Anti-dream team!


Pathfinder First Edition General Discussion


This is just for lols or theory crafting. We've done the threads on dream teams, mechanically optimized, thematically awesome, or synergistically amazing. Now I want to see the opposite.

Come up with a team of 3 to 5 characters. Each one must be a different class/archetype/build. Choose either mechanically inferior/difficult, poor compatibility, or complicated and time sucky as all get out, as far as the group goes as a whole. Full builds not necessary, and some of the classes may be ones you love (conceptually or in play), but as a group these 5 should be some type of disaster. Get a little masochistic and let the nightmare commence :)


How about 6 characters?


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True Primitive Barbarian.
Anything with more than one pet.
Full BAB TWF/UnMonk/natural attacks.
Full BAB Archer/ZAM.
Literally any build based on AoO shenanigans.

Every round will take several minutes just to wade through all the attacks. The sessions will run out of time at a rate of one combat per session. The campaign will drag on. Players will lose interest. Life will happen, and the campaign will end before it really even began.


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VoodistMonk wrote:

True Primitive Barbarian.

Anything with more than one pet.
Full BAB TWF/UnMonk/natural attacks.
Full BAB Archer/ZAM.
Literally any build based on AoO shenanigans.

Every round will take several minutes just to wade through all the attacks. The sessions will run out of time at a rate of one combat per session. The campaign will drag on. Players will lose interest. Life will happen, and the campaign will end before it really even began.

You forgot the Sacred Geometry wizard


Honestly, this thread makes no sense without much more restrictions. I mean, it's super easy to build a disfunctional character.

Type 1: A full caster, especially arcane, with too low ability score to cast spells. For extra fun, Con dumped to 7 on a -2 con race. For example, Samsaran Sorcerer with 5 con, <10 cha, who goes into melee.

Type 2: Brute Vigilante, Rageshaper Shifter, or Wild Rager Barbarian.

For extra "poor compatibility", combine the two.


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Vanilla Fighter with Greatsword
Sorcerer focused on area effect blasts and spells (think glitterdust, black tentacles, colorspray)
Cleric focused on ranged combat
Slayer sniper build, highly focused on stealth and long range
Archeologist Bard, Gnome, focuses on whips in combat
Stalwart Defender

combats go thusly;

Fighter charges into combat trying to tie up the baddies, gets hit from behind by a half dozen area effect spells, lacks the saves, or abilities to negate them, ends up burnt, stunned, blinded, and/or grappled by the sorcerer every combat. Cleric is too far away to help, lacking any sort of ranged healing abilities of sufficient quantity to save the Fighter, doesn't do enough damage in ranged combat to meaningfully contribute to combat, but insists anyways. Slayer can't be seen, and is effective in combat, but because of distance and stealth, the Fighter picks up several more enemies who dogpile on them or move onto the squishy sorcerer. The Archeologist fails at being a bard, providing no buffs for the party, only themselves and focuses on trying to disarm and trip at range. The Stalwart Defender is good for a bit, until they clear the area, but then watch the fight move on without them, or are also caught up in the area damage of the sorcerer. They make it a few levels until the first "real" fight plays up the on the stupid choices of the spellslinger and they meet their end all while yelling at each other for being idiots.

I've seen this play out numerous times, so I feel justified in calling this realistic.

Shadow Lodge

A party of all summoners. Each PC has the animal ally and leadership feats. Their cohorts are also summoners, with the same feats.


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Instructor Wizard with an Instructor Wizard with an Instructor Wizard with an...


Theaitetos wrote:

How about 6 characters?

link won't work for me for some reason. I'm missing the awesomely bad or hillariously awful :(


Derklord wrote:

Honestly, this thread makes no sense without much more restrictions. I mean, it's super easy to build a disfunctional character.

Type 1: A full caster, especially arcane, with too low ability score to cast spells. For extra fun, Con dumped to 7 on a -2 con race. For example, Samsaran Sorcerer with 5 con, <10 cha, who goes into melee.

