Surviving First Level in PFS


Pathfinder Society

1 to 50 of 146 << first < prev | 1 | 2 | 3 | next > last >>
Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

50 people marked this as a favorite.

It's no surprise to anyone that the most dangerous part of a Pathfinder's career is first level. You have minimal HP, bargain-bin gear, and a stark lack of situational consumables. So how do you make it through your first three scenarios and into second level where you can start breathing again? Here are some tips, based on my own experience as well as what I've heard from others.

Part 1: Your Teammates
Wait, what? My teammates? Shouldn't I be doing things with MY character to increase survivability instead of thinking about my teammates? Well, here's the thing: no matter how well you build and prepare your PC, you will always be squishy at 1st level. Your resources are limited, and you can't change that. But you know whose resources are less limited? That pair of 2nd-level PCs who are on your team with you.

Communicate. If you tell the 2nd-level cleric that you're "a sword and board fighter", they're going to hide behind you until you drop. If you tell them instead that you're "a fighter headed toward sword and board, but this is my first adventure so I'm still pretty fragile", they'll treat you a bit differently, perhaps making sure they're always right next to you when you're at the front lines, or maybe taking extra measures to keep you from getting ganged up on. You might suddenly find yourself higher on the priority list for people's healing or buff spells, or even get loaned a helpful item.

We all know that brand-new PCs are squishy, and most folks with a 2nd-level PC are more than happy to help protect their less-established comrades. But we can't help if we don't know you need it, so tell us! Talk to your tablemates, and your odds of survival skyrocket.

Part 2: Between You and My Sword
Sooner or later, someone's going to decide you need to die, and they're going to try to stab you. Or cut you. Or beat you. Or shoot you. Or bite/claw/claw you. The point is, most things that try to end your life at level 1 are doing so with physical attacks. Some people say that armor class can't keep up with attack bonuses, and therefore at high levels all that matters is hit points and saves. But even if that theory is right, they're still only talking about later levels. At 1st level, you're not trying to make your save against slay living. You're trying to not get hit by a club.

So with that in mind, armor class should be something of a priority at first level. After your first scenario, your very first purchase should be good armor. Now, decent armor is a bit cost-prohibitive for your very first scenario, but that's why I wrote "Part 1: Your Teammates". But when you sit down for your second adventure, you should be wearing either a masterwork chain shirt or a masterwork breastplate, as well as a shield if applicable.

No, you shouldn't have a masterwork weapon yet. That comes later, after you've gotten your armor sorted. Yeah, yeah, "if I kill them they can't hurt me", "the best defense is a good offense", blah blah blah. But do the math: for pretty much all of your first adventure's gold, you get a +1 to hit. For about half the price (masterwork costs are different between weapons and armor!) you can get about +2 or +3 to your AC. While "offense first" might (let's not debate it here) be a decent strategy for the long haul, at first level you're choosing between ~350gp for +1 to hit or ~175-350 for +3 to AC. Guess which one is more likely to get you to scenario #3?

"But wait!" you say, "I'm a caster who can't wear armor!" Fair point. You're going to have to make sure that you can stay away from direct combat whenever possible. But even so, some AC options early on can save your life. How's your DEX looking? "But I need all my stat points for my casting stat!" No, you don't. I've played multiple casters past first level with as little as 14 in their casting stats. Meanwhile, as GM I've killed casters who put everything into getting a 20 in their casting stat but neglected their defenses. (Side note: I advise against 20s at first level. Too expensive for a measly +1. If you absolutely must have a "primary" stat, buy a 16 and racially boost it to 18. Your modifier is a mere 1 point lower, but you have 7 more build points to use. "Diminishing returns" and all that.)

Remember that first-level scrolls are Always Available, and they're cheap. You've got 150gp at character creation and you're not paying for swords and armor. Grab a scroll or two of mage armor and/or shield for when the enemies have bows or you're fighting at closer range than you'd like. Consider knowing one of those spells at first level as well, just in case. (As an aside, I think wizards in PFS do better to have a bonded item versus a familiar, because getting one free spontaneous spell per day can save your life.) And if your intent is to stay at range where it's safe, then make sure you can contribute from there: prepare acid splash or bring a crossbow so you can stay safely in the back.

Now, what if you don't wear armor but you need to be in front (i.e., you're a monk)? Do what it takes to have a decent AC at first level. Maybe you were planning on having kind of middling DEX/WIS (maybe 14 each) so you could have good STR for damage? That might be fine later when you can pile on the magic items to keep your AC up, but at first level that leaves you with ~14 AC at a tier where every threat is an attack roll. Here are some options: first, take Dodge, possibly as your monk bonus feat. Every little bit helps. Second, remember those scrolls of mage armor? Consider buying a couple and asking someone to cast them on you if possible. Third, you could suck it up and pretend you're a ranged guy for a couple of scenarios, waiting to go into melee until you're better equipped. And finally, consider being a DEX-based monk (using Weapon Finesse instead of a high STR) to keep your AC up naturally. Depending on what race resources you have available, you could potentially have 18 AC on your first adventure as a monk.

Part 3: Taking It On the Chin
No matter what you do with your armor class, sooner or later, you're going to get hit and you're going to need to be able to take it. Now, sometimes the GM will roll back-to-back 20s, critting you for 3d10+18 and killing you regardless of your stats. It happens, and there's not much you can do about it. But much more often you're simply taking an ordinary hit and need to be able to take it and keep fighting.

Fortunately, in Pathfinder (including Pathfinder Society), your first Hit Die is always maxed. That means that every PFS PC is always getting at least 6HP (plus mods) at first level. Now, HP isn't too big of a deal if you're playing a martial class with a d10 (or d12) hit die; 10+ HP at first level is solid. Common attacks are dealing around 1d6 to 1d6+2 damage, or about 1-8 points. That means that martial classes can almost always take more than one hit even if the first one rolls max damage. Now let's see if we can get our squishier classes into the same range.

