DG3.5 Character Creation Thread


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Tassadar

Panda King
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Nov 10, 2008
16,038
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#21
Re: DG3.5 Character Creation Thread

Equipment!

Weapons
Melee Weapons
One Handed Swords
Examples: Longswords, daggers, machetes, scimitars, wakizashi.
2d6 + Body/2

Two Handed Swords
Examples: Greatswords, claymores, nodachi.
2d12 + 1 + Body/2

Bastard Swords
Examples: Broadswords, katana.
1d12 + 1 + Body/2, deals +6 damage if used in two hands. Takes a -3 penalty to attack rolls.

One Handed Blunt Weapons
Examples: Truncheons, clubs, maces, sticks.
2d4 + 2 + Body/2

Two Handed Blunt Weapons
Examples: Staffs, greatclubs, heavy maces, flails.
2d8 + 5 + Body/2

Shortened Polearms (One Handed)
Examples: Hand axes, short spears.
4d5 - 4 + Body/2

Polearms
Examples: Scythes, halberds, spears, pikes, greataxes.
2d10 + 3 + Body/2

Unarmed
Base Damage: 2d4 + Body/4
Improved Damage: 1d8 + 2 + Body/2
Note: Unarmed can be used as the secondary attack for the purposes of two weapon fighting. It does not, however, count as the primary weapon, nor does it qualify for Dueling.

Ranged Weapons
Note: Ranged weapons use the range increments bit of the system. See the rules post detailing combat, or the link below.
http://pastebin.com/tGAtAiRe

Pistols
Badarian Handcannon
4d10 + 3, 10 foot range, 1 shot, 1 round reload, ignores 8 AV

Badarian Revolver
2d8 + 6, 30 foot range, 5 shots, 2 round reload, ignores 4 AV

Su-Ku-Ta Wargun
3d6 + 6, 35 foot range, 3 shots, 2 round reload, ignores 8 AV

Su-Ku-Ta Hand Repeater:
2d8 + 3, 15 foot range, 7 shots, 1 round reload, ignores 4 AV


Rifles
Badarian Breach Loader
3d8 + 8, 35 foot range, 1 shot, 1 round reload, ignores 8 AV

Badarian Lever Action Rifle
2d12 + 8, 30 foot range, 6 shots, 3 round reload, ignores 8 AV

Badarian Shotgun
3d12 + 12, 20 foot range, 2 shots, 2 round reload

Su-Ku-Ta Sniper Rifle
4d10, 60 foot range, 1 shot, 3 round reload, ignores 16 AV

Su-Ku-Ta Bolt Action Rifle
4d6 + 9, 35 foot range, 5 shots, 3 round reload, ignores 12 AV

Su-Ku-Ta Assault Rifle
2d8 + 6, 20 foot range, 10 shots, 2 round reload, ignores 8 EV

Make Your Own!
Seek GM approval for any custom made weaponry. For adding optional things, like needing to properly brace the weapon or even needing a crew to reload, also consult with a GM. I have final say on any given weapon.

BASE
Damage: 2d6, AV 0
Range: 10 ft
shots: 1
Reload: 1t

Points for construction
16 for two-handed; 12 for one-handed.
+1 ammo - 1 pt
5 ft rng - 1 pt
+1.5 dmg - 1 pt, must have an even number of these
+4 AV ignore - 1 pt
+1 dice (i.e. 2d6 to 3d6) - 2 pts
+1 dice step (i.e. 2d6 to 2d8) - 2 pts
+/-1 reload turns - -3/+3 pts
+1 EV - 2 pts


Crossbows
Hand Crossbow
4d6 + 6, 30 foot range, 1 shot, 1 round reload

Light Crossbow
3d6 + 12, 40 foot range, 1 shot, 1 round reload

Heavy Crossbow
3d8 + 9, 45 foot range, 1 shot, 2 round reload, ignores 8 AV

Repeating Crossbow
3d6 + 6, 25 foot range, 11 shots, 2 round reload


Primitive Ranged Weapons
The Bow
2d8 + 6 + Body/3, 50 foot range

The Sling
3d8 + Body/3, 20 foot range


Throwing Weapons
Javelins
4d6 + Body/4, 25 foot range, come in packs of 4, gives a -4 penalty to the target's Speed if hit

Throwing Knives
2d12 + Body/4, 10 foot range, come in packs of 5, deals +2d6 damage if used in a sneak attack

Throwing Axes
3d10 + Body/4, 15 foot range, come in packs of 3

Special Weapons
Some weapons cannot be accurately fit into any of the above categories. They are listed here, with their rules explicitly stated.

Whips/Chains
These weapons have a range of 10 feet, and may be used to initiate a Grapple attempt against an enemy.
One Handed: Deal 1d8 + 1 + Body/2 damage.
Two Handed: Deal 2d8 + 3 + Body/2 damage.

Gauntlets/Knuckledusters/etc
These weapons enhance unarmed damage, and is all. Using them causes the character to deal damage as if they had the Unarmed Fighter Talent if they don't have said Talent, or grant an additional +3 bonus to damage if they do. In addition, these can be enchanted like any other weapon.

Combo Weapons
These weapons are 2 or more normal weapons combined together, allowing a character to switch between them without having to spend an action. Any penalties that might come with wielding a weapon are active, even if the character isn't using that part of the combo weapon. Certain enhancements affect all parts of a combo weapon, while others only enhance a part of it. Enhancements that add to the whole thing cost an additional 50% per weapon beyond the first (so combo weapons with 2 parts cost 150%, 3 parts 200%, 4 parts 250%, etc.) If a cost is in parts, the character must pay the added cost in denarii or add additional instances of the required parts.
Enhancements that affect the entirety of a combo weapon:
+2 attack/damage for 50 denarii
AV ignore from an angel's feather.
+4 attack/damage from dragon parts.

Armor
AV = Armor Value. How much this armor adds to your Armor stat.
EV = Encumbrance Value. How much this armor decreases your character's Speed, Base Casting and Spirit Ceiling when worn. In addition, a character takes a penalty equal to twice this value to their Stealth stat. Note: EV cannot decrease Speed below 1, and also cannot decrease Base Casting or Spirit Ceiling below 3.
TP = Tearing points. How much damage a piece of armor can take before it falls apart. Any armor other than basic clothing reduced to 0 TP can be repaired, but not worn. For determing how much it costs to repair armor, see the Combat, Grappling, and You section of the Rules post.
DU = Durability. Whenever your character takes any amount of damage from an outside source, the amount prior to subtracting AV gets divided by this number and then subtracted from the armor's TP.

Armor can be weaker or stronger against certain types of physical damage. If a particular piece of armor has one or both, it will be indicated after the stats of that armor. Armor has its AV bonus halved against attacks of the type they are weak to, and its AV doubled against attacks of the type they are strong to.

