What level 2 PC would you build?


Advice


My group is starting a new campaign with some very specific base character creation rules and we're looking for a number of PCs to be used as NPCs who can convert to PCs quickly when attrition occurs (PC deaths). The campaign takes place at a prison colony which has collapsed into anarchy (think Australia where the previously unknown monsters from the outback have set the original colony to ruin). There are some very specific character creation rules:

All characters are human.
Only Core and Advanced, no Ultimate.
Stat array before Race adjust can be:
12 12 12 12 12 12 -or-
13 12 12 12 12 11 -or-
13 13 12 12 12 10 -or
13 13 12 12 11 11

2nd level and MUST BE MULTI-CLASSED.

What would you make to play as a PC or put at the colony (what remains of it) as an interesting NPC?

Things we know about this game world setup: There will be undead. There will be goblins. There will be pirates and a lost civilization. Help for the colony is across an ocean (again thinking England to Australia type distances) and no one back home knows that there is trouble in prisonville.


To clarify, since I'm sure it will come up, because this is a penal colony, everyone there has committed some crime that got them here (some PCs started last week and were victims of a frame job FTR/CL and RGR/ROG). Alignments and class can be all over the place.


Barbarian rogue

Str: 12
Dex: 13 (+2)
Con: 12
Int: 11
Wis: 13
Cha: 11

Replace rogue with ninja or vivisectionist alchemist as needed. You earned your place here. You are a cut throat cut purse, bandit, and mercenary.


Byrdology wrote:

Barbarian rogue

Str: 12
Dex: 13 (+2)
Con: 12
Int: 11
Wis: 13
Cha: 11

Replace rogue with ninja or vivisectionist alchemist as needed. You earned your place here. You are a cut throat cut purse, bandit, and mercenary.

I like one of the concepts of the starting array limit due to the larger impact this seems to give class powers such as Rage. The +4 to STR and CON becomes very significant when the strongest person you otherwise will encounter is limited to a 15 and a +2 bonus. Which traits and feats would you want to put on that?


The alchemist/sorcerer who loves to set things on fire.


Well you could be a syntesist - (but i hate them, and think they are broken in a bad way).
And the paladin 2 - for that extra +2 to saves...
Stat doesn't really matter.

Start with Magus or inqusitor - they start of a little MAD, so a all round ability score like that could be usefull. And they don't need a high casting stat..
Pick 13 str 12 dex 13 con 12 int 12 wis 10 cha
Magus dips crossblooded Sorc for +2 dam pr dice on shocking grasp)
Inqusitor... Dips Thug for intimidate maddness...

Magus could be dexbased - then take a +2 int +2 dex race and go for blade bound kensei...


Bard 1, Druid X

12 Str; 12 Dex; 13 Con; 11 Int; 13+2 Wis; 11 Cha.

Bard is just for the skill ranks, and Inspire Courage.

Druid caster type trying to stay alive until level 5.

Feats: Improved Init, Combat Casting.

Traits: Reactionary, Focused Mind

+7 Initiative, +8 Concentration.

Skills I would keep near max: Spellcraft, Perception, Stealth

Skills I would take 1 rank in: K. (dungeoneering, arcana, religion, nature, and planes), Perform (Oratory)

Skills I would get to 10: Handle Animal, Fly, Acrobatics.

Tactics: try to keep around 30-50 goodberry at all times, preferably around (party members times eight) minimum. Memorize a lot of entangle spells. Start Bardic Performance every time combat begins. Get a Roc or Velociraptor to deal with combat for me until I can start wild shaping. Wildshape to smallest flyer possible, and take wild spell so can cast while wild shaped.


Seppuku wrote:
Byrdology wrote:

Barbarian rogue

Str: 12
Dex: 13 (+2)
Con: 12
Int: 11
Wis: 13
Cha: 11

Replace rogue with ninja or vivisectionist alchemist as needed. You earned your place here. You are a cut throat cut purse, bandit, and mercenary.

I like one of the concepts of the starting array limit due to the larger impact this seems to give class powers such as Rage. The +4 to STR and CON becomes very significant when the strongest person you otherwise will encounter is limited to a 15 and a +2 bonus. Which traits and feats would you want to put on that?

There is not a whole lot to suggest for lvl 2. I would pick up dodge personally, but if you keep going barb/ rog, then put your lvl 4 point into str and get power attack at 5. Bandit or scout are great archetypes for rogue, and whatever suits your fancy for Barbie.

Grand Lodge

Invulnerable Rager/Two-Handed Fighter

Str 13(15) Dex 12 Con 13 Int 12 Wis 12 Cha 10

Power Attack, Furious Focus, Extra Rage.

Grand Lodge

Nature Oracle/Paladin

Str 13 Dex 12 Con 12 Int 12 Wis 10 Cha 13(15)

Mounted Combat, Ride-by Attack.


