My contribution
Tonguez said:
The major difference is of course that Headology ibears no relation to DnD Magic and so Epic Headology would be very different to Epic DnD!
Headology would just be Intimidation, essentially. It's all about image and the manipulation of peoples fears and anxieties about the supernatural. Their power comes from other peoples beliefs and it is the most potent power they have.
Tonguez said:
Also add to Races - Gnomes (Wee Mad Arthur), Pisks, Werewolfs (Angua - and Larry) , Igors (Igor) and Zombies (gotta have Reg)
I think you meant the 'Pictsies', which are really just wild gnomes. And how would you do an Igor? Fast Healing at the very least!
Tonguez said:
Add to classes (possibly PrCs)- Beggar, Assasin and Jester (oh and don't forget Mime)
Just be thankful Vetinari didn't hear you say the 'M' word
Tonguez said:
and what do you do with people like Susan Sto Helit and Lobsang Ludd? - Humans with Celestial Templates?
Heh... celestial would definitely not cut it. She can phase out of time, teleport practically anywhere, walk through walls, see
what's really there and can call on Death for favours.
Having said all that, I've decided to hand over my work in an effort to aid the possibility of such a system ever being developed.
The stuff below is very 1st draft. It's really just the idle meanderings of a mind gone mad with Terry Pratchett jokes. Feel free to tear it apart and work with it how you see fit.
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Wizard
Wizards are those people who, being born the eighth son of an eighth son, have been destined for the lofty halls of Unseen University where they will either learn to castrate their gift or blow up in the process.
You see, wizardry is not so much about learning how to gain power, it is more about restricting ones power so that the fabric of space and time aren't torn asunder. In exchange a wizard gains noteriety, free meals, a room and is waited on hand and foot; or at least the Dean is waited on hand and foot and only when Mustrum isn't around to tell him off for being waited on hand and foot.
All in all it's a pretty good deal and so, many wizards seek to protect their investment by restricting the power of every other wizard. It's sortof like a self-supporting, ecological system of checks and balances. I thump you, you thump me, and together we'll have tea.
Few wizards can truly be bothered with trying to figure out the universe anyway, since most are more concerned with temporal authority and influence. After all, what's more useful, being able to tear apart reality -which is never a good thing to do before a meal, or after for that matter and especially not during- or being able to send them packing with the threat of withholding their sherry allowance?
Characteristics
Wizards tend to be haughty and arrogant. Although they know a helluva lot of things, most of the things they know don't have any real use and so all in all, they're a bit useless.
Most wizards end up more concerned with their placement within the social heirarchy of the University, and therefore in society in general, than in the metaphysical aspects of the Dungeon Dimensions.
After many years of indoctrination, a wizard tends towards being either fat, lazy, incompetant, incontinent or insane. Most are all of the above and quite happy with the status quo, as long as their meals are well made, their beds are comfy and the wine is plentiful.
Alignment
Due to the previous climate of paranoia induced by a tradition of assassination as a means to promotion, many wizards are thoroughly evil. It's not entirely their fault and it's rarely a malicious, I want to kill the whole world, type of evil, more an entirely self-centered, I want to kill my boss, type of evil. Since Mustrum Ridcully's banning of the practice, however, many have found that they do have hearts after all, mostly after an ambitious apprentice has disregarded the ruling and cut it out of them.
Religion
Wizards don't hold much respect for the gods. Gods tend to mess things up. Gods in general are idiots anyway. It's not like they need the gods. However if one happened to turn up and looked particularly lightning-bolty, a wizard would most likely either run or suddenly find a streak of devotion.
Background
Although not a hard and fast rule, most wizards are the eighth son of an eighth son, eight being the magical number. That said, a lot of wizards tend to come from the Ramtops, where magic naturally collects in the folds of the world and so it is quite possible for a wizard to simply pop up out of nowhere.
Whatever the case, all wizards are male and celibate. This is due to many factors, mainly because they are afraid of women and the only date they know of is sticky and looks decidedly like pudding. The main reason, and this is something that all wizards learn but none talk about, is that if they were to bear eight sons, then the eight son would be the eight son of an eighth son and hence, a sourcerer. This is not a good thing.
