Worst 20th level character possible


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Liberty's Edge

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1st Barbarian
2nd Bard
3rd Cleric
4th Druid
5th Fighter
6th Monk
7th Paladin
8th Ranger
9th Rogue
10th Sorcerer
11th Wizard
12th Alchemist
13th Cavalier
14th Gunslinger
15th Inquisitor
16th Magus
17th Oracle
18th Summoner
19th Witch
20th Pathfinder Chronicler

BaB +6
No spells above 1st level.

GREAT Saves :)

Silver Crusade

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Pathfinder Adventure Path Subscriber

That Pathfinder Chronicler level was just low. Really. ;-)


...I'd rock it.


You'd have every skill as a class skill. That's useful. Also a small army of animal companions, familiars, etc. You could rule a small village easily.

Liberty's Edge

I could take leadership and be a small village :)


Skills are pretty good though, nearly 4+Int bonus per level on average, and just about every skill a class skill by level 10. Also bear in mind that with some feats and traits you could take, the class abilities could be much higher than first level.


darnit, that was my idea. But yes, GREAT saves!

Also, can't be a Paladin AND a Barbarian :( unless there is some lawful barbarian archetype I don't know of.

Liberty's Edge

Marthian wrote:

darnit, that was my idea. But yes, GREAT saves!

Also, can't be a Paladin AND a Barbarian :( unless there is some lawful barbarian archetype I don't know of.

They became lawful

"A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. She retains all other benefits of the class."

Making them even worse :)


No. Start as druid, then paladin so you must be an ex druid, then barbarian, so you must be an ex paladin, then monk so you're an ex barbarian.


And you would have to dump all of your mental stats, so you have absolutely no spell casting ability.

Scarab Sages

20th Level Commoner.

BAB 10... and that's it. Crap saves, crap damage, crap skills.


Davor wrote:

20th Level Commoner.

BAB 10... and that's it. Crap saves, crap damage, crap skills.

Still has better BAB than the build the OP suggested.

Ciaran Barnes wrote:
And you would have to dump all of your mental stats, so you have absolutely no spell casting ability.

Also, you wouldn't need to dump mental stats. Heck, all that is needed is one point in Wisdom, Charisma, and Intelligence, and bam: you have so many first level spells. Although if we are aiming for worst character, then dump everything. also roll for stats, and ask your GM for a 3/3/3/3/3/3 stat array.


Also dump con and raise dex but don't take any feats to help improve your dex based character. Then wear chain to impede your movement.


Marthian wrote:
Davor wrote:

20th Level Commoner.

BAB 10... and that's it. Crap saves, crap damage, crap skills.

Still has better BAB than the build the OP suggested.

the commoner is still gads worse.

4 higher BAB... giving up pets, saves, skills, possible spells, heals, free gun, weapons and armor proficiency. and every other general purpose level one free stuff from any class.


LAUGHING!!!


You should go with a class that has a d6 for first level so you also miss out on the extra HP from taking "max at first level".


needs Shadowdancer, Assassin, Dragon Disciple, and Master Spy for even less BAB.

But then the Master Spy makes PERFECT sense. the true master Spy would never get into a fight. Although the Assassin part would never connect with the death strike.


A Master Spy also gets superficial knowledge to maintain a disguise... but instead of actually getting the class ability he instead chose to have superficial knowledge of every class by taking one level in all :O

IT ACTUALLY MAKES SENSE AS A CHARACTER CONCEPT


I actually want to make this NPC. A warrior-mage who sacrificed total effectiveness for variability. He can certainly defeat most low-level enemies, but against a normal threat even half his level, the only things that'll save him are his Hit Points. With that in mind, dump Dex, max Con, and put a couple points in everything else. He may not be too powerful at all, but he'll take AGES to take out.


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average stats across the board. Human. Apply middle aged template (plenty of years to fulfill this particular goal). and you have the aged tavern keeper that seems to know a little bit about everything and who confuses you with his stories.

"Monk eh? I was a monk once, back in the day."


Kerebrus wrote:

average stats across the board. Human. Apply middle aged template (plenty of years to fulfill this particular goal). and you have the aged tavern keeper that seems to know a little bit about everything and who confuses you with his stories.

"Monk eh? I was a monk once, back in the day."

I have to have this NPC now. Thank you.