First and foremost, how's your CON score looking? Since I'm assuming that if you're reading this, you're not a super-hardcore uber-expert whiz of a veteran, I'm going to just go ahead and phrase this as an absolute: Do NOT dump CON, ever! Remember when I mentioned killing a couple of casters earlier? Yeah, one of them was a wizard with 20 INT and 8 CON. That meant she had 5 HP at first level (or 6 if her favored class bonus was in HP). Guess how long she lasted when the boss was shooting a composite longbow at her?

Single-digit CON is for people who like flirting with Pharasma. 10 CON is only for experts who know what they're getting into and have made their peace with the possibility of dying horribly. 12 CON is for folks with other reasons to think they'll be staying alive (like if you're a far-from-harm archer with d10 hit dice). But for most PCs, you should be looking at a 14 CON. (Higher than that starts to cost too much, though, making you less effective and therefore giving you more chances to get hit in the first place. "Diminishing returns" and all that.)

If a cleric, rogue, bard, or other d8 PC has 14 CON, they have 10 HP right out of the box. Not bad! That's almost always going to survive the first hit. The 8 HP that a 14 CON will get your sorcerer or wizard is weaker, but it's still likely to survive a hit in most circumstances.

Now, there are other ways to keep your HP up besides CON, so let's take a look at them. First, the Favored Class Bonus, or "FCB". Each time you level up (unless you're multiclassing, but them's the breaks) you get an extra hit point or an extra skill rank (or some other option if you have certain Additional Resources). An important thing to remember is that you don't have to make the same choice at each level. Were you planning to shore up your lack of skills using your FCB? Consider using your first one to boost your HP, and then choosing the skill rank at subsequent levels. That hit point might help save your life right now, while the lack of 1 skill point isn't going to be felt much later.

Finally, there's the Toughness feat. (For you old fogies out there, note that Pathfinder's Toughness is different than in Certain Other Games.) First level is the best time to take Toughness, due to its front-loaded nature. A wizard with 14 CON and Toughness (and FCB to HP) is rocking 12 HP at first level! A wizard who can take a couple of hits now is a wizard who lives to cast game-changing spells later. If your HP is looking low, consider Toughness to shore it up a bit.

Part 4: It's Only a Flesh Wound
Let's talk healing. First of all, for your first adventure you can't afford squat. Once again, let me reiterate the importance of "Part 1: Your Teammates". Most people will happily spend resources to heal a brand-new PC who can't take care of it themselves. After your first scenario, however, it's your responsibility and no one else's.

You probably don't know who you're going to sit down with at any given game. Sometimes there will be a "healer", whose primary schtick is to keep everyone else up and running. But usually, there won't be. So what do you do? After your first session, you hopefully have acquired 2 Prestige Points. (If not, you will have by the time you finish your second adventure - and in the meantime, again, communicate!) You can spend these 2PP to acquire any one item worth 750gp or less, regardless of item access via your Fame score. Spend 2PP to acquire a free wand of cure light wounds ASAP!

"But wait!" you say, "I can't activate it! Why would I spend Prestige on an item I can't use?" Because half the classes in the game can activate it, so there will almost always be at least one other PC at the table who can do so. Just hand the wand to them and ask politely for them to use it to patch you up after a fight.

"But wait!" you say, "If they can use it but I can't, doesn't that make them the healer? Doesn't that make it their responsibility to keep me alive? Why should I have to provide the tools for them to do their job?" Healing you is never someone else's responsibility. If someone volunteers for the role of party healer, great. But you are your own responsibility. It wouldn't be the tin-can fighter's responsibility to wedge himself between you and the enemy because you foolishly ran in front of him when you shouldn't have. It wouldn't be the blaster wizard's responsibility to take Selective Spell because you like to throw yourself into the middle of a cluster of mooks who were otherwise in perfect "fireball formation". And it isn't anyone's responsibility to blow spell slots or other resources restoring your HP just because you couldn't be bothered to foot the bill yourself.

One more note on healing wands: if you have access to certain Additional Resources, there's a nifty little first-level spell called infernal healing. This also makes a great healing wand instead of CLW, as it always heals 10 HP per charge instead of 2-9 HP, and can be activated by wizards and sorcerers. However, if you can't activate either wand, I suggest sticking with CLW just because there are more classes that can activate it, decreasing your odds of sitting at a table where no one can heal you.

Part 5: "Using Your Head" Does Not Mean Headbutts
Sometimes, Pathfinders solve their problems by walking up to them and beating them to death with the biggest object they can get their hands on. And sometimes, it works. But sometimes, you're going to have to play smart if you want to succeed, or even survive. People love exploring what their particular class is capable of doing, but have you looked into what everyone is capable of doing?

Heavily-armored enemy got you down? Maybe you can't hit AC 21 very easily, but can you hit AC 10? If so, then stand next to your party's biggest damage dealer (or if it's you, point this out to the party) and use the Aid Another action to give him a +2 to hit. Or move around and provide a flank for another +2 while someone else uses Aid Another. Or trip him (his armor won't help his CMD!) to give him a -4 to his AC.

Caster giving you problems? Sure, attacking him now seems nice, but if you instead ready an action to attack him if he casts, then a hit that doesn't drop him will instead force a concentration check. That's how fighters do counterspells!

Under fire from an archer? Don't just stand there trading attacks, hoping to win the damage race - find cover! He can't shoot you if he can't see you, and even a moderate obstruction will at least give you a +4 to your AC. Work your way towards him, moving from cover to cover if possible. No cover available? Dropping prone is a free action and gives you +4 to your AC against ranged attacks. Next turn, stand up as a move action, then advance as another move action, then drop again as a free action. Repeat until you're fighting on your terms instead of his.