Other Classes
Wizards generally disdain everybody, although they used to have a lot of friends in the assassins guild. For the most part, everybody is beneath a wizard since a wizard has most likely seen things that others will never see or even want to see and due to this, much like well-travelled rich people, wizards gain an over inflated image of their own importance.
That said, never let it be said that a wizard can't be cowed. Vetinari is famous for his ability to freeze even the soul of Mustrum Ridcully with but a glance and Granny Weatherwax brooks no insult from the uppity buggers.
Game Rule Information
Wizards have the following game statistics.
Ablities: Dexterity is usually the best means for a wizard to survive although it is said that a keen intellect and a sharp mind is the key to a successful wizard. Whoever said that was totally and utterly wrong seeing as such things often lead to wizardry and everybody knows that messing with magic will get you killed.
Hit Die: d4
Class Skills
The wizards class skills are:
•Alchemy
•Appraise
•Bluff
•Concentration
•Craft
•Decipher Script
•Diplomacy
•Innuendo
•Knowledge (all skills taken individually, except nature)
•Profession
•Scry
•Sense Motive
•Spellcraft
•Tumble
•Use Magic Device
Skill points at 1st Level: (4 + Int modifier) x 4.
Skill points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the witch.
Weapon and Armour Proficiency: A wizard is always proficient in the use of their staff and usually also carries concealed weaponry such as daggers, garrotes and other heineous miscellany. They are not proficient in armour or shields and as arcane spell-casters they suffer an arcane spell-failure chance when wearing armour or using shields. That said, most prudent wizards at least wear a layer of padded armour in case a student gets too ambitious.
Spells: Surprisingly a wizard learns very few spells in his career. For the most part, they learn the theory and practice of magic but at the end of the day, magic is far too powerful to be messing about with and so the few spells a wizard does know tends towards the mundane and useful. That said, a wizard wouldn't be a wizard unless they knew how to throw a fireball... unless that wizard happened to be Rincewind in which case they just wouldn't be a very good wizard.
A wizard casts spells much like a sorcerer does (at least as per the d20 rules 'cause as we all well know, there are no sourcerers...). The chart indicates how many spells the wizard can tolerate casting per day before they begin turning themselves inside out and sucking their minds into the Dungeon Dimensions.
A wizard doesn't need to keep a spellbook, however a wizard must learn spells from somewhere and must remember how to cast what they know and so usually they keep a copy of what spells they know somewhere. For a wizard to cast a spell, they simply have to recall how to do it which is essentially just a spellcraft check against a DC of 15 + the spells level.
To learn a spell merely requires reading it over a few times and practicing it although one cannot cast spells beyond their ability to withstand. Learning a spell requires a Spellcraft check against a DC of 10 + the spells level.
The DM may adjudicate a suitable penalty for remembering a spell that has not been cast for a long time although the suggested penalty is a -2 for every year that a spell hasn't been cast.
To cast any spell, a wizard must have an Intelligence score of 11 or above and must have an intelligence of at least 15 to cast 5th-level spells.
Wizard: All wizards have learned how to see things as they truly are rather than as how things appear to be. Therefore, all wizards can see such things as Death and magic.
Unlike in the regular system, for a wizard to use a magical device, they must use the skill Use Magic Device. It is quite acceptable for a wizard to not be able to use any other magical device aside from their own staff.
Staff: A wizards staff is like an extension of themselves. It holds within it certain aspects of the wizard only amplified. It helps cast and store spells and is the most prized possession, apart from their hat, that a wizard owns. When held, the staff empowers the wizards spells, increasing their caster level by one. In addition, a wizard can store any one known spell in the staff for later use. As a magical item, the staff is intelligent and aware and has an Ego score. Before the wizard reaches tenth level, this intelligence is rudimentary, no score is above 3. However, once the wizard reaches the tenth level of ability, the staff begins "awakening". It gains one third the score of the wizards Intelligence, Wisdom and Charisma, rounded down. Therefore if a wizard had an 18 Intelligence, a 10 Wisdom and a 15 Charisma, the staff would now have a 6 Intelligence, a 3 Wisdom and a 5 Charisma. At this stage, the staff also gains a primary ability, which must be something that reflects the caster's personality. It also gains movement and senses, giving it the ability to fly at a rate of 30-ft. with good manauverability and blindsight out to five foot. Lastly, the staff gains semi-empathy.
