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Thread: Base Class Contest XXXVII - Upsy-Daisy

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    Default Re: Base Class Contest XXXVII - Upsy-Daisy

    The Incompetent

    I'm no good at anything. The only thing I'm GOOD AT is being no good.

    The Incompetent is just that-incompetent. They have no useful skills, really, at all. They are, in fact, SO BAD at anything that they actively make everyone around them worse. And THAT is why adventurers like them. They don't so much adventure on their own-they mostly get abducted by "moral" adventurers and then shoved into the fray.

    Adventures: You probably don't want to adventure. But if you do, it might be to prove that you're good for something-or you might simply have been kicked out of every place you could normally call home, from work, to home, to relatives' houses... The life of an Incompetent is not a happy one, usually.

    Characteristics: You will, as an Incompetent, not do much. But you will, however, make other people worse at what they do. Just hope that's the enemy.

    Alignment: Any. Being bad at things in general is not limited to good or evil, lawful or chaotic.

    Religion: Many Incompetents worship gods of luck, hoping that their grace will see them through their adventures alive. Others worships gods of death, seeing as they'll be meeting them quite soon. Really though, all sorts of religious types appear among the ranks of the Incompetents.

    Background: You just sucked at everything. Maybe you were from a farming family-you killed everything you touched. Maybe a carpenter family-your boxes crumpled when any weight was applied, and good luck making anything else. Maybe you came from noble stock-first off, you're almost certainly a bastard, and second of all, you have a terrible knack for political shenanigans.

    Races: Humans are the most common. Humans can be good at anything-but that means that, more often than any other race, they are good at NOTHING. But all races can be terrible at life.

    Other Classes: Other classes, of all kinds, generally hate you. You make them worse at their job, regardless of what it is. Only a rare few adventurers learn to use Incompetents well, and those that do, tolerate them. At best.

    Roles: Battlefield control. Your job is to make the enemy suck at life.

    Adaptation: The Incompetent is easy to slot into any setting, excepting some like Dark Sun. So long as your setting has places where someone can grow up without being good at anything, the Incompetent will appear.

    GAME RULE INFORMATION
    Incompetents have the following abilities:
    Abilities: Constitution matters to an Incompetent, so they can survive. All other stats should be low-the lower the better!
    Alignments: Any
    Hit Die: d8-You might not be the best at anything, but that means you've taken some hard knocks, and learned to deal with them.
    Starting Age: As Barbarian, possibly younger.
    Starting Gold: As Monk-you got kicked out of most jobs, your family hates you/pities you, and you probably have trouble holding on to money anyway.

    Class Skills
    None

    Skill Points At First Level: (-4+Int Modifier)*4
    Skill Points At Each Additional Level: -4+Int Modifier
    A Note On Skill Points: Unless your Intelligence modifier is 4 or greater, you will actually LOSE skill points each level. These must first be taken from any skills you have ranks in. After that, you can start applying negative skill points (effectively a penalty) to any skill you wish, with a penalty cap of negative your level minus 3.

    INCOMPETENT
    Level Base Attack Bonus* Fort Save Ref Save Will Save Special
    1st
    -1
    -2
    -2
    -2
    Everyone Around You Sucks At Fighting
    2nd
    -2
    -3
    -3
    -3
    Except Your Friends
    3rd
    -3
    -3
    -3
    -3
    Everyone Around You Sucks At Skills
    4th
    -4
    -4
    -4
    -4
    Except Your Friends II
    5th
    -5
    -4
    -4
    -4
    Everyone Around You Sucks At Saves
    6th
    -6/-1
    -5
    -5
    -5
    Except Your Friends III
    7th
    -7/-2
    -5
    -5
    -5
    Negatives Can Be Good!
    8th
    -8/-3
    -6
    -6
    -6
    Intelligence Fail
    9th
    -9/-4
    -6
    -6
    -6
    Everyone Around You Sucks At Spells
    10th
    -10/-5
    -7
    -7
    -7
    Except Your Friends IV
    11th
    -11/-6/-1
    -7
    -7
    -7
    Negatives Can Be Good! II
    12th
    -12/-7/-2
    -8
    -8
    -8
    Everyone Around You Sucks At Moving
    13th
    -13/-8/-3
    -8
    -8
    -8
    Except Your Friends V
    14th
    -14/-9/-4
    -9
    -9
    -9
    Intelligence Fail II
    15th
    -15/-10/-5
    -9
    -9
    -9
    Everyone Around You Sucks At Abilities
    16th
    -16/-11/-6/-1
    -10
    -10
    -10
    Except Your Friends VI
    17th
    -17/-12/-7/-2
    -10
    -10
    -10
    Negatives Can Be Good! III
    18th
    -18/-13/-8/-3
    -11
    -11
    -11
    Late To Die
    19th
    -19/-14/-9/-4
    -11
    -11
    -11
    Intelligence Fail III
    20th
    -20/-15/-10/-5
    -12
    -12
    -12
    God Of Failure

    Class Features
    All of the following are class features of the Incompetent

    Weapon And Armor Proficiencies: Absolutely none.

    *Base Attack Bonus And Saves Note: Your base attack bonus and saves first subtract from your existing BAB and saves, then applies a penalty to your attack rolls and saves. You do, however, gain iterative attacks at decreasingly small penalties when you reach -6. -11. and -16 BAB.

    Everyone Around You Sucks At Fighting: Anyone within class level times five feet (5' at the level you gain this feature) of you takes a penalty on attack rolls and damage rolls equal to your penalty on the same kind of rolls. This may reduce damage to 0, but not below it. In addition, all creatures within the same radius take a penalty to AC equal to your AC minus 10.

