
darth_borehd |
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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.

darth_borehd |

Here is Sam Vimes as an investigator with the sleuth archetype (made with pcgen 6.05.03).
Sam Vimes
Male Human investigator 15 Archetypes Sleuth,
NG Medium humanoid (human)
Init +1, Senses Perception +30
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DEFENSE
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AC 18, touch 10, flat-footed 18 (+8 armor, )
hp 135 ((15d8)+15)
Fort +5, Ref +9, Will +11, , +5 Reflex to avoid traps
Defensive Abilities trap sense +5, Immunities poison,
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OFFENSE
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Speed 20 ft.
Melee masterwork cold iron short sword +13/+8/+3 (1d6+1/19-20)
Melee dagger +12/+7/+2 (1d4+1/19-20)
Ranged dagger (thrown) +11/+6/+1 (1d4+1/19-20)
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TACTICS
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Sam prefers not act until he has studied his opponent. If possible, he will use guile to outwit the opponent. If it comes to violence, he strikes fast and with the most unpredictable tactics possible.
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STATISTICS
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Str 12, Dex 11, Con 10, Int 17, Wis 15, Cha 17,
Base Atk +11; CMB +12; CMD 22
Feats Alertness, Antagonize, Armor Proficiency, Medium, Fast Learner, Leadership, Persuasive, Skill Focus (Perception, Sense Motive), Voice of the Sybil
Skills Appraise +17, Bluff +22, Climb +2, Diplomacy +27, Disable Device +12, Disguise +9, Escape Artist +10, Heal +7, Intimidate +27, Knowledge (Arcana) +8, Knowledge (Engineering) +7, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Local) +21, Knowledge (Nobility) +9, Knowledge (Religion) +7, Perception +30, Perception (Trapfinding) +37, Profession (Trapper) +20, Sense Motive +30, Sleight of Hand +6, Stealth +14, Survival +3,
Traits Inspired, Tactician,
Languages Morporkian (Common), Dwarven, Gnomish, Uberwaldean
SQ bonus feat, daring, deeds, eidetic recollection, empathy, expanded inspiration, hidden agendas, humanoid traits, inspiration, keen recollection, make it count, opportunistic evasion, perceptive tracking, poison lore, poison resistance, quick study, run like hell, second chance, skilled, sleuth's initiative, sleuth's luck, studied combat, studied strike, trapfinding, underworld inspiration, weapon and armor proficiency,
Combat Gear rations (trail/per day) (2),
Other Gear masterwork cold iron short sword, reversible cloak (common), breastplate of command, vime boots(+1 to Knowledge (Local) checks to identify location in city by feel of cobblestones), backpack, masterwork, chalk (1 piece), inkpen, manacles (medium), paper (sheet) (9), whetstone, tobacco cigars, canteen, signal whistle, pouch (belt), coin (silver piece) (8), flint and steel, coin (copper piece) (7), dagger, watchman badge, 0.0 gp
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SPECIAL ABILITIES
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Bonus Feat Humans select one extra feat at 1st level.
Daring (Ex) At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).
Deeds Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point. At 1st level, a sleuth gains the following deeds.
Eidetic Recollection (Su) An investigator can always choose to take 10 on any of his Knowledge checks, even if he's in immediate danger or distracted. An investigator may expend one use of inspiration to take 20 on a Knowledge skill check even if he's in immediate danger or distracted.
Empathy (Ex) (Su) When attempting a Sense Motive check, the investigator makes two d20 rolls and takes the higher result. If an investigator uses inspiration on a Sense Motive check, he rolls the inspiration dice twice and takes the higher result. Once per day, the investigator can expend one use of inspiration to target a single creature that he can see and hear within 30 feet. Upon doing so, the investigator detects the surface thoughts of the target's mind, as if he concentrated for 3 rounds while using the detect thoughts spell, unless the creature succeeds on a DC 20 Will saving throw. If the target fails, the investigator can continue to detect the surface thoughts of the target creature for 7 rounds.
Expanded Inspiration (Ex) An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the skill.
Hidden Agendas (Ex) An investigator learns to obscure his thoughts and endeavors from prying eyes and even intrusive magic. When an investigator uses inspiration while attempting a Bluff check to pass secret messages or attempting a Linguistics check to create forgeries, he can roll his inspiration dice twice and take the higher result. In addition, the investigator can use inspiration when attempting a saving throw against a divination spell or effect without expending a use of inspiration.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Immunity to Poison (Ex) You never take poison damage.
Inspiration (Ex) An investigator is beyond knowledgeable and skilled-he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these of flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 10. An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Inspired A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.
Keen Recollection You can attempt all knowledge checks untrained
Make It Count (Ex) When a sleuth uses inspired strike, he can spend 1 luck point to apply an investigator talent that he doesn't already know and which affects inspired strike to his inspired strike. He must be able to fulfill that talent's prerequisites.
Opportunistic Evasion (Ex) At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.
Perceptive Tracking (Ex) The investigator can use Perception instead of Survival to both find and follow tracks, using the same DCs listed under the Survival skill (Core Rulebook 107). An investigator must be trained in Perception to select this talent.
Poison Lore (Ex) You have a deep understanding and appreciation for poisons. You cannot accidentally poison yourself when applying poison to a weapon. If you spend 1 minute physically examining the poison, you can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, you can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. You have no chance of accidentally poisoning yourself when examining or attempting to neutralize a poison.
Poison Resistance (Ex) You are completely immune to poison.
Quick Study (Ex) An investigator can use his studied combat ability as swift action instead of a standard action.
Run Like Hell (Ex) At 4th level, a sleuth can spend 1 luck point to gain a +20-foot bonus to his speed for 1 minute. Furthermore, while under the effect of this bonus, if he moves more than his normal speed in a round, he gains a +4 bonus to AC until the start of his next turn.
Second Chance (Ex) At 4th level, when a sleuth rolls an inspiration die or uses daring deed, he can spend 1 luck point to reroll either the inspiration or the daring deed die. If he rolls a 6 or higher on this reroll, he does not regain a luck point, and no matter what he rolls on either roll, he must keep the reroll result, even if it is lower.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sleuth's Initiative (Ex) At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.) At 4th level, a sleuth gains the following deeds. These abilities replace swift alchemy.
Sleuth's Luck (Ex) At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways. Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM. Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don't qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It's possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher. This and the 1st-level deeds below replace alchemy. A sleuth cannot take the alchemist discovery talent or any investigator talent that affects alchemy.
Studied Combat (Ex) With a keen eye and calculating mind, you can assess the mettle of your opponent to take advantage of gaps in talent and training. You can use a move action to study a single enemy that you can see. Upon doing so, you add 7 as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for 3 rounds or until you deal damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An Investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex) You can choose to make a studied strike against the target of your studied combat as a free action, upon successfully hitting your studied target with a melee attack, to deal additional damage. The damage of studied strike is 6d6 precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If you used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), you may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If you chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual -4 penalty), the studied strike damage may also deal nonlethal damage. 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. An investigator cannot use studied strike against a creature with concealment.
Tactician You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
Trapfinding An investigator adds 7 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
Trap Sense (Ex) You gain a +5 bonus on Reflex saves made to avoid traps, and a +5 dodge bonus to AC against attacks made by traps.
Underworld Inspiration (Ex) An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he's trained in the skill.
Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Qaianna |