Clothes: AV = 1, EV = 0, TP = 25, DU = 2.
(2 denarii)
Cloth

Leather Armor: AV = 5, EV = 1, TP = 30, DU = 3.
(5 denarii)
Leather

Battlemage's Robes: AV = 7, EV = 0, TP = 25, DU = 1.
(10 denarii)
Cloth

Badarian Flack Jacket: AV = 8, EV = 3, TP = 30, DU = 2. Weak against Bludgeoning. Strong against Piercing. Weak against Slashing. Bullet Resistant (only attacks that ignore all AV ignore defense granted by this armor)
(20 denarii)
Metal

Elven Bramble Armor: AV = 8, EV = 1, TP = 30, DU = 2. Weak against Slashing. Strong against Piercing.
(20 denarii)
Wood

Elven Warplate: AV = 12, EV = 3, TP = 30, DU = 4. Weak against Bludgeoning. Strong against Piercing.
(30 denarii)
Wood

Breastplate: AV = 12, EV = 4, TP = 50, DU = 4.
(30 denarii)
Metal

Chainmail: AV = 10, EV = 3, TP = 40, DU = 5. Weak against Piercing. Strong against Slashing.
(25 denarii)
Metal

Scale Mail: AV = 13, EV = 5, TP = 40, DU = 5.
(30 denarii)
Metal

Orcish Battle Armor: AV = 14, EV = 4, TP = 30, DU = 3. Weak against Slashing. Strong against Piercing.
(35 denarii)
Metal or Leather

Splint Mail: AV = 16, EV = 8, TP = 50, DU = 6.
(40 denarii)
Metal

Plate Armor: AV = 20, EV = 10, TP = 60, DU = 5.
(50 denarii)
Metal

Shields
Shields are items held in one hand and used to protect the character holding it against attacks. Increases a character's Dodge stat by some amount when equipped, but cause the wielder to be slowed slightly due to the added weight. They can also be used offensively in the form of a Shield Bash.
DB = Dodge Bonus. How much your character gets added to their Dodge stat while using the shield.
EV = Encumbrance Value. Just like armor.
All shields deal 3d6 + Body/3 damage when used to shield bash.

Buckler: DB = 6. EV = 0.

Round Light Shield: DB = 8. EV = 1.

Targe: DB = 6. EV = 1. Deals Piercing or Bludgeoning damage, plus an additional +6 damage when used to shield bash.

Round Heavy Shield: DB = 10. EV = 2. Deals +4 damage when used to Shield bash.

Kite Shield: DB = 12. EV = 2.

Tower Shield: DB = 15. EV = 4.
 
Last edited:

Tassadar

Panda King
Moderator
Nov 10, 2008
16,038
83
#22
Re: DG3.5 Character Creation Thread

The Item Shop!

In game, the merchant can be summoned at any time that a character is not in combat or directly threatened with combat, even if the character has never met him before.

Here is the list of item drops by monster followed by the value of each item:
Each item can be purchased for x1.5 the price listed here.
Item Drops
Alraunes/Cordyrunes, Corrupted Beings (tier 1-2 warped wolves, warped, etc.) - Darkheart
Angel - Angel's Feather
Black Oak/Mind Control Tree/Heart Tree - Darkbrain
Dragons – Dragon’s Scale, Dragon’s Fang, Dragon’s Claw
Duo/Trinity - Slime Amber
Elder Lord/Elder Lord Spawn - Greybrain
Full Blooded Demons - Demon's Blood
Giants - Giant Hide
Giant Wasps/Hornets, Spider - Venom Sack
Goblin/Kobold - Monster's Fang
Grabbers, Gemini, Skyray/Slither - Greyheart
Gruff/Satyr - Faerie Horn
Heavily Corrupted Beings (tier 3-4 warped bears, etc.) - Pulsating Darkheart
Hellhound/Warhound - Hound's Tooth
Lady Alraune/Eternal Alraune - Pulsating Darkheart
Massive Spiders - Huge Venom Sack
Mountain Troll - Mountain Troll Hair, Mountain Troll Hide, Mountain Troll Fang
Nightmare - Nightmare's Mane
Nightmare Lord - Fiery Mantle
Ogre/Troll/Minotaur - Monster's Horn
Plant Hulk - Pulsating Darkheart
Raptor - Small Hide.
Shorn Weed - Shorn Nectar
Sidhe/Nymphs - Faerie's Blood
Slimes - Slime Amber
Small Beasts (Tier 1-2 uncorrupted wildlife like wolves) - Small Hide
Stalker/Hunter - Chameleon's Skin
Tentacle Horror - Horror Carapace
Yeti, Big Beasts (Tier 3-4 uncorrupted wildlife like horses, boars, etc)- Beast Hide

Selling Prices
10
Shorn Nectar

15
Chameleon's Skin

20
Horror Carapace
Monster's Fang
Small Hide

25
Darkheart
Greyheart
Venom Sack

30
Faerie's Horn
Slime Amber

40
Hound's Tooth

50
Beast Hide
Demon's Blood
Dragon's Claw
Dragon's Fang
Faerie's Blood
Giant Hide
Monster's Horn
Mountain Troll Fang
Mountain Troll Hair
Pulsating Darkheart
Pulsating Greyheart

60
Nightmare's Mane

100
Darkbrain
Dragon's Scale
Greybrain
Huge Venom Sack
Mountain Troll Hide

200
Angel's Feather
Fiery Mantle

Weapons, Shields and Armor
The merchant sells all weapons and shields for 10 denarii. Armors have their cost listen next to them.

The merchant buys equipment for half price, rounded down. If the item in question is enchanted, the selling value increases by an amount equal to the enchantment cost. If items have been used to enhance a weapon, shield or piece of armor, then the selling value of the item used is added to the selling value of the item.

Enchanting Guide
Applying a bonus multiple times costs an additional amount of denarii or items equal to 1/2 again the price of the applied bonus times the number of bonuses applied.
For example, if an enhancement costs 50 denarii, applying it again costs another 75 denarii, and adding a third application costs an additional 100 denarii, ect. So, applying this same bonus would cost a total of 225 denarii.
An enhancement that uses 2 of an item would therefore require 3 of an item to enhance again, and then 4, and then 5, ect. So, 9 of the item to apply the same upgrade 3 times.

Enchanting any one item with a total value of 400 denarii or more (including the prices of items used to enchant them) causes the item to gain a form of limited sentience. The specifics of this are up to the GM.

Enchantments marked with a * instead of a - may only be applied once.

Weapons
*A weapon may be made to deal EP damage rather than HP damage for 50 denarii. Weapons with this enchantment deal the same damage dice, but get a bonus of Spirit/4 instead of Body/2. Damage by such weapons are subjected to both AV and any effects that reduce damage to EP. In addition, by itself a weapon enchanted this way can only kill targets that would die by reaching 0 EP, and will only render most opponents unconscious.

Enchantments requiring the above:
*A weapon that has been enchanted to deal energy damage may be enchanted to allow its wielder to drain half the energy damage it deals for two Greybrains or two Darkbrains or one Greybain and one Darkbrain.

*A weapon that has been enchanted both with a spell or power and the ability to deal energy damage instead of health damage may be enchanted to use EP equal to energy damage dealt in the previous round, up to a maximum of 10, to activate any spell or power it's enchanted with as long as that spell or power is activated within one round of the attack powering it for 20 denarii and one slime amber.

