PFS Level 1 (only) build


Advice

The Exchange

so I have been thinking about this for a while.

I have been looking at creating a class concept that effective at level one, and has reasonable suitability and effectiveness both in and out of combat. the aim is to have a fun character that I can play when I haven't had a chance to flesh out a new character concept, or I find that a given concept just won't start to work at all until after level one.

so here is the character

Default 1st level char
Human (varisian) ranger 1
CN Medium humanoid (human)
Init +4; Senses Perception +4
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +0
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee greatsword +5 (2d6+10/19-20)
Special Attacks favored enemy (humans +2)
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Statistics
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Str 20, Dex 14, Con 12, Int 7, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 18
Feats Cleave, Power Attack
Traits reactionary, trustworthy
Skills Acrobatics -3 (-7 to jump), Appraise -1, Bluff +0 (+1 to fool others), Diplomacy +5, Knowledge (nature) +2, Perception +4, Survival +4
Languages Common, Varisian
SQ track +1, wild empathy +1
Other Gear four-mirror, greatsword, 55 gp
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Special Abilities
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Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 Add the listed bonus to survival checks made to track.
Trustworthy +1 on Bluff checks to fool someone.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

So the choices here, 20 str gives us a lot of damage at level 1, particularly when combined with a 2 handed weapon and power attack, and cleave allows us to make a mess of the Mooks that are common at this tier.

AC 18 and 12 hit points should keep us around from all but the worst of the bad guys our skill selection lets us make most of the important skill checks that come up, in particular Diplomacy and perception are must haves, with trustworthy making diplomacy a class skill to give us a decent bonus to it.

The choice of ranger gives us access to cure light wounds so we can activate the wand that we will surely need to keep the party healthy. with minimal gear we have some GP left over for the standard consumables that you will want to bring along.

Any thoughts on what could be done to improve this build?

The Exchange

18 str is enough, you dont need 20. If you're not interested in spells(10 wis on a ranher, really?) why not a barb for rage instead. Take combat reflexes instead of cleave and murderise anything approaching you.

Ok, noted wand use. Still strike me as odd


So you basically want to skip level 1? :)

Personally, I find level 1 a good way to get a feel of a character, and some things that might have been good on paper, might be less so in play. I hope to find that out before I cannot retrain him anymore.

The Exchange

usually I use GM credit to skip level 1, or at the very least the first game (so I have some gold/pp to get more things)

A lot of the time I'm finding that a character concept sounds great but wont have the ability's it needs to function well until level 2, things like precise shot, or enough spell slots to make a real difference, so this is to help make that level enjoyable for character builds that just won't be fun yet and more importantly to give me a functional character that I can enjoy playing on those days where I turn up with out a plan for a character, or the table I'm playing on changes at short notice, or heven forbid the planned character dies the session before without being able to afford a raise dead. so I have something to run that's not a pregen ;)

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