It would be ... difficult. Discworld itself seemed to not really fit into how D&D/Pathfinder fantasy really held up, at least after it settled in.
In specific, Sam is known for his hostility towards using magical items. He only reluctantly acknowledges his Dis-organiser as a calculator late in the series, and bends the rules a little to have a wagon enchanted, but that's about it. No breastplate of command, and his sense of streets was not 'magic boots' but rather 'practically paper-thin soles from cheapass boots'.
Magic would be a huge can of worms. Plenty of gods for clerics, but no really obvious casting from them. Wizards abound with staves (and knobs), but a little less than predictable. Sourcerors qualify as CR 20+.
I've seen one attempt to put Discworld into an RPG, although it was licenced to a ... rival game system. But since the world itself was based more on a satire/parody of this sort of thing, it's hard to imagine a more straight campaign running in it.
And you forgot Sam's masterwork crossbow. Those are called out in the books -- Burleigh and Stronginthearm definitely give you your money's worth.

Idle Champion |

Agree it would be difficult, partly because of the world setting fit, partly because of the sheer mass of detail, but also because of the way many of the characters are depicted.
For instance - Sam Vimes has a fighting style that runs the gamut of improvised weapons, unarmed combat, ingenious traps, crossbows, truncheons and varies from his street-fighting style - which suits 'studied target', to what is basically a berserker rage, which comes off a lot like a Barbarian. He's not a grandmaster sleuth, relying much more on persistence than leaps of intuition, but he's still a highly accomplished detective. He's a natural at Bluff and Intimidate, but a very mixed bag with Diplomacy. The breadth and depth of the character, and how those layers are depicted in Vimes's actions, are broader than most single class or archetype themes...
Hmm - maybe a low-level Sleuth/Barbarian (Urban Barbarian, maybe Superstitious Barbarian) gestalt.

