| Maesto06-25-07, 09:54 AM | I'll echo the high level wizard, as long as they're ready to take on a module as opposed to sit there and support the party and be ready to counter whatever is thrown at them. Core Special mentality will get a wizard through most modules by himself. Low level? Fighter with the ability to use a CLW wand. Mid level? Probably druid. |
| Mattastrophic06-25-07, 10:56 AM | Side-topic here... My 12th-level arcane type has about 30,000 gold burning holes in his pockets. I've really skimped on purchasing defensive and consumable items, because he's got enough firepower to take on "regular" encounters. But what about those one-in-a-hundred balls-to-the-wall DEFCON 3 encounters, where you've gotta dig deep and bring more than your A game? What sorts of purchases, spells, and tactics are useful for those aspiring Arcane Armies of One? -Matt |
| amnuxoll06-25-07, 11:50 AM | Register my vote for druid. |
| solbergb06-25-07, 12:32 PM | Side-topic here... But what about those one-in-a-hundred balls-to-the-wall DEFCON 3 encounters, where you've gotta dig deep and bring more than your A game? What sorts of purchases, spells, and tactics are useful for those aspiring Arcane Armies of One? -Matt You need sufficient passive defenses to get an action. That's the main reason arcanists spend on defensive stuff. To get that first action. If you have amazing alertness skills and a bunch of "go first" feats you may not encounter that kind of beatdown often. When it comes though, you're glad for the con item and the resistance item and the armor class stuff (in that order, in my experience, but opinions vary) |
| Mattastrophic06-25-07, 12:44 PM | Okay, so... -Prying Eyes to make Spot rolls. -Contingent Empowered Mirror Image "just in case" -A large initiative modifier to go first. -Feign Surprise cards. -Other stuff to Not Die. Next step. I've survived to my first turn. What do I do now? Which spells, items, feats, etc solidify the offensive end of the Arcane Army of One? Feel free to go crazy-nuts here, as this is mainly an optimization exercise for me. -Matt |
| CdrcJsn06-25-07, 02:26 PM | Okay, so... -Prying Eyes to make Spot rolls. -Contingent Empowered Mirror Image "just in case" -A large initiative modifier to go first. -Feign Surprise cards. -Other stuff to Not Die. Next step. I've survived to my first turn. What do I do now? Which spells, items, feats, etc solidify the offensive end of the Arcane Army of One? Feel free to go crazy-nuts here, as this is mainly an optimization exercise for me. -Matt Against Melee with no relevant ranged attacks...Scroll of Forcecage. Otherwise a scroll of Gate would be nice (or Candle of Invocation). Bring in a Solar as a standard action to stand between you and the bad guys. But really, unless you're in a time constraint, just teleport away and scry the baddies the following day (or week) with spells tailored to the situation (after consulting various divinations). I remember my first character's tactics of scrying and sending in summoned teleporting celestials to harass the bad guys from the comfort of our inn. Alas, 3.5 removed that capablity (I swear, 3.5 was designed entirely to nerf my first character's tactics). Cedric |
| Mattastrophic06-25-07, 02:59 PM | Against Melee with no relevant ranged attacks...Scroll of Forcecage. Otherwise a scroll of Gate would be nice (or Candle of Invocation). Bring in a Solar as a standard action to stand between you and the bad guys. Ehh, but those, you know, cost money. Forcecage the spell might be good to have around for Alacritous Cogitation, though. -Matt |
| CdrcJsn06-25-07, 04:00 PM | Ehh, but those, you know, cost money. Forcecage the spell might be good to have around for Alacritous Cogitation, though. -Matt Well...you did say go crazy nuts. Frankly, something straight out of the PHB is usually the most effective tactic. Bigby's hand or chained Maze is usually good (would nead a greater rod of chaining). Cedric |
| Mattastrophic06-25-07, 04:45 PM | Well...you did say go crazy nuts. Oh, the crazier the better; I realized that I can spend one favor and have Metaregional access to those candles. Hoo-rah. -Matt |