If you want a powerhouse go with Barbarian/Alchemist. If you prefer someone with a ton of skills and some fun tricks up their sleeve go rouge/bard. I would suggest avoiding full casting classes since you have to multiclass, although oracle mixes well since you gain 1/2 level to their curse class feature from other class levels. And since you're going to be in an australia variant I have to suggest monk/paladin just for the freaking saves, since everything there will be trying to poison you...


The restriction of nothing out of Ultimate Magic and nothing out of Ultimate Combat does limit all of the fun new options. Personally I've always been a skill monkey/caster lover. Rogue/Wiz or Rogue/Sorc has always been my joy. Thanks said, Oracle looks like a lot of fun and I've really like Oracle NPCs that I've used. I'm not sure what types of mounts will be available at this time. It's still yet to be determined. There are certainly no mounts traveling with the party on the boat trip over. I expect there will be none.


Sorc 1 / Fighter 1

Bloodline - Serpentine (growing the natural weapons is nice in a pinch, and the arcana allowing compulsion to affect animals, magical beasts, and monstrous humanoids)

Str 12; Dex 13; Con 12; Int 11; Wis 11; Cha 14

F: 3; R: 1; W: 2 --------- AC 15 (4 armor, 1 dex)

Feats: Arcane Strike, Weapon Focus (Heavy Crossbow), Rapid Reload, Eschew Materials

Spells: 0 - daze, mending, prestidigitation, light; 1 - charm person, gravity bow

Equipment:
- Armored Coat (APG).
- Masterwork Heavy Cross-bow
- Dagger

You've always been good with people. Convincing them to do whatever you needed came easily. One close call, however, left you suspicious and overcautious. You supplemented your natural talents with a little martial prowess and strategy, remembering that nightmarish episode at the goblin camp. The good news is you discovered on your long walk home that the same talents you had with people could garner you the assistance of all number of creatures living in the outback. You learned to be quick and deadly with one shot, then to get out. You'll create a distraction, use a 3rd party, or otherwise surprise your target with whatever tactic suits the moment best.

What was it you did before you began to work the bounty circuit? Who cares, the money seems to be rolling in now.


Human fighter/ bard with dodge mobility and spring attack build for skirmishing as a support melee/ buffer/ healer. Use a ranseur or gurus armor and take combat reflexes at lvl3

Lantern Lodge

Human Sorcerer with the Efreeti bloodline and Rogue with the Scout archetype. Ur 4 0 level spells will be Disrupt Undead, Jolt, Ray of Frost, and Acid Splash using the Efreeti bloodline arcana to change Ray of Frost in2 a fire spell so u cover all elemental damage types. 1st level spells id suggest are Expeditious Retreat and Vanish for u can flee easily if need be. The reason for rogue is so u can apply SA using ur 0 level spells since any attack that require a to hit can apply SA when SA's conditions are met. Also since the spells with to hit roles target Touch the likely hood to do damage targets is great. Another bonus is that u dont have to rely on a weapon to attack meaning less things to cart around or concern ur self with.


Arizhel wrote:

Bard 1, Druid X

12 Str; 12 Dex; 13 Con; 11 Int; 13+2 Wis; 11 Cha.

Bard is just for the skill ranks, and Inspire Courage.

Druid caster type trying to stay alive until level 5.

Feats: Improved Init, Combat Casting.

Traits: Reactionary, Focused Mind

+7 Initiative, +8 Concentration.

Skills I would keep near max: Spellcraft, Perception, Stealth

Skills I would take 1 rank in: K. (dungeoneering, arcana, religion, nature, and planes), Perform (Oratory)

Skills I would get to 10: Handle Animal, Fly, Acrobatics.

Tactics: try to keep around 30-50 goodberry at all times, preferably around (party members times eight) minimum. Memorize a lot of entangle spells. Start Bardic Performance every time combat begins. Get a Roc or Velociraptor to deal with combat for me until I can start wild shaping. Wildshape to smallest flyer possible, and take wild spell so can cast while wild shaped.

This one looks like fun. I've never played a Druid but this campaign seems well suited for one. I expect advanced armors and metals to be at a premium. Can a Druid wildshaped into a songbird continue a Bards song/performance ability?


You HAVE to be human.

Cleric/Oracle of life.... SO THERE to your multi classing!

Another good one might be Cleric/Monk. Or Monk/Paladin.

Cleric/Monk with a 15 in wis is pretty schnazzy....

Sigh I hate mutliclassing for no other reason than to multiclass, I usually multicalss because I can't do concept X with a single class, but this is doing it backwards, coming up with a concept to match a mutliclass.


Urban Barbarian/Ranger

Grab a Composite Longbow, use controlled rage for Dex or Strength as needed, and go to town.

.

