I like the Panther Shaman. It's one of the few leader builds that aren't primarily focused on giving bonuses to allies (of which you'll have none). Plus, if your DM is merciful he might take some swings at your spirit companion instead of you.I know I've posted this a hundred times, but you could also Hybrid Beastmaster Ranger and have yourself a party (pun intended).
5e houserules and tweaks.
Celestial Link Evoking Radiance into Creation
A Party Without Music is Lame: A Bard
Level Dip Guide
Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.
Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.
King Fisher Optimized net user. Moderate.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat. One of THE most abusive character in 4e.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.
Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight with items, making it far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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Paladin with warlock multi - for the thievery skill. You have all the benefits of a durable defender, multiple forms of healing through lay hands and powers, radiant sources of damage which will you can put the smack down on most undead, and you have a decent array of both physical and social skills to choose. The warlock multi will give you thievery which you may need for traps and locks, as well as a eye bite! that synergies so well with divine challenge...top that off with the ability to use warlock implements for extra options and you're golden.I like the bard for a lot of reasons but after playing one, they're so versatile that then end up being too thin across the board for my taste. Damage being the main concern, sure you can heal but you may not be able to heal enough to make up for the lack of damage you'd be dishing out. While they do aid a group immensely that's just it, they are great additions to a group. Most of their powers are "when an ally" or "the next ally who hits" etc.
It takes a lot of work to set up, but yes. You end up with a lot of randomization (either in monster responses or in your own actions) but if you are the kind of person who never cheats at Solitaire, its doable.
With one DM and one PC, the best options probably are:1. Leaders (who are not too stuck on helping allies) since they can heal during the combats2. Dwarves since they can second wind as a minor action and keep going during combat3. Rangers because they can attack at long range and in melee, have Twin Strike for either which gives a bit of control (can kill two minions a turn), and have a solid list of useful skillsYou could even be a Dwarven Ranger with the MC Warlord feat FTW! Lots of healing, lots of damage, lots of skills. Dwarf isn't the best for Ranger generally because it doesn't boost STR or DEX, but some things have to be flexible for a solo game.
To Strive, to Seek, to Find, and Not to Yield: The Seeker's Handbook
Dirty Harry, Seeker|Ranger Controller
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I'm with those who say "any class." The rules are, as the WotC folks have said on their podcasts, a "baseline." I experimented DM'ing a solo adventure with a wizard, and it worked out fine. Doing something as simple as ensuring a second wind a minor action, allowing SW multiple times per encounter, or buffing the surge value (1/3 vs 1/4 of max hp) is gold for non-healing classes. Or you as DM can play some insubstantial ancestral guardian spirit that occasionally grants temp HP to the player or something.I've played in RPGA games where the combat experience turns out dull, surprisingly, but battles as a whole tend to hold the player's attention. The non-combat stuff turned out the be the most work-intensive in my experimental game. Meaningful skill challenges require thought already, but for an audience of one you really need the creative juices flowing. I ended up yielding quite a bit of authority to the player while the adventure progressed, and it made for an intimate, rewarding game.
It takes a lot of work to set up, but yes. You end up with a lot of randomization (either in monster responses or in your own actions) but if you are the kind of person who never cheats at Solitaire, its doable.Would probably be useful for testing monsters or builds out.
D&D Home Page - What Monster Are You? - D&D Compendium
Adventuring is a sport. The winners are those who don't get killed.
Cavalier: "Hey you, whatever your name is. Ya got any salt?" Sogor: "Sogor." Cavalier: "No, not sugar. Salt! Salt!... Who puts sugar on potatoes?"
We have adventures, I blog about it, and Ren forgets his name. Our 5th edition campaign journal.
An Eru emélie i mar tenna antie ernóna Yondorya, i ilquen ye save sesse lá nauva nancarna, mal samuva oira coivie. –Evandilyon Yohanneo 3:16
Leaders in general are a good idea, as you can grant yourself two of your healing surges per encounter (three at higher levels) with barely any action cost. You do want to be careful with your leader selection, though; some of them 'waste' a lot of features and powers if you have no allies around. (SC warlords are an example of this; your 'presence' feature goes by the wayside.)
... It did look lonely and its a neat discussion. Why not bump it some more? Right Tristantak?