-A weapon can be enhanced to have a +2 bonus to attack and damage rolls for 50 denarii.

-A weapon can be enhanced to deal an additional 1d8 damage of any of the energy types (Heat, Force, Electricity or Cold) for 40 denarii.

-A Shortened Polearm or Polearm can be enhanced to deal an additional +10 damage for 2 Monster's Horns.

-A Sword can be enhanced to have a +3 bonus to attack rolls and deal an additional 2d10 damage for 2 Faerie's Blood/Demon's Blood. This damage is Cold damage if the items used are Faerie's Blood, Heat if the items used are Demon's Blood, or Electricity if a mix is used.

-A Blunt Weapon can be enhanced to deal an additional +9 damage for 2 Hound's Teeth or 4 Monster's Fangs.

-A Primitive Ranged Weapon or a gun can be enhanced to increase its maximum range by 10 feet for 2 Slime Ambers.

-A gun (either a Pistol or a Rifle) or a Thrown Weapon (set) can be enhanced to force those hit by them to make a Resistance check against DC 28 or become Paralyzed for 2 Venom Sacks. Multiple instances of this enhancement do not cause additional checks, but instead increase the DC of the check by 14.

-A weapon can be enhanced to force creatures hit by it to make a Resistance check against DC 24 or gain one of the following statuses, chosen when this enhancement is added to the weapon, for 50 denarii. The status are: Weakened, Blinded, Paralyzed, or Stunned. Multiple instances of this enhancement do not cause additional checks, but instead increase the DC of the check by 12.

*A weapon can be enhanced to ignore the AV of creatures that it hits for an Angel's Feather and 200 denarii.

-A weapon can be enhanced to deal +4 damage and grant its wielder a +4 bonus to attack rolls when wielding it for 2 Dragon's Fangs, 2 Dragon's Claws, or one of each.

-A gun can be enhanced to grant a +2 bonus to attack rolls and ignore an additional 4 points of AV for 2 darkhearts, 2 greyhearts, or one of each.

*A throwing weapon can be enhanced to be Returning for 120 denarii. Returning throwing weapons automatically replenish their ammunition at the end of each round.

*A weapon (or miscellaneous item) may be enchanted as a focus item, effectively giving the creature using it a +4 bonus to attack rolls when using spells, powers, and succubus powers, a +1 damage bonus per spell level, and a free +1 bonus to the EP input of damage deal powers for 50 denarii and either 2 darkhearts or one dragon's fang.

-A melee weapon may be made to deal an additional 3 damage that ignores AV and DR and return that damage as HP to the wielder by paying 100 denarii.


Armor
-A piece of armor can be enhanced to increase its DU by 1 for 100 denarii.

-A piece of armor can be enhanced to increase its TP by 4 for 20 denarii.

-A piece of armor can be enhanced to increase its AV by 1 for 30 denarii.

-A piece of armor can be enhanced to have its EV decreased by 1 for 2 Slime Ambers and paying 20 denarii.

-A piece of armor can be enhanced to increase its AV by 2 for 2 Horror Carapaces.

-A piece of armor can be enhanced to give its wearer a +6 bonus to Stealth for 2 Chameleon Skins.

-A piece of armor can be enhanced to give its wearer a +6 bonus to Resistance for 2 Faerie's Blood.

-A piece of armor can be enhanced to increase its AV by 4 for 2 Demon's Bloods.

-A piece of armor can be enhanced to give its wearer a +6 bonus to Grapple for 2 Faerie's Horns.

*A piece of armor can be enhanced to make the wearer (and the armor) immune to Fire/Heat damage, gain 10 resistance to Cold damage, increase the armor's AV by 4, its DU by 1 and its TP by 10, but grant a -6 penalty to Stealth for one Fiery Mantle and paying 100 denarii.

*A piece of armor can be enhanced to give its wearer a +6 bonus to Dodge and Resistance, as well as granting the armor +1 DU and +10 TP for one Darkbrain or one Greybrain.

-A piece of armor can be enhanced to grant its wearer a +3 bonus to Resistance and have its AV increased by 6 for one Dragon’s Scale. This enchantment can be applied multiple times, but if a fraction of a Scale is required the character must instead provide enough money to cover the fraction of the scale’s value as if it had been sold to the Merchant.

-A piece of armor can be enhanced to grants its wearer a +2 bonus to spell damage per spell level and a +4 bonus to Base Casting, as well as increasing the armor's AV by 1 and TP by 3 for 2 darkhearts/greyhearts, 2 horror carapaces, and 20 denarii. This enhancement cannot be applied to any piece of armor with greater than 1 EV.

*A piece of armor can be enhanced such that attacks which normally ignore armor to no longer ignore the AV granted by it for 2 Dragon's Scales and 2 Monster's Horns. Note that this applies only to attacks, not secondary damage from abilities.

-A piece of armor can be enhanced to require that creatures trying to remove it, shift it, or tear it beat the character's grapple by 5 or more to actually succeed by paying 40 denarii. Multiple stacks of this enchantment increase the amount by an additional 5 points. If the character's grapple check is within the margin created by this enchantment, their action still fails.

-A piece of armor can be enhanced to give the character a +5 bonus to grapple checks made for escaping grapples, bindings, and submission holds for 2 slime ambers.


Shields
-A shield can be enhanced to grant an additional +2 DB by paying 40 denarii.

-A shield can be enhanced to deal an additional +4 damage when used to shield bash for 2 Monster's Fangs or one Hound's Tooth.

-A shield can be enhanced to have its EV decreased by 1 for 2 Slime Ambers.

*A shield can be enhanced to deal an additional 1d12 points of Heat damage when used to shield bash and have its DB increased by 2 for a Nightmare's Mane.

*A shield can be enhanced to have its DB increased by 2 and grant its bearer 10 points of resistance to Heat, Force, Cold, and Electricity Damage for one Dragon’s Scale.

*A shield can be enhanced to no longer be ignored by electricity damage for 2 Giant Hides or one Mountain Troll Hide.

-A shield can be enhanced to deal an additional +6 damage when used to shield bash and grant an additional +1 DB for 4 Faerie's Horns or 2 Monster's Horns.

*A shield can be enhanced to be throwable by its wielder for 20 denarii. Having this enables the character to grant any enhancements to the shield that could be added to a thrown weapon.

*A shield can be enhanced to grant an additional +2 DB, and be able to take any enhancement that could be added to a weapon, for 50 denarii.


Secondary Items
The category of secondary items Includes things like belts, jewelry, hats, helmets, gloves, and boots. For other items, please seek approval before enchanting. A single miscellaneous item may have any number of different enchantments on it, but unlike normal enchanted items don’t become sentient unless at least 1000 denarii worth of enhancements are added.


*Any item may be enhanced to grant its wearer the ability to cast a single Spell. The rules for this are below.
The cost of this enhancement depends on the level of the spell selected. Additional spells may be added to the same item without marking up the cost, but any given item can only hold up to 10 levels worth of spells.
Level 1 spells: 40 denarii
Level 2 spells: 80 denarii
Level 3 Spells: 120 denarii

Casting checks are not required to cast these spells. The item starts with an effective Mind stat equal to 30 for the purpose of determining the effects of this spell and the Resistance used for any secondary effects. They are always treated as if they had the Focus Talent in any element that they can cast a spell from. The item’s effective Mind stat can be increased by 10 by paying 40 denarii, repeatably at the normal markup.