Str: 13
Dex: 13 +2
Con: 12
Int: 12
Wis: 12
Cha: 10


For casty damage, Sorc/Specialist Wizard would be fun. Just make sure you have at least 12 in both CHA and Int, and put your +2 human bonus into whatever class you plan on leveling (as you shouldnt level the other). 7 different cantrips memorized at a time, plus 7 1st level spells at the ready. Not bad. You also gain access to every Cantrip allowed as a wizard. Combine useful Bloodlines/Arcane Schools if you want to do blasty damage, such as Abherrant/Conjuration.

If you don't plan on leveling Sorcerer, the Fey first level ability remains useful forever. Same goes for the Divination school if you don't plan on leveling Wizard. Initiative bonuses are always welcome as a caster.

You can apply the same concept to Cleric/Oracle.

Here is a test guy I wrote up in PCGen. I woudl take the Raven familiar for the speaking and scouting ability. "Greenies over there! CAW!"

Spoiler:

Test Guy
Male Human; Medium Humanoid ( Human )
Sorcerer1 Conjurer1
Hit Dice:
(1d6)+(1d6)+2
Hit Points:
13
Initiative:
+5
Speed:
Walk 30 ft.
AC:
11 (touch 11, flatfooted 10)
Attacks:

Damage:

Vision:

Face / Reach:
5 ft. / 5 ft.
Special Attacks:
Acid Dart
Special Qualities:
Arcane Bond, Bloodline Arcana, Bonus Feat, Bonus Wizard Spell, Cantrips, Cantrips, Conjuration School, Divination Opposition School, Familiar, Fey Bloodline, Laughing Touch, Necromancy Opposition School, Skilled, Summoner's Charm
Saves:
Fortitude: +1, Reflex: +1, Will: +5
Abilities:
STR 11 (+0), DEX 12 (+1), CON 12 (+1), INT 15 (+2), WIS 12 (+1), CHA 12 (+1)
Skills:
Acrobatics: 1; Appraise: 6; Bluff: 1; Climb: 0; Craft (Untrained): 2; Diplomacy: 1; Disguise: 1; Escape Artist: 1; Fly: 1; Heal: 1; Intimidate: 1; Knowledge (Arcana): 6; Knowledge (Local): 6; Knowledge (Planes): 6; Perception: 3; Perform (Untrained): 1; Ride: 1; Sense Motive: 1; Spellcraft: 7; Stealth: 1; Survival: 1; Swim: 0;
Feats:
Combat Casting, Eschew Materials, Improved Initiative, Scribe Scroll, Simple Weapon Proficiency
Challenge Rating:
1/2
Alignment:
Neutral Evil
Possessions:

Sorcerer - Spells per Day: (0/4/0/0/0/0/0/0/0/ DC:11 + spell level); Known: Level 0: Dancing Lights, Detect Magic, Mage Hand, Ray of Frost Level 1: Enlarge Person, Grease
Wizard - Spells per Day: (2+1/2+1/0/0/0/0/0/0/0/ DC:12 + spell level); Known: Level 0: Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue Level 1: Charm Person, Color Spray, Comprehend Languages, Mage Armor, Obscuring Mist, Sleep


Seppuku wrote:

My group is starting a new campaign with some very specific base character creation rules and we're looking for a number of PCs to be used as NPCs who can convert to PCs quickly when attrition occurs (PC deaths). The campaign takes place at a prison colony which has collapsed into anarchy (think Australia where the previously unknown monsters from the outback have set the original colony to ruin). There are some very specific character creation rules:

All characters are human.
Only Core and Advanced, no Ultimate.
Stat array before Race adjust can be:
12 12 12 12 12 12 -or-
13 12 12 12 12 11 -or-
13 13 12 12 12 10 -or
13 13 12 12 11 11

2nd level and MUST BE MULTI-CLASSED.

What would you make to play as a PC or put at the colony (what remains of it) as an interesting NPC?

Things we know about this game world setup: There will be undead. There will be goblins. There will be pirates and a lost civilization. Help for the colony is across an ocean (again thinking England to Australia type distances) and no one back home knows that there is trouble in prisonville.

Half-Orc

S 15(13+2), D 12, Co 12, I 12, W10, Ch 13
Barbarian (maybe True-Primitive), feat intimidating prowess
Thug

If changes to PC
2nd level of thug
remainder are barbarian
4th and 8th level make the odd abilities even.
Rage powers take demoralizing rage (I think that was what it was called) to make people run away when you intimidate them.

Grand Lodge

Human only.


Paladin/Oracle. Pick a Mystery that gives you nice tricks against undead, but isn't too reliant on level effects since you're forced to multiclass. Pick a Curse that won't inhibit you too bad - Legalistic is probably a pretty good one, since you'll never twig its restrictions so long as you follow the paladin code, but I forget which book it's in. Tongues if you can't get that one - I'm pretty sure Celestial is on the list, though I could see fun being had with a Paladin who bursts into Aklo or Infernal or whatnot as soon as combat initiates.

