| MattR1986 |
| 1 person marked this as a favorite. |
Out of boredom (and I hadn't seen this posted before) here is your challenge:
Build the worst character imaginable so he is as completely, and utterly worthless as possible. He should be getting demolished by commoners and really contributes nothing to a group. He has to at least have one weapon though.
Has to be standard 15 pt buy, WBL, 2 traits etc. We'll say you can make him either 1st level or 20th level, depending on how up to the challenge you are. Show your numbers and rationale of why you think yours is the most terrible character.
Who thinks they can win at this?
| williamoak |
No, no, this is the right place...
I would say any spellcaster, let's say a sorcerer. Give them 7 charisma. VOILA! Free commoner. Just to make sure to give him 7 int (no skills). Spend all you WBL on turnips. Put all your stats in constitution (even that will not compensate much for your hit dice). Honestly, this is kinda discouraging...
| MattR1986 |
What about
Goblin Sorcerer (?) 1:
Str 15 Dex 17 Con 11 Int 11 Wis 11 Cha 5
Can't use his class abilities. He gets the +1 to hit and AC but drops in CMB. For skills: Performance (Miming), Performance (Improvisational comedy)
Maybe give him a Sai which he can't use so that's 1d3 with a -4 penalty.
For gear 7 tents should be 140 lbs (give or take 1 and get a backpack and small stuff) so now you are heavily encumbered to help take away any real benefit from Str and Dex
| CWheezy |
Fear My wrath
Unnamed Hero CR 1/3
XP 135
Kobold Sorcerer 1
CE Small humanoid (reptilian)
Init +1; Senses low-light vision; Perception +0
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Defense
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AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 9 (1d6+3)
Fort +3, Ref +1, Will +2
Defensive Abilities shoulder to shoulder
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Offense
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Speed 30 ft.
Melee bite -1 (1d4-2)
Special Attacks bloodline arcana: undead, dragonmaw
Spell-Like Abilities
1/day—grave touch
Sorcerer Spells Known (CL 1st; concentration -1):
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Statistics
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Str 6, Dex 13, Con 16, Int 11, Wis 10, Cha 7
Base Atk +0; CMB -3; CMD 8
Feats Acrobatic, Eschew Materials
Skills Acrobatics +3, Fly +5, Profession (courtesean) +4, Profession (driver) +4
Languages Draconic
SQ bloodlines (undead)
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Special Abilities
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Bloodline Arcana: Undead (Ex) Formerly humanoid corporeal undead are humanoids for your mind-affecting spells.
Dragonmaw (White Dragon [Cold]) (1/day) Bite attack deals additional 1d6 cold damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Grave Touch (1 rds) (1/day) (Sp) Melee touch attack leaves target shaken for 1 round or frightened for 1 round.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Shoulder to Shoulder No penalties when share space with small ally. If also have this, +1 to AC and aid another.
Undead Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
| Grishnackh |
half-orc wizard 20, favored class: something else
ST 8 DE 7 CO 7 IN 9 WE 17 CH 17, levelups in ST x3, CH x2, half-orc bonus in WE
Final stats: 11/7/7/9/19/19
Equipment: Blowgun, Buckler, Backpack filled with something heavy enough to bring him to a heavy load, splint mail
Feats: all wizard feats that do absolutely nothing if you can't cast spells
AC: 15
Attack: -3, 1d2 damage
he has 20 skill points total, 4 hitpoints +1d6-2 (average 2) per level for a total of 42 Hitpoints. Fort 4 Ref 4 Will 16.
Skill ranks: Acrobatics 2, disable device 7, ride 7, swim 4, in total +4 is the highest he has in any skill, most skills are negative in total
______________________
now for his adversary!
Human Commoner 1
ST 18, DE 12, CO 14, IN 10, WE 12, CH 7
Feats: Toughness, Light Armor proficiency
Gear: Spear, Chain Shirt
AC: 15
Attack: +4, d8+6
HP: 11
Fort: 2 Ref: 1 Will: 1
Skills: Swim 6, Craft (Smith) 4, Perception 5
________________________
He is not quite as durable as the level 20 wizard, but if it comes down to a 1v1 he will have a 50% chance to hit, while the wizard only hits 15% of the time. the wizard needs an average of 8 hits to knockout the commoner, while the commoner needs 4 hits on average and the commoner will propably win initiative
in the skills section the commoner is vastly superior. he will not instantly drown when confronted with water, he can craft some useful items and make some money and he is even a better person to watch for his partys back
| Shimnimnim |
Start kobold. With modifiers, stats turn out : 13/14/7/10/12/9. Favored class: antipaladin. Alignment: Lawful good (this will ensure he is targeted by as many anti-good powers as possible. Give him the "jester" racial trait to take away a perception bonus. Note: his strength isn't bad. I did this so I could waste as many points as possible on a stat with a -4 racial bonus. It could be lowered but I'm not sure where it would be less useful.