The character using this item always pays any costs for any spells cast with this item, and uses the item’s Mind stat or their own to determine whether or not something hits, whichever is higher. In addition, spells cast from items cost a minimum of 1 EP.
A single item cannot allow a character to use Powers and cast Spells.
Instead of being activated by choice, an item can be made to cast a spell on its wearer under certain circumstances as indicated by the creator of the item.
A single item can have up to 5 spells, but adding more spells after the first costs an additional 10 denarii (at the usual markup for spells beyond the second) plus the cost of adding the spell as shown above.

*Any item may be enhanced to grant its wearer the ability to use a single Spirit Power. The rules for this are below.
A single power can be added for 120 denarii, and additional powers can be added to the same item for the usual markup. A single item can have no more than 3 Powers on it. The item has its own EP pool, but the only way to replenish the item’s EP pool is for the character to empower it with their own energy which takes one minute per ten points of EP. The item starts with a 10 point EP pool, and pays the same costs as the character would if they were using the power inherent in the item. If the power in question has an HP cost or some other requirement, the character still has to pay that. If the power requires an attack roll, it uses the appropriate stat of the character. A power used via an item can only use up to 6 EP per round. Attacks used through an item use the character's Spirit or 30 as a bonus to hit, whichever is higher, and this bonus may be increased by 10 by spending an additional 30 denarii.
The EP pool of an item can be increased by 10 in exchange for 30 denarii.
A single item cannot allow a character to use Powers and cast Spells. All constantly active powers have minimum 1 upkeep even if the value of X used in them would not require upkeep normally.

A note on the above:
- An item enchanted with a spell or spirit power may be enchanted with a trigger or a command word that will activate those spells in a set way (i.e. snapping a character's fingers will always produce a 4 EP lay on hands if set to do such, never a 2 EP etc.). If the item is non-sentient, the command must be a something simple such as a word, a whistle, drawing the item in question from its sheath or pouch (if it's something applicable), or a distinguishable noise. A non-sentient item cannot distinguish between commands or triggers given by its wielder or another character. A sentient item may be given more complex triggers, including reactionary ones, and can distinguish its wielder from others using the same command. Consult your GM for acceptable triggers. Anytime a trigger is used in as a means of making an enchanted spell or power a free action or free reaction, the associated costs are doubled (this may exceed 6 EP in the case of static cost spirit powers). Anytime a trigger is used as a means of making an enchanted spell or power a free action or reaction, any applicable resistance checks are instead rolled against the item's resistance, which will be considered a 20 DC and can't be buffed by temporary effects. An item with the trigger enchant on it may have its trigger modified by an enchanter for 5 denarii and additional triggers may be added alongside the first for 10 denarii.

- An item with a trigger enchantment may have its resistance DC increased by 5 for 30 denarii.

*A miscellaneous item can be enhanced to grants its wearer immunity to Fire/Heat damage, a +5 bonus to attack rolls and melee damage rolls, and a +10 bonus to Dodge for one Fiery Mantle and 2 Demon’s Bloods.

*A miscellaneous item can be enhanced to grants its wearer a +10 bonus to Dodge and Resistance, a +5 bonus to attack rolls, and Damage Reduction ¾ for one Angel’s Feather, one Dragon’s Scale, one monster's Horn, and two Slime Ambers. This item's Damage Reduction does not apply to creatures that already possess Damage Reduction naturally.

-A miscellaneous item can be enhanced to provide its wearer with a +2 bonus to Grapple, Dodge, attack rolls, melee OR ranged weapon damage rolls, Base Casting, Stealth, or Perception by paying 30 denarii. A single item may have any two of these bonuses applied to it, and each can be increased distinctly from the other without affecting their prices.

-A miscellaneous item can be enhanced to provide its wearer with a +3 bonus to AV for 2 darkhearts/greyhearts and 2 Shorn Nectars.

-A miscellaneous item can be enhanced to grants its wearer immunity to Cold damage, a +6 bonus to base casting checks, +5 to attack rolls, +2 to spell damage per level of spell, and a +10 bonus to Dodge for an Angel's Feather and 2 Faerie's Bloods. This bonus can only be applied once to a single item.

-A miscellaneous item can be enhanced to provide its wearer with a +2 bonus to the damage caused by spells per spell level by paying 20 denarii and trading 2 darkhearts/greyhearts.

-A miscellaneous item can be enhanced to contain a 10 point EP pool that the wearer can draw from or add to at will by paying 30 denarii.

-A miscellaneous item can be enhanced to provide 10 points of resistance to any one type of elemental damage (Heat, Cold, Force, or Electricity) by paying 30 denarii.

*A miscellaneous item can be enchanted to absorb up to 40 points of damage from Spells or Powers per round by paying 200 denarii. Effects that cause no damage but still target the character in a hostile manner effectively cost a total of 3 x their cost in EP against this item's maximum amount of energy per round. This maximum value can be increased by 20 spending an additional 60 denarii. If the character would ever take damage exceeding the maximum value of this item, it is destroyed.

Miscellaneous Items Available at the Shop
Healing Potion: Restore up to 50 HP.
Costs 10 denarii.

Energy Potion: Restore up to 50 EP.
Costs 10 denarii.

Corruption Cure Potion: Remove up to 50 corruption.
Costs 20 denarii.

Morning After Potion: Remove's the Pregnant status, or prevents the character from getting it for 24 hours. Only effective if taken before the pregnancy is visibly detectable.
Costs 20 denarii.

Aphrodisiac Poison: Causes the drinker to take 2d10 + 5 Resistance damage per round for 3 rounds, becoming Aroused if their Resistance drops to 0 and becoming Horny if it again drops to 0. Noticing the poison in food or drink requires a DC 15 Perception check in clean water, a DC 25 check in lightly flavored food or water (soaked in plain bread, dosed in milk or lightly flavored water,) a DC 35 check in more flavorful substances (dried fruit or meat, fruit juices,) and a DC 45 or higher check in any food more potent than these (wine or spiced foods.) Detecting the poison only means that they know they've been poisoned, not that they don't suffer its effects. This poison can also be applied to weapons and lasts for 3 hits, dealing that much Resistance damage to each creature hit once.
Costs 20 denarii.

Fertility Potion: The drinker gains the Fertile Flaw for 2 days after taking this potion. Has no effect on a character with Infertile.
Costs 20 denarii.

Infertility Potion: The drinker gains the Infertile Flaw for 2 days after taking this potion. Has no effect on a character with Fertile.
Costs 20 denarii.

