Why am I doing this to myself? hard mode engaged


Advice

1 to 50 of 71 << first < prev | 1 | 2 | next > last >>

I have not exactly kept my love of rolled stats to myself, nor my love of 1st level, but in the interests of remaining open minded I have managed to let myself be talked into my personal nightmare of a campaign that should run to 7th level.
Core only, 3d6 in order for stats, first level must be commoner. Oh! and only 35 starting gold - so if you buy a light x-bow you can't buy any bolts.
My dice rolls are Str 6, Dex 10, Con 16, Int 9, Wis 13, Cha 14.

I am thinking going towards dwarf druid or cleric, or human sorceror.

But what do I do for 1st level. With 1 skill rank, 1 simple weapon, 1-2 feats and no combat spells what are my options in a fight?
And what feat/skill choices enhance or at least don't impede my 2nd level options?
Is there a better class at second level to aim for?

Intimidate seems an option.
Carry a melee weapon and trying to generate flank opportunities. (armour up in hide and a large shield as a dwarf gives me AC 16 and 10 hp but does also give me a -11 to hit though, -7 if I take proficiency)
What other options do I have?


Well your stats are fairly naff so anything involving spell DCs or being competent in combat are out. High con but no str/dex means kineticist is off the table too.

So at this point you want fairly stat agnostic classes. Summoners of all types would work swimmingly (master or synth if you really want to punish your GM for this). Druid is workable too as long as you focus on more control spells and summoning. Bard also is vaguely workable. Hunter and other pet classes can also do work.

As for early weapons. A club (free) and a sling+rocks are probably your best bets for attempting to do something even if your stats render such attempts...moot by and large. Skill wise just take perception since you might as well see the enemy coming before the slap fight ensues.

Feat wise, just pick whatever goes into your future build, there's not much that's useful at L1 with that array beyond Toughness (which isn't super needed since you have 16 con).

Also get used to Aiding Another, especially at the first level.


1 person marked this as a favorite.

I'll be honest I wouldn't touch your campaign with a 10ft pole, it sounds horrific.

At 1st level you hide. You really do not have any other options. Since your GM won't let you spend all of first level hiding under your bed until he decides to give you a fighting chance, you hide behind armor. You have 11 HP thanks to your Favored Class Bonus (which btw means no other FCBs ever unless you want to be a commoner forever.) Your best bet for armor is Hide (the medium stuff) and a heavy wooden shield to get your AC up to 16. That is 22 of your 35 gold. Get a club, they are free. You are never hitting anyone with it, but you can be the "tank" and as you said, at least you give people +2 to hit.

With 1 skill point I'd stick it into perception, if this GM is this much of a sadist I'd expect traps and having +6 to perception might be enough to not get eaten by a Grue.

Your next level 100% should be a Druid, you need the animal companion so badly because you are not contributing at all without it. Do you really want to be a level 2 character that is only as powerful as a level 1 sorcerer? The answer to that, by the way, is no.

Alternatively, you could invest your skill point into Craft Alchemy, take Skill Focus (Craft Alchemy) and then you would have +6 to your craft Alchemy checks. You would only need to roll 8 or higher on each check. That means you only suffer a loss of money on a 3 or lower. You can make 10 flasks of Acid with your starting gold and still have about 2 gold level over (1.7). A little less, and it doesn't give you any armor, but 10d6 is probably the best you can hope for as a level 1 commoner. Plus any extra gold you get becomes more acid.

Give the flasks over to someone with better dexterity and hope they hit with them because each of those is worth 3.333 of your gold. If other players are willing to hand over some of their gold you could make more flasks. If you only made 9 flasks you could still afford Padded Armor. Maybe 7 flasks might be better so that you have 6.66 gold left over as spending money.

Regardless, talk to the other players about crafting acid flasks. They are probably your best hope at level 1 of contributing.


6 people marked this as a favorite.
Starfinder Charter Superscriber

Relax, have fun. Enjoy trying out something different and don't overthink it. Not every campaign requires super-tough adventurers, so give the GM the benefit of the doubt. Don't even "aim" for a class at Level 2. Instead, focus on being a commoner for now--put a rank in a Profession and see where the campaign takes you, organically.

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Tarik Blackhands wrote:

Well your stats are fairly naff so anything involving spell DCs or being competent in combat are out. High con but no str/dex means kineticist is off the table too.

So at this point you want fairly stat agnostic classes. Summoners of all types would work swimmingly (master or synth if you really want to punish your GM for this). Druid is workable too as long as you focus on more control spells and summoning. Bard also is vaguely workable. Hunter and other pet classes can also do work.