Kerebrus wrote:

average stats across the board. Human. Apply middle aged template (plenty of years to fulfill this particular goal). and you have the aged tavern keeper that seems to know a little bit about everything and who confuses you with his stories.

"Monk eh? I was a monk once, back in the day."

Yes, it just HAS to be done!

Liberty's Edge

Now I am rethinking the order to make it a good story.

I was born to a barbarian tribe, but found the wonder in music and went to Bard College. While I was there I went through a religious phase, then a crunchy granola phase, then I got into combat training, which made me want to become really structured and learn martial arts, which made me kind of a religious zealot for awhile.

After that, I got back to my roots and went back to the forest, got in some trouble with the law and discovered I had kind of a natural knack for magic. I studied it for a little while, but then I got into Chemistry.

I got bored with school and took up horse-back riding for a time, before I got into firearms. After that I went back to my religious days, got to be kind of a zealot again before rediscovering my love of magic and mixing it with my love of swordplay.

Then suddenly one day the gods cursed me, which got me into thinking about the other planes and summoning an eidelon. This made me want even more pets, so I got a magical familar, before joining the Pathfinder society.

I've had a full life.


This covers a lot of ground.

I think you would have a better question if you had confined it to the base and core classes.

Of those, and assuming going to 20th level with one class, I think Rogue is the worst 20th level character.

Stronger than a 20th level commoner or aristocrat. Might well lose to a 20th level warrior with equal wealth by level. It's very possible to acquire an item that would almost totally negate sneak attack by that level.


Yep, that is awesome. Could trade that Pathfinder chronicler for a level of Psion or something, just to make it all base classes. Maybe a few archetypes so it doesn't lose any abilities when changing classes... With the high stats my group uses and some careful feat and archetype choices and appropriate WBL... You know what? I think I can make that guy effective up to CR 10 or even 12. If that is at all possible he will appear as an NPC in my campaign. The players will be so confused!
I'll be back in a couple days to tell how much I've managed to optimize this guy.


5 levels of Inquisitor, 5 levels of Paladin, THEN 10 levels of Mystic Theurge!

Liberty's Edge

Male Human Commoner 20 (15 point buy)

Init: -2

AC: 8
HP: 23
Fort: +4, Ref: +4, Will:+4

Str:18, Dex:7, Con:7, Int:7, Wis:7, Cha:22
BAB: 10

Feats (10+Human): Skill focus (Knowledgex10), Skill focus(Use Magic Device)
Skills: Fly 20 ranks, Appraise 20 ranks

He has a good personality...


Arcanemuses wrote:
5 levels of Inquisitor, 5 levels of Paladin, THEN 10 levels of Mystic Theurge!

You would need levels in an arcane casting class before doing that.


Shar Tahl wrote:

Male Human Commoner 20 (15 point buy)

Init: -2

AC: 8
HP: 23
Fort: +4, Ref: +4, Will:+4

Str:18, Dex:7, Con:7, Int:7, Wis:7, Cha:22
BAB: 10

Feats (10+Human): Skill focus (Knowledgex10), Skill focus(Use Magic Device)
Skills: Fly 20 ranks, Appraise 20 ranks

He has a good personality...

That's actually not that bad. He coudl take a trait and get UMD as a class skill.

A long time ago there was a thread on the old WOTC boards with epic characters put up against various challenges.

An epic commoner optimized for UMD came out pretty well, beasting some of the PC classes. If memory serves, a Mirror of Opposition was his big toy.

(I know it's not a class skill, this might have used a feat like the old 3.0 Cosmopolitan or something)

Liberty's Edge

The whole thing that makes him bad is that he has all skill focus in skills that can't be used untrained and he is untrained in them, so he is that bad ;)

He will probably die trying to fly off some building

Sovereign Court

The high charisma combined with that much UMD means he can actually do very well, doesn't really need it as a class skill with a +26 bonus. And he can't take ranks in Fly (has no means of reliable flight).

Cut out UMD and Fly and put the 40 ranks into 40 different Profession skills and I think we have a winner.


Here's my attempt at a craptacular build. I didn't buy any gear and I chose not to take a bunch of metamagic feats, but I did take a couple. Due to his opposition schools as a wizard, I couldn't prepare all the available spells because all his spells known are part of his opposition school. He also has one negative level because of the holy avenger.