We give him a level in oracle. Take the dual-cursed archetype. I'm picking murky-eyed and deaf, though at higher levels I could see haunted as being a lot less useful. His mystery is heavens, power is awesome display. His feat is quicken spell. He has 4 skill points. One goes into heal. One goes into profession (gladiator). He buys an item that allows him to fly in order to place a rank in fly (and promptly loses that item). His final rank is in bluff, pushing his bluff to +0.
Velcro Zipper
|
| 2 people marked this as a favorite. |
Challenge accepted.
Pod-Gill the Just Terrible, Venerable Pod-Spawned Gillman lv20
Level 1-True Primitive (Brb), Unbreakable (Ftr,) Monk of the Lotus (Mnk,) Holy Gun (Pal,) Wild Stalker (Rgr,) Carnivalist (Rog,) Musketeer (Cav,) Mysterious Stranger (Gun,) Sin Eater (Inq,) Soul Forger (Mag,) Synthesist (Sum,) Mindchemist (Alc,) Menhir Savant (Drd,) Scroll Scholar (Wiz,) Theologian (Cle,) Stargazer (Ocl,) Tattooed Sorcerer (Sor,) Court Bard (Brd,) Witch, Horizon Walker
Alignment - LE
HP 105
STR 10 (-10pts -6) DEX 10 (-10pts -6) CON 11 (-7pts +2 -6) INT 10 (+4pts 7+3) WIS 8 (+4pts 7+3-2) CHA 8 (+4pts 7+2+3-4)
Fort +27 Ref +12 Will +20
Skills (74pts): Knowledge (geography) 6 ranks +7, Profession (any 68 professions) 68ranks +1each
Feats: Any 10 metamagic feats
Attacks: Fine Mancatcher -5/-10 Damage: -
Class Abilities/Special Abilities:
cantrips, arcane bond (familiar parrot,) arcane school, scribe scroll, diligent student, aura, channel energy (secrets,) domain (knowledge, variant channel harm,) orisons, spontaneous casting, curse (clouded vision,) mystery, revelation (guiding star,) orisons, spontaneous casting, spirit sense, nature bond (domain seasons,) familiar tattoo, bloodline (destined,) mage's tattoo (bonus feat,) cantrips, hex (water lung,) patron's spells,heraldic expertise, cantrips, bardic performance, cognotagen, bomb, alchemy, brew potion, throw anything
fused link, cantrips, summon monster 1, illiterate, rage, favored terrain (desert)
endurance, diehard, vow of poverty, flurry of blows, unarmed strike, combat reflexes (bonus feat, have gun, amateur gunslinger, gunsmithing (bonus feats,) strong senses, track, wild empathy, familiar, trapfinding, gifted firearm, challenge, order of the seal, tactician (allied spellcaster,) grit (CHA-based), gunsmithing, deeds, eat sin, monster lore, stern gaze, judgment, orisons, arcane bond (fine mancatcher,) arcane pool, cantrips, favored terrain (astral plane)
Adventuring Gear: A Fine-sized Mancatcher (his arcane bonded weapon,) an ex-parrot (his familiar which has ceased to be,) a spellbook he refuses to read because he is an illiterate true primitive. Pod-Gill takes his Monk Vow of Poverty very seriously.
Pod-Gill sucks because he's stupid, old and a pod person, which means he can't cast his spells and none of his supernatural or spell-like abilities work. He never focused on any one skill or task in life so he's a complete wreck and he needs to stay wet or he will shrivel up and die. Basically, he's the worst and I hate him.
Velcro Zipper
|
That's what I came up with by adding all the 1st level classes together. Every class has a +2 in at least one save at level 1 except for the Horizon Walker because it's a prestige class. Classes with +2 to Reflex saves turned out to be the least plentiful while +2 Fort was most common. I didn't even give Pod-Gill any items or feats to boost his saves. Even with his saves as high as they are, he seems pretty weak for a level 20 character to me.
I dumped all his mental scores to start, blew the points on physical scores and then made him super old to destroy his physical scores and slightly raise his terrible mental scores. Finally Pod-Spawned gives him a -4 CHA. I almost made him a pod-spawned orc, but the gillman water dependence was too awful to pass up.
| Shimnimnim |
Challenge accepted.