Think there might be a trap on that door, but you only have +2 Perception? Well, did you know you can Take 20 to search for traps? (The Core Rulebook even uses it as an example!) Even with a +2 Perception, taking 20 will find most traps appropriate for a first-level PC and only takes 1 minute of in-game time. If you think even that 22 won't do it, ask for people to assist you with Aid Another to stack on some +2's to your result.

The list goes on. I highly recommend familiarizing (or even re-familiarizing!) yourself with some of the oft-overlooked possibilities in the Combat and Skills chapters of the Core Rulebook. A thorough grasp of basic PC capabilities can completely change the outcome of a battle or other challenge.

Similarly, make sure you know how spells and magic items work - especially if you're familiar with That Certain Other Game already. Lots of things have changed. Do you know what that spell's casting time is in Pathfinder? Do you know what space you're in when you get grappled? Do you know who can and cannot activate a wand of cure light wounds? (Hint on that last one: first-level rangers and paladins are in the CAN category!) Do you know what Inspire Courage stacks with? (Hint: one example would be bless - yes, really!) Do you know that every PC is capable of turning 180 degrees and running the opposite direction? (I've seen too many people treat combat like it was happening in a bubble area - it's okay to run away, even if it's just to a different room where you have better tactical options.)

Know how things work, be creative, and you'll find yourself much more likely to survive.

--------------------------------------------

Those are the basics. There are myriad other, more specific tips depending on your particular race/class/situation, and some people even make complicated enough PCs that one or more of these ideas applies differently or even oppositely. But for the vast majority of players, taking heed of these principles can dramatically increase the survival rate of nearly any first-level PC.

Good luck, and I'll see you at second level!

3/5

1 person marked this as a favorite.

This is great, I just have a few small points.

First, about armor, even arcane spellcasters can wear a Haramaki or Silken Ceremonial Armor and later on a mithral buckler. That is +1 extra AC and later on +1 more which is just gravy. For the witches in the audience, you can later enchant your Haramaki with hosteling from Ultimate Equipment for your familiar.

I also find the difference between 12 and 14 CON to be very overhyped, but for people who do not have at least some intuition and experience about builds I might still recommend spending the point buy on it.

Above all don't expect to play your character as intended at 1st level. Your archers will probably be using slings, you will be doing a lot of just standing there fighting defensively and aiding another, your summon spells and any 1 round/lvl buffs are near useless, etc Resist the urge to stretch yourself too thin to get exactly the play-style that you want right at first. That is what levels 2-12 are for.

Look for spells that are loose-lose for the enemy, even if they make their save (this is always smart). My favorite at low levels is burning disarm. The enemy either has to take damage of waste a move action an provoke an AoO to pick up their weapon again.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Saint Caleth wrote:

This is great, I just have two small points.

First, about armor, even arcane spellcasters can wear a Haramaki or Silken Ceremonial Armor and later on a mithral buckler. That is +1 extra AC and later on +1 more which is just gravy. for the witches in the audience, you can later enchant your Haramaki with hosteling from Ultimate Equipment for your familiar.

I also find the difference between 12 and 14 CON to be very overhiped, but for people who do not have at least some intuition and experience about builds I might still recommend spending the point buy on it.

The post that inspired me to write this came from the PFS 101 thread, where someone else had complained about how you needed non-Core stuff to survive. With that in mind, I wanted to focus primarily on Core options for survival. The haramaki is nice, but not necessary. :)

As for CON, remember the intended audience: if you can get by with 12 CON, you probably don't need this post (except possibly Part 5, as people miss that stuff all the time). I sometimes take 13 CON and use the 2 points I save to turn a 10 into a 12, then later spend a level-based stat bump to raise it to 14. Alternatively, my wife's archer has (mostly) d10 hit dice and is an archer who is hardly ever in harm's way. As such, she gets by with 12 CON. But if someone's having trouble surviving past level 1, they probably shouldn't be pulling stunts like that, you know? :)

Liberty's Edge

Jiggy wrote:
Good luck, and I'll see you at second level!

And likely a long way down the line too, as this post's tips and bits of advice are still relevant for all levels IMO.

Congrats for a job very well done.

1/5

Perhaps slightly off topic, but GM a session or two! Then your new character will start with better equipment options. If you GM three time then you get to start at level 2! And forget all about level 1 squishyness.

On the CON subject, I agree, aim for 12-14. I have 6 characters, 4 have 14 Con, 1 has 12 Con, and 1 has 13 Con going to 14 at level 4.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Heh, I thought about mentioning that, but didn't want to send a "level 1 sucks so bad you should probably just avoid it" message. ;) But yes, GMing is a great way to advance a PC without the risk. Just... don't let that be your only reason for GMing! ;)

1/5

As a side note, good Initiative is helpful as well. You could take the Reactionary Trait if you don't want to spend a feat. If you go first, it is easier to get into a position where you might not get hit as much, and no one likes getting whacked while flat footed.


That ranger that you thought was going to be an archer? Turns out that he's probably a switch-hitter, at least for now. Depending on who you sit down with, you're likely to have some of the best AC, hp, and Str in the group. Plan for the possibility of ending up in the front row by default. I would say, make sure to have at least a 14 Str after racial penalties, for that extra damage with a two-handed weapon (1.5 times Str mod).

Speaking of two-handed weapons, always have a reach weapon. Sure, smart opponents can 5' step; but some of your opponents will be dumb. You never know when your bacon might be saved by a free attack of opportunity against a mindless opponent that just ran up to you unthinkingly.

