Point buy values for starting stats below 7... does anyone know where I can find this?!


Rules Questions


This is totally blowing my mind, I am either completely missing something in front of my face or there are bedrock obvious reasons this should never, ever, be done that somehow escape me.

Without boring the hell out of anyone getting into they whys, I simply need to know if there is a quick reference (preferably online to show other players) for how the point-buy system works if the GM allows you to start with stats bought below 7?

Ie, how many points to spend else where does one get if they take a 3 in a particular stat? If I was creating a character with a point buy system -- how much would values of 0, 1, or 2 be? (I know 0 should generally mean dead or unable to act, but believe me, I have a good reason for asking these questions and REALLY don't want to try and reinvent the wheel if I'm missing something in front of my face.)

Any wise ones out there want to let me off the hook?!

THANK YOU FOR CHECKING THIS THREAD!

-V


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Same as 7, plus a damn good reason, would be my call.


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If your GM is intent on allowing it, he'll have to give numbers himself.

I'd personally give 2 points each step below 7 if I allowed it (which I would not).

Typically allowing below 7 encourages min-maxing to an extreme and is disallowed for good reason.


It's "modifier for the new stat" all the way. 7 is -4; 6 has a -2 stat modifier, so it's (-4) + (-2)= -6. 5 has a -3 modifier, so it's (-6) + (-3) = -9. Et cetera.

Grand Lodge

No rules out there for it, as it is, indeed, a bad idea.

However, from some earlier posts and threads on the point buy mechanics, the point buy is normally at a cost of the bonus effect, cumulative in the direction you are going.

10 = +0 = 0 points
11 = +0, but has to cost 1 point for balance reasons
9 = -1, so +1 point
8 = -1, so +1 point, cumulative is +2
7 = -2, so +2 points, +4 cumulative.
6 = -2, so another +2 points, cumulative +6
5 = -3, so +3 points, total +9
4 = -3, so +3, total +12
3 = -4, so +4, total +16
2 = -4, so +4, total +20
1 = -5, so +5, total +25
0 = -5, so +5, total +30

Remember that racial bonuses and penalties are applied after buying the stat.

And the reasons are that there are plenty of conditions out there that make having certain stats very low is a bad idea.

Shadows and a low Strength = ugly
Almost anything and a low Con = new character

I recall seeing a Charisma disease in an AP that can kill, so that makes a low CHarisma potentially fatal.

Low Dex, in general, is always a bad idea. Low Reflex saves, lousy AC, extremely vulnerable to some common spell effects (See golems and the Grease spell for an example)

Low Wisdom is not a good thing, since failing a Will save can make it a choice for the party of ewither dying themselves or killing you when you get Dominated.

Low Con also reduces yoru Fortitude save, which can lead to cascading bad effects, as you fail the saves against poison, and either die or fall unconscious, and, in either case, are no earthly benefit to your party, except maybe as a trap finder. (Throw that body into that square and see what happens tyep of trap finder. Ouch.)

Low Strengthm, and you are encumbered with minimal gear, and, again, Shadows and theoir relatives.

Low Int is about the only one without serious out-of-the-gate penalties, but even then, you wind up with several feats out of reach, and only one skill point per level. And the Paladin's horse is smarter than you are...


PRD wrote:
No score can be reduced below 7 or raised above 18 using this method.

So by the book it's not possible

If your GM allows it anyway then the logical way of going about extending the table would be:

1 -25
2 -20
3 -16
4 -12
5 -9
6 -6
...
19 21
20 26
21 31
22 37
...

edit: so many ninjas...


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Sam, the Save-or-Suck Wizard Conjurer lvl 1(15 pt buy)
Str: 1
Dex: 2
Con: 3
Int: 36 (+2 for human)
Wis: 1
Cha: 1

3 spare points :D

His grease spell has a reflex save of 25.


Thanks guys! (Game you you are hilarious!)


It's funny that I found this thread while trying to Google search an answer to your problem, Vicon xD

For those who might be curious, Vicon was thinking of running a "body-snatchers" themed campaign, where the players come up with a cool body-snatcher archetype (like a vengeful ghost, a possession gem, or a plant) and then dominate creatures from the Bestiary and control those. So naturally, a sentient mind-controlling artifact (think the One Ring) would have a STR of 0, but very high mental stats.