Paralysis Poison: The drinker of this poison must make a DC 45 Resistance check or gain two instances of the Paralyzed status. Noticing the poison in food or drink requires a DC 15 Perception check in clean water, a DC 25 check in lightly flavored food or water (soaked in plain bread, dosed in milk or lightly flavored water,) a DC 35 check in more flavorful substances (dried fruit or meat, fruit juices,) and a DC 45 or higher check in any food more potent than these (wine or spiced foods.) Detecting the poison only means that they know they've been poisoned, not that they don't suffer its effects. This poison can also be applied to weapons and lasts for 3 hits, but the check to resist it is dropped to 35.
Costs 20 denarii.

Deadly Poison: The drinker of this poison takes 2d10 + 10 AV ignoring damage per round for 5 rounds, at the end of which they must make a Resistance check against DC 40 or have the process repeat itself. Noticing the poison in food or drink requires a DC 15 Perception check in clean water, a DC 25 check in lightly flavored food or water (soaked in plain bread, dosed in milk or lightly flavored water,) a DC 35 check in more flavorful substances (dried fruit or meat, fruit juices,) and a DC 45 or higher check in any food more potent than these (wine or spiced foods.) Detecting the poison only means that they know they've been poisoned, not that they don't suffer its effects. This poison can also be applied to weapons and lasts for 3 hits, dealing that much damage to each creature hit for 3 rounds, requiring no Resistance check to avoid further damage.
Costs 20 denarii

Hallucination Poison: The drinker of this poison must win a DC 50 Resistance check or see random Illusions determined by the GM for 1d6 hours. Noticing the poison in food or drink requires a DC 15 Perception check in clean water, a DC 25 check in lightly flavored food or water (soaked in plain bread, dosed in milk or lightly flavored water,) a DC 35 check in more flavorful substances (dried fruit or meat, fruit juices,) and a DC 45 or higher check in any food more potent than these (wine or spiced foods.) Detecting the poison only means that they know they've been poisoned, not that they don't suffer its effects. This poison can also be applied to weapons and lasts for 3 hits, but the DC required to resist it is dropped to 35.
Costs 20 denarii

Magical Oil: Can be coated on any melee weapon (not including an unarmed strike) to cause that weapon to deal an additional 2d10 damage of the Heat, Cold, or Electricity type. This coating lasts until the end of the encounter.
Costs 30 denarii.

Universal Antidote: Cures any effects caused by poisons when drunk. Costs 20 denarii.

Rune of Knowledge (Thing): While held, the character permanently gains one skill, feat, power, succubus power, or aptitude that they meet all the other requirements for which is chosen at purchase. May alternatively be set into a weapon to grant access to that skill/feat/power/succubus power while directly wielding that weapon without needing to meet the requirements.
Costs 250 denarii.

Special Rounds:
AP Rounds - 10 denarii for 20, +4 AV penetration
Hollow Rounds - 10 denarii for 20, +6 damage, -4 AV penetration
Masterwork Rounds - 10 denarii for 20, provide a +8 bonus to attack rolls
Explosive Rounds - 10 denarii for 20, deal an additional 2d6 Heat damage but grant a -2 penalty to attack

Special Arrows/Bolts:
Flaming Arrows - 10 denarii for 20, deal an additional 2d6 Heat damage but grant a -2 penalty to accuracy
Masterwork Arrows - 10 denarii for 20, grant a +4 bonus to attack and damage rolls
Barbed Arrows - 10 denarii for 20, cause an additional 1d10 bleed damage per round to those hit until they receive magical healing or take a round to bandage the wound

Sealing Collar: 30 denarii for a DC 35 sealing collar (as the ritual.) The DC may be increased by 5 for an additional 20 denarii, or by 20 for an additional 75 denarii.

Obedience Collar: 40 denarii for a DC 35 obedience collar (as the ritual.) The DC may be increased by 5 for an additional 25 denarii, or be 20 for an additional 90 denarii.

Grenade: Costs 20 denarii. All creatures within a 10 foot radius of where this item is thrown take 4d10 + 25 damage. This damage is half slashing and half fire and ignores the first 12 points of AV. This item is treated as a throwing weapon with a range of 10 feet that cannot be recovered.
 
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Tassadar

Panda King
Moderator
Nov 10, 2008
16,038
83
#23
Re: DG3.5 Character Creation Thread

The Item Shop
Part 2

Effects of items if consumed/used:
Greyheart/Darkheart - Gain 100 corruption on consumption.
Pulsating Greyheart/Pulsating Darkheart - Gain 200 corruption on consumption. Also may be used as a darkheart in enchantment up to 2 times and not necessarily all at once, but its value drops 25 denarii and the corruption gained from consuming it by 100 if it's used once in that manner.
Greybrain/Darkbrain - Bad news.
Slime Amber - Can be used to store up to 5 EP from the character's pool, which can be used at any time in the future. Does not consume the Amber.
Shorn Nectar - Gain 40 HP and 40 EP, lose 3d6 resistance and become aroused if reduced to 0 resistance or horny if already aroused.
Venom Sack - Can be applied to a weapon to force an opponent struck to make a resistance check versus 25 or become paralyzed. Lasts three hits.
Huge Venom Sack - Can be used as a Venom Sack for poisoning or as a replacement for a Venom Sack in an enchantment or craft up to 4 times (both types of uses count toward this). Loses 25 denarii in value for each charge used.
Faerie's Blood/Demon's Blood - Can be consumed in order to gain a buff that lasts until the end of combat or for up to 5 minutes. Under the effects of this buff, the character's spells are considered 1 spell level higher for the purposes of determining effects and damage, and powers are considered to have 3 added to the X value at no EP cost and no effect to the spirit ceiling. Character gains 50 corruption.
Angel's Feather - If the character holding this would die, it is consumed and they are returned to life at 10 HP and 10 EP (if their current EP isn't higher). If they would be knocked unconscious, they may choose to consume the feather and return to life at full HP and EP. If a friendly character has died or been knocked unconscious within one round it may be used on them.
Nightmare's Mane - May be consumed in order to gain a fire shield that will absorb 100 heat/fire damage which lasts until dispelled or depleted.
Fiery Mantle - May be consumed in order to obtain complete heat/fire damage immunity and have any heat/fire damage that you deal doubled until the end of combat or for up to ten minutes.

Enchanting vs Crafting.
Enchanting is the art of using a magical ritual in order to transfer positive qualities of an item (strength, conductivity, that sort of thing) and imbuing another item with those strengths without imbuing that item with the downsides (weight, ease of breaking). An item crafted out of such a material or a mundane modification made to an item, on the other hand, might carry downsides such as increased weight or difficulty in wielding for an average person.

An enchantment's price can also be paid over time, because enchants can be added to slowly and over time, where-as forging armor or a weapon out of a material is an all or nothing prospect.

Additionally, another downside of enchanting equipment as opposed to simply crafting equipment out of magical material is that enchantments function poorly or not at all when in areas that would naturally disrupt spellcasting and spiritual powers.

