Discworld on a budget


Homebrew and House Rules

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Unfortunately Paizo only allows you to edit posts up to one hour after posting =/


Ok, I edited the other post to at least keep it on the same page.

Also, for stuff long in the past in this thread, I like that Rincewind has 1 level of Wizard (should be Wizzard though). Except that he should have Int 10. That way he can't have anything but Cantrips.


He shouldn't even have cantrips. He can't even do a simple ray of frost or the meagerest of prestidigitations. He's not a real wizard...in class at least. Barring the middle of the Sourcery book when Coin was handing out spell like abilities to anyone remotely connected to the school like they were penny candies, he couldn't light a gasoline covered pile of tinder with the slightest spark.

...and he is quite intelligent, with a gift for languages, thorough knowlesge of geography, and the ability to size a situation up easily, etc. He just sucked with magic - hard.

He's a wizard by profession, but not class. Why do people always marry class to concept? You know professional killers don't have to be in the assassin class, and there are people who live with anger problems and an martial bend with the barbarian class who aren't actually uncivilized brutes, right? A class is just a package of abilities. If the name happens to coincide with the concept, that's circumstance.

If anything Rincewind is a high int rogue. Lots of skill points, hates fighting, does so dirty when he absolutely has to (half brick in a sock, anyone), and a thorough understanding of magic stuff without actually being able to do it himself (UMD and knowledge arcana).


Re: Rincewind

There were a few times when he used something like Detect Magic to detect magical objects. He also did some other simple things that he said all beginner wizards learn (which I take to be the equivalent of cantrips).

He's not stupid, he's lazy. He can learn spells, he just thinks that are not worth the effort to learn.


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New witch hex:
Headology (Ex)

Through careful study of people, the witch has learned how to determine and manipulate motivations without magic. She adds Bluff, Diplomacy, and Sense Motive to her witch class skills. The witch may also substitute her Intelligence modifier for her Charisma or Wisdom modifier on Bluff, Diplomacy, Intimidate, and Sense Motive.


Havelock Vetinari
Male Human ninja 15
TN Medium humanoid (human)
Init +6, Senses Perception +19
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DEFENSE
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AC 12, touch 12, flat-footed 12 (+2 Dex, )
hp 90 ((15d8))
Fort +5, Ref +11, Will +7
Defensive Abilities improved uncanny dodge, uncanny dodge,
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OFFENSE
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Speed 30 ft.
Melee cane +12/+7/+2 (1d6)
Ranged cane (thrown) +14/+9/+4 (1d6)
Melee assassin's dagger +13/+8/+3 (1d4+2/19-20)
Ranged assassin's dagger (thrown) +15/+10/+5 (1d4+2/19-20)
Melee dagger of venom +12/+7/+2 (1d4+1/19-20)
Ranged dagger of venom (thrown) +14/+9/+4 (1d4+1/19-20)

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TACTICS
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Vetinari carefully studies his enemies and if possible, arranges things so that his enemies fight each other. His followers, and his cohort Drumknott, are all part of his spy network that keeps one step ahead of his enemies most of the time. He can fall back on his Assassin's Guild training on those rare occasions he is taken by surprise.
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STATISTICS
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Str 10, Dex 14, Con 10, Int 17, Wis 14, Cha 17,
Base Atk +11; CMB +11; CMD 23
Feats Armor Proficiency, Light, Exotic Weapon Proficiency (Katana), Improved Initiative, Leadership, Persuasive, Quick Draw, Rhetorical Flourish, Simple Weapon Proficiency, Skill Focus (Diplomacy, Intimidate, Sense Motive, Stealth), Stealthy
Skills Acrobatics +9, Appraise +13, Bluff +21, Climb +9, Craft (Alchemy) +10, Craft (Traps) +13, Diplomacy +31, Disable Device +13, Disguise +14, Escape Artist +11, Intimidate +31, Knowledge (Arcana) +4, Knowledge (Engineering) +5, Knowledge (Geography) +15, Knowledge (History) +16, Knowledge (Local) +14, Knowledge (Nature) +5, Knowledge (Nobility) +16, Knowledge (Religion) +5, Linguistics(Dwarven) +7, Perception +19, Perform (Oratory) +7, Sense Motive +26, Sleight of Hand +15, Stealth +30, Stealth (Stationary for at least one round) +35, Survival +3,
Traits Hidden Hand, Tireless Logic,
Languages Morporkian, Dwarven, Klatchian, Quirmian, Uberwaldian
SQ assassinate, bonus feat, combat trick, fast stealth, forgotten trick, hard to fool, hidden weapons, humanoid traits, ki pool, light steps, ninja trick, ninja weapon proficiencies, no trace, poison use, rogue talent, skilled, sneak attack, vanishing trick
Combat Gear
Other Gear cane, flint and steel, assassin's dagger, dagger of venom, thieves' tools, 221038.3 gp
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SPECIAL ABILITIES
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Assassinate (Ex) A ninja with this master trick can kill foes that are unable to defend themselves. To attempt to assassinate a target, the ninja must first study her target for 1 round as a standard action. On the following round, if the ninja makes a sneak attack against the target and the target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the ninja as an enemy. If the sneak attack is successful and the target of this attack fails a Fortitude save, it dies. The DC of this save is equal to 10 + 1/2 the ninja's level + the ninja's Charisma modifier. If the save is successful, the target still takes the sneak attack damage as normal, but it is immune to that ninja's assassinate ability for 1 day.