Speaking of reach weapons, it doesn't matter if you trigger an AoO if they can't reach you. So, you can freely trip (with a trip weapon that you can drop in case of epic fail), disarm, and sunder; and no one's CMD is particularly great at 1st level. Take advantage of it. Bards: that means pack a whip. Everyone: be mindful of soft cover from bodies in the way (since reach weapons determine cover like ranged weapons, not melee weapons).

Speaking of disarm and sunder, be aware of your vulnerabilities -- and theirs. Pack a dagger for if you lose your weapon. Wear a (non-disarmable) gauntlet too -- your armor will say if it comes with gauntlets, otherwise buy one -- and you've covered all three damage types, in case of damage resistance (such as skeletons and zombies). Evil cleric hitting your party with channel negative energy? They have to be able to present their unholy symbol, so do something about that! Clerics: pack an extra holy symbol, just in case.

The Exchange 4/5

ThorGN wrote:

Perhaps slightly off topic, but GM a session or two! Then your new character will start with better equipment options. If you GM three time then you get to start at level 2! And forget all about level 1 squishyness.

On the CON subject, I agree, aim for 12-14. I have 6 characters, 4 have 14 Con, 1 has 12 Con, and 1 has 13 Con going to 14 at level 4.

Though this is very reasonable advice, I believe the point of jiggy's guide is "So you're new to pathfinder/D&D in general, Here's how you don't die at level one, have fun.

People that are new to the game aren't exactly in the greatest position to be GMing :D

Great article Jiggy lots of great points.

Silver Crusade 2/5 *

Or just play first steps :)That's pretty hard to mess up, I think :)

Grand Lodge 4/5

1 person marked this as a favorite.

Just to nitpick: Taking 20 to search for a trap takes 2 minutes, not one, as it takes 20 times the base time, for search that is one round, to perform a Take 20 action.

Remember with Aid Another that you can not only Aid for +2 to hit, but for +2 to AC, as well. If the enemy is easy to hit, but does either a lot of damage or a bunch of attacks, sometimes that might be the better option.

As obliquely mentioned, you can also use the Aid Another action on skill checks, as well as combat. If your skill modifier is at least +0, and it isn't a UMD check, you can almost always Take 10 to Aid Another for an automatic +2 to their roll.

Note: You cannot Take 10 for UMD at any time, nor for Swim checks in Stormy Water, nor when in immediate danger or distracted.

For non-Core options, some things can either improve your Take 10 result (IIRC, there is a Cleric archetype which changes your Take 10 result from a 10 to a 13 for Wisdom-based skills; there are also racial traits and feats that can change what kind of action it takes to Take 10, or the benefit to your ally for the Take 10).

As mentioned, always keep your eye on some of the inexpensive options to handle (or equalize!) situations. Mage Armor and Shield or Shield of Faith; Barkskin; smokesticks; tindertwigs and oil flasks; alchemist's fire or acid; masterwork backpacks; a sack to drop as a free action at the beginning of combat to reduce your encumbrance penalties; storing items at your Absolom "free" home; vermin repellant, potions of Hide from Undead or Hide from Animals; even the lowly rope and trail rations.

Just for something to ponder: is an Ioun Torch gear, and thus always available, or is it a magic item, therefore requiring 5 Fame to b able to purchase?

Oh, and one of the best ways to avoid dying at first level? Step up and GM some Tier 1 or Tier 1-5/1-7 games, where you can put the GM credit on your 1st level PC. Three games, or a regular module, and your PC is now second level. And you will find that your local organizer is likely to look upon you favorably, and maybe even consult with you as to some of the future games on the schedule.

I now carry everything needed to run all three First Steps scenarios in my gaming bag, even if I am going to just play, in case something happens, and another GM is needed to step up. Missing GMs, extra players, new walk-ins, etc. Why all three scenarios? Well, as an example that really happened, I was scheduled to Run Part 1, butonly had three players, and one of them was on his second game, and his first game had been Part 1. So, instead of forcing him to start a second PC, and have two of them at 1 XP, I was able to switch to Part 2, and everyone was able to play without any other issues.

One last thing: As player or GM, avoid being adversarial. I was playing a game the other day, and, due to some issues that cropped up, one player quit for several reasons, including that the game started to feel more GM vs Player, rather than an attempt to have a fun game together.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

kinevon wrote:
Just to nitpick: Taking 20 to search for a trap takes 2 minutes, not one, as it takes 20 times the base time, for search that is one round, to perform a Take 20 action.

Searching is a move action. Twice per round, one minute. :D


This is great Jiggy! I've had to figure this stuff out the hard way with my dwarf (currently on his 3rd mission and just got his free wand of CLW). It's my first attempt at PFS, so some of the ins and outs escaped me at first.

A lot of this advice is old hash for experienced 1st Ed. players, but the reminders are GREAT!!!!

I would add some basic gear such as trail rations, canteen empty and canteen full(water), and some torches. The rations helped me with a wolf who was hungry already!

Anyone have the link to that Old Tricks thread that's floating around on some of the old tricks people used back in the olden times? Iron spike tricks and light on a pebble trick...could be invaluable for a 1st leveler.

**EDIT***

AHA! Thank goodness for that handy posts section of a profile!

Link to Old Tricks


kinevon wrote:
Just for something to ponder: is an Ioun Torch gear, and thus always available, or is it a magic item, therefore requiring 5 Fame to b able to purchase?

An ioun torch is a magic item, but a miner's lantern is gear, and I can't believe that I forgot to mention it. It's from the Pathfinder Society Field Guide, and lets you have both hands free underground. It's kind of wimpy -- like a bullseye torch -- but it's an automatic purchase for any new non-caster of mine anyway.

Grand Lodge 4/5

David Bowles wrote:
Or just play first steps :)That's pretty hard to mess up, I think :)

Heh. Look at the First Steps, Part 1 TPKed a party thread. I think the death count was moving up.