As for early weapons. A club (free) and a sling+rocks are probably your best bets for attempting to do something even if your stats render such attempts...moot by and large. Skill wise just take perception since you might as well see the enemy coming before the slap fight ensues.

Feat wise, just pick whatever goes into your future build, there's not much that's useful at L1 with that array beyond Toughness (which isn't super needed since you have 16 con).

Also get used to Aiding Another, especially at the first level.

You did see that the campaign is Core only, right?

Jhaeman has the right idea, no need to overthink it at this point. I'd pick human over dwarf - the extra feat and no Charisma penalty beat another +2 to Con, and if you put the racial +2 into wisdom you have the beginnings of a good cleric or Druid at the next level (probably a good choice, since you may be doing a lot of praying at level 1...)

I'd go with feats that will be useful no matter where you take the character. Maybe toughness and point-blank shot?


Tusk the Half-Orc wrote:


You did see that the campaign is Core only, right?

Jhaeman has the right idea, no need to overthink it at this point. I'd pick human over dwarf - the extra feat and no Charisma penalty beat another +2 to Con, and if you put the racial +2 into wisdom you have the beginnings of a good cleric or Druid at the next level (probably a good choice, since you may be doing a lot of praying at level 1...)

I'd go with feats that will be useful no matter where you take the character. Maybe toughness and point-blank shot?

Nah, glossed over that. My mistake on that. Disregard most of what I said and stick with the others. Druid it up.


I should mention that Toughness should be your initial feat if you do not go down the alchemical route. The extra HP will help you be a better "tank"

Also, while I was suggesting Dwarf perhaps human is the better option. Another feat could be useful and I'd suggest improved initiative. That will help you act faster than normal since you have an appalling initiative of +0 normally.


Thanks all.
I am doing my best to embrace this, but it is far outside my gaming comfort zone.
And if I didn't trust the GM, a 10' pole wouldn't be long enough - there have been bad experiences in the past.

Crafting route sounds interesting. I will look into that.


Why not a Gnome illusionist Sorcerer?

You'd have a fairly crazy HP to start, minimal attack stat requirements, and ways to self-buff to avoid getting entirely chewed up by attacks. Unlike a Bard, you don't need any other stats to damage or anything. You can have ranged attack rolls that are independent of your STR score to hit/damage.

I'd pressure your GM to just let you start off in player classes at first level, since 1st level as commoners is going to be a horror show and you'd probably have to reroll stats after you die to a stray alley cat.


My Self wrote:
Why not a Gnome

*shudders*

Not happening - my dislike of 1st level and rolling for stats is only exceeded by my dislike of gnomes. I will not make this nightmare a trifecta :)
Many reasons for this dislike, but mostly I struggle to take them seriously, I keep wanting to give them a jaunty red cap and a fishing rod...

... that aside it is a good idea though, although 4 strength is frighteningly low, so I've been avoiding halflings as well

And the commoners thing is an integral and non-negotiable part of the challenge. I personally agree it's a terrible idea, but the GM wants to try it out, and as a friend I want to give it the best try I can.


Lunar Oracle for the primal companion? You have higher cha then wis XD

For first lvl, toughness is the way.

EDIT: for the LOLZ i rolled the die myself... STR: 8 DEX : 13 COS: 5 INT: 6 WIS: 9 CHA:13 I'm dead XD

RPG Superstar 2012 Top 32

I would agree to the Commoner thing for a 1 shot or if your group meets at least once a week, so this campaign will be over soon.

I'm a commoner every day of my life. I don't want to play one in a game.

But it's your game. Do what is fun. Those are pretty decent in order 3d6 rolls, so I totally understand not wanting to do a suicide-reroll. Druid is definitely a solid option, especially if you don't have to 3d6 in order your animal companion.

Speaking of animal companion, how much is a wardog? Or other battle pets?

Also, what is the rest of the party going to be?

Aiding and flanking sound like your best bet. Maybe while fighting defensively with a reach weapon. Combat Reflexes, which will let you make your only AoO while flatfooted, but pay dividends when you can wildshape into an animal form with reach.

EDIT:

Post monster ate my first Edit. *sigh*

Anyways, will you be fighting CR appropriate foes? Like a single drunk commoner, a non-Tucker's kobold that is already tie up, or maybe (if given enough time to plan and prep) a cat.

If you are going to be fighting orcs and gnolls, maybe take Skill Focus Grovel.

Or Fleet and Fleet or Run.

WAIT!

Can you be an Extreme Rules Lawyer and force the GM to use the CRB only too? So no Bestiary, so you would only have to fight familiars, animal companions, and the occasional Wondrous Figurine.

RE-EDIT:

I rolled 11, 14, 10, 11, 13, 4.