At 20th level, these abilities increase to include an extra primary ability and half the wielders ability points as well as increasing the movement to 60-ft. and blindsight to 10-ft. Lastly, the ability to communicate increases to empathy, rather than just semi-empathy.
A staff never loses these abilities and so a staff is normally passed down from master to apprentice (yet another reason to kill to get ahead). A staff that already has powers increases in power only in the following ways. A wizard who reaches tenth level and who has a higher score in one ability, increases the staffs ability scores. Therefore if the staff had a 6 Intelligence, 3 Wisdom and 5 Charisma and the next wizard to own it at tenth level has a 16 Wisdom and an 18 Charisma, the staff would now have a 6 Intelligence, 5 Wisdom and 6 Charisma, permanently. The staffs primary abilities do not increase and, in fact, change to suit the new owner. What does increase, however, is the ability of the staff to enhance the casters spells by one extra level and to be able to store one extra spell.
Thus a staff that has passed through three wizards hands who have all reached the 20th level of ability (something only heard of once in the life of the Discworld) could potentially have the following statistics: 11 Intelligence, 11 Wisdom, 11 Charisma. Two primary abilities. +5 caster level. 5 spell slots.
In addition to all of this, the staff retains the knowledge of all previous owners and can therefore teach a new owner many things, although such tutoring is limited by the staffs Intelligence and ability to only communicate empathically. A staff that can dominate it's wielder can, however, cast pretty much any spell through the wielder that it knows.
Wizard Spell List
Wizards choose their spells from the following list:
0th level - Detect Poison, Daze, Flare, Dancing Lights, Ghost Sound, Mage Hand, Open/Close, Arcane Mark, Light, Resistance.
1st level - Alarm, Hold Portal, Protection from Chaos/Evil/Good/Law, Shield, Grease, Mage Armour, Unseen Servant, Comprehend Languages, Charm Person, Hypnotism, Sleep, Change Self, Animate Rope, Burning Hands, Expiditious Retreat, Message, Reduce.
2nd level - Arcane Lock, Protection from Arrows, Glitterdust, Summon Swarm, Web, Tasha's Hideous Laughter, Daylight, Shatter, Continual Flame, Hypnotic Pattern, Minor Image, Scare, Alter Self, Knock, Levitate, Pyrotechnics, Rope Trick, Misdirection.
3rd level - Dispel Magic, Magic Circle, Nondetection, Sleet Storm, Stinking Cloud, Clairaudience/Clairvoyance, Suggestion, Fireball, Gust of Wind, Lightning Bolt, Wind Wall, Major Image, Fly, Slow.
4th level - Dimensional Anchor, Minor Globe of Invulnerability, Remove Curse, Minor Creation, Scrying, Ice Storm, Shout, Wall of Fire, Wall of Ice, Illusury Wall, Fear, Bestow Curse, Polymorph Other, Polymorph Self.
5th level - Dismissal, Lesser Planar Binding, Major Creation, Wall of Iron, Wall of Stone, Contact Other Plane, Feeblemind, Cone of Cold, Fabricate, Passwall, Stone Shape, Telekinesis, Teleport, Transmute Rock to Mud, Transmute Mud to Rock.