Spoiler:
If the Halfling Barbarian crits, someone is likely going down. Permanently. 3d10+12 is just ugly. 15 points minimum damage will leave most PCs bleeding out, and the average damage of 28-29 is going to leave anyone but another Barbarian likely to be one Stabilize check from dead. Maximum damage, which is 42, is going to leave almost any possible first level PC dead.

Optimized for hit points:
Barbarian: 1d12/12
Con 20: +5/17
Toughness: +3/20
FCB: +1/21
Raging: +2/23
Amplified Rage feat (teamwork, half-orc): +2/25
Current Con: 28, which would leave the half-orc 11 points from bleeding out, but also required a third feat, so that they are likely to be at -21 on their Con of 20 when their Rage drops because they are unconscious. And that takes two feats for a race that only gets one.

And Part 2 can cause a TPK, or come close, if you all fail your Fort saves against a certain opponent. Not to mention how much worse it can get if you didn't deal with an earlier encounter in a definitive fashion.

Spoiler:
Failing the Fort save against the Blindheim isn't bad, as long as some of the party makes the save. And as long as you don't also have the ghoul to deal with, at the same time.

We just played it, and only one of the PCs made the blindness save at all, and that for only a couple of rounds, so 5 PCs, no idea where the Blindheim was, it never missing, and a GM who needed to brush up on the 5' step and move-equivalent action rules. Fun. Not. At least the ghoul attacked while some of the party could still see, and got finalized before we all went blind.

Of course, that didn't really help the blinded, paralyzed, unconscious Rogue...

Grand Lodge 4/5

One thing to do is just run through the mundane gear, and think about non-standard ways to use it.

Chalk, for just one example, can be used not just to mark your trail while exploring an underground area, but, if crushed into powder, can be used to help locate invisible enemies.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

kinevon wrote:
If your skill modifier is at least +0, and it isn't a UMD check, you can almost always Take 10 to Aid Another for an automatic +2 to their roll.

You can never take 10 to Aid Another.

kinevon wrote:
Heh. Look at the First Steps, Part 1 TPKed a party thread. I think the death count was moving up.

Heh...

In the OP, I wrote:
Now, sometimes the GM will roll back-to-back 20s, critting you for 3d10+18 and killing you regardless of your stats.

Those crit numbers look familiar? ;)


Oh hey! Just remembered one for characters with 12+ Str. A brace of darts will serve you well. They get your Str bonus to damage; unlike ammo, they're not expended; and you can use them with a two-handed weapon. So, you can be holding your reach weapon ready to AoO them if they approach, while still hurting them from a distance. A lose-lose for them -- stay back or get close -- is a win-win for you.

Grand Lodge 4/5

Jiggy wrote:
kinevon wrote:
If your skill modifier is at least +0, and it isn't a UMD check, you can almost always Take 10 to Aid Another for an automatic +2 to their roll.

You can never take 10 to Aid Another.

kinevon wrote:
Heh. Look at the First Steps, Part 1 TPKed a party thread. I think the death count was moving up.

Heh...

In the OP, I wrote:
Now, sometimes the GM will roll back-to-back 20s, critting you for 3d10+18 and killing you regardless of your stats.
Those crit numbers look familiar? ;)

They need to organize the core rules better. Never saw that.

Just like lots of people never notice that spells with a range of Personal can never be made into potions.

And, no, +18 =/= +12.

2/5

One other thing to mention:

While I certainly still advocate EVERY character getting their own Wand of CLW before level 2, depending on your character other options for first PP spent may be better.

Are you a fighter or paladin? If so, how does 2 PP for a Masterwork Half-Plate sound, or if you're worried about Armor Check Penalty, a Masterwork Agile Breastplate? That is +8 or +6 to AC respectively, and not getting hit means you don't need to be healed.

What about Wizards? A low number of 1st-level spells means that you'll end up running on empty fairly often, and you should have some way of still contributing what that happens. If you have decent Dex, you can shoot a crossbow, but you still won't be good against zombies, skeletons, fiends, or other creatures with DR, so... how about a Wand of Magic Missile? That's also 2PP!

Archer? Try out a Masterwork Composite Longbow so you don't need to buy a weapon, then spend your gold on better armor!

Liberty's Edge 1/5

I agree with everything here, but one thing I thought might be good to mention is LOOT AND PILLAGE!

Even if you're not going to keep an item at the end of the adventure, use it. This is especially true of consumables. While this might be obvious for experienced Pathfinders, it bears repeating for those who are just starting their first 1st level character. Upgrading your fighter/ranger ect to that breastplate you just found will do alot towards increasing your survival.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

kinevon wrote:
And, no, +18 =/= +12.

Ach, I was going from memory. Thought it was higher than that. Isn't his raging and Power Attacking damage mod +6, and x3 crit? I could be wrong. No biggie.

Shadow Lodge 4/5 *** Venture-Captain, Michigan—Mt. Pleasant

Ledford:
His stats assume he's already raging, giving him the 1d10+4, power attack would make that 1d10+7 for a 3d10+21 crit.

1/5

For the record, it's 1d10+4, +3 when Raging, +3 more with Power Attack.

But seriously, when did this thread de-evolve in to nitpicking minor items from obscure places? Jiggy has some great ideas in the OP, and other people do to. If you are not adding to the conversation in a positive way that will help new players, then please refrain from posting.

@Benresolve, I know full well the intent of the OP, that's why I prefaced my addition with being slightly off topic. You comment is not appreciated.

The Exchange 4/5

ThorGN wrote:

For the record, it's 1d10+4, +3 when Raging, +3 more with Power Attack.

