Low Stats build


Advice


If you made a character with stats rolled up using: 1d6+7 for each, and a 14 in 1 stat of your choice...

what would you make ?


I'd make my way to another table... *badum bump*
Seriously, probably synthesist so I could still... do stuff effectively


Something with a pet. Animal Companions and Eidolons aren't affected by your low stats, and so will remain strong.


Ask how many Rerolls you get.


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A beeline for a different game. Honestly, I would have absolutely no fun playing Pathfinder with stats like that. If I'm going to play a regular person in a roleplaying game, I would want to play an RPG where regular people aren't so crappy.


Depends on the d6 rolls. 4 13's & a 10 would be different from 4 8's & a 11.

Probably a pure caster, and just hope the lower save DC didn't bite me too often.


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Actually it could be kind of fun...it depends on how your DM modifies things to deal with your lower stats.

Or you could all play as Commoners and become the deadliest commoners on the planet.


Definitely a summoner of some sort - not necessarily the class, it could be a wizard or cleric or druid whatever else. Either wizard with Acadamae Graduate, a summoner, or a shaman druid (saurian or lion) is probably optimal.

Summons don't depend on your stats at all, and it's one of the strongest types of character in general. Plus, they provide meatshields to help you deal with your low Dex/Con, especially if you are a druid with an animal companion.


well.. no rerolls AND high possibility of Summoner banned


It doesn't need to be the summoner class, as I mentioned. Wizard and Druid both make incredibly strong summoning builds.


I'm gonna say go Druid for Wild Shape and an animal companion, in that case.


You might be able to make something decent depending on if you roll REALLY well, but barring that:
If no summoner I'd probably go hunter... basically as everyone has said something that either
A) has an animal companion
B) summons critters
C) fuses with an eidolon...


With stats that low, Summoner and Druid are going to completely overshadow the other classes. Their spellcasting works just fine even with mediocre attributes, and their "pet" is unaffected by their low stat total. If those two are banned, then I'd probably go for a Wizard or Sorcerer; low save DC's are bad, but everyone has problems "hitting" with such low attributes.

Silver Crusade

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Here's my favorite 1 point build. This is an evangelist cleric with an animal companion. Attributes don't matter at all, except CON for HP and WIS must be high enough to cast highest level spell. In theory this attribute set would function just fine until 11th level:

STR 7 DEX 7 CON 10 INT 7 WIS 11+2 CHA 7

I would enjoy playing such a character. I don't get the people who turn their noses up at low-stat & low level play. Then again, I play as much GURPS as Pathfinder.


If no animal companion or summoned monsters (which is probably the next step) I would go Oread/variant tiefling Verminous hunter. +2 str and wisdom from race and another +2 str from having no pet and a situation ability I can turn on when needed including +1 fast healing, +2 natural AC, +2 CMB etc.
With your starting 14 in strength that would be 18 strength so at least you could hit things and heal yourself slowly
If you get a 13 you could go orc which would boost your starting strength to 20
*edit actually you might be better off going Tiefling and putting your 14 in Con. You would have +6 to strength (2 race and 4 class) +2 wisdom (so you should be at least at 11 here for first level spells) depending on how you roll take heavy armor proficiency, strap on some full plate and actually be decent.
Assuming terrible rolls of 8 8 9 8 8 14 you could still be sitting at;
14str, 8 dex, 14 con, 8 int, 11 wis, 8 chr
you have your first level spells and are capable in combat


I played a ranger with 13 15 12 11 10 11 and it played fine up into 14th level. Vital strike and such really help when only your first attack might hit.


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Also, bards (or skalds) are proportionally much better if everyone has low to-hit and low damage.

Dark Archive

If I was still worried about building a passable character without relying on Summons or Pets of any kind, my first pick would be a Human Grenadier Alchemist, putting the 14(+2) into Int. Start off with Point Blank Shot and Toughness so I don't die to a well-rolled crossbow bolt. Between touch attacks and medium BAB, bombs should be easy enough to hit. Mutagen can make up for bad Con or help boost Dex for initiative, AC and accuracy. Vanilla Teiflings work wonderfully for this build, too.

Alternatively if the DM is also disallowing the sleek, sexy non core classes (and I'm kind of getting that vibe here), an archery focused Fighter (Wepaon Master Archetype if allowed) can make up for low points through the many bonuses and the d10 will help keep you alive against that deadly lucky shot.


Probably a Barbarian of the Invulnerable Rager variety.

Superstition, Rage, and proper feat selection can do a lot for durability.

Rage can let you deal decent damage.

Grand Lodge

Druid.


Summoner or Druid.

Failing that, Sorc with the AC bloodline or Occultist Arcanist with a familiar.


I've had actually rolled stats for a character equal to a 3-point buy, decided to make a character nonetheless. I made a ratfolk alchemist, that though weak in strength and con, was still viable in combat thanks to 15 dex and 14 int. Throwing bombs at touch AC makes it playable in my opinion.