Basically we're all playing synthesist summoners with a really cool twist.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Vicon wrote:


This is totally blowing my mind, I am either completely missing something in front of my face or there are bedrock obvious reasons this should never, ever, be done that somehow escape me.

Without boring the hell out of anyone getting into they whys, I simply need to know if there is a quick reference (preferably online to show other players) for how the point-buy system works if the GM allows you to start with stats bought below 7?

-V

You're thinking of building a synthesist summoner aren't you? With the deserved demise of Druidzilla and Codzilla, the Synthesist Summoner is the last caster who can tank their physical stats and cover those self-emposed weaknesses with a class feature. Keep in mind that min-maxing dump stats has led to the premature end of many such synth summoner careers when their Eidolon suit was popped.


Ganryu wrote:

Sam, the Save-or-Suck Wizard Conjurer lvl 1(15 pt buy)

Str: 1
Dex: 2
Con: 3
Int: 36 (+2 for human)
Wis: 1
Cha: 1

3 spare points :D

His grease spell has a reflex save of 25.

That's a really underpowered build--almost any ability damage or drain will knock it out instantly.

People on the forums love insisting that point-buy "encourages" having huge, glaring weak stats. They then go on to pretend that having a weak stat isn't a weakness.

In case you're wondering, yes, I have allowed players to buy ability scores down to 3. From a mechanics viewpoint, though, it's a really really bad option. It either gives you extremely low saving throws (in which case, you should expect smart NPCs to target your weak save), or destroys your skill point pool, or gives you a penalty on some of the most commonly rolled skill checks. And leaves you vulnerable to death by ability score drain.

Of course everything I just wrote is for a mechanics-heavy game. For a more roleplaying-focused campaign, I prefer to give players free selection over their ability scores--you pick 6 numbers between 3 and 18. Those are your ability scores before racial modifiers.


137ben wrote:
That's a really underpowered build--any ability damage or drain will knock it out instantly.

Not true - he can easily take as much as 2 points of Con Damage...


Midnight_Angel wrote:
137ben wrote:
That's a really underpowered build--any ability damage or drain will knock it out instantly.

Not true - he can easily take as much as 2 points of Con Damage...

Yes, you are technically correct. He can also take INT damage without fainting right away. Strength and Dexterity damage are more common, though. And he is still going to have horrible saves, 1 hit point per level, and terrible initiative (all of which are very important for a combat-focused wizard). Out of combat, he has a ton of skill points, but he gets a big penalty on all non-intelligence-based skills.


I hope no one in this thread thought my wizard build was a serious suggestion.

Admittedly, I think he would be quite effective as long as the group he's with is capable of defending him.

He'd be amazing with stinking cloud and any save or suck spells.


Ganryu wrote:
I hope no one in this thread thought my wizard build was a serious suggestion.

*laughs* I didn't.

Ganryu wrote:
Admittedly, I think he would be quite effective as long as the group he's with is capable of defending him.

Ah, but what group would put up with him?

Too weak to carry his own pants, with a persoality that is likely to be reminiscent of a used toilet brush and the common sense of a two-year old... thanks, but I'll pass.

Plus, he'd be likely to catch a cold from as much as looking at an ice cube... and dying without a chance of recovery.

Good luck protecting him from that.

*ducks for cover*


If your asking would they be willing to adventure with the wizard equivalent of steven hawking? Probably.

The Exchange

Pathfinder Rulebook Subscriber
Midnight_Angel wrote:
137ben wrote:
That's a really underpowered build--any ability damage or drain will knock it out instantly.

Not true - he can easily take as much as 2 points of Con Damage...

granted he'd probably min out at 1hp / level, so a strong wind will blow him over...


Ganryu wrote:

I hope no one in this thread thought my wizard build was a serious suggestion.

Admittedly, I think he would be quite effective as long as the group he's with is capable of defending him.

He'd be amazing with stinking cloud and any save or suck spells.

At first level, a plain dagger hit can kill him to -Con from full. [Unless he added 1 HP for FC, then it needs a crit.]

At -Con, time for a new character.

/cevah

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