    Except Your Friends: You may now exclude allies from a single set of penalties you inflict. Changing which penalties do or do not affect your friends is a swift action.

    Everyone Around You Sucks At Skills: Anyone within class level times five feet (15' at the level you gain this feature) of you takes a penalty on any skill check equal to your penalty on the same skill check.

    Except Your Friends II: You may now exclude allies from two sets of penalties you inflict.

    Everyone Around You Sucks At Saves: Anyone within class level times five feet (25' at the level you gain this feature) of you takes a penalty on saves equal to your penalty on the same save. In addition, any feature such as Evasion or Mettle does not function for anyone affected.

    Except Your Friends III: You may now exclude allies from three sets of penalties you inflict.

    Negatives Can Be Good!: Once per day, you may invert your penalty-instead gaining a bonus on any roll equal to your usual penalty. If, for instance, you have a Strength of 6 (-2), -10 ranks in Jump, and Skill Sucking (Jump), giving you a -15 penalty, you may, once per day, roll a Jump check with a +15 bonus.

    Intelligence Fail: Once per day, you may attempt to fail an Intelligence check to not realize something is impossible. The DC is set by your DM, with guidelines below. If you succeed at failing, you may perform an impossible action. You may apply certain skills to this.

    Spoiler: Guidelines
    Show
    Not knowing there's no bridge on a chasm: DC 10 (Knowledge (Local))
    Not realizing you took damage: DC 10-damage taken (Heal)
    Not realizing you died and coming back with full health: DC -20 (Heal)
    Becoming a god: DC -50 (No skill applicable)


    Everyone Around You Sucks At Spells: Anyone within class level times five feet (45' at the level you gain this feature) of you takes a penalty to caster level equal to one fourth your levels in Incompetent. This will (usually) prevent them from casting their highest level spells.

    Except Your Friends IV: You may now exclude allies from four sets of penalties you inflict.

    Negatives Can Be Good! II: You may now use Negatives Can Be Good! once per hour.

    Everyone Around You Sucks At Moving: Anyone within class level times five feet (60' at the level you gain this feature) of you has their max speed reduced to yours. This includes any form of movement-if, for instance, you cannot fly, anyone within the radius has their fly speed reduced to 0. This includes even esoteric movements, such as teleportation.

    Except Your Friends V: You may now exclude allies from five sets of penalties you inflict.

    Intelligence Fail II: You may now apply a single extra mental stat's modifier to your Intelligence check when trying for an Intelligence Fail.

    Everyone Around You Sucks At Abilities: Anyone within class level times five feet (75' at the level you gain this feature) of you loses access to any extraordinary or supernatural abilities they possess that you do not. They may attempt to use them, but if they do so, must make an opposed check against you. This check is d20+HD versus your d20+class levels in Incompetent.

    Except Your Friends VI: You may now exclude allies from six sets of penalties you inflict.

    Negatives Can Be Good! III: You may now use Negatives Can Be Good! once per minute.

    Late To Die: You're really bad at showing up on time. That includes everything-including dying. Once per day, when you die, you may choose to simply not die. You are still unconscious (if you would normally be unconscious) but no amount of damage can kill you. One hour later, Death gets fed up waiting for you and you return to life with 1 HP.

    Intelligence Fail III: You may now apply a single physical stat's modifier to your Intelligence check when trying to for an Intelligence Fail.

    God Of Failure: You may now use Negatives Can Be Good! at-will. In addition, once per turn (so once on your turn, once the next person's turn, once on the person after that's turn, etc.) you may, as a free action, apply a penalty to any roll (including non d20 rolls, such as damage rolls) equal to your levels in Incompetent. This may reduce rolls to below 0 (so, if an enemy strikes for 2d6+3 damage, rolls an 8 (for 11 total) and you inflict a -20 penalty on that roll, they will actually heal their target for 9 points of damage).

    Note On Incompetent Abilities: All Incompetent abilities are Extraordinary in nature. In addition, all features may be used while unconscious EXCEPT for Except Your Friends.

    Epic Incompetents
    Well, you did it. You sucked so hard you ran right around into awesome. Epic Incompetents gain no new features, but existing features continue to scale.

    Spoiler: Feats
    Show
    Skill Sucking: Select one skill that you have -1 or less ranks in. You gain a -3 penalty to all rolls made with that skill.

    Blind Fighter: Whenever you roll for miss chance due to concealment, roll twice and take the worse result. All creatures affected by Everyone Sucks At Fighting is affected by this as well.

    Thin-Skinned: Your natural armor bonus decreases by 2.


    Spoiler: Magic Item Guidelines
    Show
    Ability Penalty (Enhancement) Equipment: Penalty Squared Times 500 GP
    Armor Penalty (Enhancement) Equipment: Penalty Squared Times 800 GP
    AC Penalty (Deflection): Penalty Squared Times 1600 GP
    AC Penalty (Other): Penalty Squared Times 2000 GP
    Natural Armor Penalty (Enhancement): Penalty Squared Times 1600 GP
    Save Penalty (Resistance): Penalty Squared Times 800 GP
    Save Penalty (Other): Penalty Squared Times 1600 GP
    Skill Penalty (Incompetence): Penalty Squared Times 80 GP
    Weapon Penalty (Enhancement): Penalty Squared Times 1600 GP

    Weapon Penalties can be used as if they were enhancement bonuses for the purposes of enchanting. So you can, for instance, have a Flaming -1 Longsword.
    Last edited by JNAProductions; 2016-12-28 at 07:33 PM.
    I have a LOT of Homebrew!

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