Also making your character older might increase spell-caster viability so an old sorcerer/wizard/arcanist could still work as well.


Magda Luckbender wrote:
I don't get the people who turn their noses up at low-stat & low level play. Then again, I play as much GURPS as Pathfinder.

GURPS is a game designed around that sort of play, though, while Pathfinder definitely is not. For example, a large number of classes give bonuses based on your stat modifiers--Monk gets Wisdom to AC, Paladin gets Charisma to saves, etc. If none of your stats are better than +1s, those class features lose their purpose and differentiation. It makes characters significantly more generic, and the majority of the appeal of a game like Pathfinder over, say, GURPS, is that it's not generic.

Sovereign Court RPG Superstar 2011 Top 32

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A lot of the perceived "need" for high stats is more of an ingrained preference rather than a true necessity - the game plays just fine, if a little tougher, with 10 point buy, for example.

A friend of mine rolled stats of 10 10 10 10 12 14 for Carrion Crown and his paladin (12 in Str, 14+2 in Cha for human) managed to survive and do just fine in that AP.

That having been said, this is a fairly rough ability generation method - no weighting in the rolls means all 8s is just as likely as all 13s, and your average is an 8 point buy. That's tough.

Honestly for me I'd have to roll scores first then figure out a concept after - the variance is too high to make firm plans before seeing the rolls.


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Pathfinder Adventure Path Subscriber

I'm a bit curious as to why the GM is restricting stats so much...If the intent was to avoid min-maxing I've found that the opposite is usually true...low point-buy/stats usually encourages min-maxing.

But back on topic. Druid or Wizard would be my choices here. They can get by with one fair score and a bunch of low ones.

Play Druid as a summoning Druid.

Wizard does not have to be a summoning wizard though they would excel as such. As they are very single-attribute dependent and you start with a 14. I'd actually consider a straight evoker (admixture subschool, spell specialization, double-traited fireball for metamagic cost reduction etc.) build. Or if you want to go with summoning than yes focusing on Conjuration(teleport subschool) will do very well.

EDIT: Oh yeah, the Witch Doctor...not sure if that's allowed since the OP mentioned that the Summoner may be banned, but SAD hex caster plus 9 levels of arcane is made of awesome.


One low-roll I built was Lem Menayd, the Helpful Halfling Dragon Cavalier, built to hand out +3 AC to everybody near him, and honestly let the Riding Hound do most of his fighting (while getting +3AC).

Another was Megekki, the half-sane human with the feat for Orcish Heritage, and his only good stat in CON, so Witchdoctor became an option.


Kinda depends on what you end up with. 1d6+7 will give you an even spread range from 8-15 so you end up with one guaranteed 14 Stat and 8-15 in all others. Question: Do you roll 6 times and then choose which roll to replace with the 14, or are you only rolling 5 times? If rolling 6 times, that's, essentially, replacing your lowest roll with 14; as well as the (exceedingly rare) chance of getting 15 for all 6 scores (0.002% chance). Many classes rely on a particular attribute score for uses/day (ie. casters have their casting stat, Barbs have rage rounds based on Con, bards have performance based on Cha, etc). But Rogues and Fighters aren't as closely tied to a particular score. If you happen to get at least 2 scores 12 or higher (including your granted 14) and at least 1 more 10 or higher, that could make a workable fighter or rogue. Less, and probably go full-caster. More, and maybe go for something like Ranger or Inquisitor. A very good array can make a decent Paladin or Monk.

Sovereign Court

I'd play a buff caster. Maybe a bard. When most of the group is only doing 1d8+1 damage or so, that extra +1 to hit & damage is huge.

A summoner of some sort would also be good - but if the rest of the group also has such low stats - they'll need the buffing.


I'd just embrace the suck and play a rogue.

Liberty's Edge

Druid, Summoner, Hunter, Bard, Wizard, Cleric with Animal Feather Domain, Inquisitor with Feather Domain, etc.

Reasons for such have pretty much been covered.


Hmm, I think I misread that as 1d8+7. So, to correct my above post, your spread range is 8-13.


I'd probably go with a dwarf fighter. Heavy armor, bonus to HP, etc.

I'd be totally cool with playing a low-stat character, especially if all PCs were low-stat characters.

It always seemed odd to me that the die you rolled really didn't matter, it was all about the static bonuses. A character with a 1d4 dagger can be dealing 1d4+12 damage, whereas a character with a 1d12 greataxe might only be dealing 1d12+2.

That's probably why I prefer low-level games, players rolling a one on damage and then saying "25 damage" always bugged me.


I only know veeery few GMs for whom my initial reaction would not be: Thanks but no thanks.

And even to them I'd be adamant that I only play if no full casters are allowed (the most sad classes) and if I get to know who the other players are before agreeing.

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