Level 0 classes, for when you are still learning to be a fighter


Homebrew and House Rules


So i've seen it a few times coming up how characters should be handled that are young and not yet quite finished learning to be their class. Ultimate Campaign of course offers us young characters for a good start on representing the physical age. Add the young creature monster template if you want a really young child. Now what's left is the class.
Sure you can have child NPCs with an NPC class and leave it at that, but why not have a less powerful version of a pc class. After all a wizard student or a sorcerer just discovering her abilities might already know a bit of basic spellcasting.

So i thought of a very simple set of guidelines to make a "level 0" version of all classes:
- Level 0 characters are considered level 1 characters of their class except for the following adjustments.
- A level 0 character gains none of the benefits listed in their class's table under "Special" except for Oracle's curse, summoner's eidolon (the eidolon has max attacks 2, -2 to its natural armor bonus and an evolution pool of 0), monk's unarmed strike, gunslinger's gunsmith, alchemist's bomb, witch's familiar and wizard's arcane bond
- a level 0 character can only cast 0 level spells, if the class doesn't have 0 level spells or extracts, the character can't prepare or cast any.
- the number of skill points per level is reduced by 2, to a minimum of 2+Int modifier.

If you want to start a party of PCs at level 0:
- they begin play with 25% of their regular starting wealth.
- Instead of full hit points for first level, they begin with the average amount rounded down.
- level 0 PCs begin at a number of experience points equal to negative half the amount it would take to reach level 2 (depending on how fast advancement happens in your campaign), once they reach 0 exp they advance to level 1 and should have gained roughly their full average starting wealth.

Really simple altogether. It makes starting PCs or NPCs at an apprentice level possible while retaining some class variety and making the slightly impratctical retraining from NPC classes unnecessary. And characters don't potentially lose any abilities when becoming level 1, as they would with retraining.


I've been working on something like this for a "harry potter" themed campaign, where the characters are children at a magical school (all casters). I'll kep an eye.


You might want to check out hte Genius guide to apprentice level character by super genius games.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

What you can do is start them as commoners, add some extra bits, and retrain them as their final class at level 1.


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Oh, Desna, NO! I played one of the early D&D “0 level character” games and it was by far the worst gaming session I have ever had in my life. It was horrible beyond belief.

Being a 1st level is bad enough.


LazarX wrote:
What you can do is start them as commoners, add some extra bits, and retrain them as their final class at level 1.

I explained why i think this doesn't suffice.

DrDeth wrote:

Oh, Desna, NO! I played one of the early D&D “0 level character” games and it was by far the worst gaming session I have ever had in my life. It was horrible beyond belief.

Being a 1st level is bad enough.

It's primarily meant for NPCs, i just asses a bit for PCs in case some people really want to srart below level 1.


added* and start* I ws typing in an awkward position and didn't check my spelling.


DrDeth wrote:

Oh, Desna, NO! I played one of the early D&D “0 level character” games and it was by far the worst gaming session I have ever had in my life. It was horrible beyond belief.

Being a 1st level is bad enough.

Agreed.

Before first level is called 'backstory'. It should, IMHO, be completely narrative, whether it's the player simply submitting a backstory to the GM, or getting played out in brief.


Zhayne wrote:
DrDeth wrote:

Oh, Desna, NO! I played one of the early D&D “0 level character” games and it was by far the worst gaming session I have ever had in my life. It was horrible beyond belief.

Being a 1st level is bad enough.

Agreed.

Before first level is called 'backstory'. It should, IMHO, be completely narrative, whether it's the player simply submitting a backstory to the GM, or getting played out in brief.

As I said:

Threeshades wrote:


DrDeth wrote:

Oh, Desna, NO! I played one of the early D&D “0 level character” games and it was by far the worst gaming session I have ever had in my life. It was horrible beyond belief.

Being a 1st level is bad enough.

It's primarily meant for NPCs, i just added* a bit for PCs in case some people really want to start* below level 1.

That's also why I put the PC adjustments into a separate paragraph below.


I, for one, love the idea of the pre-adventurer adventure. Here's my 2 cp:
- No class bonus to saves or attacks. Just roll stat modifiers.
- Proficiencies: Choose one weapon and one piece of armor that your class is proficient with. Maybe fighters could have all simple weapons and one martial weapon.
- Use Hero Points. Trust me, these will help. Be liberal with them. What's heroic to an adventurer is very different than what's heroic to an apprentice.
- No feats from levels. Humans still get a feat.
- One trait at 0 level.
- Skills: The trained class skill bonus should only be +1 and not +3. They're still learning.
- For the purpose of spells, 0 level technically counts as first for rounds/minutes/damage per level. Also, a 0-level PC counts as a 1/2 HD creature for spells like sleep.