Spoiler:

UNNAMED HERO CR 19
Male Elf Alchemist 1 Barbarian (Armored Hulk) 1 Cavalier 1 Cleric 1 Druid 1 Fighter (Armor Master) 1 Gunslinger 1 Inquisitor 1 Magus 1 Monk 1 Ninja 1 Oracle 1 Paladin 1 Ranger 1 Sorcerer 2 Summoner 1 Witch 1 Wizard (Siege Mage) 2
NE Medium Humanoid (Elf)
Init -1; Senses Low-Light Vision; Perception +4
--------------------
DEFENSE
--------------------
AC 16, touch 9, flat-footed 16. . (+7 armor, -1 Dex)
hp 39 (1d12+5d10+9d8+5d6-60); Judgement of Profane Healing 1
Fort +20, Ref +8, Will +22
Defensive Abilities Judgement of Profane Protection +1; DR Judgement of Profane Resiliency 1: Magic; Immune sleep, fatigue; Resist Elven Immunities, Judgement of Profane Purity +1, Judgement of Profane Resistance 2 (Sonic)
Weakness Lame
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Holy Avenger +15/+10 (1d8+9/19-20/x2)
Ranged +1 Cunning, Disruption, Distance Obsidian Buckler Gun +7/+2 (1d6+1/20/x4) and
. . Bomb +7/+2 (1d6+3 Fire)
Special Attacks Bomb 1d6+3 (4/day) (DC 13), Flurry of Blows +9/+9/+4 BAB +1, Judgement of Profane Destruction +1, Judgement of Profane Justice +1, Judgement of Profane Piercing +1, Judgement of Profane Smiting (Magic), Sneak Attack +1d6, Tome's Challenge +1 (1/day), Touch of Chaos (2/day), Touch of Evil 1 rounds (2/day)
Spell-Like Abilities Lightning Arc (2/day), Summon Monster I (8/day), Touch of Chaos (2/day), Touch of Evil 1 rounds (2/day)
Inquisitor Spells Known (CL 1, +10 melee touch, +6 ranged touch):
Oracle Spells Known (CL 1, +10 melee touch, +6 ranged touch):
1 (5/day) Hide from Undead (DC 16), Cure Light Wounds (DC 16), Read Weather (DC 16)
0 (at will) Resistance (DC 15), Bleed (DC 15), Stabilize, Vigor
Sorcerer Spells Known (CL 2, +10 melee touch, +6 ranged touch):
1 (6/day) Magic Aura, Mount
0 (at will) Haunted Fey Aspect (DC 15), Daze (DC 15), Mending, Touch of Fatigue (DC 15), Breeze
Summoner Spells Known (CL 1, +10 melee touch, +6 ranged touch):
1 (3/day) Magic Mouth (DC 16), Unseen Servant
0 (at will) Arcane Mark, Open/Close (DC 15), Message, Light
Alchemist Spells Known (CL 1, 10 melee touch, 6 ranged touch):
1 (2/day) Polypurpose Panacea (DC 14), Recharge Innate Magic (DC 14)
Cleric Spells Known (CL 1, 10 melee touch, 6 ranged touch):
Druid Spells Known (CL 1, 10 melee touch, 6 ranged touch):
Magus Spells Known (CL 1, 10 melee touch, 6 ranged touch):
1 (2/day) Magic Missile, Color Spray (DC 14)
0 (at will) Disrupt Undead, Open/Close (DC 13), Daze (DC 13)
Paladin Spells Known (CL 0, 10 melee touch, 6 ranged touch):
Ranger Spells Known (CL 0, 10 melee touch, 6 ranged touch):
Witch Spells Known (CL 1, 10 melee touch, 6 ranged touch):
1 (2/day) Diagnose Disease, Diagnose Disease
0 (at will) Stabilize, Mending, Touch of Fatigue (DC 13)
Wizard (Siege Mage) Spells Known (CL 2, 10 melee touch, 6 ranged touch):
1 (3/day) Summon Minor Monster
--------------------
STATISTICS
--------------------
Str 16, Dex 9, Con 5, Int 17, Wis 8, Cha 20
Base Atk +8; CMB +10 (+11 Overrunning); CMD 19 (20 vs. Overrun)
Feats Agile Maneuvers, Brew Potion, Combat Casting, Deflect Arrows, Druid Weapon Proficiencies, Duck and Cover, Ectoplasmic Spell, Elven Weapon Proficiencies, Enlarge Spell, Eschew Materials, Fast Crawl, Fleet, Gunsmithing, Heighten Spell, Improved Unarmed Strike, Maximize Spell, Monk Weapon Proficiencies, Ooze Whisperer, Siege Engineer, Stunning Fist (5/day) (DC 19), Throw Anything, Turn Undead (DC 15), Whip-Slinger, Wizard Weapon Proficiencies
Skills Acrobatics -2, Appraise +6, Bluff +8, Climb +10, Concentration: Bard +0, Concentration: Cleric +0, Concentration: Druid +0, Concentration: Inquisitor +0, Concentration: Magus +4, Concentration: Oracle +6, Concentration: Sorcerer +7, Concentration: Summoner +6, Concentration: Witch +4, Concentration: Wizard +5, Craft (Alchemy) +6, Craft (Armor) +4, Craft (Baskets) +5, Craft (Blacksmith) +4, Craft (Books) +5, Craft (Bows) +4, Craft (Calligraphy) +4, Craft (Carpentry) +4, Craft (Cloth) +5, Craft (Clothing) +4, Craft (Gemcutting) +4, Craft (Glass) +4, Craft (Jewelry) +4, Craft (Leather) +4, Craft (Locks) +4, Craft (Painting) +4, Craft (Pottery) +4, Craft (Rope) +5, Craft (Sculpture) +4, Craft (Ships) +4, Craft (Shoes) +4, Craft (Siege Engines) +4, Craft (Stonemasonry) +4, Craft (Tattoo) +4, Craft (Traps) +4, Craft (Weapons) +4, Diplomacy +8, Disable Device -4, Disguise +8, Escape Artist -2, Fly -6, Handle Animal +8, Heal +2, Intimidate +9, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +6, Knowledge (Engineering) +6, Knowledge (Geography) +6, Knowledge (History) +6, Knowledge (Local) +6, Knowledge (Nature) +8, Knowledge (Nobility) +6, Knowledge (Planes) +6, Knowledge (Religion) +6, Linguistics +7, Perception +4, Perform (Act) +8, Perform (Comedy) +9, Perform (Dance) +9, Perform (Keyboard Instruments) +8, Perform (Oratory) +8, Perform (Percussion Instruments) +8, Perform (Sing) +8, Perform (String Instruments) +8, Perform (Wind Instruments) +8, Profession (Architect) +2, Profession (Baker) +2, Profession (Barkeep) +2, Profession (Barmaid) +2, Profession (Barrister) +2, Profession (Brewer) +2, Profession (Butcher) +2, Profession (Clerk) +3, Profession (Cook) +2, Profession (Courtesean) +2, Profession (Driver) +2, Profession (Engineer) +2, Profession (Farmer) +2, Profession (Fisherman) +2, Profession (Fortune-Teller) +2, Profession (Gambler) +2, Profession (Gardener) +3, Profession (Gladiator) +2, Profession (Herbalist) +2, Profession (Innkeeper) +2, Profession (Librarian) +3, Profession (Medium) +2, Profession (Merchant) +2, Profession (Midwife) +3, Profession (Miller) +2, Profession (Miner) +2, Profession (Porter) +2, Profession (Sailor) +2, Profession (Scribe) +2, Profession (Shepherd) +3, Profession (Siege Engineer) +2, Profession (Soldier) +2, Profession (Soothsayer) +2, Profession (Stable Master) +2, Profession (Tanner) +2, Profession (Torturer) +2, Profession (Trapper) +2, Profession (Woodcutter) +2, Ride -2, Sense Motive +3, Sleight of Hand -2, Spellcraft +6, Stealth -2, Survival +4, Swim +8, Use Magic Device +8 Modifiers +4 Ride while riding your bonded mount., Alchemy +1, Monster Lore
Languages Boggard, Common, Druidic, Elven, Gnoll, Gnome, Goblin
SQ +3 to Fly checks, Abjuration, Animal Companion Link (Ex), Arcane Pool (+1) (4/day) (Su), Aura (Ex), Boreal, Child-Scent (Ex), Cleric Channel Positive Energy 1d6 (8/day) (DC 15) (Su), Cleric Domain: Chaos, Cleric Domain: Fear, Cold Steel (Frost 1r) (8/day) (Sp), Conjuration, Deed: Deadeye (Ex), Deed: Gunslinger's Dodge (+2 AC) (Ex), Deed: Quick Clear (Ex), Divination, Druid Domain: Air, Eidolon Link (Ex), Elven Magic, Empathic Link with Familiar (Su), Empower Siege Engine (Su), Grit (Ex), Indomitable Stance (Ex), Judgement (1/day) (Su), Life Link (Su), Mutagen (DC 13) (Su), Order of the Tome, Poison Use, Rage (1 rounds/day) (Ex), Share Spells with Eidolon (Ex), Share Spells with Familiar, Siege Engine Bond (3/day) (Su), Slow and Steady (Ex), Snailplate (1/day), Spell Combat (Ex), Spontaneous Casting, Spontaneous Casting, Stunning Fist (Stun) (Ex), Tactician (Duck and Cover) 3r (1/day) (Ex), Track +1, Unarmed Strike (1d6), Wild Empathy +7 (Ex), Wood Bond +1 (Ex)
Combat Gear +1 Cunning, Disruption, Distance Obsidian Buckler Gun, Holy Avenger, Snailplate (1/day);
--------------------
TRACKED RESOURCES
--------------------
Arcane Pool (+1) (4/day) (Su) - 0/4
Bomb 1d6+3 (4/day) (DC 13) (Su) - 0/4
Cleric Channel Positive Energy 1d6 (8/day) (DC 15) (Su) - 0/8
Cold Steel (Frost 1r) (8/day) (Sp) - 0/8
Grit (1/day) - 0/1
Judgement (1/day) (Su) - 0/1
Lightning Arc (1d6+0) (2/day) (Sp) - 0/2
Rage (1 rounds/day) (Ex) - 0/1
Siege Engine Bond (3/day) (Su) - 0/3
Snailplate (1/day) - 0/1
Stunning Fist (5/day) (DC 19) - 0/5
Summon Monster I (8/day) (Sp) - 0/8
Tactician (Duck and Cover) 3r (1/day) (Ex) - 0/1
Tome's Challenge +1 (1/day) (Ex) - 0/1
Touch of Chaos (2/day) (Sp) - 0/2
Touch of Evil 1 rounds (2/day) (Sp) - 0/2
--------------------
SPECIAL ABILITIES
--------------------
+3 to Fly checks You gain the Alertness feat while your familiar is within arm's reach.
+4 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -4 while riding your mount.
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bomb 1d6+3 (4/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Boreal +1 DC for [cold] spells.
Child-Scent (Ex) The witch gains the scent ability, but only with respect to humanoid children and immature animals. Thus, she could sniff out a child's hiding place or a den of wolf pups, but not the child's parents or the den mother.
Cleric Channel Positive Energy 1d6 (8/day) (DC 15) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Chaos Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain: Fear Associated Domain: Evil.

Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Cold Steel (Frost 1r) (8/day) (Sp) Touch a weapon to grant the Frost power for 1r.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deflect Arrows Deflect an incoming arrow once per round.
Divination You must spend 2 slots to cast spells from the Divination school.
Druid Domain: Air Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Duck and Cover Share the result of your Ref save die roll with an adjacent ally who also has this feat, but the borrower is knocked prone. Also gain a +2 cover bonus to AC vs. ranged attack if your ally is wielding a shield.
Ectoplasmic Spell You can cast a spell that has full effect against incorporeal or ethereal creatures.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Siege Engine (Su) Sacrifice a spell to increase attack/targeting roll and damage of next bonded siege engine attack.
Enlarge Spell Increase spell ranges. +1 Level.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Crawl While prone, you can move at half speed.
Flurry of Blows +9/+9/+4 BAB +1 (Ex) Make Flurry of Blows attack as a full action.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Heighten Spell Increases spell level to effective level desired.
Immune to Fatigue You are immune to the fatigued condition.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Indomitable Stance (Ex) +1 to Reflex vs trample & to hit, dam, and AC vs charging foe.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Profane Destruction +1 (Su) Weapon Damage bonus.
Judgement of Profane Healing 1 (Su) Fast Healing
Judgement of Profane Justice +1 (Su) Attack bonus
Judgement of Profane Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Profane Protection +1 (Su) AC bonus
Judgement of Profane Purity +1 (Su) Save bonus
Judgement of Profane Resiliency 1: Magic (Su) DR/magic
Judgement of Profane Resistance 2: Sonic (Su) Energy Resistances
Judgement of Profane Smiting (Magic) (Su) DR bypass
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Lightning Arc (1d6+0) (2/day) (Sp) 30' Ranged touch attack deals 1d6+0 Electricity damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Monster Lore -1 (Ex) -1 to Knowledge checks when identifying the weaknessess of creatures.
Mutagen (DC 13) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Ooze Whisperer You can affect Oozes with "Animal" spells and Wild Empathy.
Order of the Tome Knowledge is the stepping stone of both truth and power.