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special Spells Per Day
0th 1st 2nd 3rd 4th 5th
1 +0 +0 +2 +0 Wizard
2 +1 +0 +3 +0 1
3 +1 +1 +3 +1 Evasion 2
4 +2 +1 +4 +1 2 1
5 +2 +1 +4 +1 Staff 3 1
6 +3 +2 +5 +2 3 2 1
7 +3 +2 +5 +2 4 2 1
8 +4 +2 +6 +2 4 3 2 1
9 +4 +3 +6 +3 Seat 5 3 2 1
10 +5 +3 +7 +3 Staff 5 4 3 2 1
11 +5 +3 +7 +3 6 4 3 2 1
12 +6 +4 +8 +4 6 5 4 3 2 1
13 +6 +4 +8 +4 7 5 4 3 2 1
14 +7 +4 +9 +4 7 6 5 4 3 2
15 +7 +5 +9 +5 8 6 5 4 3 2
16 +8 +5 +10 +5 8 7 6 5 4 3
17 +8 +5 +10 +5 9 7 6 5 4 3
18 +9 +6 +11 +6 9 8 7 6 5 4
19 +9 +6 +11 +6 9 8 7 6 5 4
20 +10 +6 +12 +6 Staff 9 9 8 7 6 5
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Witch
There are few witches on the Discworld, most of whom dwell in the piece-filled mountain ranges of the Ramtops though some are found as far and wide as the city of Genua and even in the Hublands.
For the most part, witchcraft is little more than the art of headology; that is to say it's all bluff and bluster, image and the capitalization on the ignorance of people. This is by far not a meek power but one that is cultivated amongst all witches as one of their greatest secrets, for it gives them authority and power over the common man.
Witches provide many services to rural communities, including the preperation of herbal remedies, herbal preventatives, herbal distillations, herbal concoctions and herbal herbs. One of their main functions is that of the mid-wife and for such a function they are called on from far and wide, as long as far and wide doesn't include more than a days travel from their cottages.
A witch can have any personality she likes, in fact she can even have two personalities if she really wants to. As long as several facts remain constant and several secrets remain secret, there'll be no trouble. Well... ok, maybe a little, but you're a witch, what do you expect?
Characteristics
Witches are the cornerstone of many communities. At least they are in the sense of them being at the very edge of the community and can they please stay there very muchly thank you. They are called on by many, respected by all but for the most part are shunned and feared.
Their primary role is as a guardian of nature and the community to which they are responsible. To women, they are an indispensible asset to be given the utmost respect and admiration. To men, they are a necessary annoyance, but don't tell my wife I said that.
Most of their abilities are exceptional rather than supernatural and even their supernatural abilities require skill to use. Various witches specialize in various areas and this is reflected in how they choose to focus their abilities.
Alignment
Although dark witches are by no means a forn concept, they are nevertheless heartily discouraged, usually by means of big sticks and threatening looks. For a witch to be trained at all, they must be of a balanced and good hearted temperament. Once they are trained, however, they can turn to any side of the force. Though be it a warning upon those who seek to spurn the lessons of their mistresses: Granny is watching...
Religion
Witches, for the most part, don't put much stock in religion. Gods, though they have thier uses, don't impress witches and so they really don't see the reason why they should bow down and worship them. If anything, witches would rather gods cease meddling in the affairs of mortals; that way, the witches wouldn't have anyone to compete with.
Background
All witches are chosen by other witches who then train the gels. Most witches begin their training at around eight years of age and by the time they're women, they're usually given the area that they were born in as their domain to protect and serve in. Due to this, witches tend to have very close ties to the area in which they were born and very rarely leave the area, except to establish a cottage just on the borders of that area, after all, witches who live next door wouldn't hardly get the same amount of respect now would they?
Races
Witches are predominantly human. That said, there's certainly no rule saying one can't be a witch and a werewolf, though it's most likely never going to happen since witches and werewolves don't get along. Not that they can't get along it's just that they tend not to. Not that there's anything wrong with liking werewolves it's just that, being all au naturale, witches tend not to like the whole unnatural wolf thing. Not that there's anything wrong with being a werewolf...
Other Classes
Witches tend not to get along with anyone, not even other witches. But if they have to, they'll tolerate and respect other witches and maybe even druids or shamans but even then, the whole human sacrifice, virgin thing is a bit tasteless and shamans tend to hog all the deck chairs. They have a bit of a dislike for wizards although they can get over it. In fact, they pretty much disapprove of everyone until they get to know them. They do, however, harbour a naturally unnatural dislike for priests, especially ones of Om who used to burn them at the stake, which is quite understable... the disliking of priest of Om by witches, not the burning of them on the stake.