darth_borehd |

I'll get back to Vimes later. Here is the rough draft of Rincewind.
Rincewind
Male Human abjurer 1 / rogue 8 Archetypes Counterfeit Mage,
TN Medium humanoid (human)
Init +7, Senses Perception +7
Aura protective ward +1,
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DEFENSE
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AC 14, touch 14, flat-footed 14 (+3 Dex, +1 dodge, )
hp 78 ((1d6)+(8d8)+8)
Fort +2, Ref +10, Will +4, +2 Reflex to avoid traps
Defensive Abilities evasion, improved uncanny dodge, trap sense +2, uncanny dodge
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OFFENSE
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Speed 35 ft.
Melee Sock-with-brick-in-it (Improvised Flail) +6/+1 (1d8)
Special Attacks Fast Getaway, Sneak Attack 4d6,
Prepared Spells
Wizard (CL 1st; concentration +5)
1st-3 empty slots (Rincewind is too lazy to learn more spells after the Octavo left)
0th-detect magic, detect poison, read magic(DC )
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TACTICS
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Running. Rincewind's philosophy is to always run.
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STATISTICS
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Str 10, Dex 16, Con 11, Int 18, Wis 10, Cha 11,
Base Atk +6; CMB +6; CMD 20
Feats Catch Off-Guard, Dodge, Fleet, Improved Initiative, Mobility, Run, Scribe Scroll
Skills Acrobatics +7, Appraise +13, Bluff +11, Climb +4, Diplomacy +4, Disable Device +11, Disguise +4, Escape Artist +14, Fly +7, Handle Animal +4, Knowledge (Arcana) +16, Knowledge (Dungeoneering) +9, Knowledge (Engineering) +8, Knowledge (Geography) +12, Knowledge (History) +9, Knowledge (Local) +12, Knowledge (Nature) +8, Knowledge (Nobility) +8, Knowledge (Planes) +10, Knowledge (Religion) +8, Linguistics(Aquan, Auran, Draconic, Giant, Gnome, Ignan, Infernal, Terran, Undercommon) +17, Perception +7, Profession (Librarian) +8, Ride +7, Sense Motive +4, Sleight of Hand +10, Spellcraft +12, Stealth +15, Survival +1, Use Magic Device +12,
Traits Deft Dodger, Unintentional Linguist (Celestial),
Languages Agatean, Aklo, Aquan, Auran, Celestial, Morporkian (Common), Draconic, Dwarven, Giant, Gnome, Ignan, Infernal, Read Lips, Sylvan, Tanuki, Terran, Uberwaldian
SQ abjuration school, arcane bond, arcane school, bonded object, bonus feat, cantrips, Favorite of the Lady, conjuration opposition school, evocation opposition school, getaway artist, guileful polyglot (abyssal, aklo, read lips, sylvan), humanoid traits, magical expertise, protective ward +1, resistance 5, signature wand, skilled, wand adept (Rincewind is too lazy to actually practive this though)
Combat Gear rations (trail/per day) (5),
Other Gear sock-with-brick-in-it, outfit (scholar's), pouch (belt), spellbook (wizard's/blank), backpack, bedroll, waterskin, flint and steel, ink (1 oz. vial), inkpen, mess kit, soap (per lb.), spell component pouch, 45972.9 gp
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SPECIAL ABILITIES
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Abjuration School You have chosen to specialize in abjuration spells.
Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.
Arcane School
Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Conjuration Opposition School You have chosen conjuration spells as an opposition school. Preparing an conjuration spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an conjuration spell as a prerequisite.
Deft Dodger Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
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
Evocation Opposition School You have chosen evocation spells as an opposition school. Preparing an evocation spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an evocation spell as a prerequisite.
Fast Getaway (Ex) After successfully making a sneak attack or Sleight of Hand check, a rogue with this talent can spend a move action to take the withdraw action. She can move no more than her speed during this movement.
Favorite of the LadyThe Lady (the Discworld goddess of luck) seems to like Rincewind for some reason. Rincewind can use just one hero point to Cheat Death.
Getaway Artist (Ex) A rogue with this talent adds Fly, Handle Animal, and Ride to her list of class skills, and gains a +2 bonus on all driving checks.
Guileful Polyglot (Abyssal, Aklo, Read Lips, Sylvan) (Ex) A rogue with this talent who has at least one rank in Linguistics gains four additional languages. A rogue with this talent who does not have any ranks in Linguistics gains two additional languages. If the rogue later gains ranks in Linguistics, she gains two additional languages, to a total of four additional languages above those granted by the Linguistics skill itself.
Guileful Polyglot A rogue with this talent who has at least one rank in Linguistics gains four additional languages. A rogue with this talent who does not have any ranks in Linguistics gains two additional languages. If the rogue later gains ranks in Linguistics, she gains two additional languages, to a total of four additional languages above those granted by the Linguistics skill itself.
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 12.
Magical Expertise (Ex) At 1st level, a counterfeit mage adds 1/2 his level to Disable Device checks to disarm magical traps, Perception checks to find magical traps, and Use Magic Device checks to activate scrolls and wands. A counterfeit mage can use Disable Device to disarm magic traps. This ability replaces trapfinding.
Protective Ward (Su) As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts 4 rounds. All allies in this area (including you) receive a +1 deflection bonus to their AC. You can use this ability 7 times a day.
Resistance (Ex) You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day.
Signature Wand (Ex) At 4th level, a counterfeit mage can spend 1 hour practicing with a wand to designate it as his signature wand. He can draw that wand as a free action, and can activate it without having to succeed at a Use Magic Device check. He can change his signature wand once per day. This ability replaces the rogue talent gained at 4th level.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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 4d6 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.
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.
Unintentional Linguist (Celestial) You can speak with outsiders. You gain a +1 trait bonus on all Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Abyssal, Aquan, Celestial, Ignan, Infernal, Protean, or Terran.
Wand Adept (Ex) At 6th level, a counterfeit mage can use his Dexterity modifier in place of his Charisma modifier when attempting Use Magic Device checks to activate wands.
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Spellbook (Wizard's/Blank)
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[b]Wizard Spells Spells