The members of this order devote themselves to the preservation of knowledge. Most would protect written knowledge at all costs, but there are members that believe there is such thing as kno
Poison Use You don't accidentally poison yourself with blades.
Rage (1 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Siege Engine Bond (3/day) (Su) Bond with siege engine within 30 ft. to aim and fire without a crew.
Siege Engineer You are considered proficient with all siege weapons
Slow and Steady (Ex) At 10th level, your speed is never reduced by armor.
Snailplate (1/day) This breastplate made from the shell of a flail snail functions as a +1 reflecting breastplate (even though that shield property cannot normally be added to armor). Once per day, the wearer can cause a spell targeted at him to reflect back at the caster, exactly like spell turning. At the GM's discretion, the wearer can instead expend this one use per day to roll on the flail snail's chart, randomly warping the spell in question.

If a spell is warped, roll 1d10 and consult the following table;
1-3 Spell misfires. For the next 1d4 rounds, the caster must make a DC 15 concentration check to successfully cast spells.
4-6 Spell misfires. The creature nearest the flail snail is affected as if the spell had been cast on him.
7-9 Spell fails. Nothing happens.
10 Spell rebounds on caster (as spell turning).
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Stunning Fist (5/day) (DC 19) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Summon Monster I (8/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.
Tactician (Duck and Cover) 3r (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Tome's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +2 bonus on all saving throws against spells or spell-like abilities cast by the subject of his challenge and a +2 bonus on all Bluff and Sense motive checks involving the subject of his challenge.
Touch of Chaos (2/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
Touch of Evil 1 rounds (2/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Track +1 +1 to survival checks to track.
Turn Undead (DC 15) Your Channel Energy can make undead flee.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Whip-Slinger Use sling as a sap and threaten adjacent spaces.
Wild Empathy +7 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
Wood Bond +1 (Ex) Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear).

Liberty's Edge

An elf pure wizard with dump stats of Int, Wis, Dex, Con, all skill focus(Craft/Profession) wearing full plate and a tower shield would be pretty bad. -3 on HP per d6, can't cast his own spells, bad AC


Kerebrus wrote:

average stats across the board. Human. Apply middle aged template (plenty of years to fulfill this particular goal). and you have the aged tavern keeper that seems to know a little bit about everything and who confuses you with his stories.

"Monk eh? I was a monk once, back in the day."

...But then I took an arrow to the knee....


...and that day I learned the folly of not taking Deflect Arrows.

-nods sagely-

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Kobold Cleaver wrote:
I actually want to make this NPC. A warrior-mage who sacrificed total effectiveness for variability. He can certainly defeat most low-level enemies, but against a normal threat even half his level, the only things that'll save him are his Hit Points. With that in mind, dump Dex, max Con, and put a couple points in everything else. He may not be too powerful at all, but he'll take AGES to take out.

It's one thing to fiatly create such a character at 20th level. But actually getting him there the honest way would be another.


There was a build very similar to the one the OP described in the Ecology of the Kobold article in Dragon. Don't remember which issue, but that feature was hilarious.

Shadow Lodge

Commoner 20. Dump Int to 8, and put your 1 skill point per level into Craft Basket (underwater). All feats are Skill Focus: Craft Basket (underwater). Yeah, your BAB is slightly higher, but you're giving up a crapton of special abilities vs the OP's build.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Kthulhu wrote:
Commoner 20. Dump Int to 8, and put your 1 skill point per level into Craft Basket (underwater). All feats are Skill Focus: Craft Basket (underwater). Yeah, your BAB is slightly higher, but you're giving up a crapton of special abilities vs the OP's build.

And you'd never make it past 3rd level.


LazarX wrote:
Kthulhu wrote:
Commoner 20. Dump Int to 8, and put your 1 skill point per level into Craft Basket (underwater). All feats are Skill Focus: Craft Basket (underwater). Yeah, your BAB is slightly higher, but you're giving up a crapton of special abilities vs the OP's build.
And you'd never make it past 3rd level.