Game Rule Information
Witches have the following game statistics.
Ablities: Charisma is by far the most important stat for a witch as it is used by them to influence, manipulate and intimidate, which is their primary source of power. They tend to have very powerful personalities, or in the case of one particular witch, two mediocre ones. That is not to say that people automatically go around hugging witches because of their bright and shiny persona's, it's more that people cower and obey them lest they get the "Look".
After that, it could be said that wisdom and intelligence are quite useful, however for the most part, witches don't use either so useful to whom is really the question that begs answering.
Alignment: Haven't we already addressed this?
Hit Die: d6 (it would've been a d4 however YOU try telling a witch that...)
Class Skills
The witches class skills are:
•Animal Empathy
•Bluff
•Climb
•Concentration
•Craft (broomstick)
•Craft (distillation)
•Diplomacy
•Handle Animal
•Heal
•Intimidate
•Intuit Direction
•Knowledge (nature)
•Profession (herbalist)
•Profession (mid-wife)
•Ride (broom)
•Scry
•Sense Motive
•Spot
•Swim
•Use Magic Device
•Wilderness Lore
Skill points at 1st Level: (6 + Int modifier) x 4.
Skill points at Each Additional Level: 6 + Int modifier.
Class Features
All of the following are class features of the witch.
Weapon and Armour Proficiency: A witch is proficient in one simple weapon plus a variety of other small, incidental, weapons such as hatpins, horseshoes, wooden spoons, rolling pins, etc. A witch is not proficient in any sort of armour however she suffers no ill-effects when using any of her abilities in armour except the standard penalties for non-proficiency. For the most part, witches rely on their withering looks, moles, broomsticks and, if they must, other people.
Spells: A witch learns very few spells in her career as a witch however her abilities more than make up for this lack. Her spells centre on healing and nature, divination, protection and so forth. She casts as a divine spell caster for every purpose bar material components for which she needs the standard array of herbs and whatnot which, as every spell caster knows, is mainly just for effect.
Borrowing: The most famous ability of the witch is her ability to "borrow" an animals body for her own use. This term is a little bit of a misnomer because for the most part the ability simply allows the witch to travel in a beasts mind as a sort of passanger. However, that said, as a passenger they tend to be a very active back-seat driver and therefore can influence the actions of the beast by subtle manipulation and covert instruction.
A witch who is Borrowing essentially transfers her mind into the mind of the beast, without it quite realizing what's going on. She can see through the beasts eyes, hear through the beasts ears, smell through the beasts nose, etc. The witch requires a comfortable resting place and no distractions to complete the transfer and whilst doing so her body is completely catatonic and remains so for the duration.
A limit of ten miles per witch level between the witches body and the beast exists when determining her control of the process. Beyond that limit, they sever the mental tie that is between their body and the beast and so, quite literally, they lose their mind.
The process is not taxing however there is often a period of disorientation after the journey, which can last anywhere from a few seconds to a few minutes, depending on how long the journey lasted. For every hour spent borrowing, roll 1d10 to determine how many rounds the witch is disoriented for and minus her level from the result. There is always a minimum of one second per hour spent borrowing.
The other danger of borrowing is that the shape of the body tends to shape the mind and therefore, the longer the time spent borrowing, the greater the risk that a person becomes the beast they are borrowing.
A witch can spend an amount of hours borrowing equal to her level before risking any chance of becoming trapped in the creatures mind. After this, the witch must make a Will save against a DC of 10 to get back to her own body. For each extra hour spent borrowing, the DC increases by two as it does whenever a Will save is failed. Once the DC becomes impossible to pass (discounting the roll of one as always being a success), the witch is then forever trapped in the mind of the beast and even if retrieved will, almost irrovocably, be that beast. Only months spent in her own body, with potty training and other babyesque tutoring, will the witch ever be herself again, and even then, she will always manifest some aspect of her beastly encounter. This explains a lot when it comes to witches...