Bonus Feat Humans select one extra feat at 1st level.

Combat Trick You gain a bonus combat feat.

Fast Stealth (Ex) A ninja with this trick can move at full speed using the Stealth skill without penalty.

Forgotten Trick (Ex) A ninja with this ability can recall one trick taught to her by her ancient masters. When she uses this ability, she selects one ninja trick (not a master trick or rogue talent) that she does not know and can use that ninja trick for a number of rounds equal to her level. She must pay any ki costs associated with the trick as normal. Using this ability expends 2 ki point from her ki pool, plus the ki cost of the trick she chooses.

Hard to Fool (Ex) Once per day, a rogue with this talent can roll two dice while making a Sense Motive check, and take the better result. She must choose to use this talent before making the Sense Motive check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.

Hidden Hand Your concealed weapons strike fast and true. You gain a +1 trait bonus on Sleight of Hand checks made to conceal light weapons and a +1 trait bonus on attack rolls when making an attack with a light weapon during a surprise round.

Hidden Weapons (Ex) A ninja with this ability can easily conceal weapons on her body. The ninja adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 19.

Ki Pool (Su) A ninja with this ability has a pool of 10 ki points, supernatural energy she can use to accomplish amazing feats. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows). By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Light Steps (Ex) At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.

Ninja Trick As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once. Tricks marked with an asterisk (*) add effects to a ninja's sneak attack. Only one of these tricks can be applied to an individual attack and the decision must be made before the attack is made.

Ninja Weapon Proficiencies Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.

No Trace (Ex) The ninja learnt to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +5. In addition, her training gives her a +5 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round.

Poison Use At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Rogue Talent The ninja can select a rogue talent in place of a ninja trick. The ninja cannot select a rogue talent that has the same name as a ninja trick. The ninja can select this talent multiple times.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Sneak Attack If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The ninja's attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 8d6. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual -4 penalty. The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.

Tireless Logic Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Vanishing Trick (Su) As a swift action, the ninja can disappear for 15 rounds. This ability functions as invisibility. Using this ability uses up 1 ki point.


I think he is more Lawful Neutral somehow.


Yeah, Lawful Neutral (or even Lawful Evil in his earlier appearances) makes the most sense to me. Personally I'd cap out Discworld's levels significantly lower than Pathfinder - I think it would make sense as an E5 or E8 world.

Eskarina might make sense as a Dimensional Occultist witch; I've seen someone post that as a possible class for her before, and I think it makes good sense for the little we see of her post Equal Rites. Simon from the same book would be an Int 20+ wizard.

Just off the top of my head on the Watch characters...

Vimes: LG Rogue/Urban Barbarian or Urban Ranger/Urban Barbarian. He does stuff I'd consider high Stealth and Sneak Attack on occasion, and fights with dirty tricks and other combat maneuvers. So I think rogue or urban ranger levels make sense.