But seriously, when did this thread de-evolve in to nitpicking minor items from obscure places? Jiggy has some great ideas in the OP, and other people do to. If you are not adding to the conversation in a positive way that will help new players, then please refrain from posting.

@Benresolve, I know full well the intent of the OP, that's why I prefaced my addition with being slightly off topic. You comment is not appreciated.

uhhh I'm sorry you don't appreciate me pointing out that you're derailing the the thread. I don't appreciate you taking time to call me out for trying to help clarify why he didn't list that as a suggestion.

Your suggestion comes down to "how to not die at first level, don't play at first level" completely undermines the point of this thread. CSB.

Shadow Lodge 4/5 5/55/55/55/5 ****

kinevon wrote:
Just like lots of people never notice that spells with a range of Personal can never be made into potions.

Er, this is indeed something I've not heard of before...do you have the source for this perchance?

4/5 ****

"The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions."

From the Creating Potions section of the CRB.

Shadow Lodge 4/5 5/55/55/55/5 ****

Pirate Rob wrote:

"The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions."

From the Creating Potions section of the CRB.

Thanks. I think the only thing I can say is to directly quote someone else:

kinevon wrote:
They need to organize the core rules better. Never saw that.

It actually makes me feel better when I discover something I've been doing wrong for years - it means I'm not "so far gone" as to have memorized the whole thing yet :)


They're aware of the need to organize the rules better. For example, what stat do Tiny and smaller creatures use for climbing and swimming, and where is that rule found? (Hint: it isn't in the CRB at all.)

Spoiler:
Dexterity. Bestiary, pg. 131.

It's a standing joke that it's obviously the best place for that rule (haha not). Whatever form their first revision takes, I'm confident that the rules will be majorly reorganized (and far more templated).

Grand Lodge 4/5

1 person marked this as a favorite.
Fredrik wrote:

They're aware of the need to organize the rules better. For example, what stat do Tiny and smaller creatures use for climbing and swimming, and where is that rule found? (Hint: it isn't in the CRB at all.)

** spoiler omitted **

It's a standing joke that it's obviously the best place for that rule (haha not). Whatever form their first revision takes, I'm confident that the rules will be majorly reorganized (and far more templated).

[derail]A lot of it comes from legacy materials, and that the CRB is based off of at least two different books, the Player's Handbook and the Gamemaster Guide, so things were separated by the source book, and never got fully reorganized when they combined the vast majority of both books into a single book.[/derail]

As mentioned, along with the basic Wand of Cure Light Wounds or Infernal Healing, some other items that are potentially worth spending an early 2 PP on include:
  • Darkwood Composite Longbow, with up to a +3 Str rating, for 730 gp
  • Dragonhide breastplate (Druids, for example)
  • Wand of Endure Elements (there are enough scenarios in the desert or northlands to make it worthwhile, would have saved that Wizard who died, too.)
  • Wand of Magic Missile
  • Wand of Abundant Ammunition (Rangers can use it, and 10 rounds should cover most combats)
  • Wand of Protection from Evil (even at higher levels, it can be useful if you have that Wisdom dump Fighter who gets Dominated because he never got himself a clear spindle Ioun stone to put in his wayfinder)
  • Wand of Bless
  • Scroll of multiple copies of certain spells

Note that a 1 PP scroll of Comprehend Languages, 6 copies, might be enough to last you until you have additional languages/ranks in Linguists, or some other option for handling items written in languages unknown to anyone in the party.

I think there was a list of mundane items of inestimable value above. Not going to check it, so some of the following might be duplicates:
Alchemist's Fire (anti-swarm, can also mess up casters since it would be considered continuous damage)
Tanglefoot Bag (Expensive for a mundane item, 50 gp, but when you hit with it, it can do all sorts of nasty things to the target)
Acid (No Rogue? Use acid to dissolve the lock!)
Holy Water (damage vs undead)
Vermin repellant (again, many swarms, but not all, are vermin)
Hide from Undead potions (I think this one is obvious, although I also think I have seen at least one swarm that was undead)
Hide from Animals potions (this covers most of the remaining swarms)
Caltrops (especially if you can use them in a constricted passageway)
Thundersticks (deafen a caster? Gives them a fail chance when casting V spells)
Smokesticks (You gain concealment, your target doesn't - ask the Rogue)
Rope (Always have plenty of rope, it is of use in soooo many situations)

Also check out the legal first level spells that can be made into potions or oils, some of them are great for non-casters:
Enlarge Person (standard to drink, not a full round to cast)
Cure Light Wounds (to heal the healer, of course)
Mage Armor (monks, unarmored casters)
Shield of Faith (Not as good as Shield, but can be made into a potion)
Barkskin
Oil of Magic Weapon
Oil of Bless Weapon
etc.


Jiggy wrote:
It's no surprise to anyone that the most dangerous part of a Pathfinder's career is first level.

(For what it's worth, I haven't found that to be even close to true, barring a couple of very specific scenarios.)

Grand Lodge 4/5

hogarth wrote:
Jiggy wrote:
It's no surprise to anyone that the most dangerous part of a Pathfinder's career is first level.
(For what it's worth, I haven't found that to be even close to true, barring a couple of very specific scenarios.)

For what it's worth, I have found that it is extremely dependent on party makeup and approach.

Party X in PC killer scenario Z, has no problem. Party Y, exact same scenario, winds up losing 40% of the party in the first combat encounter.

Party X, consisting of a very iconic group (Fighter, Cleric, Rogue, Wizard) waltzed through some nasty encounters, due to a very high synergy within the party, and, in some cases, using the right resource at the right time.

Party Y, consisting of a more mixed bag of 5 PCs, just didn't work as well together, used up vital resources early, and just wound up coming up short against some of the same encounters.