OK, that's workable. I can make a fighter-type that uses failed Diplomacy checks as agro. I've done something like that with a dwarf barbarian/magus. For this guy, a ranger would be a pretty good build.


dragonhunterq wrote:

I have not exactly kept my love of rolled stats to myself, nor my love of 1st level, but in the interests of remaining open minded I have managed to let myself be talked into my personal nightmare of a campaign that should run to 7th level.

Core only, 3d6 in order for stats, first level must be commoner. Oh! and only 35 starting gold - so if you buy a light x-bow you can't buy any bolts.
My dice rolls are Str 6, Dex 10, Con 16, Int 9, Wis 13, Cha 14.

I am thinking going towards dwarf druid or cleric, or human sorceror.

But what do I do for 1st level. With 1 skill rank, 1 simple weapon, 1-2 feats and no combat spells what are my options in a fight?
And what feat/skill choices enhance or at least don't impede my 2nd level options?
Is there a better class at second level to aim for?

Intimidate seems an option.
Carry a melee weapon and trying to generate flank opportunities. (armour up in hide and a large shield as a dwarf gives me AC 16 and 10 hp but does also give me a -11 to hit though, -7 if I take proficiency)
What other options do I have?

Since you only plan to go to 7th level, and you have a crapton of Con and decent Charisma, I'd suggest going to Human Sorcerer with your first class level (any Bloodline, though Arcane is adequate for specializing in Spells), adding your Racial bonuses to Charisma (16 Charisma isn't the greatest, but for your campaign, it will serve).

The big downside is lack of skill points, and the 1st level of Commoner. At best, you can take Favored Class Bonus for Skill Points (and the extra from Human), putting you at 3 Skill Points to use. Again, not great, but adequate, all things considered.

Bard can also work, simply staying in the back lines (has a lot of skill points) and using your Bardic Performance abilities. Even though you may not be in the limelight, you granting bonuses to your allies is a nice boon on itself, and doesn't require you participating in combat to help the encounter along. It also spares you the Favored Class bonus of learning spells, so you can be versatile there, and with 6+ Skill Points/level, you'll be just fine.

35 Gold isn't too horrible. A lot of commoners have maybe a fraction of that in a typical game, so I'd say you're off to a good start here, especially if you're just going to be a simple Sorcerer moving forward. Getting a Crossbow may seem like a smart idea, but just start with a Ray of Frost/Acid cantrip, you'll find/purchase a Crossbow when you have better loot (AKA 2nd level).

Don't forget, there are some weapons and items that are free of cost and anyone can use (Club and Sling are a couple examples), and using those starting out will be minimally different than starting with a Crossbow.

If you make a Bard instead of a Sorcerer, picking up a Club, a Light Wooden Shield, and Studded Leather will be about the best you can expect in terms of gear.

All I can say is, enjoy the Hard Mode; I know players who enjoy the grittiness of 1st level, and with attributes like those, it's about as gritty as it gets!


Is this something you and the other guys are keen on actually playing? If not, why not suggest/insist on something different?

Everyone is supposed to have fun, not just the DM.


_Ozy_ wrote:

Is this something you and the other guys are keen on actually playing? If not, why not suggest/insist on something different?

Everyone is supposed to have fun, not just the DM.

The way I see it, if they do complete the campaign with the sort of challenge that's presented, that'd be a nice challenge-run they've accomplished.

But, this ultimately depends on how the GM's campaign is. If he's throwing full-on 20 Point Buy BBEGs with powerful magic items and full class levels at them when they're only like 2nd/3rd level, it'd be hell and like you said; a waste of time.

However, if the GM tailors the campaign to accommodate the grittiness presented, I believe it would result in a more-than-adequate gaming experience.

**EDIT** Incomplete Post was Incomplete. That's been fixed...

Also, Engrish is hard...


Druid, long-term focus on buffing and summoning. Spell Focus: Conjuration would allow for Augment Summoning later on.

In a game like this, your animal companion has a decent chance of being the strongest melee fighter in the group. So just stick with it and provide flanking. Spells: Magic Fang for your pet. Cure Light Wounds isn't terrible at this level. Hide From Animals could be useful - it doesn't allow a save.

Gear: If you can get hold of a tower shield, that gives decent AC at the price of massive nonproficiency penalties to attacks.

Default action in combat: If it won't provoke AoO, casting Guidance is probably better than Aid Another, since hitting AC 10 is going to be hard for you. Fighting Defensively will give you a couple of extra AC (as long as the enemies don't realise you're not worth attacking).

Edit: just realised you're a Commoner for the first level. Um... Toughness and hang around being useless?