Materials - Additional Costs and Crafting - These cannot be changed. A weapon, armor, or shield made out of a material remains that material, and though its sale price is modified to reflect as much, you must buy an entirely new weapon, armor, or shield in order to gain the benefits of a new material. Also note that these prices are in addition to the base price of the weapon/armor/shield you're purchasing.
Orcish Pattern Steel - 20 denarii for a weapon/25 for armor/25 for shield. (Free for Orc characters.)
Beast Hide - 25 denarii for armor/15 for a shield. (Can trade a beast hide to get this for free.)
Giant Spidersilk - 25 denarii.
Mountain Troll - 500 denarii for armor/350 for a shield. (Having a mountain troll hide allows a character to exchange it for 150 denarii towards the cost. This can be done multiple times, but cannot reduce the cost below 0 denarii.)
Giant Hide - 110 denarii. (Having a giant hide allows a character to exchange it for 75 denarii towards the cost. This can be done multiple times, but cannot reduce the cost below 0 denarii.)
Chameleon Skin - 35 denarii. (Can trade a chameleon skin to get this for free.)
Darksteel - 150 for a weapon or shield/350 denarii for armor. (30 for weapons/shields and 50 for armor for Full Blooded Demon characters.)
Dragon - 225 for a weapon or a shield/520 denarii for armor. (Having a dragon's scale for armor or a dragon's claw/fang for weapons allows a character to exchange it for 150 denarii towards the cost. This can be done multiple times, but cannot reduce the cost below 0 denarii.)
Daemonmetal - Special*
Cold Iron - 30 denarii for a weapon or shield/60 for armor.
Angelforged - 100 denarii for a weapon or shield/200 for armor. (20 for weapons and 40 for armor for Angel characters.)
Shiversteel - 50 denarii for a weapon or shield/100 for armor.
Anudorian Copper - 30 denarii for a weapon or shield/60 for armor.
Faeriegold - 25 denarii for a weapon/50 denarii for armor.
Dragonglass - 50 denarii.
Bloodcrystal - 50 denarii.

*This cannot be crafted with denarii. In order to craft a daemonmetal item, a character must first find a suitable daemonmetal item that can be melted down.
Material Effects
Material Effects - Weapons - Note, everything except Anudorian Copper, Giant Spidersilk, and Angelforged Metal may also be used to forge throwing weapons with the same bonuses.

Mundane (Bronze, Iron, Silver, Gold, Crystal, Bone, etc.): No difference.
Orcish Pattern Steel: +1 Attack/Damage.
Darksteel: One additional damage dice, +4 attack, +4 damage.
Dragon Fang/Claw: Two additional damage dice, +6 attack, +6 damage.
Daemonmetal: Six additional damage dice, +12 attack, +12 damage.
Cold Iron: +8 damage against targets with supernatural/warped/naturally either, -8 damage against non-warped/supernatural targets.
Angelforged Metal: +8 damage if the wielder is uncorrupted, +4 damage if the wielder is naturally warped, +0 damage if the wielder is naturally supernatural, -4 damage if the wielder is warped, -8 damage if the character is supernatural, additional -2 damage if the character is corruptive.
Shiversteel: Half of damage caused by this weapon is converted to cold damage. +4 to resistance checks when using a skill or melee attack that would cause Weakened.
Anudorian Copper: Halved damage dice, modifier reduced Body/4 modifier if applicable, +4 spirit ceiling, base casting, and attack with spells and powers.
Faeriegold: Deals maximum damage dice on an attack roll of 20, deals minimum damage dice on an attack roll of 1.
Dragonglass: Ignores natural armor, non-natural armor value is doubled against it.
Bloodcrystal: Damage dice no longer add to damage, but instead reduce the target's AV by that much for the round on each attack.
Giant Spidersilk: Can only be used for bows or crossbows, grants either a +1 bonus to attack and damage rolls.

Material Effects - Armor (Metal)
Mundane (Bronze, Iron, Silver, Gold, Crystal, Bone, etc.): No difference.
Orcish Pattern Steel: +1 AV
Darksteel: +2 AV, +1 DU, -2 EV.
Dragon Scale: +6 AV, +1 DU, -2 EV, armor becomes strong against fire.
Daemonmetal: +8 AV, +4 DU, Doubled TP, Halved EV, armor becomes strong against all sources of physical damage except daemonmetal.
Cold Iron: Armor is considered as strong against any physical attack made by characters that are warped/supernatural/naturally either. -2 AV, -1 DU.
Angelforged Metal: +2 AV, -2 EV if the character is uncorrupted, +1 AV, -1 EV if the character is naturally warped, no difference if the character is naturally supernatural, -1 AV, +1 EV if the character is warped, -2 AV, +2 EV if the character is supernatural, an additional -1 AV and +1 EV if the character is corruptive.
Shiversteel: Armor becomes strong against fire/heat.
Anudorian Copper: Halved AV, DU, and TP, but EV doesn't penalize spellcasting or spirit ceiling. Also becomes weak against any damage caused by spells or powers.
Faeriegold: Removes AV and instead grants DB (as per shields) equal to the original AV value. Halved TP and DU.

Material Effects - Armor (Leather)

Beast Hide: +1 AV.
Giant Hide: +6 AV, +2 DU, +2 EV.
Dragon Hide: +6 AV, +1 DU, -2 EV, armor becomes strong against fire.
Mountain Troll Hide: +8 AV, +1 DU, -2 EV
Chameleon Skin: +8 Stealth, reduces AV to 0.

Material Effects - Armor (Cloth)

Giant Spidersilk - +1 AV.
Mountain Troll Hair - +6 AV, +5 DU.

Material Effects - Shield

Mundane (Bronze, Iron, Silver, Gold, Crystal, Bone, etc.): No difference.
Beast Hide: +1 DB.
Orcish Pattern Steel: +2 shield bash damage.
Giant Hide: +4 DB.
Darksteel: +2 DB, -1 EV, +4 shield bash damage.
Angelforged: +2 DB, -1 EV, +4 shield bash damage if the wielder is uncorrupted, +1 DB, +2 shield bash damage if the wielder is naturally warped, no modifiers if the wielder is naturally supernatural, -1 DB, -2 shield bash damage if the wielder is warped, -2 DB, +1 EV, -4 shield bash damage if the wielder is supernatural, an additional -2 DB, +1 EV, and -2 shield bash damage if the wielder is corruptive.
Dragon Scale: +1d6 shield bash damage, +4 DB, -1 EV, doubled DB against fire/heat damage sources.
Mountain Troll Hide: +4 DB, -2 EV, doubled DB against piercing, slashing, and bludgeoning.
Daemonmetal: +2d6 shield bash damage, +10 DB, -4 EV, doubled DB against physical damage sources other than daemonmetal.
Shiversteel: Double DB against fire/heat damage sources.
Anudorian Copper: +2 spirit ceiling/base casting/attack with spells and powers, halved DB, EV doesn't affect casting/spirit ceiling value. Grants no DB against spirit powers or magics.

Equipment Customization - These can be added to a preexisting weapon, however they cost an additional 10 denarii over their base price when added to a preexisting weapon instead of being added upon crafting and another 10 denarii if they're replacing a customization already using that slot. Unlike enchants, a weapon has a finite number of slots with which to add customizations.

Swords - One-handed Swords, Bastard Swords, Two-handed Swords.

Sword Handle - One may be chosen.

The hilt may be constructed in such a way that the sword deals +2 bludgeoning damage at -2 attack when it's used to strike a foe for 10 denarii.