Spoiler:
Played Ruby Phoenix Tournament, party just trounced most of the encounters, up to and including the final BBEGs. I think it took less than two rounds. My PC was still working on extricating himself from the force cage (using a Potion of Gaseous Form) when both BBEGs, for a CR 14 encounter with 11th level PCs, were dealt with.

Ran the same module, and the party I was running for almost got TPKed several times before finally losing horribly to the final BBEGs. Took 7-8 rounds, the PCs couldn't deal with the force cage, and hadn't provided themselves with some of the resources listed in this type of thread.

At times, I will swear, it didn't even feel like the same module. Same encounters, same tactics from the NPCs, but things played out wildly differently.

*

Nice job Jiggy.

I would like to add read Part 1. Pathfinders are supposed to help Pathfinders which is different from many campaigns (the rogue is opening the treasure chest? I watch his hands very closely...)

Pathfinders can also help one out in the tactics of Part 5. I often ask "do you want this hole blocked?" or "these arrows stopped?" An archer will tell me 'no,' a melee-er will tell me 'yes,' but I never know unless I ask. :)

Finally, I would like to add, re-read Part 1.

Liberty's Edge 1/5

While it's pretty much Ranger Specific, since Wizards/Sorcerers don't use Weapons (Much), Lead Blade/Gravity Bow can be a good use of 2PP.


kinevon wrote:
For what it's worth, I have found that it is extremely dependent on party makeup and approach.

Absolutely, and being low level vs. high level has very little to do with it (except in my experience there's usually a bunch of healing potions in low level scenarios).

It's still useful advice, though!

Sovereign Court 2/5

Hi

I've got a whole bunch of PFS characters,and completely agree about getting wands.

Even as an arcane caster I usually spend the first 6 Prestige on wands; Wand of CLW, plus two other wands so I'm never out of spells.

Wand of Magic Missiles, even at 1st Caster Level has saved the party on more than one occasion. Wands of Mage Armour have freed up a spell slot as well.

One point that was mentioned was never put too many points into one stat. All very nice to have two extra bonus spells at 1st lvl, but how are you going to survive?

Even when Synthesists were allowed I never dropped any physical stat below 13. (My Con as Summoner was actually better than my 'Synthesist' at first level)!

One last thing, if you can, 'playtest' you characters in non-pfs games or campaigns. If something doesn't work you haven't lost a PFS character. Your local gamestore or club might run Pathfinder scenarios, or you can join an online group.
(I'm 'playtesting' an Aasimar Oracle of Life* in an online campaign. Working so well I've created a PFS character along same lines)! :P

Thanks
Paul H
* Example: Musetouched Oracle of Life. Fav Class Bonus: 1/2 Lvl in Channel Energy Revelation. Str 13 Dex 14 Con 14 Int 10 Wis 10 Cha 18

Dark Archive

I killed a level 1 cleric with a 2 damage coup-de-grace yesterday. Being level 1 can be rough sometimes.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

hogarth wrote:
kinevon wrote:
For what it's worth, I have found that it is extremely dependent on party makeup and approach.

Absolutely, and being low level vs. high level has very little to do with it (except in my experience there's usually a bunch of healing potions in low level scenarios).

It's still useful advice, though!

In my experience, the top three causes of PC death have been thus (in no particular order):

• Taking a crit at first level
• Getting KO'd while raging at high levels
• Dropping to negatives, then getting healed up to single-digit HP, just enough to let the enemies know that if they don't want threats to come back they need to grind you into paste instead of leaving you unconscious on the ground.

But I guess only one of those is relevant to this thread. :P

The Exchange 4/5

I almost killed the whole party in first steps 2 last night. They were bad at fort saves, 3/4 of them were paralyzed before the little bugger went down. but that was mostly dice. I was rolling 18s to hit and they were rolling 2's to save :-p

3/5

I am surprised no one has mentioned so far(although i may have missed it, and if so i apologize) that the retraining rule on pg 10 of Guide to Pathfinder Society Organized Play offers the super ridiculous super-sized cheese way to make it to 2nd level alive:

play a human barbarian who dumps all mental stats for str and con, then right before leveling up, make the level 2 character you wanted in the first place.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Yes, that's legal; but who wants to spend three sessions playing a PC they don't actually like? If they really want to use OOC methods of reducing 1st-level risk, GMing is more foolproof than any retraining tricks out there.

Grand Lodge 4/5

asthyril wrote:

I am surprised no one has mentioned so far(although i may have missed it, and if so i apologize) that the retraining rule on pg 10 of Guide to Pathfinder Society Organized Play offers the super ridiculous super-sized cheese way to make it to 2nd level alive:

play a human barbarian who dumps all mental stats for str and con, then right before leveling up, make the level 2 character you wanted in the first place.

Let us nip the retrain rules discussion in the bud before it spirals out of control. There are roughly 87 other threads you can discuss that in.


Pathfinder Maps Subscriber

Having rolled three consecutive ones for saves with a first level PFS character (can only reroll once per module no matter how many shirts you're wearing) but survived anyway, I know how fickle the dice can be. Some days I just can seem to roll a two digit number. Some days the GM rolls nothing but crits.

Module Name and Story:
Mists of Mwangi: rolled a 1 to save against the mist. Used a reroll. Another 1. Fortunately for the party, this was a strength dumping bard, so her tiny fist slams mostly bounced. Party spellcaster cast something (took such an INT penalty from the mist that she failed to identify what it was) at her. I think it was color spray. Save roll = another 1.

EDIT: @ Paul

PaulH wrote:
* Example: Musetouched Oracle of Life.

Somehow I read this as MOUSTACHED Oracle of Life

4/5

Why get a scroll with 6 comprehend languages instead of a wand if comprehend language with 50 charges? Or did I miss something?