(I played a similar Hard Mode campaign - one of the players was really keen on the idea. Then he stopped showing up after the first session. We ended up boosting everyone to 15 point buy once we hit level 2.)


SmiloDan wrote:

WAIT!

Can you be an Extreme Rules Lawyer and force the GM to use the CRB only too? So no Bestiary, so you would only have to fight familiars, animal companions, and the occasional Wondrous Figurine.

The problem with this approach is there's nothing stopping strong NPCs from beating you. Also, Familiar stats are also in the bestiaries.

RPG Superstar 2012 Top 32

The Sideromancer wrote:
SmiloDan wrote:

WAIT!

Can you be an Extreme Rules Lawyer and force the GM to use the CRB only too? So no Bestiary, so you would only have to fight familiars, animal companions, and the occasional Wondrous Figurine.

The problem with this approach is there's nothing stopping strong NPCs from beating you. Also, Familiar stats are also in the bestiaries.

You're not wrong....

It just sounds like a party full of Xanders. If everyone is a commoner, and everyone is Aiding Another, nothing is going to be accomplished; someone might get a +8 on an attack roll made to aid someone else...

What is a party of commoners supposed to do? They have no class abilities; their feats are extremely limited, so they're not going to be providing a lot of oomph; and racial features tend to be more reactive than active. Maybe everyone can play gnomes and focus on attacking kobolds and lizardfolk, or play dwarves and attack orcs and goblinoids with greataxes you can barely afford? Having a BAB of 0 with negative attack ability score modifiers means you are missing more often than you are hitting if your target AC is 10; if your opponents have any kind of Dex or Armor, they're going to be frustratingly hard to hit. Also, you have no special attacks, so you won't be targeting saving throws, and AoOs can be deadly, so you shouldn't go CMB v CMD. Maybe just do two-weapon fighting, since you're essentially crit-fishing just to land a hit anyways. So it doesn't matter that you have -4 to two weapon fighting and -4 for non-proficiency bonus.

It just doesn't seem very fun to me.

I've played in campaigns that were 15 point hard mode. I've played in campaigns where each PC also ran an NPC warrior henchman. Those were fun. But at least warriors have some combat training. Even 15 point PCs have some class features.

At least commoners have a decent skill list. Climb, Perception, etc. Is it going to be more of a skill challenge set up at 1st level? A bunch of roleplaying, and maybe a food fight?


dragonhunterq wrote:

Core only, 3d6 in order for stats, first level must be commoner. Oh! and only 35 starting gold - so if you buy a light x-bow you can't buy any bolts.

My dice rolls are Str 6, Dex 10, Con 16, Int 9, Wis 13, Cha 14.

I am thinking going towards dwarf druid or cleric, or human sorceror.

But what do I do for 1st level. With 1 skill rank, 1 simple weapon, 1-2 feats and no combat spells what are my options in a fight?

Well, what are the others doing and what are their stats?

Personally, I'd mostly play the tank at level 1 - you can switch to fighting defensively and total defense without any feats involved. Toughness is frontloaded (+3 HP), complements the tank role well and is moderately useful later on. If you go for some damage, grab a longspear and hope for a good roll on the 1d8.


SheepishEidolon wrote:
dragonhunterq wrote:

Core only, 3d6 in order for stats, first level must be commoner. Oh! and only 35 starting gold - so if you buy a light x-bow you can't buy any bolts.

My dice rolls are Str 6, Dex 10, Con 16, Int 9, Wis 13, Cha 14.

I am thinking going towards dwarf druid or cleric, or human sorceror.

But what do I do for 1st level. With 1 skill rank, 1 simple weapon, 1-2 feats and no combat spells what are my options in a fight?

Well, what are the others doing and what are their stats?

Personally, I'd mostly play the tank at level 1 - you can switch to fighting defensively and total defense without any feats involved. Toughness is frontloaded (+3 HP), complements the tank role well and is moderately useful later on. If you go for some damage, grab a longspear and hope for a good roll on the 1d8.

Not having any healing is going to be pretty damn annoying.

"Look, we got into combat and took damage. Guess we have to rest several days to get our hit points back."

RPG Superstar 2012 Top 32

Or just hang out by the temple and hope to catch some residual healing from a random Channel Energy.

EDIT:

You would think a local temple with a level 1 cleric would have regularly scheduled channels so folk know when they can get free (cheap?) healing. Say, dawn, noon, and dusk?


1 person marked this as a favorite.

Gnome-an should have to suffer a whole level as a 3d6 in order Commoner. And the benefits of being a Sorcerer absolutely Dwarf those of being a Cleric with your current array.


1 person marked this as a favorite.
Starfinder Charter Superscriber

SmiloDan wrote: "What is a party of commoners supposed to do?"