VM mercenario |

I don't think you guys get what darth_bored is trying to do. It's not a point by point conversion, but more a translation, how these characters would be in a Pathfinder world/in Golarion.
That in mind, Rincewind should not have a wizard level. It's made pretty clear that he never actually passed his wizard exams and doesn't know a single cantrip. He only gets the title of wizzard because of the octavo (GM Fiat) and he is pointedly not allowed to call himself a wizard.
Vimes Diplomacy is way too high. His ability to be diplomatic or even friendly is notoriously low. Take out those skill points and redristribute to other stuff. Or maybe trade a couple of levels from investigator to barbarian. When he lets the Beast out he can kill werewolves with his bare hands. Also he is lacking in weapons. A masterwork crossbow and a sap at the very least.
For Carrot I would vote Paladin. He doesn't have paladin powers in the books but he has the personality of a paladin. But in a PF world just being that much of a good guy is what gives someone paladin powers.

Bardess |

Vimes is LG. He is "an officer of the Law", not of the City or the King or the Patrician.
Carrot is not interested in being a "paladin" as people see it. He COULD be one, but feels it's not right to use his high Charisma to influence people, if it's not absolutely necessary. Also, he cannot heal others or use magic, and is devoted only to the city's well-being. He is a LG Castellan Cavalier of the Lion. (Guess who's his "animal" companion).
Rincewind shouldn't have even one wizard level.
Granny Weatherwax is a 20th-level witch with the Boundaries patron and the Possession spell chain from Occult Adventures. The cat You is her familiar. Cackle, Evil Eye, Feral Speech are definitely her favoured hexes.

Zhangar |
1 person marked this as a favorite. |

I'd suggest the automatic bonus progression from Unchained in lieu of actual magic items. Magic items that can actually help in a fight are rare on Discworld.
I'd actually suggest a mix of Urban Ranger (with an extra archetype that ditches spellcasting) and Urban Barbarian for Sam Vimes, and handwave a trait for him to be able to still rage while being LG.
Now, Cheery Littlebottom? She'd make sense as an investigator.
+1 to Carrot as a cavalier, though he doesn't bother with a horse. (Though I'm sure he's very skilled when using one.)
Brother Mightily-Oats, for whom the entire world is a holy weapon, is definitely your paladin.
Detritus, on top of being a variant rock troll (Discworld trolls and Pathfinder trolls don't line up well, and I'm blanking on a better pick to work from), is a fighter with the drill sergeant archetype.
Granny Weatherwax and Archchancellor Mustrum Ridcully make sense as L20 casters if you're going high power, or L9 casters if you're capping everyone else at L5ish. (Ridcully's the wizard who can casually teleport in a setting where teleportation is suicidally dangerous.)
Tiffany Aching and Eskarina Smith should clock in only a couple levels behind Granny Weatherwax and Archchancellor Ridcully.
Cohen the Barbarian's class is obvious, and he should also be one the top level characters.
And I'd make Susan a psychopomp instead of a human.

darth_borehd |

That in mind, Rincewind should not have a wizard level. It's made pretty clear that he never actually passed his wizard exams and doesn't know a single cantrip. He only gets the title of wizzard because of the octavo (GM Fiat) and he is pointedly not allowed to call himself a wizard.
He does cast the discworld equivalent of Detect Magic occasionally. He also has been able to read magical writings and managed, through great effort, to work some simple spells.

Bardess |

Eskarina, as I said elsewhere, is nearly impossible to make in Pathfinder rules. She started as a gestalt wizard/witch with an intelligent bonded item and no familiar (maybe a few Mythic tiers), but in I Shall Wear Midnight she seems a very powerful mythic arcanist more than everything.
What should be Tiffany's patron? Boundaries, Wisdom, Summer, Spirits all seem good. No familiar but a whole bunch of familiar-like ally Smurfs... Pardon, Figgles.