Pod-Gill the Just Terrible, Venerable Pod-Spawned Gillman lv20
Level 1-True Primitive (Brb), Unbreakable (Ftr,) Monk of the Lotus (Mnk,) Holy Gun (Pal,) Wild Stalker (Rgr,) Carnivalist (Rog,) Musketeer (Cav,) Mysterious Stranger (Gun,) Sin Eater (Inq,) Soul Forger (Mag,) Synthesist (Sum,) Mindchemist (Alc,) Menhir Savant (Drd,) Scroll Scholar (Wiz,) Theologian (Cle,) Stargazer (Ocl,) Tattooed Sorcerer (Sor,) Court Bard (Brd,) Witch, Horizon WalkerAlignment - LE
HP 105
STR 10 (-10pts -6) DEX 10 (-10pts -6) CON 11 (-7pts +2 -6) INT 10 (+4pts 7+3) WIS 8 (+4pts 7+3-2) CHA 8 (+4pts 7+2+3-4)
Fort +27 Ref +12 Will +20Skills (74pts): Knowledge (geography) 6 ranks +7, Profession (any 68 professions) 68ranks +1each
Feats: Any 10 metamagic feats
Attacks: Fine Mancatcher -5/-10 Damage: -
Class Abilities/Special Abilities:
cantrips, arcane bond (familiar parrot,) arcane school, scribe scroll, diligent student, aura, channel energy (secrets,) domain (knowledge, variant channel harm,) orisons, spontaneous casting, curse (clouded vision,) mystery, revelation (guiding star,) orisons, spontaneous casting, spirit sense, nature bond (domain seasons,) familiar tattoo, bloodline (destined,) mage's tattoo (bonus feat,) cantrips, hex (water lung,) patron's spells,heraldic expertise, cantrips, bardic performance, cognotagen, bomb, alchemy, brew potion, throw anything
fused link, cantrips, summon monster 1, illiterate, rage, favored terrain (desert)
endurance, diehard, vow of poverty, flurry of blows, unarmed strike, combat reflexes (bonus feat, have gun, amateur gunslinger, gunsmithing (bonus feats,) strong senses, track, wild empathy, familiar, trapfinding, gifted firearm, challenge, order of the seal, tactician (allied spellcaster,) grit (CHA-based), gunsmithing, deeds, eat sin, monster lore, stern gaze, judgment, orisons, arcane bond (fine mancatcher,) arcane pool, cantrips, favored terrain...
This is amazing, but I still think it could be even better (worse) with the dual-cursed archetype. Blindness is good, but imagine all the other things you could give him to go with it. Might I recommend consumed?
Water dependence is amazing, but if you're going for "worst stats possible", it's hard to go wrong with kobold.
Also, I hate to be the bearer of bad news, but gunslinger and fighter levels can't be stacked
| MattR1986 |
I think it could be an amazing and hilarious story how no group he's ever been a part of is still alive. Every single one he mooches off of, drags them down, and ultimately gets them killed, usually trying to save him. Yet someone he never dies, maybe because of his high saves. He then moves on to the next group and gets them killed.
Velcro Zipper
|
The true origin of Pod-Gill is mysterious and lost to time but there are rumors of how the creature came to exist. One story purports it all started with a gillman wizard named Gill the Potentially Terrible.
Gill was strong and tough but thick as pig-poop, which made his choice of careers seem like an all-around horrible idea. In addition to being an awful wizard, Gill proved completely ineffective as a firefighter, his first chosen profession. Gill's only endearing quality was also his greatest weakness.
You see, Gill was filled with wonder and curiosity and he was eager to explore the world and help others. Normally these traits would be considered admirable but Gill was an idiot and wanted to be as helpful and as useful as he could be in every situation imaginable. Over the course of several decades, Gill pursued dozens of careers for which he was wholly unqualified, his decision to swear off reading and writing by learning the ways of a primitive barbarian and his self-imposed vow of poverty only making his life choices seem even more bizarre and stupid as the years passed by.
Every now and then a party of adventurers would be fool enough to hire the helpful gillman thinking his range of skills and can-do attitude would prove useful, but Gill was always quickly stuck in the back of the party and told not to do anything. It was during one of these adventures Gill was given a thin twig vaguely resembling a mancatcher, a weapon his companions assumed would be too unwieldy and small for Gill to use to cause them any harm. Despite having no proficiency with the lilliputian mancatcher, it became Gill's prized possession and he later claimed it was bonded to him though no one ever saw any evidence of this.
Surviving countless battles solely by virtue of being told to stay out of the way, an aged Gill was finally swallowed by a bodythief. Somehow, the pod-spawned version of Gill that emerged from the plant sucked at life way more than the original and the bodythief contemplated suicide as it hung its leafy head in shame. Now, Pod-Gill goes about its life being horrible at everything and embarrassing its perennial progenitor in front of all its bodythief friends.
| CWheezy |
I would play this character, it is a good start
I Have, The Power!