Scrying: A witch who concentrates on a crystal ball can usually pull up an image of whatever it is she's scrying for. In actual fact, it really doesn't matter what is used for the scrying, as long as it can reflect or in some manner enable a picture to be viewed in it. Therefore some witches use mirrors, others use bowls of water and still some use ponds. Scrying is never very accurate and only ever conveys a general picture of an area rather than minute, scrutinizable detail. For instance, if a witch was scrying for a person who is in the Ramtops, then they may see blustering winds, mountain ranges, snow and whatnot but not necessarily the exact location of the person being scried for.
This ability uses the scrying skill and acts like a vague version of the Scry spell. For every five points by which the DC is exceeded, the scryer can ascertain one major detail or gain greater insight into the location of the scried. For example, if a person who is travelling through the Ramtops is being scried for, and the Scry check is passed by ten points, then instead of simply seeing what was described above, the scryer can determine that it is definitely the Ramtops (first major detail) and that the person is somewhere near a known mountain pass (greater insight into the detail).
Broomstick: Every witch has her own broomstick, handed down to her from her mentor. If a witch doesn't get one from a mentor, then they can either order one from the dwarves (500gp, 3 months) or learn the Craft (broomstick) skill and invest 250 XP to make it magical. It flies as per the Fly spell with unlimited duration. The DC to successfully make a broomstick is 23.
Shifting: This is, in essence, polymorph self, however the form into which the witch changes, isn't entirely real and nor is it stable. The form is also limited to what the witch has actually seen, smelled and touched. The greatest limitation, however, is the morphogenic field. Everything resonates with a lifeforce, even rocks, and this life force takes on the shape of whatever it is. If a person suddenly turns into a rock, then their life force begins to turn into a rock also. A witch could, for instance, turn herself into a rock that she had once touched in order to evade pursuers. But if she stays as a rock for too long, she ends up thinking about growing some lichen, hiding some bugs and exactly when and how she will crack with age and weathering.
This ability can be much harder than one expects, after all, seeing a bear is usually a once in a lifetime opportunity, meaning that soon after, the person is no longer in the realm of the living.
The witch can shift into three different forms plus one form per level, as long as she has experienced, in some way, the form to be changed into. Forms that are no longer useful such as "this rock" can be discarded from their "slot" but at no time can the witch ever have the ability to take on more than her level plus three forms.
The form can be maintained for a duration of one minute plus one minute per point of Charisma bonus. After that the witch has to make Will saves as per Borrowing above to avoid becoming whatever it is they are... or were... or are currently... whatever.
Forms are not limited to material beings or things. A witch could, therefore, transform herself into a storm or a lightning bolt or even a thought. Such forms, however, are exceptionally risky since whatever is the natural result is the natural result. In other words, if the storm dies out, then so does the witch, if the lightning is expended, so is the witch, and so forth.
Witch: A witch has several natural abilities learned from their mentors which are common to all witches. For one thing, they see things as they really are and therefore can see Death and magic without trying.
They are naturally adept herbalists and mid-wives and so gain a +2 bonus to those skills. All witches know witch lore which essentially comes down to some basic principles such as: the hat is important, wear it always when in town. So is black. Cultivate warts and bad teeth and if you can, get a broken nose. Always offer tea to a fellow witch. Never curtsey, always bow. Only ever bow if you really mean it, otherwise make others bow to you.
Witches also command respect wherever they go, due quite simply to the uniform and their attitude. Knowing what a witch is is half the power of what being a witch is and therefore it's always best to wear the uniform.
That said, witches are masterful manipulators of the people and can almost stare down a goat. Therefore they gain a +2 bonus to Intimidate checks which increases to +4 if the witch knows something personal about the person being intimidated, for example, "Tommy Smith, I slapped your backside to get you breathing your first breath in this world, I'd hate to see you breathing your last..."
Witch Spell List
Witches choose their spells from the following list:
1st level - Cause Fear, Command, Deathwatch, Doom, Protection from Evil, Remove Fear, Resistance.