Luna_Silvertear |

Luna_Silvertear wrote:OMFG Somebody PLEASE translate Susan...Working on it.
Thanks man. Death actually operates in my flat world as a deity and I could never pin Susan down as a character. Most of my players are unfamiliar with the Disc, with the exception of one player who, when she had the chance to ask Death a single question, asked Him if he knew how to forget. The player and I had a good laugh while the other didn't get the reference.

Thanael |

I'd actually suggest a mix of Urban Ranger (with an extra archetype that ditches spellcasting) and Urban Barbarian for Sam Vimes, and handwave a trait for him to be able to still rage while being LG.
You know surprisingly urban ranger archetype seems to be stackable with Wild Stalker which gives rage at lvl 4. And/or take a bloodrager (destined bloodline?) dip (no alignment restriction for bloodrage)
I want someone to build Lu Tze the history monk and of course the Patrician.

VM mercenario |
1 person marked this as a favorite. |

The Patrician is a high-level LN Aristocrat/Expert. I don't see him as a PC.
I guess you stopped reading before Night Watch, then. Vetinary is a slayer, or possibly a ninja. He could beat Vimes perception checks when he was a teenager, before he graduated from the Assassins Guild School.
His stealth score is so good, he failed his stealth exams because the examiner couldn't find him to take the exam.
Luggs |

Bardess wrote:The Patrician is a high-level LN Aristocrat/Expert. I don't see him as a PC.I guess you stopped reading before Night Watch, then. Vetinary is a slayer, or possibly a ninja. He could beat Vimes perception checks when he was a teenager, before he graduated from the Assassins Guild School.
His stealth score is so good, he failed his stealth exams because the examiner couldn't find him to take the exam.
Young Vetinari sure. But Patrician Vetinari is more of a mastermind investigator. After all. If someone comes bearing his word, that carries weight.

VM mercenario |

VM mercenario wrote:Young Vetinari sure. But Patrician Vetinari is more of a mastermind investigator. After all. If someone comes bearing his word, that carries weight.Bardess wrote:The Patrician is a high-level LN Aristocrat/Expert. I don't see him as a PC.I guess you stopped reading before Night Watch, then. Vetinary is a slayer, or possibly a ninja. He could beat Vimes perception checks when he was a teenager, before he graduated from the Assassins Guild School.
His stealth score is so good, he failed his stealth exams because the examiner couldn't find him to take the exam.
Why do people that didn't read the books keep giving their wrong opinions? If Vetinari needs someone diplomanced or intimidated he doesn't send people bearing his words. He calls them to his office or goes to them himself as shown in The Truth and The Last Hero to name the first two books that come to mind.
Sure, sometimes he sends Vimes to do some mean diplomancing but Vimes doesn't need a quiet word, he has a good enough intimidate score that Vetinary only needs to send him to the right place.If he needs to send someone, he sends his clerks. Each one of which is also an assassin.
Edit: Proof that Carrot is a paladin:
He is immune to the charm effect of the gunne. Vimes himself only resisted the gunnes temptation when Carrot arrived to give him that +4 morale bonus to save.
@Bardess: He may not want to influence people, but he does, just by being himself.
To quote Angua:
"He [Carrot] could lead armies, Angua thought. He really could. Some people have inspired whole countries to great deeds because of the power of their vision. And so could he. Not because he dreams about marching hordes, or world domination, or an empire of a thousand years. Just because he thinks that everyone's really decent underneath and would get along just fine if only they made an effort, and he believes that strongly it burns like a flame that is bigger than he is."
And from Vimes:
"He watched the faces that were watching Carrot. There were the D’regs, and some of the Klatchians who had stayed behind, and Willikins and his reduced company. They were listening.
It was a kind of magic. He told people they were good chaps, and they knew they weren’t good chaps, but the way he told it made them believe it for a while. Here was someone who thought you were a noble and worthy person, and somehow it would be unthinkable to disappoint them. It was a mirror of a speech, reflecting back to you what you wanted to hear. And he meant it all."

Bardess |

Sorry. Many books haven't still been translated in Italian, so I'm talking based on what I did read. I'm still missing Night Watch. But I hope to find the time to catch up.
Still, I'd like to give my opinion if I can. If there's something I don't know, you can always correct me. No need to be so angry.
I didn't know about Vimes' rages, for example. If you build him with rage, it could be a good idea to give him some alcohol-related rage powers.

thegreenteagamer |

Rincewind's Int is too high and his Cha too low. You should reverse them People flock to him for help even if he doesn't try. Twoflower, and later in Interesting Times his younger daughter, completely idolized him. He was also too inept to actually learn spells, and if you recall, flunked all his tests. He's pretty good at languages, disguises, lying, and the like, but all this can be figured by skill ranks, not intelligence. He has common sense - wisdom - in spades, but not intelligence.
If you get to Carrot, if he isn't a spellless paladin, I don't know what a paladin is.