Carrot: Human Cavalier with Eldritch Heritage (Imperial bloodline), or Blood of Azlant. Maybe also the human racial thing that lets him get stat bonuses rather than the bonus feats. Really high Strength and Charisma, good everything else. This is what you play when you roll really well for your character.

Angua: Human (natural werewolf) urban ranger.

Detritus: Troll fighter or warrior.

Wee Mad Arthur / Buggy Swires (who have kind of become the same character, weirdly): Feegle fighter or urban ranger; both occasionally have birds that they treat as animal companions.

Nobby: Human (ish) rogue/commoner.

Colon: Human warrior, or perhaps commoner.


Colon as warrior who has Weapon Focus-Bow since he is a good shot.


darth_borehd wrote:
thegreenteagamer wrote:
GURPS has two official Discworld conversions endorsed by Pratchett before he passed.

That are out of print, were not that great, and didn't cover all the books.

Worst of all, they were GURPS. :P

Hey, GURPS has been very good for one of my gaming groups.

It's a lot better than the reputation online it has would seem to imply.


SteelDraco wrote:
Yeah, Lawful Neutral (or even Lawful Evil in his earlier appearances) makes the most sense to me.

I agree with that. Lawful neutral would probably suit him.

Quote:


Personally I'd cap out Discworld's levels significantly lower than Pathfinder - I think it would make sense as an E5 or E8 world.

Level 6 seems a little low for some characters but I agree it seems high for the others. So I don't know about that. I can't imagine Vetinari any lower than level 15.

Quote:


Vimes: LG Rogue/Urban Barbarian or Urban Ranger/Urban Barbarian. He does stuff I'd consider high Stealth and Sneak Attack on occasion, and fights with dirty tricks and other combat maneuvers. So I think rogue or urban ranger levels make sense.

Vimes is not lawful good. He will bend, break, and ignore any rule that gets in his way of serving the greater good. Carrot is lawful good and Vimes is always frustrated with him because he doesn't know when to break the rules.

Quote:


Carrot: Human Cavalier with Eldritch Heritage (Imperial bloodline), or Blood of Azlant. Maybe also the human racial thing that lets him get stat bonuses rather than the bonus feats. Really high Strength and Charisma, good everything else. This is what you play when you roll really well for your character.

I was thinking of that cavalier archetype that doesn't have a mount (name escapes me at the moment).

Quote:


Angua: Human (natural werewolf) urban ranger.

Yeah, I think that nails her. I am considering making a PC werewolf race on par with aasimar in terms of Race Points.

Quote:


Detritus: Troll fighter or warrior.

Sort of. Discworld trolls are more like earth elementals than giants. I'm going to have to design a new race for them.

Quote:


Wee Mad Arthur / Buggy Swires (who have kind of become the same character, weirdly): Feegle fighter or urban ranger; both occasionally have birds that they treat as animal companions.

Somebody had done a Feegle write up a while back. I think Buggy is related to them somehow but not the same. I was thinking of building a new race with the fey subtype for the discworld gnomes.

Quote:


Nobby: Human (ish) rogue/commoner.

Are we sure about the human? :) Seriously, due to his small size and questionable humanity, I would say halfling.

Quote:


Colon: Human warrior, or perhaps commoner.

Human fighter with low wisdom and intelligence. He's not too bad in a fight, just not that bright or wise.


I can see the arguments both for and against Vimes being LG. On the one hand yes he does freely break the laws of the city, but he's extremely strict in keeping to his own personal code, which is most certainly Good-aligned and a bit stricter than one would expect of a CG or NG character.

I like putting him at LG because it's a great way to point out Lawful =/= obeys the laws of the land, and I think he's an excellent example of that sort of character. But I wouldn't put up too much fuss about him being slotted in at NG either.


darth_borehd wrote:
Level 6 seems a little low for some characters but I agree it seems high for the others. So I don't know about that. I can't imagine Vetinari any lower than level 15.

I'm curious as to why. I agree that he's very stealthy, but if he's just dealing with other people of low to middling level, you don't actually have to work that hard to make a rogue or ninja with a +lots Stealth score. Give him, say, maxed out ranks at 8th level, a +5 or so Dex, and Skill Focus, and he's looking at +19 Stealth without investing a whole lot outside of the normal assumptions I'd make for him. This is the guy who started juggling without ever actually doing it before, so a really high Dex is kind of a given.