Male Kobold Oracle (Dual-Cursed Oracle) 1/Rogue (Roof Runner) 1
N Small humanoid (reptilian)
Init -3; Senses oracle's curses (clouded vision, deaf), darkvision 30 ft.; Perception +4
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Defense
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AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 7 (2d8-6)
Fort -3, Ref +3, Will +6
Weakness light sensitivity
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Offense
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Speed 30 ft., roof running
Melee bite -1 (1d4-2)
Special Attacks dragonmaw, sneak attack +1d6
Spell-Like Abilities (CL 2nd; concentration +0)
Constant—endure elements (cold only)
Oracle (Dual-Cursed Oracle) Spells Known (CL 1st; concentration -1):
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Statistics
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Str 7, Dex 12, Con 5, Int 14, Wis 18, Cha 7
Base Atk +0; CMB -3; CMD 8
Feats Additional Traits, Silent Spell
Traits avid reader, desperate speed (burrow), easy way or the hard way, proxy of many
Skills Appraise +7, Climb +3, Craft (calligraphy) +5, Craft (gemcutting) +5, Diplomacy +0 (+2 on checks to request a favor from a creature that has not performed a favor for you in the past week. +4 if you have performed a favor for that creature since it last did you a favor.), Handle Animal +0, Linguistics +7, Profession (medium) +9, Swim +3; Racial Modifiers +2 Diplomacy, proxy of many
Languages Draconic, Flail Snail, Gnome, Osiriani, Ancient, Undercommon
SQ mysteries (mystery [winter]), revelations (child of winter)
Other Gear 150 gp
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Special Abilities
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Avid Reader (Knowledge [nobility]) You can always take 10 on the selected Knowledge skill.
Child of Winter (Ex) Move freely on normal ice/snow (heavy snow is 2 squares) & no tracks. +2 Init & Ref in winter.
Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white vision only).
Deaf Fail sound-based Perception, -4 opposed Perception. All spells have Silent Spell for free.
Desperate Speed (Burrow) Your eidolon excels at a movement type you do not possess. Your eidolon receives a +5-foot enhancement bonus to one type of speed it has that you do not, such as a climb or swim speed. If your eidolon doesn’t already possess such a mode of movement,
Dragonmaw (White Dragon [Cold]) (1/day) Bite attack deals additional 1d6 cold damage
Easy Way or the Hard Way When use a lethal weapon to deal nonlethal damage vs. favored enemy, penalty is only -2.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Proxy of Many +2 to diplomacy when requesting a favor, +4 if target hasn't repaid a previous favor.
Roof Running (Ex) Can move across rooftops at full speed and without penalties.
Silent Spell Cast a spell with no verbal components. +1 Level.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
| sunbeam |
I think this one is:
"Driver
A driver makes her living driving vehicles in the service of those who can pay for her considerable talents. She may be a wagon-driver practiced at smuggling contraband, an accomplished musher blazing arctic trails, or a seemingly refined coach driver placing her roguish talents in the service of a wealthy patron.
(This archetype works best with the vehicle combat rules.)
Hard Drive (Ex)
When driving a vehicle that uses a group of animals or magical beasts as muscle propulsion, the DCs of all driving checks are reduced by 2, the maximum speed of the vehicle increases by 10 feet, and the acceleration increases by 5 feet.
This ability takes the place of trapfinding.
Driver’s Fortitude (Ex)
At 3rd level, the driver learns to keep driving and maintain control of her vehicle, even when mortally wounded. If the driver drops below 0 hit points but is not dead, she can attempt a DC 15 Fortitude save each round to remain conscious and in control of her vehicle, though she may take no other actions.
This ability replaces trap sense.
Rogue Talents: The following rogue talents complement the driver archetype: firearm training and getaway artist.
Advanced Talents: The following advanced rogue talents complement the driver archetype: feat and getaway master."
Kind of the Siege Mage of Rogue Archetypes.
Unless you have a really, really atypical campaign. For the life of me I have no idea what they were going for with this one.
| Atarlost |
Elf evoker (admixture) 20
str 7 dex 8 con 5 int 9 wis 18 cha 18
His favored class goes into extra uses of his first level school power.
With a -3 con mod he starts with 3 HP and his expected level 20 HP is a mere 12.5
His 1 skill point per level goes each into a different profession.
He takes Spell Mastery in every feat slot.
He is the least interesting elf in the world. No, wait, that would be the Drizzt clones. He is the least interesting non-dark elf in the world.
| Atarlost |
Well, Kobold is the top race here.
Kobold Driver Rogue.
Nah, kobolds are potentially useful for squeezing through 1'3" holes that an otherwise medium party can't traverse at all and even have darkvision to see in them. The really important thing is the con penalty and you can get that from elves.
I think I've pretty well demonstrated that schroedinger's wizard can do anything, even be a complete waste of space.
| MattR1986 |
There's also two ways of thinking about how to handle Con with the Pig Character. Do you go low so you are always draining the cleric's heals to be even more of a burden? You run the risk that at some point they just stop healing you and you die quickly.
The other alternative is to make sure you have a high con so you can ensure your worthlessness to the party for the long term.