A lanyard may be added which grants +6 against resistance checks to disarm a character with this weapon for 15 denarii.

The pommel may be weighted in a way that grants the character +4 to any resistance checks to inflict stunned or prone on a target caused by a melee attack with this weapon, though they suffer a constant -2 to attack when wielding this sword, for 20 denarii.

Sword Blade - One may be chosen.

The edge may be given teeth or some other means of creating a wound profile at the price of -4 attack. Characters who take slashing HP damage from this weapon have healing effectiveness cut in half until they've been healed to full HP through some means, they also take 2d4 bleeding damage per round until they receive some form of healing or use an action to bandage themselves. This costs 25 denarii.

The sword may be crafted with a focus on the tip of the blade. Piercing attacks may be made at +2 damage, though slashing attacks are made at -2 damage. This costs 15 denarii.

The sword may be crafted with an emphasis on delivering debilitating strokes. The character gains +4 to any resistance checks to inflict weakened or paralyzed on a target caused by a melee attack with this weapon, though they suffer a constant -2 to attack when wielding this sword, for 20 denarii.

Sword Weighting - One may be chosen.

The sword may be designed with an emphasis on heavy weighting distributed largely toward the point, causing it to gain +2 damage but suffers -2 attack for 15 denarii.

The sword may be designed with an emphasis on lightness. It gains +2 attack but suffers -2 damage for 15 denarii.

The sword may be designed with a perfect balance in mind. It gains +1 attack and +1 damage for 25 denarii.

Blunt Weapons - One-handed Maces, Two-handed Maces.

Mace Shaft - One may be chosen.

The weapon may be modified to serve as a flail, which offers a few offensive advantages but is less useful when pressed. +2 attack and damage, -2 dodge. Costs 15 denarii.

The weapon's shaft may be crafted with an emphasis on allowing quick, accurate swings. It gains +2 attack but suffers -2 damage for 15 denarii.

The weapon's shaft may be crafted with an emphasis on slow, damaging swings. It gains +2 damage but suffers -2 attack for 15 denarii.

Mace Head - Two may be chosen.

The weapon may be designed to inflict additional trauma on victims with each blow. Characters receive -1 to all non-damage rolls during their turn for each 20 points of HP damage dealt by this weapon. Costs 20 denarii.

The weapon be designed with a piercing point intended to better break through armor. The character may choose to deal piercing damage with this weapon in order to ignore 2 AV. Costs 15 denarii.

The weapon be designed to better disable opponents. The character gains +4 to any resistance checks to inflict stunned or prone on a target caused by a melee attack with this weapon, though they suffer a constant -2 to attack when wielding this weapon, for 20 denarii.

The weapon may be designed for crushing through shields. The character may choose to make an attack reducing their own dodge by 10 which will also ignore their target's shield DB. Costs 25 denarii.

The weapon may be designed for softening or beating a target into submission instead of caving their head in. The weapon deals 1d6 resistance damage and suffers -2 damage. Characters reduced to 0 resistance by this weapon are knocked unconscious. Costs 20 denarii.

Polearms - Shortened Polearms, Polearms

Pole - One may be chosen.

A pole may be designed to be heavier and sturdier so that it can be used more effectively for striking. A bludgeoning attack can be made using the pole that deals +2 damage but suffers -2 attack. 10 denarii.

A pole may be designed to be longer so that it can be used to keep opponents at bay. The weapon gains +3 dodge but loses -1 attack and -1 damage. Costs 15 denarii.

A pole may be designed to be shorter for increased damage potential at the cost of its reach advantage. The weapon suffers a -2 dodge penalty, but gains +3 damage. Costs 15 denarii.

Polearm Edge - One may be chosen.

The edge may be sacrificed completely in order to improve the tip. The bonuses when using Charge are doubled and the weapon gains +2 damage when piercing, but can't cause slashing damage and takes -4 damage when using bludgeoning damage. Costs 25 denarii.

A hook or another shape excellent for bypassing shields may be added. This weapon can be used to make an attack that causes its wielder to take a -4 damage penalty for the round but ignores 1/2 of the target's shield DB.. Costs 25 denarii.

The edge may be sacrificed in exchange for a hammer or otherwise designed to stagger opponents. The character gains +4 to any resistance checks to inflict stunned or prone on a target caused by a melee attack with this weapon, but take a -2 attack penalty when wielding this weapon. This costs 20 denarii.

Polearm Tip - One may be chosen.

The tip can be designed to better pierce through armor. The character may choose to deal piercing damage with this weapon in order to ignore 2 AV. Costs 15 denarii.

The tip may be designed to better debilitate opponents. The character gains +4 to any resistance checks to inflict weakened or paralyzed on a target caused by a piercing damage melee attack with this weapon, though they suffer -2 attack when wielding this weapon. Costs 20 denarii.

The tip may be sacrificed in exchange for an improved edge. This may be used to make a slashing attack at +2 damage in exchange for -2 attack. Costs 10 denarii.

Whip Style Weapons - One may be chosen.

A whip style weapon can be lengthened to increase its range by 5 feet, but also granting it a -5 penalty when used to attack, at a cost of 30 denarii.

A whip style weapon may be made lighter, allowing it to be more agile but strike with less power and giving it a +3 to attack but a -2 to damage, at a cost 10 denarii.

A whip style weapon can be made heavier, making it less accurate but allowing it to strike harder and giving it a -3 to attack but a +2 to damage, at a cost of 10 denarii.

A whip style weapon may be given grasping hooks, making it easier to grab things with it and providing a +4 bonus to attacks made with it intended to start a grapple, at a cost of 40 denarii.


Crossbows

Upgraded Sights - 15 denarii, +1 attack

Clockwork Automated Winder - 20 denarii, allows the first reload of any given combat to be free. Takes one round to wind up if the character wants to do so in combat. Can pay an additional 10 denarii to make it the first 2 shots, and an additional 15 on top of that to make it three shots.

Rifles

Custom Bored Barrel - 25 denarii, +1 attack/damage

Upgraded Sights - 15 denarii, +1 attack

Folding Stock - 20 denarii, half penalties for fighting in melee range

Su-Ku-Ta Hand Crafted - 75 denarii, +2 attack/damage and +5 feet to range


Pistols

Custom Bored Barrel - 25 denarii, +1 attack/damage

Upgraded Sights - 15 denarii, +1 attack

Su-Ku-Ta Hand Crafted - 75 denarii, +2 attack/damage and +5 feet to range


Primitive Ranged Weapons

Shape - Only one may be chosen.

Recurve (Bows only) - take a -1 penalty to damage, get a +2 bonus to attack, costs 15 denarii

Straight (Bows only) - take a -3 penalty to attack, gets a +10 foot bonus to range, costs 15 denarii

Reflex (Bows only) - get +1 to attack/damage, costs 25 denarii


Thrown Weapons

Weights - Only one may be chosen.