Answers: Role-play!

It is a role-playing game ;)

Think of it like the beginning of The Wheel of Time series. Rand al'Thor is a sheepherder. Perrin is an apprentice blacksmith. Nynaeve is a budding herbalist. Heroes are made, not born.


Jhaeman wrote:

SmiloDan wrote: "What is a party of commoners supposed to do?"

Answers: Role-play!

It is a role-playing game ;)

Think of it like the beginning of The Wheel of Time series. Rand al'Thor is a sheepherder. Perrin is an apprentice blacksmith. Nynaeve is a budding herbalist. Heroes are made, not born.

Some are born great, some achieve greatness, and some have greatness thrust upon them.

The players should decide for themselves which one they want.

Dark Archive

Dwarf. Go Dwarf. Buy as many free slings and clubs as the dm will let you. Snag hide armor and a shield. Go total defense every combat.

Aim to become a druid. Boost handle animal as much as you can. Get a big cat or dinosaur as your companion. Watch as it carries you.

RPG Superstar 2012 Top 32

Jhaeman wrote:

SmiloDan wrote: "What is a party of commoners supposed to do?"

Answers: Role-play!

It is a role-playing game ;)

Think of it like the beginning of The Wheel of Time series. Rand al'Thor is a sheepherder. Perrin is an apprentice blacksmith. Nynaeve is a budding herbalist. Heroes are made, not born.

I never read Wheel of Time. (I'm really proud I escaped that trap!) But a game is different than a novel. The author can make a sheepherder into an uber sorcerer, but in a game, that sheepherder is likely to die before learning a single spell if they can't survive level 1. Also, I'm pretty sure the author didn't randomly determine the characteristics of his characters or randomly determine if the characters succeed or fail.

I just don't understand why you would choose to play a character with no abilities when you can play a character with some abilities.

I can see doing a level 0 one-shot intro, and then letting the characters start at level 1 in the class of your choice. But given how PF deals with character levels, taking commoner at 1st level is really crippling. A commoner 1/barbarian X is losing a lot of hit points and cannot take some basic feat, like Power Attack, until 3rd level because of the BAB requirement. A human commoner/druid cannot take Spell Focus conjuration and Augment Summoning until 5th level instead of 1st. A commoner/cleric cannot take Selective Channeling. It really messes up a lot of "builds." It really jams up the main reason for being a human: the bonus feat, because you can't qualify for them.


^According to the original post, the GM requires that all PCs have to be a Commoner at 1st level, so the OP doesn't get a choice.

Somebody else actually had the idea to make Commoner a playable class.

Roleplay as one of the Simpsons dropped into Golarion.

RPG Superstar 2012 Top 32

The OP has the choice to play or not.

I wonder if the GM really considered the ramifications of making everyone take commoner at level 1.

Maybe the GM can do a level 0 session or three, and then let the PCs transition to level 1 PC characters.


dragonhunterq wrote:

I have not exactly kept my love of rolled stats to myself, nor my love of 1st level, but in the interests of remaining open minded I have managed to let myself be talked into my personal nightmare of a campaign that should run to 7th level.

Core only, 3d6 in order for stats, first level must be commoner. Oh! and only 35 starting gold - so if you buy a light x-bow you can't buy any bolts.
My dice rolls are Str 6, Dex 10, Con 16, Int 9, Wis 13, Cha 14.

I am thinking going towards dwarf druid or cleric, or human sorceror.

But what do I do for 1st level. With 1 skill rank, 1 simple weapon, 1-2 feats and no combat spells what are my options in a fight?
And what feat/skill choices enhance or at least don't impede my 2nd level options?
Is there a better class at second level to aim for?

Intimidate seems an option.
Carry a melee weapon and trying to generate flank opportunities. (armour up in hide and a large shield as a dwarf gives me AC 16 and 10 hp but does also give me a -11 to hit though, -7 if I take proficiency)
What other options do I have?

Go sorcerer, grab summon monster 1-9, spell focus conjuration, and augment summoning.

For first level, put that rank in bluff and try to fast talk. For a simple weapon, grab a sling. They are free and do a minimum of 1 damage. Spend your gold on adventuring gear like flint, ropes, a mule, a bed roll, ect.

Summoning is so strong that that is all that you will need when you get up there in real levels, everything else is filler.

No, don't go into melee. Your physical stats aside from CON are terrible for even a commoner. Your combat potential is basically useless. You want to be mitigating combat before it even starts. But when you are in combat, just throw rocks.

EDIT: Druid is also a strong option


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
dragonhunterq wrote:

I have not exactly kept my love of rolled stats to myself, nor my love of 1st level, but in the interests of remaining open minded I have managed to let myself be talked into my personal nightmare of a campaign that should run to 7th level.