Now, as for making 0-level adventures, I'd suggest using a lot of measely, little threats. Goblins and kobolds with broken weapons, undead forest critters, drunken bandits with no armor, stuff like that. Maybe the boss is a warrior that has proper armor and weapons, or a first level spellcaster of some sort.

Looking forward to more.


For our AP that comes out on the 15th, in the players guide section we have a recommended creation process. I will try to post it here a little later today when time allows.

Summary:
15 pt buy. (or what have you)
HP = Con score
Skills: Int modifier + 2. Any skill that can be used untrained. Recommended 1 craft or profession skill. Then as the PCs go through basic training they are taught skills that become class skills.

In basic they are taught how to use one weapon. They receive a trait bonus of +1 to attack with that weapon upon completing the training.
1 weapon (any type, so you can train with a bastard sword, but may not know how to use a long sword), 1 armor (if leather they are trained with a shield).


One more thing:

- Spells: Clerics, druids, magi, witches, and wizards prepare one less 0-level spell than they would at 1st level. Inquisitors, oracles, and sorcerers know one less spell than they would at 1st level. Magi, witches, and wizards have a number of cantrips equal to 3 + their Intelligence modifier in their spellbook/familiar at 0 level. Magi and wizards also have read magic in their spellbook as well.

While it's not expressly needed, I'd suggest to PCs playing a 0-level wizard to lean towards their favored school, if they're picking one.


Here's what I've cobbled together from my ideas and Threeshades.

Spoiler:

Level 0 characters are considered level 1 characters of their class except for the following adjustments.

- A level 0 character gains none of the benefits listed in their class's table under "Special" except for the listed abilities.

Alchemist - Bomb (1 + Int mod per day, 1d4+Int mod fire)
Barbarian - Rage for 2 + Con mod rounds
Bard - Bardic Performance 4 + Cha mod rounds, but only choose 2 types from the 4 available at 1st level
Cavalier - Mount (apply the Young template)
Cleric - Channel energy 1 + Cha mod per day
Druid - Bonus language, Nature Sense, wild empathy (0 + Cha)
Fighter - All simple weapons and one martial weapon
Gunslinger - Gunsmithing feat
Inquisitor - Monster Lore, Detect Alignment (2 + Wis mod times per day)
Magus - Spell Combat
Monk - Unarmed Strike
Oracle - Oracle's Curse
Paladin - Detect Evil (3 + Wis mod times per day)
Ranger - Favored Enemy (+1 instead of +2), wild empathy (0 + Cha)
Rogue - Sneak Attack +1d4
Sorcerer - Eschew Materials
Summoner - Eidolon (Max attacks 2, -2 natural armor, evolution pool 0)
Witch - Witch's Familiar
Wizard - Arcane Bond

- A level 0 character can only cast 0 level spells, if the class doesn't have 0 level spells or extracts, the character can't prepare or cast any.
- The number of skill points per level is reduced by 2, to a minimum of 1 + Int modifier.
- Begin play with 25% of their regular starting wealth.
- Instead of full hit points for first level, they begin with the average amount rounded down.
- Level 0 PCs begin at a number of experience points equal to negative half the amount it would take to reach level 2 (depending on how fast advancement happens in your campaign), once they reach 0 exp they advance to level 1 and should have gained roughly their full average starting wealth.
- No class bonus to saves or attacks. Just roll stat modifiers.
- Proficiencies: Choose one weapon and one piece of armor that your class is proficient with.
- Use Hero Points. Trust me, these will help. Be liberal with them. What's heroic to an adventurer is very different than what's heroic to an apprentice.
- No feats from levels. Humans still get a feat.
- One trait at 0 level.
- Skills: The trained class skill bonus should only be +1 and not +3. They're still learning.
- For the purpose of spells, 0 level technically counts as first for rounds/minutes/damage per level. Also, a 0-level PC counts as a 1/2 HD creature for spells like sleep.
- Spells: Clerics, druids, magi, witches, and wizards prepare one less 0-level spell than they would at 1st level. Inquisitors, oracles, and sorcerers know one less spell than they would at 1st level. Magi, witches, and wizards have a number of cantrips equal to 3 + their Intelligence modifier in their spellbook/familiar at 0 level. Magi and wizards also have read magic in their spellbook as well.


This sounds pretty good. I wouldn't remove the starting feat though, just for consistency's sake. They have one hit die and they should get the things they are entitled to with having a hit die. And i twould reduce skill points below 2+int. Also a consistency thing.

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