High CON and CHA (human +2 here), next STR and INT, last DEX and WIS. Get the best armor you can wear and grab a big sword/axe/etc.

Can't get more specific due to being at work, maybe someone else'll feel like fleshing this one out a little more.


the filthy mouthed paladin, classic.

Paladin Life oracle could be nice, channeling from the get go and would go along with channeling you get as a paladin at higher levels.

Of course battle oracle not a bad way to go either.

going rage prophet requires (at least) one level or oracle, so wouldnt be a waste of a level since if you went RP you would HAVE to take that level some time anyway.... Same would be true for cavalier/bard going for battle herald.


Oh yeah this requirement just begs for Prestige Classes that cross class routes and/or require a one- or two-level drop in one class but can be based strongly off a second.


blackbloodtroll wrote:
Human only.

Oops, sorry missed that.

I would still probably do the same intimi-tank build.


1 person marked this as a favorite.
Orthos wrote:
Oh yeah this requirement just begs for Prestige Classes that cross class routes and/or require a one- or two-level drop in one class but can be based strongly off a second.

Yeah, this would also be good for a barbarian/X caster/dragon disciple or monk/Xcaster/dragon disciple build.

Since it sounds like a campaign where gear might be kinda hard to find, a natural weapon and spontaneous caster build could be very good.


Fighter/Bard (Arcane Duelist) with a focus on melee.


Ranger/Rogue. Perfectly adapted to getting away and stay hidden for some time to wait for things to quite down again. If things get too rough, disappear into the wilds where everyone will be at a severe disadvantage if they try to follow you, but you will be just fine.


Aasimar sorcerer (fey)/cleric; 15 wis, 15 cha, etc. Take all cleric levels from then on.


Ranger (freebooter)/ monk (sohei)

Str: 13 (+2)
Dex: 13
Con: 12
Int: 12
Wis: 11
Cha: 10

Wearing chain shirt, use javelins for range, reach weapon for battlefield control, and unarmed strikes (flurry) for close melee. You will be able to fight at all ranges, have a decent skill selection, excellent saves, and after you do some leveling, you will be flurrying with your reach weapon.

Take dodge, combat reflexes, and toughness.

You always act in a surprise round, and if ever you are caught without weapons and armor, you are still a viable threat.


Ranger/Druid. Cant beat a ranger with spells at level 2.

You dont get fighting style (yet) but nothing stopping him from sword and board and switch hitting with long bow.


A list of characters you may find in a prison colony based off of australia:

Outback Criminal:
Ranger/Rogue (Scout)
str 15, dex 12, con 12, int 13, wis 12, cha 10
Feats: Combat expertise, Improved Feint

Maori Singer:
Bard (Savage Skald)/Barbarian (Invulnerable rager)
str 13 dex 12 con 12, int 10, wis 12, cha 15
Feats: lingering music, power attack

The Bully
Fighter/Rogue (Thug)
str 15, dex 12, con 12 int 13 wis 10, cha 12
Feats: Weapon focus, Dazzling display, skill focus (Intimidate)

Weird Sister
Wizard (Enchanter)/Witch
str 10, dex 12, con 12, int 15, wis 12, cha 13
Feats: skill focus (enchantment), greater skill focus (Enchantment)

Archer guard
fighter/ranger
str 13, dex 15, con 12, int 12, wis 12, cha 10
feats: Point blank shot, precise shot, deadly aim

Heretic
Cleric/Inqusitor
str 12, dex 12, con 12, int 10, wis 15, cha 13
Feats: selective channeling, turn undead


H U M A N - O N L Y


The Protean Sorcerer looks good for a 1 level dip. 5 times per day with the entangle with acid damage is pretty nice. The trait to raise your caster level by 2 or up to your total HD, whichever is less, seems like a good one to have when forced to multiclass.


ZanzerTem wrote:

For casty damage, Sorc/Specialist Wizard would be fun. Just make sure you have at least 12 in both CHA and Int, and put your +2 human bonus into whatever class you plan on leveling (as you shouldnt level the other). 7 different cantrips memorized at a time, plus 7 1st level spells at the ready. Not bad. You also gain access to every Cantrip allowed as a wizard. Combine useful Bloodlines/Arcane Schools if you want to do blasty damage, such as Abherrant/Conjuration.

If you don't plan on leveling Sorcerer, the Fey first level ability remains useful forever. Same goes for the Divination school if you don't plan on leveling Wizard. Initiative bonuses are always welcome as a caster.

You can apply the same concept to Cleric/Oracle.

Here is a test guy I wrote up in PCGen. I woudl take the Raven familiar for the speaking and scouting ability. "Greenies over there! CAW!"

** spoiler omitted **...

Very cool completely stated out character. Thanks!

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