Core only, 3d6 in order for stats, first level must be commoner. Oh! and only 35 starting gold - so if you buy a light x-bow you can't buy any bolts.
My dice rolls are Str 6, Dex 10, Con 16, Int 9, Wis 13, Cha 14.

I am thinking going towards dwarf druid or cleric, or human sorceror.

But what do I do for 1st level. With 1 skill rank, 1 simple weapon, 1-2 feats and no combat spells what are my options in a fight?
And what feat/skill choices enhance or at least don't impede my 2nd level options?
Is there a better class at second level to aim for?

Core only? With those stats, elf bard (focusing on support) could work as your 2nd-level class: 6 Str, 12 Dex, 14 Con, 11 Int, 13 Wis, 14 Cha; bard, because you don't need Cha quite as much as sorcerer. Start with a short bow (which you have proficiency with from race), arrows, and no armor; avoid melee combat. Skills Craft (Bows) and Perception.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

RE: "Why?"

The classic N1 Treasure Hunt module basically has everyone start as "commoners" (0-level characters) and "grow" into adventurers (the module even had guidelines on the PC's actions helping to determine which class they "chose" to adopt). Not for everyone, but it did make for memorable PCs.


ShroudedInLight wrote:
You have 11 HP thanks to your Favored Class Bonus (which btw means no other FCBs ever unless you want to be a commoner forever.)

I didn't see anyone else reply to this, so I thought it would be worth pointing out that your Favored Class needn't be your starting one.

Favored Class wrote:
Each character begins play with a single favored class of his choosing—typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. The choice of favored class cannot be changed once the character is created, and the choice of gaining a hit point or a skill rank each time a character gains a level (including his first level) cannot be changed once made for a particular level. Prestige classes (see Prestige Classes) can never be a favored class.

So you would have to suck it up and not get anything at first level; but you would also then get the FCB for levels 2-7.


This doesn't sound like a fun campaign. You seem to be dreading it.

RPG Superstar 2012 Top 32

Rhedyn wrote:
dragonhunterq wrote:

I have not exactly kept my love of rolled stats to myself, nor my love of 1st level, but in the interests of remaining open minded I have managed to let myself be talked into my personal nightmare of a campaign that should run to 7th level.

Core only, 3d6 in order for stats, first level must be commoner. Oh! and only 35 starting gold - so if you buy a light x-bow you can't buy any bolts.
My dice rolls are Str 6, Dex 10, Con 16, Int 9, Wis 13, Cha 14.

I am thinking going towards dwarf druid or cleric, or human sorceror.

But what do I do for 1st level. With 1 skill rank, 1 simple weapon, 1-2 feats and no combat spells what are my options in a fight?
And what feat/skill choices enhance or at least don't impede my 2nd level options?
Is there a better class at second level to aim for?

Intimidate seems an option.
Carry a melee weapon and trying to generate flank opportunities. (armour up in hide and a large shield as a dwarf gives me AC 16 and 10 hp but does also give me a -11 to hit though, -7 if I take proficiency)
What other options do I have?

Go sorcerer, grab summon monster 1-9, spell focus conjuration, and augment summoning.

For first level, put that rank in bluff and try to fast talk. For a simple weapon, grab a sling. They are free and do a minimum of 1 damage. Spend your gold on adventuring gear like flint, ropes, a mule, a bed roll, ect.

Summoning is so strong that that is all that you will need when you get up there in real levels, everything else is filler.

No, don't go into melee. Your physical stats aside from CON are terrible for even a commoner. Your combat potential is basically useless. You want to be mitigating combat before it even starts. But when you are in combat, just throw rocks.

EDIT: Druid is also a strong option

You can't take Spell Focus and Augment Summoning until you can cast a spell.

But a guard dog costs 25 gp. Have it fight for you while you sling stones or use a longspear.

But seriously talk to your GM about doing Level Zero initially, and then transitioning to level 1 adventurers.


SmiloDan wrote:

But a guard dog costs 25 gp. Have it fight for you while you sling stones or use a longspear.

Why a guard dog? For the same price, you could get 833 housecats.

RPG Superstar 2012 Top 32

My Self wrote:
SmiloDan wrote:

But a guard dog costs 25 gp. Have it fight for you while you sling stones or use a longspear.

Why a guard dog? For the same price, you could get 833 housecats.

But a guard dog will listen to you. 833 housecats will all poop in your house.

All at once.

All for you.


My Self wrote:
SmiloDan wrote:

But a guard dog costs 25 gp. Have it fight for you while you sling stones or use a longspear.

Why a guard dog? For the same price, you could get 833 housecats.