VM mercenario |

Sorry. Many books haven't still been translated in Italian, so I'm talking based on what I did read. I'm still missing Night Watch. But I hope to find the time to catch up.
Still, I'd like to give my opinion if I can. If there's something I don't know, you can always correct me. No need to be so angry.
I didn't know about Vimes' rages, for example. If you build him with rage, it could be a good idea to give him some alcohol-related rage powers.
Yeah, sorry. And sorry to you too Luggs. It's just, I love Discworld and I'm on a project of rereading every single book since Pratchett passed away and it hurts me seeing some really badass characters getting undersold like that.
Most recurring characters got fleshed out and become better with passing books. Vimes in Guards Guards is just a drunk. Granny Weatherwax in her first appearance is just an old jerk. If someone is too translate them to PF I want to see them at their best.
Zhangar |

Carrot might have the advanced template, but I don't think anything he does is actually supernatural; he's just extremely charismatic and very, very capable.
(And clearly has a destiny that he has no real interest in.)
He doesn't want to be.
Hence, my agreement with him being a cavalier rather than a paladin.

darth_borehd |

Susan Sto Helit
Female Human magus 9 Archetypes Eldritch Scion,
CG Medium humanoid (human)
Init +2, Senses Perception +3
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 shield, )
hp 81 ((9d8)+9)
Fort +7, Ref +5, Will +8, +2 vs. mind-affecting effects, +3 Will vs. mind-affecting
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OFFENSE
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Speed 30 ft.
Melee death's blade +11/+6 (1d8+4/17-20)
Special Attacks Improved Spell Combat, Spellstrike,
Known Spells
Magus (CL 9th; concentration +11)
3rd-arcane sight(DC ), blink(DC ), dispel magic, locate weakness(DC ), suggestion(DC 16)
2nd-bear's endurance(DC 15), bull's strength(DC 15), cat's grace(DC 15), invisibility(DC 15)
1st-chill touch, illusion of calm(DC 14), lock gaze(DC 14), phantom blood(DC ), true strike, vanish(DC 14)
0th-arcane mark, detect magic, open/close(DC 13), prestidigitation(DC 13), read magic(DC )
Spell-Like Abilities (CL 9th, equal to character level)
1/day - Ethereal Jaunt
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TACTICS
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Susan often does not have a plan as she prefers to improvise as she goes. She typically tries to get out of encounters by using diplomacy or initimidation. If those fail, she tries to hit opponents with all of her best resources as quickly as possible.
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STATISTICS
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Str 12, Dex 14, Con 12, Int 14, Wis 14, Cha 16,
Base Atk +6; CMB +7; CMD 19
Feats Cosmopolitan (Bluff, Diplomacy), Eschew Materials, Extra Arcana, Fearless Curiosity, Forgotten Past, Steadfast Personality, Weapon Focus (Longsword)
Skills Bluff +9, Diplomacy +11, Fly +6, Handle Animal +4, Intimidate +14, Knowledge (Arcana) +12, Knowledge (Dungeoneering) +6, Knowledge (Engineering) +3, Knowledge (Geography) +3, Knowledge (History) +3, Knowledge (Local) +3, Knowledge (Nature) +4, Knowledge (Nobility) +3, Knowledge (Planes) +7, Knowledge (Religion) +4, Perception +3, Profession (Teacher) +9, Ride +11, Sense Motive +3, Spellcraft +8, Use Magic Device +8,
Traits Deathtouched, Spirit Sense,
Languages Dwarven, Ephebian, Klatchian, Morporkian, Trollish
SQ armor proficiency, bloodline (undead), bonus feat, bonus spells, cantrips, Death's granddaughter, eldritch pool, humanoid traits, silent magic, skilled, spell blending, spell combat, spells, spell shield, still magic
Combat Gear death's blade (adamantine keen ghost touch longsword +3)
Other Gear outfit (scholar's), waterskin, pouch (belt), flint and steel, ink (1 oz vial), inkpen, soap (per lb), 0.0 gp
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SPECIAL ABILITIES
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Armor Proficiency (Ex) You can cast magus spells while wearing light or medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
Bloodline An eldritch scion gains a bloodrager bloodline. The bloodline is selected at 1st level, and this choice cannot be changed. An eldritch scion's effective bloodrager level for his bloodline abilities is equal to his eldritch scion level. He does not gain any bonus feats, and he gains bonus spells from his bloodline at different levels (see the bonus spell class feature below). To use any ability that normally functions when in a bloodrage, an eldritch scion must spend a point from his eldritch pool (see below). If an eldritch scion takes levels in another class that grant a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, an eldritch scion can change his former bloodline to make them conform. This ability replaces spell recall.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Spells At 7th level, an eldritch scion gains the bonus spell from his bloodrager bloodline that is normally gained at 10th level. He gains the next three bonus spells from his bloodline at 9th, 11th, and 13th levels, respectively. This ability replaces knowledge pool.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Deathtouched At some point you were tainted with the corruption of the undead (or just happen to be Death's grandaughter), and you have gained some of their defenses. You gain a +2 trait bonus on saving throws against mind-affecting effects.
Death's granddaughter Susan would just like to live a normal life as a schoolteacher but her grandfather being the anthropormophic personification of death complicates things. It is the source of her eldritch scion magus abilities. In addition, she can use Ethereal Jaunt as a Spell-Like Ability once a day. If she is fulfilling Death's role in collecting the souls of the dead, she gains the following powers and drawbacks:
- Spell-Like Abilities (CL equal to character level, save DC is Charisma-based)
constant-feather step, nondetection, tongues, true seeing
At Will-Etherealness, Time Stop
- Call Binky Susan can call Death's horse to her as a standard action, provided that her grandfather is not using him at the time.
- Death's House Death lives in the Discworld equivalent of the Ethereal Plane. Susan can use Binky to travel to the house whenever she wants. She even knows where the spare key is kept.
- Free the dead Those that have recently died are tied to their mortal remains by a silver thread. Susan can wield Death's scythe or sword and use them to cut these threads, thus freeing the souls to travel to their chosen afterlives. She must travel to wherever she is needed while performing her grandfather's job.
- Answer calls for Death Whenever Death is required to appear in person, Susan must appear in his place while acting as him. This includes the deaths of witches and wizards and the The Rite of Ashkente.
Eldritch Pool (Su) An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/2 his magus level (minimum 1) + his Charisma modifier. As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus's arcane pool Class Feature.Magus Class Feature. Additionally, any magus's class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion's skills or skill points. This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Improved Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free, while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty. You can also cast any spell from the magus spell list with a casting time of 1 standard action. When using the spell combat ability, you receive a +2 circumstance bonus on concentration check. If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as an additional circumstance bonus to your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks. You must have one hand free to use this ability, even if the spell being cast does not contain somatic components.
Silent Magic (Su) You can cast one spell per day as if it were modified by the Silent Spell feat. This does not increase the casting time or the level of the spell.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spell Blending (Ex) You select one spell from the wizard spell list that is of a magus spell level you can cast. You add this spell to your spellbook and list of magus spells known as a magus spell of its wizard spell level. You can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell you can cast. You can select this magus arcana more than once.
Spell Combat (Ex) An eldritch scion can only use spell combat while in a state of mystic focus (see eldritch pool, above). At 8th level, an eldritch scion can use spell combat at any time. This ability alters spell combat.
Spells An eldritch scion casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an eldritch scion must have a Charisma score equal to at least 10 + the spell's level. The DC for a saving throw against an eldritch scion's spell is 10 + the spell's level + the eldritch scion's Charisma modifier. An eldritch scion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as a bard of the same level. In addition, he receives bonus spells per day if he has a high Charisma score. An eldritch scion's selection of spells is limited. He has the same number of spells known as a bard of the same level, and can choose new spells to replace old ones at 5th level and every 3 class levels after that, just as a bard does. See the bard (Core Rulebook 35) for more information on swapping spells known. This replaces the magus's spells class feature.
Spell Shield (Su) You can expend a points from your arcane pool as an immediate action to grant yourself a +2 shield bonus to AC until the end of your next turn.
Spellstrike (Ex) Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If you make this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19-20, or 18-20 and modified by the keen weapon property or similar effects), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Spirit Sense You are so attuned to the spiritual world that it is hard to get the jump on you. You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.
Still Magic (Su) You can cast one spell per day as if it were modified by the Still Spell feat. This does not increase the casting time or the level of the spell.

darth_borehd |
2 people marked this as a favorite. |

New exotic material:
Dwarf Bread
HP/inch 10; Hardness 5; Cost To determine the price of a dwarf bread item, use the original weight but add 20 gp per pound to the price of a masterwork version of that item.
DESCRIPTION
Dwarf bread is known for its excellence. Excellence in making hard weapons that is. Ingredients in dwarf bread often include gravel, used cat litter, and, as many people encountering it are shocked to discover, flour. Making it includes repeated cycles of dunking it in water, letting it dry, sitting on it, and scowling at it every day of the construction. Those carrying dwarf bread and no other food items get a +2 competence bonus on Survival checks to find food as it motivates you to find anything else to eat. Unlike more common types of bread, dwarf bread is both waterproof and always free of pests. Items made from dwarf bread weigh only 1/4th the weight of its normal equivalent. Slashing and piercing weapons cannot be made from dwarf bread. Creating a dwarf bread item uses the Profession (Baker) skill as if it was a Craft skill.
[Discworld novels do not mention any armor or shields being made from dwarf bread--only blunt weapons and other objects like the Scone of Stone. GMs can decide if it is possible to make dwarf bread armor and shields.]