2nd level - Animal Messenger, Augury, Calm Emotions, Endure Elements, Enthrall, Speak With Animals, Scare.
3rd level - Remove Curse, Speak with Plants.
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Officer of the Watch
Hit Die: d8
Requirements
•Alignment: Any non chaotic, non evil.
•BAB: +4
•Gather Information: 6 ranks
•Search: 6 ranks
•Feat: Dash, Improved Unarmed Strike, Run.
•Special: Must be employed by a city watch and abide by the Rule of Evidence.
Class Skills
•Bluff (Cha)
•Climb (Str)
•Craft (any)(Int)
•Diplomacy (Cha)
•Disguise (Cha)
•Gather Information (Cha)
•Hide (Dex)
•Innuendo (Wis)
•Intimidate (Cha/Str)
•Jump (Str)
•Knowledge (any)(Int)
•Listen (Wis)
•Move Silently (Dex)
•Open Lock (Dex)
•Profession (Wis)
•Ride (Dex)
•Search (Int)
•Sense Motive (Wis)
•Spot (Wis)
•Tumble (Dex)
•Use Rope (Dex)
Skill Points at Each Level: 6 + Int modifier.
Class Features
The following are class features of the officer of the watch prestige class.
Weapon and Armor Proficiency: Officers of the watch are proficient with light armour and simple weapons.
City Watch Training: +2 bonus to Gather Information, Intimidate, Search and Sense Motive rolls when conducting watch business.
Sock 'Em!: Damage with fists, feat, elbows, knees etc. increases from 1d3 to 1d4. All damage is still considered subdual rather than real, however.
Good Cop/Bad Cop: when the officer succeeds in a Bluff check against someone, he automatically grants another person a +4 circumstance bonus on one Intimidate check against that same target for 1 round. When the officer succeeds in an Intimidate check, he can give a similar +4 circumstance bonus on someone else's Bluff check (therefore two officers can support each other with this maneuver for many rounds).
Drop Your Weapon!: the officer gains a +4 bonus on any attack roll made to disarm an opponent.
Gut Instinct (Sp): The officer may ask for a hint to a mystery, puzzle, or trap. As a standard action, the player makes an assertion that can be true or untrue (such as "The half-orc did it" or "If I pull the red lever, the door will open"). The DM makes a secret percentile roll (chance of success = 70% + 1% per officer level), if the roll is successful, the DM gives the player a correct "true" or "untrue" answer to the assertion, though no reason need be given for why the response is correct. If the roll fails, the DM provides no information. The DM is always free to determine that the officer doesn't have enough information to make an educated guess, but in this case the attempt does not count against the allowed use per day of this ability.
You Have the Right to Remain Unconscious!: Suffers no penalty to inflict subdual rather than real damage whilst using a weapon that would normally inflict real damage.
Smackdown (Ex): Add intelligence modifier to damage inflicted when doing subdual damage.
Take Cover! (Ex): Improved Evasion.
It's Just a Flesh Wound... (Ex): Mettle.
Contacts: By 5th-level, a city watch officer has developed both underground and official contacts. Once a month, a watch officer can "call in a favour" from any of these contacts. This favour can be anything from some information that can't be garnered through normal efforts or maybe even cutting someone some slack for something they did. Whatever the case, the DM is the ultimate arbiter and for the most part this ability is not a get out of jail free card. Such things that may be applicable would be maybe a free raise dead spell for a fallen comrade (at the extreme), or a divination, or maybe a scry spell, or information that could not be garnered through a Gather Information check, or the showing of the way out of the city whilst under arrest for a crime you didn't commit, etc.
Give Chase: The Fleet of Foot feat.
Danger Sense (Su): Once per day, a watch officer of 7th-level gains the supernatural ability to sense danger. Thus any saving throw or armour class roll that is failed, the officer may reroll. Regardless of the result, the officer must accept the outcome of the new roll.
Officer of the Watch
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
------ ------ ---- ---- ---- -------
1st +0 +2 +2 +2 City Watch Training, Sock 'Em!, Give Chase
2nd +1 +3 +3 +3 You Have the Right to Remain Unconscious!