The pen-ultimate catlady who rules as a corrupt regal lord.

That sounds like the most tedious and cruel encounter to run as a GM. (Though, I imagine if my players were Evil-aligned and mature enough about it, they'd certainly enjoy such an encounter...)


1 person marked this as a favorite.

Okay. My advice for a 1st level commoner with those stats...

1. Find the commoner in the party with the best physical stats. Ask them to play a Dwarf so they can be proficient with Battle Axes from the start. A battle axe is 10 gp, so they can carry one of those (10g) and some leather armor (10g as well), which they don't have to be proficient with because it has 0 armor check penalty. Now you have a front line.
2. Stand behind them.
3. Okay, so you can't afford a Light Crossbow. But you CAN use a longspear and - I'm going to suggest what's normally an awful weapon choice - a blowgun, which AT LEAST won't have an STR penalty to damage and weighs next to nothing. Shoot darts at people and stab enemies with a longspear when the time comes.
4. Also, you can use Aid Another on the most brawny of the commoners.
5. You can afford 2 Acid Flasks with your starting gold (along with your longspear, blowgun, and 10 darts). That... might actually be a worthwhile investment.

As far as races go, Human and Dwarf both sound good. If you're going to be a Druid, I vote Dwarf; if a Cleric, I vote Human. The simple reason is Druids aren't hurt by missing CHA, but Clerics are.

If you really want to buy guard animals, go ahead and get a guard dog and fight with a long spear and some form of ranged weapon. If you were using non-core books I'd actually suggest two dire rats as guard animals, but a single guard dog will do fine. Just make sure you have decent Handle Animal.


Dragonchess Player wrote:

{. . .}

Core only? With those stats, elf bard (focusing on support) could work as your 2nd-level class: 6 Str, 12 Dex, 14 Con, 11 Int, 13 Wis, 14 Cha; bard, because you don't need Cha quite as much as sorcerer. Start with a short bow (which you have proficiency with from race), arrows, and no armor; avoid melee combat. Skills Craft (Bows) and Perception.

If you're going to be an Elf, you get proficiency with the Longbow as well as the Shortbow, so you might as well use the better bow once you get enough money unless you are going to be mounted. Your low Strength is going to hose your damage either way, but at least with a Longbow you have slightly higher base damage. But it would be better to use a Light Crossbow instead -- these do not penalize your Strength, although with only 35 starting gold you're going to have to borrow 1 gold piece from somebody to get some bolts. Alternatively, if your GM restricts you only to classes and races from the Core Rulebook but allows equipment from other sources, a Stonebow (Ranged Tactics Toolbox) is the same cost and weight as a Light Crossbow, and it can fire stones, which are free (although at a penalty on attack rolls and damage, but still no penalty for low Strength, unlike a Sling), in case you can't borrow a couple of silver pieces to get some proper Sling Bullets, or in case you do but you run out; the base damage is slightly lower than for a Light Crossbow, but this doesn't hurt as much as when using actual Bows, since you aren't taking a Strength penalty.

By the way, I just realized that the original poster rolled stats correspond to an 11 point buy (assuming that going down from 7 to 6 gives you back 2 more points), and 15 point buy is already fairly painful. Yet from time to time I hear of 10 point buy(*). Does anybody actually play using 10 point buy?

(*)Actually less painful than rolling 3d6 and getting the equivalent of an 11 point buy, because at least you get to decide where to dump and where to pump, even though you can't dump below 7 before racial modifiers -- at least you can make a passable although rather dull SAD caster or martial (forget about Monk, though).


I've seen threads with a 10 point buy, its pretty horrific. The advice people give is usually "play summoner or druid (now spiritualist too I guess) and hide behind your pet" It is pretty awful, I prefer high point buys because it allows players to make suboptimal choices without being heavily punished.

I do actually like the idea of buying house cats, if you put your single point into Handle Animal and take skill focus/something else (without being a Dwarf) you could have +8 to Handle Animal. +10 if you double up on Handle Animal and Animal Affinity.

Once again, you only need to roll a 5 to teach each cat a trick (10 for attack and hunt). The cats can learn up to 6 tricks. Attack, Attack, Hunt, Down, Heel, and Stay would be good tricks. That is 6 weeks per cat, so if your character started training their cats when they were 12 they could have 69 cats trained. Assuming that you fail half the time that is still 30 combat cats and they can feed themselves via hunting.

Your GM may wish to punch me at this time, but thats ok.

RPG Superstar 2012 Top 32

I played in a campaign where each of the 3 players had a 15 point buy PC and a 10 point buy henchman warrior. It worked out OK.


Still reading and absorbing all your thoughts, You have given me much to consider, so thank you all.

