My last "full party" game had to be abandoned so whilst I work up the energy to restart I thought I'd give solo-ing a go. I've done SOA solo (many years ago) but never from the start.
I'm not going for a no reload, but don't want to cheat my way through either - I'm happy to hit a problem, reload and work out how to avoid / counter it on a second go. I've got a couple of mods installed, including Song & Silence and some tweaks (no XP cap, bags of holding etc) that will help with solo play.
My recent "full party" play through was with an Elven Assassin - I'm tempted to go with the same character (especially as I genuinely rolled 93 for his stats). I know the strengths and weaknesses well, both at low level and once I get to SOA. The resistance to sleep & charm is going to be especially useful in certain encounters, even if it's not perfect, and the Assassin's benefits are good for the style of play I like. The additional THAC0, especially when combined with the Elf bonus with a shortbow, plus the extra DEX makes this effective for delivering poison or for leveraging the tactical flexibility of arrows (detonation, dispelling, biting, elemental effects). There's also a challenge in balancing the thief skills and a genuine need for potions to help with that all through the game.
Some options though -
1) Switch to Half-Orc; with some min-maxing that I'm not averse to I can get 19 into STR and CON - essentially this gives regeneration pretty quickly and someone a more capable in hand to hand combat, less so in ranged. The loss of the resistance to sleep and charm will require more preparation for some encounters. I don't imagine that such a character is going to the life of a party, but I can probably live with that.
2) Switch the Assassin to a Shadowdancer (of either race). Essentially replacing poison (and the Dagger of Venom is easy enough acquire) with Hide in Plain Sight. I'm guessing that ability only really becomes useful once there's enough points into Hide in Shadows / Move Silently. Slightly more thieving points will help in that, but still be limited as I'll need to cover all aspects of thievery. The impression I get of this kit is a bit of a one-trick pony and one that's easily replicable with potions of invisibility.
3) A Half-Elf Blade - I've read about how great they can be. I had a quick try with one at level 1 to get a feel for it, definitely not as capable as the Assassin at low levels, but I think (like with any magicky type) that there's a power curve. I suspect my challenges are that I don't know the associated tactics well enough and that traps are a mental hurdle to get over (I've read about just, basically, ignoring them with appropriate defensive measures). With knock spells and an appropriate familiar. I should still be able to get into locked areas though. Having the full range of wands available will likely be a huge asset and this could be a good chance to get to grips with proper use of magic after all this time. I get the impression that in the later game, with some clever tricks this can be extremely powerful.
4) A multi-class MT or even FMT. I've always avoided mult-classing CHARNAME so this could be a good chance to do so and, as with the Bard, learn some more about how to use magic effectively.
Any thoughts on these or other sensible (ie, no wild mage) options I may have missed? Anything else I need to think about, especially in terms of BGEE gameplay? Anything I've missed in terms of pros and cons?