Saeviomagy
Adventurer
If the powers are simply those not really useful in a fight, then no problem. The guy can contribute (probably very well) outside of combat. Hell - there may even be combat applications for supposedly non-combat abilities.
If, on the other hand, he's got powers that are simply not useful at all, and he consciously chose it that way, then you might have a problem. Either the player is trying to prove something (for instance - my DM told me "a loremaster isn't really any good for adventuring", which sort of goaded me to play a loremaster who has been roundly appreciated). In which case, his experiment will either succeed or fail, but at least he'll try. If it fails, he'll either change his powers or change the character altogether.
Finally there is the possibility that any GM should dread. It's the max-minner. The player has, for some strange reason only he can understand, decided to play a character that is and will continue to be useless. Not only are his skill, feat, ability and class choices useless, but he will NOT attempt to make up for the shortfall in anyway. If he's a pacifist, he'll avoid even negotiating to avert combat. If he's got spell choices that seem useless in combat, he won't even TRY to use them - he'll probably sit in the corner and complain that he can't do anything. This in itself may cause the other players to resent him. If he whines about how useless he is, then YOU will resent him. He will probably also get in a huff if anyone tells him his character is useless, and proclaim himself a true roleplayer, and the rest of you hacks. Such players will probably also try to monopolise the GM's time by going off without the rest of the group for very long solo roleplaying encounters that have little to do with the task at hand.
No, really. I had one once. Not only would he do the above, but if you somehow DID make his character useful, key or necessary, he would immediately quit the game or change characters. After a short while of getting bored through (voluntarily) doing nothing, he would usually backstab the party. Or play with dynamite. One of the two.
If, on the other hand, he's got powers that are simply not useful at all, and he consciously chose it that way, then you might have a problem. Either the player is trying to prove something (for instance - my DM told me "a loremaster isn't really any good for adventuring", which sort of goaded me to play a loremaster who has been roundly appreciated). In which case, his experiment will either succeed or fail, but at least he'll try. If it fails, he'll either change his powers or change the character altogether.
Finally there is the possibility that any GM should dread. It's the max-minner. The player has, for some strange reason only he can understand, decided to play a character that is and will continue to be useless. Not only are his skill, feat, ability and class choices useless, but he will NOT attempt to make up for the shortfall in anyway. If he's a pacifist, he'll avoid even negotiating to avert combat. If he's got spell choices that seem useless in combat, he won't even TRY to use them - he'll probably sit in the corner and complain that he can't do anything. This in itself may cause the other players to resent him. If he whines about how useless he is, then YOU will resent him. He will probably also get in a huff if anyone tells him his character is useless, and proclaim himself a true roleplayer, and the rest of you hacks. Such players will probably also try to monopolise the GM's time by going off without the rest of the group for very long solo roleplaying encounters that have little to do with the task at hand.
No, really. I had one once. Not only would he do the above, but if you somehow DID make his character useful, key or necessary, he would immediately quit the game or change characters. After a short while of getting bored through (voluntarily) doing nothing, he would usually backstab the party. Or play with dynamite. One of the two.