Ciaran Barnes wrote:
This doesn't sound like a fun campaign. You seem to be dreading it.

I kind of am. I'm usually the first person to advise against these sorts of campaigns (quite colourfully in person). I have offered some ... choice ... words to the GM on how sensible I think this is. I was not going to join in for the longest time. But some of the other players seem keen, and I kind of talked myself into it.

It has been many (many, many...) years since I last did something like this and it was when I and the GM were kids, so that won't have helped my less than stellar experiences. I do trust this GM (SO important), and I figured pushing my boundaries has got to be a good thing - it'll either confirm my fears or convert me :)

That, and it's both limited in scope and it is in addition to our normal campaign, not instead of, so the cost isn't quite as high as it could be.

Sovereign Court RPG Superstar 2011 Top 32

It could be worse...if you extend the PB table based on the pattern to account for the 6, you rolled an 11 point buy, which is actually very good for 3d6 straight down.

It's almost as if your GM pulled aspects of character creation from Dungeon Crawl Classics - in that system, you roll 3d6 straight down, including a roll of 1d4 for hp, and play 1st level commoners basically for one session. You also make 4 of them. The idea is that at least one should actually survive session 0 and become a real adventurer with a class and everything. They call this the character funnel.

Is the GM houseruling maximum hp at first level? That's a PC class feature, so commoners don't normally have that.

If I were in this game I'd just pick a race at first, and worry about the level 2 class when I get there. That would seem to be more in the spirit of things.

out of curiosity, I tried an online 3d6 roller...and now I wish I was playing:
Strength = 17
Dexterity = 13
Constitution = 12
Intelligence = 8
Wisdom = 8
Charisma = 15

Those stats are fantastic for 3d6 in order.


SmiloDan wrote:
I played in a campaign where each of the 3 players had a 15 point buy PC and a 10 point buy henchman warrior. It worked out OK.

Well as a GM i always give my players 15 point buy, and i still have to buff pretty much every encounter of an AP if i wanna give them some challenge..


1 person marked this as a favorite.
ryric wrote:


out of curiosity, I tried an online 3d6 roller...and now I wish I was playing:
Strength = 17
Dexterity = 13
Constitution = 12
Intelligence = 8
Wisdom = 8
Charisma = 15

Those stats are fantastic for 3d6 in order.

You know I hate you right now, right?


My results:
STR 5
DEX 10
CON 8
INT 12
WIS 12
CHA 13
Would not survive commoner level.


Don't feel too bad: 7, 11, 11, 10, 15, 10. That is a 9 point roll, I'd basically be forced into being a druid.


1 person marked this as a favorite.
The Sideromancer wrote:
Jhaeman wrote:

SmiloDan wrote: "What is a party of commoners supposed to do?"

Answers: Role-play!

It is a role-playing game ;)

Think of it like the beginning of The Wheel of Time series. Rand al'Thor is a sheepherder. Perrin is an apprentice blacksmith. Nynaeve is a budding herbalist. Heroes are made, not born.

Some are born great, some achieve greatness, and some have greatness thrust upon them.

And some get eaten by rats in the first random encounter.

RPG Superstar 2012 Top 32

I still don't understand what commoners are supposed to roleplay?

Adventures in babysitting? Going shopping? A cattle drive? Dealing with a natural disaster? Mustering against a bunch of Vikings? Planting a bunch of magic beans? Crafting? Going to the pub? Dying in a haunted house? Get bossed around by the local magistrate? Build a barn? Pay some taxes? Get food poisoning at a wedding? Flee a plague? Survive a famine? Get scared by some monsters? Poach the king's deer? Get stolen loot from some men in tights? Carry stuff? Watch someone else cast a spell? Get cursed by hags? Become a zombie?


SmiloDan wrote:

I still don't understand what commoners are supposed to roleplay?

Adventures in babysitting? Going shopping? A cattle drive? Dealing with a natural disaster? Mustering against a bunch of Vikings? Planting a bunch of magic beans? Crafting? Going to the pub? Dying in a haunted house? Get bossed around by the local magistrate? Build a barn? Pay some taxes? Get food poisoning at a wedding? Flee a plague? Survive a famine? Get scared by some monsters? Poach the king's deer? Get stolen loot from some men in tights? Carry stuff? Watch someone else cast a spell? Get cursed by hags? Become a zombie?

The same things any other group of level 1 scrubs deal with, except they're going to be even less good at it.

Some people like the challenge of trying to survive danger as the underdog, and this is about as far as you can take that idea in PF.

1 to 50 of 71 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Why am I doing this to myself? hard mode engaged All Messageboards

Want to post a reply? Sign in.