Quote:
Vimes is not lawful good. He will bend, break, and ignore any rule that gets in his way of serving the greater good. Carrot is lawful good and Vimes is always frustrated with him because he doesn't know when to break the rules.

Well, I'm reluctant to tread into dangerous territory, but I'd argue that he's a Lawful person who has really, really bad anger problems that he's not always great at dealing with. Suffice it to say that I'd argue that he's Lawful, but I can see NG as well. If I were to write him up in Savage Worlds he'd have Code of Honor as a major flaw.

Quote:
Sort of. Discworld trolls are more like earth elementals than giants. I'm going to have to design a new race for them.

Oh, sorry, yes. I assumed that was the case. His race should be Discworld Troll, which would be something like... Large size, +lots to Str and Con, a significant Int penalty, and maybe some kind of environmental effects like a penalty to initiative if the temperature is too high. I'm not honestly sure how you'd balance it to a human; most of the Discworld races are significantly higher in power than baseline humans.

Feegles should be some kind of Diminutive fey race with a bonus to Strength and a natural headbutt attack.


Feegles - or at least, a Feegle Swarm - are statted at the bottom of the last page =)


Orthos wrote:
Feegles - or at least, a Feegle Swarm - are statted at the bottom of the last page =)

I know, but it's hard to write up an individual with the stats for a swarm.


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Cecil Wormsborough St John "Nobby" Nobbs
Male Halfling rogue 6
TN Small humanoid halfling human*
*I, after hearing evidence from a number of experts, including Mrs. Slipdry the midwife, certify that the balance of probability is that the bearer of this document, C.W.St John Nobbs, is a human being. Signed, Lord Vetinari.
Init +4, Senses Perception +7
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DEFENSE
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AC 19, touch 15, flat-footed 19 (+4 armor, +4 Dex, +1 size )
hp 72 ((6d8)+24)
Fort +6, Ref +10, Will +3, +2 vs. fear, +2 Reflex to avoid traps
Defensive Abilities evasion, trap sense +2, uncanny dodge,
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OFFENSE
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Speed 20 ft.
Melee sword (short) (small) +5 (1d4/19-20)
Special Attacks Sneak Attack 3d6,

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TACTICS
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If he can't hide, run. If he can't run, then he fights dirty.
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STATISTICS
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Str 11, Dex 18, Con 17, Int 9, Wis 10, Cha 9,
Base Atk +4; CMB +3; CMD 17
Feats Go Unnoticed, Skill Focus (Sleight of Hand), Well-Prepared
Skills Bluff +5, Climb +4, Disable Device +9, Disguise +5, Escape Artist +9, Knowledge (Local) +8, Perception +7, Perception (Trapfinding) +10, Perform (Dance) +6, Perform (Sing) +5, Sense Motive +4, Sleight of Hand +14, Stealth +15, Survival +7,
Traits Talented (Perform (Dance)),
Languages Common, Halfling
SQ black market connections, fast fingers, fearless, halfling luck, humanoid traits, keen senses, rogue crawl, sure-footed, trapfinding, weapon familiarity,
Combat Gear rations (trail/per day/small) (5),
Other Gear sword (short) (small), chain shirt (small), uniform (soldier's/small), bell, pouch (belt/small), backpack (small), soap (per lb.), waterskin, tobacco (per lb.), chalk (1 piece) (10), flint and steel, mess kit, mirror (small/steel), piton (10), thieves' tools, 15842.5 gp
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SPECIAL ABILITIES
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Black Market Connections (Ex) A rogue with this talent gains better access to magic items from black market connections. She treats every settlement as one size greater (see Table 15-1 on page 461 of the Core Rulebook) for the purpose of determining the gp limit of the base value of items for sale, as well as the number of minor, medium, and major magic items for sale in the settlement. If the settlement is already a metropolis, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful Diplomacy check, the rogue can treat the settlement as two sizes larger. If the settlement is already a metropolis and she succeeds at the check, all magic items are for sale. If the settlement is already a large city and she succeeds at the check, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful check, the rogue can also sell stolen items on the black market. If the check fails by 5 or more, the rogue does something to spook the market, and treats the city as normal for 1 week. Furthermore, those in control of the black market may alert the authorities to the rogue's presence in an act of reprisal for spooking the market or to divert attention away from their illicit activities. The DCs of the checks are by settlement size and are given in the table below.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Evasion

Fast Fingers (Ex) 2/day, a rogue with this talent can roll two dice while making a Sleight of Hand check and take the better result. She must choose to use this talent before making the Sleight of Hand check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.

Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.

Militia Veteran (any town or village) (Survival) Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills - Profession (Soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Rogue Crawl (Ex) While prone, you can move at half speed. This movement provokes attacks of opportunity as normal. You cannot take a 5-foot steps while crawling.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 3d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Sure-Footed (Ex) Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Talented (Perform (Dance)) You are a virtuoso musician, actor, or storyteller. You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you.

Trapfinding (Ex) You add +3 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Trap Sense (Ex) You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.


Cohen the Barbarian
Male Human barbarian 20
CN Medium humanoid (human) (venerable)
Init +1, Senses Perception +15
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DEFENSE
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AC 10, touch 10, flat-footed 10 ()
hp 320 ((20d12)+80)
Fort +14, Ref +6, Will +6, When raging gain +4 bonus to Will saves vs. Enchantment spells., +6 Reflex to avoid traps
Defensive Abilities improved uncanny dodge, trap sense +6, uncanny dodge, DR5/-;
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OFFENSE
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Speed 40 ft., Fast Movement
Melee cohen's greatsword +24/+19/+14/+9 (2d6+4/19-20)
Special Attacks Disruptive, Eater of Magic, Flesh Wound, Ghost Rager, Spell Sunder, Ultimate Clarity,

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TACTICS
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Despite his age, Cohen is always ready for a fight. He prefers direct assaults.
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STATISTICS
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Str 10, Dex 10, Con 14, Int 10, Wis 11, Cha 16,
Base Atk +20; CMB +20; CMD 30
Feats Barroom Brawler, Critical Focus, Extra Rage Power, Greater Vital Strike, Improved Unarmed Strike, Improved Vital Strike, Lunge, Recovered Rage, Strike Back, Toughness, Vital Strike
Skills Acrobatics +19, Acrobatics (Jump) +23, Climb +10, Handle Animal +7, Intimidate +11, Knowledge (Dungeoneering) +1, Perception +15, Ride +14, Survival +10,
Traits Bloodthirsty, Veteran of Battle (Gorum),
Languages Morporkian
SQ bonus feat, clear mind, damage reduction, fast movement, humanoid traits, increased damage reduction (2x), indomitable will, rage, skilled, strength surge, superstition, tireless rage, ,
Combat Gear rations (trail/per day) (5),
Other Gear cohen's greatsword, diamond dentures, outfit (traveler's), pouch (belt), backpack, blanket, flint and steel, soap (per lb.), waterskin, 6942.9 gp
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SPECIAL ABILITIES
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Barbarian ~ Uncanny Dodge Tracker

Bloodthirsty You have a vicious streak, and nothing satisfies you more than warm blood on your hands and blade. Whenever you make an attack that reduces a foe to 0 hit points or fewer or you confirm a critical hit, your attack deals 1 additional point of damage. The additional damage is a trait bonus, and is multiplied by your weapon's critical hit multiplier.

Bonus Feat Humans select one extra feat at 1st level.

Clear Mind (Ex) You may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. You must take the second result, even if it is worse. This power can only be used once per rage.

Damage Reduction (Ex) You gain damage reduction. Subtract 5 from the damage you take each time you are dealt damage from a weapon or natural attack. Damage reduction can reduce damage to 0 but not below 0.

Disruptive When raging, the barbarian gains Disruptive as a bonus feat. The barbarian must have the superstition* rage power to select this rage power.

Eater of Magic (Su) Once per rage, when a barbarian fails a saving throw against a spell, supernatural ability, or spelllike ability, she can reroll the saving throw against the effect (this is not an action). If she succeeds at the second saving throw, she is not affected by the spell, supernatural ability, or spell-like ability and gains a number of temporary hit points equal to the effect's caster level (in the case of spell or spelllike abilities) or the CR of the effect's creator (in the case of supernatural abilities). These temporary hit points last until damage is applied to them or 1 minute, whichever occurs first. A barbarian must have the superstition rage power and be at least 10th level before selecting this rage power.

Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.

Flesh Wound (Ex) Once per rage, the barbarian can try to avoid serious harm from an attack. The barbarian must make a Fortitude save with a DC equal to the damage that would be dealt by the attack. The barbarian's armor check penalty applies on this saving throw. If the save succeeds, the barbarian takes half damage from the attack and the damage is nonlethal. The barbarian must elect to use this ability after the attack roll is made, but before the damage is rolled.

Ghost Rager (Su) While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons. She also gains a morale bonus to touch AC equal to her saving throw bonus from her superstition rage power. A barbarian must have the superstition rage power and be at least 6th level before selecting this rage power.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 4.

Increased Damage Reduction (2x) (Ex) Your damage reduction increases by 2/--. This increase is always active while you are raging.

Indomitable Will (Ex) While in rage, you gain a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves you also recieve during your rage.

Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 47 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +8 morale bonus to your Strength and a +8 morale bonus to Constitution, as well as a +4 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 80 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spell Sunder (Su) Once per rage, the barbarian can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the barbarian must make her combat maneuver check against a CMD of 15 plus the effect's caster level. To sunder an effect on a creature, the barbarian must succeed at a normal sunder combat maneuver against the creature's CMD + 5, ignoring any miss chance caused by a spell or spell-like ability. If successful, the barbarian suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9. If she exceeds the CMD by 10 or more, the effect is dispelled. A barbarian must have the witch hunter rage power and be at least 6th level before selecting this rage power.

Standard Rage

Strength Surge (Ex) You add +20 on one Strength check or combat maneuver check, or to your Combat Maneuver Defense when an opponent attempts a maneuver against you. This power is used as an immediate action. This power can only be used once per rage.

Superstition (Ex) You gain a +7 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. While raging, you cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Tireless Rage (Ex) You no longer become fatigued at the end of your rage.

Trap Sense (Ex) You gain a +6 bonus on Reflex saves made to avoid traps, and a +6 dodge bonus to AC against attacks made by traps.

Ultimate Clarity (Su) Once per rage, the character can refine her senses, seeing through normal and magical darkness (including from magical effects such as blur and displacement), invisibility, and illusions; she can also discern the exact locations of creatures with concealment. This lasts for 1 round. A character must be at least 6th level and have the moment of clarity and perfect clarity rage powers to select this rage power. The character does not need to be using moment of clarity to use this rage power.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Veteran of Battle (Gorum) You have fought in several battles so are ready to act at a moment's notice. You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.


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Heh. I'd give Cohen the animal fury rage power so that he can bite people, and probably the Catch Off Guard feat for proficiency in improvised weapons.

But otherwise...

The First Hero stole fire from the gods.

The Last Hero will return it. With interest.

As to Tiffany Aching, after reading The Shepherd's Crown

Spoiler:
1) I think I'd make her the same level as Granny, after all.

2) Give her something equivalent to the divine realm rules for demon/empyreal lords while she's at the Chalk and has the Shepherd's Crown. I.e., effectively has X tiers of mythic while those conditions are met.

Trying to take Tiffany on in her land is a bad, bad idea.

Granny chose well.


I would change Cohen's stats to this:
Str 18, Dex 11, Con 13, Int 11, Wis 11, Cha 11
This is after his level up bonuses and age adjustments.


Scud422 wrote:

I would change Cohen's stats to this:

Str 18, Dex 11, Con 13, Int 11, Wis 11, Cha 11
This is after his level up bonuses and age adjustments.

How did you get his Str so high? It's -6 to all physical and +3 to all mental for a venerable human right?

(I'm using a 20 point buy)


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I love this discussion. I'd suggest that there must be some template that should be be applied to Cohen to reflect "legendary" status. One thing GURPS had right: don't even *try* to quantify someone who speaks in ALL CAPITAL LETTERS.

Sometimes I wonder if Carrot should have a level or two of Aristocrat. I like the idea of Nobby being a halfling and having racial heritage feat to also pass as human for many purposes.

