smootrk said:
Make a plain rogue and play him like a barbarian warrior until he bites it.... then roll up a new character, or better yet use point buy so you can build the character you actually desire.
That is the most constructive recommendation I have seen besides "Put the 9 into Intelligence, be a wizard, and play him like a barbarian warrior until he bites it..."
Good job.
[/sarcasm]
While I wouldn't force this set of ability scores on a player in 3e (AD&D is another story) since it violates the two tenets in the PH that I go by for whether or not an ability score set is "playable" (i.e. at least one score higher than 13 and net modifier of +1 or higher), the ability scores are not completely unplayable unless you are playing a very high-powered campaign. I would hope your DM at least has the sense not to expect you all to be supremely powerful if he is forcing you to stick with these dreadful scores, so assuming that, you will probably be ok as long as you are smart.
If effectiveness is your goal, the key here is to stick to the basics. The four most basic classes to the game are cleric, fighter, rogue, and wizard. Any one of these classes is playable with this ability score set. If you go with the cleric, then the 13 goes into Wisdom. As long as your ability score boosts always go into wisdom and you pick up a periapt of wisdom by 13th level (which shouldn't be too hard in most campaigns), you will always be able to cast your highest level spells. Your save DCs won't be incredibly high and you will miss out on some bonus spells, but both things can be compensated for easily. Simply avoid casting spells with save DCs unless you are fairly confident in your opponent's inability to make that kind of save. Most cleric spells aren't save dependent anyway. The biggest factors of your spells, like caster level, are thankfully ability score independent. As for missing bonus spells, you will simply need to spend a little more cash than you are probably used to on consumables. Players these days have an odd abhorance for consumables that I do not understand but they add SO MUCH to a character's versatility and casting potential for a relatively low price. If your DM doesn't have consumables for sale in shops, pick up Scribe Scroll or Brew Potion and make your own.
The fighter is relatively simple. I dislike multiclassing, but in most cases one level of barbarian plus the extra rage feat are invaluable for boosting your attack and hp at critical moments. The 13 and the 12 should go into Strength and Constitution respectively. Focus on boosting Strength and picking up feats that improve your bonus to hit and damage. Weapon Focus, Weapon Specialization, and Power Attack are solid early choices. If you start with a 10 Dexterity and can eventually afford (and locate) +6 gloves of Dexterity and mithral full plate (much later in level) then you will have as good of AC as the next fighter. And it can be boosted even more with tower shield.
A rogue is the king of skills, and since skill points are where the vast majority of your bonuses come from (hint: it IS NOT ability scores), you will hardly ever notice your highest score is a 13. Shore up the skills you really want to be good in with a skill boost feat like Alertness or Skill Focus and make sure you pick up masterwork thieves' tools at the earliest convenience. Be judicious about when is the best time to attack and when is the best time to aid your allies. The aid another action is your friend when fighting things you can't sneak attack and those with high AC. This is true of all rogues, not just those with relatively weak ability scores.
A wizard really only needs intelligence, and not that much intelligence at that. Sure, the 20 Intelligence grey elf wizard is an ideal everyone wants to strive for, but it is not the only way to be an effective wizard, and really it just promotes laziness since you don't have to be as strategic with your spells. In this case, your 13 Intelligence plus a headband of intellect will allow you to cast the highest level wizard spells as early as possible. Like the cleric, you should focus on spells that grant you or your allies bonuses instead of spells that require saving throws. Magic missile is the great equalizer. It works equally well for the Intelligence 11 wizard as it does for the Intelligence 25 wizard. Bull's strength, false life, scorching ray, Melf's acid arrow, fog cloud, and haste are all spells that require very little, if anything, in the way of ability scores.
The key is to think strategically. You don't need good ability scores to have a good character. Good ability scores are just gravy on a well-designed character concept and not vital to it at all. If you aren't that good with the rules, just hang around these boards and ask more questions and you will quickly catch on to the tenets of optimization.