After wands of cure light and Mage armor (which is great even for non casters who don't wear armor ie monks) other wands I've gotten great use from include wands of longstrider and wands of feather step though those are more specialized.


Rycaut wrote:
Why get a scroll with 6 comprehend languages instead of a wand if comprehend language with 50 charges?

Because the former is way cheaper, and it's unclear if your PC will use Comprehend Languages more than 6 times before retiring (let alone 30 times, which is where the wand becomes cheaper than the scrolls).

Jiggy wrote:

In my experience, the top three causes of PC death have been thus (in no particular order):

• Taking a crit at first level

Good point, although I don't think I've seen a death from that in a level 1 PFS game yet. The #1 cause of low level deaths in my experience has been (...drumroll...) fighting a single bad guy who has a bunch of class levels.

Grand Lodge 2/5

The big thing is not making a glass cannon. You may have a fun build you want, but if you can't survive to where it works it's not worth it. That said, the rebuild rules don't have to be for a completely different character. Just make it a bit more survivable til they hit second level. That said casters definitely need a good con and maybe the toughness feat too.

4/5

As a DM and a game night organizer in PFS (Wed nights in San Francisco) I'm a big fan of the retrain rules as a way to let players who are new to Pathfinder play their own characters ASAP yet feel comfortable that if they missed a nuance or a rule or an option when they first play they have a chance to correct that before their 4th session.

Whether this is a simple matter of taking two traits or an alternate racial feature or a feat that is only available at level 1 or a bigger matter of changing the class or the point buy I think the retain rules if not abused are a great vehicle for new players to be sure that their first character is one they will enjoy playing - and for even experienced players to adjust if something they thought might be fun/flavorful/effective turns out not to be whether from personal play style/preference or from a rule they misunderstood or just missed entirely.

That said I think the most painful time to die in PFS play is in the 2-4 range when you don't yet have the Fame/PA to be resurrected yet you have already invested many play sessions in building up that character. Deaths there I find the most annoying - and not uncommon if playing up or if the wrong enemy gets a crit at a key time. I've seen a wizard of a fairly reasonable level (I think 4th?) go from full HP to negative CON in a single big trap when he missed his reflex save(s). One wrong move by another player and his character was dead. In his case I think he was just at the level where he had sufficient PA to be raised but that cusp level is where things get tricky - especially if you have been using PA for wands etc (which is the major downside of spending too much PA early - I'm a big fan of spending PA at level 1, perhaps a little bit later on but then "banking" PA sufficient for being raised once - ideally also w/restorations before you spend more PA on things you could otherwise just buy outright.

3/5 RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Rycaut wrote:

As a DM and a game night organizer in PFS (Wed nights in San Francisco) I'm a big fan of the retrain rules as a way to let players who are new to Pathfinder play their own characters ASAP yet feel comfortable that if they missed a nuance or a rule or an option when they first play they have a chance to correct that before their 4th session.

Whether this is a simple matter of taking two traits or an alternate racial feature or a feat that is only available at level 1 or a bigger matter of changing the class or the point buy I think the retain rules if not abused are a great vehicle for new players to be sure that their first character is one they will enjoy playing - and for even experienced players to adjust if something they thought might be fun/flavorful/effective turns out not to be whether from personal play style/preference or from a rule they misunderstood or just missed entirely.

That said I think the most painful time to die in PFS play is in the 2-4 range when you don't yet have the Fame/PA to be resurrected yet you have already invested many play sessions in building up that character. Deaths there I find the most annoying - and not uncommon if playing up or if the wrong enemy gets a crit at a key time. I've seen a wizard of a fairly reasonable level (I think 4th?) go from full HP to negative CON in a single big trap when he missed his reflex save(s). One wrong move by another player and his character was dead. In his case I think he was just at the level where he had sufficient PA to be raised but that cusp level is where things get tricky - especially if you have been using PA for wands etc (which is the major downside of spending too much PA early - I'm a big fan of spending PA at level 1, perhaps a little bit later on but then "banking" PA sufficient for being raised once - ideally also w/restorations before you spend more PA on things you could otherwise just buy outright.

Remember that your teammates are allowed to pitch in on spellcasting services like raise dead. If you're playing in the 4-5 subtier, an entire table should be able to pay to resurrect you, just from the spoils of that one session.

4/5

yes I do remember that - my point is that at the mid to low levels the whole table may not be able to afford it (whether via cash or pa) and the spoils varies widely by Season - early seasons have far less GP per player than later seasons - so much different in fact that most of my characters are far below wealth by level compared to players of mostly only later seasons.

2/5 *

Surviving level 1? Easy.

1) GM a little and use GM credits to get yourself to level 2. It's a good incentive to GM. Low level scenarios don't need total system mastery. It also lets you see the other side of the screen and gives you an appreciation of how much work and time it takes to properly prepare a scenario. Plus, you might also like it.

2) Read reviews and make sure you don't play killer scenarios. (Ex. Dalsine Affair).

3) Try to play with a few level 2 PCs in case it gets rough.

4) Make sure you buy wands of cure light wounds and/or wand of infernal healing (if you have only arcane casters). Heal up to full after each and every combat. Sometimes 1 hp is the difference between life and death.

5) Other consumables: Whether you're a martial or spellcasting class, make sure that you always have something to do, even if it's magic missile. Too many times I see players just having their PCs do nothing, delaying and missing their turn, or firing a x-bow into combat with no skills in it (basically you might as well be doing nothing). Basically, be able to always contribute.

Sometimes you get crit with a x3 weapon and there's nothing you can do about. Reroll and don't worry about it, at least your PC didn't die at level 3.

1 to 50 of 146 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Organized Play / Pathfinder Society / Surviving First Level in PFS All Messageboards

Want to post a reply? Sign in.