Orthos |

Dot for interest.
Guess I'll contribute stuff for Tiffany since I just finished The Shepherd's Crown. Young Human Witch would be the recommended starting point. , though possibly dropping the Young template since she's getting into her mid- or later-teens by her last book.
Obviously she'll need her Geas where she has the Nac Mac Feegle at her beckon call (which of course will require statting them out, which has been on my want list for some time); beyond that, she's got her connection to Thunder and Lightning, a sort of bond-to-the-land type thing not unlike a Druid, and of course as of the last book the Shepherd's Crown itself. (Though those last two may be firmly connected, depending on who you ask.)

darth_borehd |

Dot for interest.
Guess I'll contribute stuff for Tiffany since I just finished The Shepherd's Crown.
YoungHuman Witch would be the recommended starting point., though possibly dropping the Young template since she's getting into her mid- or later-teens by her last book.Obviously she'll need her Geas where she has the Nac Mac Feegle at her beckon call (which of course will require statting them out, which has been on my want list for some time); beyond that, she's got her connection to Thunder and Lightning, a sort of bond-to-the-land type thing not unlike a Druid, and of course as of the last book the Shepherd's Crown itself. (Though those last two may be firmly connected, depending on who you ask.)
I had given them some thought (I'm just finishing Wintersmith). I think you can take the standard brownie and just change the SLAs to Plane Shift, Invisibility, and Dream.

Scud422 |
2 people marked this as a favorite. |

Nac Mac Feegle CR 4
CN Tiny fae (swarm)
Init +3; Senses low-light vision, dark vision; Perception +7
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DEFENSE
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AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 45 (6d8+18)
Fort +7, Ref +7, Will -1
Defensive Abilities half damage from weapons, swarm traits, DR 5/cold iron
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OFFENSE
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Speed 30 ft., climb 20 ft.
Melee swarm (3d6+2 plus distraction)
Space 10 ft.; Reach 0 ft.
[b]Special Attacks distraction (DC 16), chaotic assault
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STATISTICS
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Str 15, Dex 16, Con 17, Int 7, Wis 7, Cha 7
Base Atk +6; CMB 9; CMD 21
Feats Improved Dirty Trick, Improved Disarm, Improved Steal, Improved Trip
Skills Acrobatics +11, Climb +10, Intimidate +7, Perception +5; Racial Modifiers +4 Acrobatics
SQ Not as small as you'd think
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SPECIAL ATTACKS
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Distraction
A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 16) negates the effect.
Spellcasting or concentrating on spells within the area of a swarm requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save.
Chaotic assault
On the start of the Nac Mac Feegle's turn, each character within it's area is subject to 2 combat maneuvers, each of which at +11. Roll 1d4 twice to determine the combat manuevers: 1 - Dirty Trick, 2 - Disarm, 3 - Trip, 4 - Steal
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SPECIAL ABILITIES
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Not as small as you'd think (Ex)
Even though the Nac Mac Feegle are tiny creatures, they have the strength of full sized humans. They don't suffer size penalties to their CMB or CMD and they deal swarm damage one step higher than a swarm of its HD would normally cause.
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The Nac Mac Feegles (also known as Pictsies, the Wee Free Men, the Little Men, and 'Person or Persons Unknown, Believed to be Armed') are six inches tall, red-haired, and blue-tattooed.
The Feegles spend their time drinking, fighting and stealing, alone or in various combinations. The immense strength and rowdiness of these pictsies means that they will fight anything, and they have a particular fondness for headbutting creatures far larger than themselves. In a good fight, a Feegle will take on all comers, fight his fellow Feegles, with such enthusiasm that makes missing someone hazardous ("Crivens! I kicked meself in ma ain heid!").
Anyone lucky enough to survive a run-in with the Feegles may find one in their backpack some time later, the Feegle having fallen asleep after consuming all food and drink within.

Scud422 |

Right, forgot about that stuff. Looks like I waited to long to be able to edit my post though.
Just pretend that the following is attached/addended:
Size Diminutive
Skills (As Barbarians) Acrobatics +7, Climb +6, Intimidate +10, Perception +7, Stealth +20; Racial Modifiers +2 Acrobatics, +4 Stealth, +2 Perception, Use Str for Intimidate
Special Abilities Hide in Plain Sight
Spell-like Abilities Plane Shift (Self only; Arcadia or Dreamlands only) 2/day