Type 2: Brute Vigilante, Rageshaper Shifter, or Wild Rager Barbarian.

For extra "poor compatibility", combine the two.

Thank you for your examples. The point isn't so much a dysfunctional character, as a dysfunctional group. One of the possible combos for this can come from poor build choices, but also good classes that just don't work together, or archetypes that even when "well done" are sub par. VoodistMonk's group is also a prime example; mechanically very powerful, but just a nightmare to play in real time. Whatever constitutes a nightmare group for you is fair game.

Thanks to all who've posted so far. Gotten some real chuckles. No fair though if they're all the same class.

Bonus points to anyone who makes the terrible group terrible from multiple angles. The group that should be terrible, but somehow isn't/wasn't could also be allowed; but really, this is the team fail Olympics.


Sysryke wrote:
link won't work for me for some reason. I'm missing the awesomely bad or hillariously awful :(

Does this one work?

Sovereign Court

gnoams wrote:
A party of all summoners. Each PC has the animal ally and leadership feats. Their cohorts are also summoners, with the same feats.

Supposed to be different classes/archetypes so...

Alchemist, Horticulturist
Cleric, Herald Caller
Druid, Fungal Pilgrim
Hunter, Feral Hunter
Inquisitor, Monster Tactician

And then a non-cooperative Summoner, Counter-Summoner with Anti-summoning Shield active and liberal use of Final Sacrifice to round out the party. Though, that might speed up the combats...

There are more summoning archetypes/classes but these at least have a little something different between them.


Theaitetos wrote:
Sysryke wrote:
link won't work for me for some reason. I'm missing the awesomely bad or hillariously awful :(
Does this one work?

lols. Yes. Thank you.

And thank you Firebug.


A mist assassin who relies on fog to enable sneak attack, a horse archer or flyer who wears enemies down slowly while staying out of reach, a melee paladin who can strike down one foe but needs allies to watch his back and a witch who specialises in debuffing single targets but who needs a couple of meatshields minimum.


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Paladin
Inquisitor
Necromancer
Witch

Every single encounter almost breaks down into PvP. Players at the table end up arguing about literally everything. Nothing ever gets accomplished.


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Ya gotta include the Misfortune Oracle, making every PC and NPC around them re-roll at least once a day...


Your all's are better, but I had thought

LG Paladin
LE Monk
N Druid
CE Antipaladin
CG Barbarian

I think that's how you get a drawn and quartered druid.


VoodistMonk... ahh... I was going to say "not if the Inquisitor and the Paladin are same deity," but then I remembered the Inquisitor embraces the enemies tactics against the enemy itself and realized yea... the PVP and entertaining chaos would be GREATER if they worshipped the same, lol.


Elf barbarian wielding a greataxe


Darigaaz the Igniter wrote:
Elf barbarian wielding a greataxe

I've actually always wanted to do this with a warhammer/Earthbreaker.

In my small defense, that was back in D&D, with an alternative elf sub race with a Str bonus.


That was Grey Elves, right?


mardaddy wrote:
That was Grey Elves, right?

Wild elves. Grey elves had a strength penalty and an intelligence bonus.

Shadow Lodge

Ah the good old days, where most races had a couple of subspecies except for elves. They got 20.


gnoams wrote:
Ah the good old days, where most races had a couple of subspecies except for elves. They got 20.

Humans had even more by **** around with everything that moves, so there were Half-Elves, Half-Orcs, Half-Celestials, Half-Fiends, Half-Constructs, Half-Lings, Half-...


Theaitetos wrote:
gnoams wrote:
Ah the good old days, where most races had a couple of subspecies except for elves. They got 20.
Humans had even more by **** around with everything that moves, so there were Half-Elves, Half-Orcs, Half-Celestials, Half-Fiends, Half-Constructs, Half-Lings, Half-...

Centaurs.

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