With respect to Rincewind, it might be justifiable to think he has access to the class skills etc. of a wizard even if he can't cast spells. I believe Count Jeggare of Pathfinder fame faces a similar conundrum with respect to casting spells.

He definitely seems to have the knowledge.... just not he ability.

The tough thing is that almost any being on Discworld can justifiablly have a at least a level of Rogue, which suggests maybe some world-specific background feats/skills be added into the mix.


I imagine at some point Cohen got immunity to the physical penalties of aging, most likely through a three wishes ring. Did you read Interesting Times? The Silver Horde took an army on like ten thousand to six and only the teacher died.


That is the thing that was pointed out in Interesting Times. There is no beginner's luck, the old will always win over the young.

This doesn't mean that old and experianced warriors will win because they are old and experianced, it was pointed out that no matter how much a young person practices and tries, the old person will 'just happen' tomove their game piece to the right spot.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
darth_borehd wrote:

For those that don't know, Discworld is a brilliant series of fantasy novels by the late great Terry Pratchett. If you like your fantasy more like The Pricess Bride, these are the books for you. I suggest finding them at the library or Amazon.

I am trying to do versions of Discworld characters and concepts with as few house rules as possible.

It's a popular series of books which feature Monty Python style humor in a fantasy genre with lots of easter eggs loaded in.

They're great light reading, they make an even better series of Playstation games, but hardly literary masterpieces.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
brannanjp wrote:


With respect to Rincewind, it might be justifiable to think he has access to the class skills etc. of a wizard even if he can't cast spells. I believe Count Jeggare of Pathfinder fame faces a similar conundrum with respect to casting spells.

No.. Jeggare is a competent magician with a handicap. Rincewind is a totally incompetent magician with handicaps and ..."baggage".


Icyshadow wrote:
darth_borehd wrote:
thegreenteagamer wrote:
GURPS has two official Discworld conversions endorsed by Pratchett before he passed.

That are out of print, were not that great, and didn't cover all the books.

Worst of all, they were GURPS. :P

Hey, GURPS has been very good for one of my gaming groups.

It's a lot better than the reputation online it has would seem to imply.

Discworld 2nd edition (Powered by GURPS) is comming IIRC.


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LazarX wrote:
darth_borehd wrote:

For those that don't know, Discworld is a brilliant series of fantasy novels by the late great Terry Pratchett. If you like your fantasy more like The Pricess Bride, these are the books for you. I suggest finding them at the library or Amazon.

I am trying to do versions of Discworld characters and concepts with as few house rules as possible.

It's a popular series of books which feature Monty Python style humor in a fantasy genre with lots of easter eggs loaded in.

They're great light reading, they make an even better series of Playstation games, but hardly literary masterpieces.

I am guessing you haven't read them all?

The series took a turn for much stronger, better written plots after...oh, The Last Continent or so. Once he tossed Rincewind and the Witches aside and focused on Vimes, Moist, and the one-shot characters, like Polly, the books got a lot better. They're layers of depth, especially the newer Vimes ones. Even older ones take great aim at modern or historical subjects through the lens of satire. Small Gods, for example, was amazing, and really helped draw the line between faith and religion when you contrast Vorbis and Brutha.

The Night Watch is definitely not my idea of "light reading". That one was just deep. I mean...what Vimes knew happened to Keel...and yet he went through it all, even with the added danger element of Carcer, and a kid on the way to add to the stress...just plain good writing.


Someone's a bit bitter.


darth_borehd wrote:
Scud422 wrote:

I would change Cohen's stats to this:

Str 18, Dex 11, Con 13, Int 11, Wis 11, Cha 11
This is after his level up bonuses and age adjustments.

How did you get his Str so high? It's -6 to all physical and +3 to all mental for a venerable human right?

(I'm using a 20 point buy)

I also used a 20 point buy. Venerable only gives -3.


Nope venerable is -6/+3 in total, as it cumulates with middle aged and old.


I re-read the rules and I completely missed the part where it says it's cumulative. You guys are right. I could see his stats being something like this then:
Str 15, Dex 10, Con 12, Int 11, Wis 10, Cha 10
Of course this would be before magic items and inherent bonuses from a couple wish spells/rings.

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