That 20th level in Commoner didn't come from adventuring... no it came from sheer crafting, mastering his art day in and day out. At 1xp per completed basket. He is a god among basket crafters and people come from all over the world to learn the trade from him.


You forgot to add the (thick) three-ring binder containing "all of his magic items and artifacts".


Oh yes -
And the second list of "all the special powers that I honestly earned playing this character under 'my other GM'".
Naturally, this 'other GM' has recently moved to another city and "I don't know his address or phone number". When you ask for a name you are told "you don't know him".
I wish I was not speaking from experience.
Twice.


ciretose wrote:
Marthian wrote:

darnit, that was my idea. But yes, GREAT saves!

Also, can't be a Paladin AND a Barbarian :( unless there is some lawful barbarian archetype I don't know of.

They became lawful

"A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. She retains all other benefits of the class."

Making them even worse :)

My book is missing that bit, but it is on the srd site... is this from some errata that I'm missing?


Pathfinder Starfinder Society Subscriber

How about a 20th level wizard with an intelligence of 7? Such a character is technically legal but probably even more useless than a 20th level commoner.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
David knott 242 wrote:

How about a 20th level wizard with an intelligence of 7? Such a character is technically legal but probably even more useless than a 20th level commoner.

He'd never have survived apprenticeship.


LazarX wrote:
David knott 242 wrote:

How about a 20th level wizard with an intelligence of 7? Such a character is technically legal but probably even more useless than a 20th level commoner.

He'd never have survived apprenticeship.

His dad was a very important member of the college and gave a lot of money to said institution, so they were obligated to keep him and eventually make him an Archmage though he never actually managed to cast any spells.


Hmm. Worse proficiencies, but has a school power once/day.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
chaoseffect wrote:
LazarX wrote:
David knott 242 wrote:

How about a 20th level wizard with an intelligence of 7? Such a character is technically legal but probably even more useless than a 20th level commoner.

He'd never have survived apprenticeship.
His dad was a very important member of the college and gave a lot of money to said institution, so they were obligated to keep him and eventually make him an Archmage though he never actually managed to cast any spells.

You don't get experience unless you meet and deal with CR level appropriate threats. A character like this might barrel through first level, stumble through third, but he'd definitely be dead by fifth.

Sovereign Court

I put together a character very similar to this - Jack "Of All Trades" - that I want to run one day. The more I thought about it, the more it started to make sense - the ultimate spy (well, he casts spells like a cleric... he must be one; etc.)

Race: Half-Elf (+2 Dex)
Alignment - Chaotic Neutral (maybe Neutral Good?)
Rolled Stats (before any modifiers, not sure what this looks like for point-buy):
STR: 5 (yes, I rolled it and I kept it - call it "character growth")
DEX: 17 (+1 level 8)
CON: 11 (+1 level 12)
INT: 17 (+1 level 4)
WIS: 16 (+2 level 16, 20)
CHA: 14

1: Bard
2: Alchemist
3: Barbarian
4: Cavalier
5: Cleric
6: Druid
7: Fighter
8: Inquisitor (tie this to the Cleric)
9: Gunslinger
10: Ranger (Druid ties maybe)
11: Rogue
12: Sorcerer
13: Summoner
14: Monk (Martial Artist to avoid alignment)
15: Wizard
16: Magus
17: Arcane Archer
18: Duelist
19: Shadowdancer
20: Master Spy

BAB: 7 (one better than previously posted)
FORT: 24
REF: 21
WILL: 23
(with magic items to boost the 6 stats and the trait to get +1 reflex, the lowest save is +30)

- Add skills for flavor (I never finished the skill block but I was focusing on whatever skills were class skills for the class I just took)
- More class abilities than you can shake a stick at (actually gets 2d6 sneak attack)

Perhaps the ultimate ADHD character? "What do you want to be today?"

EDIT - got the alignment wrong


pachristian wrote:

Oh yes -

And the second list of "all the special powers that I honestly earned playing this character under 'my other GM'".
Naturally, this 'other GM' has recently moved to another city and "I don't know his address or phone number". When you ask for a name you are told "you don't know him".
I wish I was not speaking from experience.
Twice.

Been there, done that, feel your pain.

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