3rd +2 +3 +3 +3 Drop your Weapon!
4th +3 +4 +4 +4 Good Cop/Bad Cop
5th +3 +4 +4 +4 Contacts
6th +4 +5 +5 +5 Smackdown
7th +5 +5 +5 +5 Danger Sense
8th +6 +6 +6 +6 Take Cover!
9th +6 +6 +6 +6 It's Just a Flesh Wound...
10th +7 +7 +7 +7 Gut Instinct
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Gnomes/Nac mac Feegle (Pixies)
Diminutive Fey
Hit Dice: 1d6+1 (4 hp)
Initiative: +1
Speed: 10 ft.
AC: 17 (+4 size, +1 Dex, +2 natural)
Attacks: Tiny greatsword +8 melee or +6 ranged
Damage: Tiny greatsword 1d4+4 or tiny shortspear 1d3+3
Face/Reach: 1/4 ft. by 1/4 ft./1 ft.
Special Qualities: Damage reduction 5/+1
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 17, Dex 12, Con 13, Int 10, Wis 9, Cha 8
Skills: Climb +7, Hide +13, Intimidate +3, Jump +7, Move Silently +5, Wilderness Lore +3.
Feats: Power Attack
Challenge Rating: 1
Treasure: 1/10 standard
Alignment: Usually Chaotic Neutral
The Nac mac Feegle are mighty and fearsome (hey, if you had hundreds of little blue men charging at you with miniature weapons and screaming Bigjobs! you'd be scared!) warriors, hunters and drinkers, prone to cattle-rustling, chook-stealing and still-pilfering. They most often have fiery red hair that juts out in every direction, mainly due to a lack of eency-weency combs. From a distance their skin looks entirely blue but on closer inspection, they are covered with hundreds of tattoos which seem to blend with one another in a myriad of designs.
Most pixies are male however in every clan there is at least one female who acts as a matriarch. The females are twice the size and girth of the males and have arcane knowledge and cast spells as a 6th-level cleric with the domains of earth and plant.
Gnomes are cousins of the Nac mac Feegle and tend to share many of their cousins aggressive tendancies. However they also seem to have adapted to more civilized ways like not tattooing themselves over every inch (albeit, not many inches there are) of their bodies and only attacking those who step on them. Much like their cousins, however, they share a distinctive lust for battle and a Scottish accent.
Combat
They carry weapons that are similar to standard weapons only much, much smaller. They prefer greatswords (1d4), longspears (1d3), shortspears (1d3) and longbows (1d3) with a preference for headlong charges into battle screaming such things as "Bigjobs!", "Bligfizzit!" and the time honoured, "Nac mac Feegle!"
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Trolls
Large-size Elemental (earth)
Hit Dice: 3d8+6 (19 hp)
Initiative: -1
Speed: 30 ft.
AC: 20 (-1 size, -1 Dex, +12 natural)
Attacks: Slam +6 melee or by weapon
Damage: Slam 1d8+5 or by weapon
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Damage reduction 10/+1.
Saves: Fort +5, Ref +0, Will -1
Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 6, Cha 7
Skills: Intimidate +11*.
Feats: Power Attack
Challenge Rating: 1
Treasure: None (trolls have diamonds for teeth, however...)
Alignment: Usually Neutral
Most trolls encountered in the Discworld are of the garden variety. That is not to say that they inhabit gardens but more to say that they are a generic sort. There are other types of trolls such as those in the mountains and not all trolls are medium-sized. The older the troll, the bigger they are. For general climates, a trolls intelligence remains at or around the above score, however in extreme cold a trolls intelligence can increase quite considerably whilst in extreme heat, a trolls intelligence can decrease even more so. For game purposes, increase or decrease the trolls intelligence by two points for every ten degrees above or below 20 celsius.
Combat
Trolls don't really need weapons since they are a walking battering ram unto themselves. However, in a pinch they can pretty much swing anything that is handy and in some cases have quite taken to exceptionally heavy crossbows.
*In this instance the skill uses Strength rather than Charisma.
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