Flight Weighted - deal -2 damage, get +5 feet of range and +1 to attack, costs 20 denarii

Strike Weighted - take a -2 penalty to attack, but gets +1 to damage and deals Body/3 damage if used as a melee weapon, costs 20 denarii

Balanced - gain +1 to attack and damage, costs 25 denarii


Any ranged weapon with an ammo capacity greater than 2 can have its ammo increased by 1 for 10 denarii. This may be applied multiple times to the same weapon, but multiple instances of this enhancement cost progressively more exactly as they would for an enchantment.
 
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Tassadar

Panda King
Moderator
Nov 10, 2008
16,038
83
#24
Re: DG3.5 Character Creation Thread

Rituals
Part 1
General Ritual rules:
A ritual is a special action that a character can take. They can never be started while the character is in combat, and usually have much more potent effects than a character could normally achieve. Any character can perform a ritual so long as they meet the requirements for it and can afford the costs.

A ritual that is interrupted (the one performing it is distracted for at least one whole round) automatically fails unless it is picked back up within 3 rounds. Picking up a ritual that has been interrupted requires that the one making the attempt make a DC 40 Caster check. Energy used during rituals is spent over time, and as such is not affected by the character’s Spirit Ceiling and deals no damage unless the ritual states as such explicitly.

The Ritual Template, helpful for suggestions:

Ritual Name
Ritual Cost:
Ritual Time:
Ritual Requirements:
Description:


~~~~~~~~~​

Animate Dead
Ritual Cost: 10 denarii, 10 EP
Ritual Time: 1 hour
Ritual Requirements: a reasonably intact dead body, the Animate Spirit Power OR Focus in Entropy OR Focus in Aether
Description: Permanently animate a dead body as a zombie servant. The animated creature lasts until it is destroyed, and otherwise functions identically to how it would if raised by the Animate Spirit power. In addition, the following additions can be made to the zombie for the following prices:
+12 denarii and +10 EP can give the zombie DR 1/2
+8 denarii and +10 EP can give the zombie a +10 bonus to Body, a single Warrior Talent, or can allow a manufactured weapon to be grafted to the zombie's body permanently.
All costs (including optional ones) for this Ritual are halved for those with the Reanimator Mage Feat.


Anthropomorphization
Ritual Cost: 150 Denarii or one sacrifice, 14 EP+
Ritual Time: 10 hours
Ritual Requirements: Warp Shell Spirit Power, A living non-humanoid target who is either willing or helpless.
Description: The target will gain the Special Mutation Anthropomorphized, and become humanoid. For each 2 feet of difference in size (Width and Height) the cost will increase in EP by 2. Furthermore, the target will suffer a body/2 penalty to their body stat for a full week as they adjust to their new form. This does not affect their HP stat as a consequence, which will remain the same. If the target had no gender, or used a non-humanoid form of reproduction, they will receive a gender at the GM's discretion, as well as human reproductive compatibility. If the target was non-sentient before the ritual, they will suffer a Mind/2 penalty to their Mind stat until they are adjusted to sentient humanoid life(At the GM's discretion), which is generally accomplished through a mentor or teacher.


Arcane Shield
Ritual Cost: 20 EP
Ritual Time: 10 minutes
Ritual Requirements: Able to cast at least 3rd level spells in any element.
Description: The caster creates a magical barrier around themselves, preventing their active magical and spiritual effects from being dispelled, and also providing some limited protection from counterspells. Creatures with an active Arcane Shield gain a +10 bonus to Resistance against attempts to counter or dispel their spells and powers them for as long as it remains active, and in addition, the first successful attempt to dispel an active effect on the creature ignores the targeted effect (and all others if the dispel effect would remove multiple ones) and instead removes the Arcane Shield. The Resistance check to dispel this is made against the caster, not the creature with the active shield. A character maintaining an active Arcane Shield does not regenerate EP until it is deactivated, and it automatically falls if the caster loses consciousness, but it does not take up an upkeep slot.


Bind Demon
Ritual Cost: 10 denarii, plus an additional amount dependent on the tier of demon being bound.
Ritual Time: 1 hour per tier
Ritual Requirements: Focus in Entropy OR Focus in Arcane OR the Summon Demon Spirit Power
Description: Permanently bind a demon to your service. For an idea of what demons can be called upon, see the Summon Demon Spirit Power. Creatures bound in this manner are permanent servants of the caster until they release them from service or they manage to break free of the caster’s control. Each demon has additional costs and requirements dependent on that creature’s Tier.
-Tier 1 demons have no additional costs or requirements associated with them.
-Tier 2 demons cost an additional 20 denarii, and the character must win a Resistance check against the creature when it is summoned or it will immediately break free of the caster’s control.
-Tier 3 demons cost an additional 90 denarii or one sacrifice, and the caster must give them a task that is to their liking or win a Resistance check against them whenever attempting to give them an order or they will break free of the caster’s control. Demeaning tasks will give the demon bonuses to their check.
-Tier 4 demons cost an additional 130 denarii or one sacrifice, and the character must win a Resistance check against the creature when it is summoned or it will immediately break free of the caster’s control. In addition, the caster must give them a task that is to their liking or win a Resistance check against them whenever attempting to give them an order or they will break free of the caster’s control.
Creatures bound with this ritual are treated like summoned creatures so long as they remain under the character’s control, but they have no duration and die permanently if killed. Bound demons cannot disobey their controller's orders, acting as if they were under a Dominated effect, but they get Resistance checks to resist orders that they would naturally be against obeying.


Blizzard
Ritual Cost: 10 EP
Ritual Time: 1 hour (1 minute with a sacrifice or at 6x the cost)
Ritual Requirements: Focus in Water OR Boreal
Description: The caster manipulates local weather, conjuring a powerful blizzard that covers a massive geographic area. This blizzard lasts for a full day unless dispelled, and creatures caught outside in it take 4 Cold damage per round that ignores all AV and take a -8 penalty to Perception and Speed. In addition, the effective level of spells that deal Cold damage is increased by one while within the area of the Blizzard, and the effective X value of damage dealing Boreal powers is increased by 3.


Blood Sacrifice
Ritual Cost: One sacrificial victim who must be intelligent.
Ritual Time: 10 minutes of preparation time.
Ritual Requirements: The character has the Blood Magic metamagic feat and Focus in Entropy Talent or the Focus in Fire Talent.
Description: Sacrifice a victim to increase your own personal power, or to provide the energy needed for another ritual. Other rituals may have costs listed or optional additions to make the ritual more powerful with a Blood Sacrifice. Sacrificing a victim for personal power grants the character a permanent +10 bonus to any one primary stat, but each primary stat can only be increased once with this ritual. In addition, a Blood Sacrifice can be used to replace up to 200 denarii worth of reagents for any other ritual, or it can be used to increase the time that the effects of the ritual last by one step (hours to day, days to weeks, ect) or to decrease the time that it takes to perform the ritual by one step (hours to minutes, minutes to seconds, ect.) Performing this ritual leaves a mark on the user that can be discerned by powerful creatures or spirit wielders.


Brainwashing
Ritual Cost: Enough food to feed the character and their victim. Proper bindings.
Ritual Time: No Less than 1 Week (depends on the subject)
Ritual Requirements: Mind Worm
Description: Gradually and methodically rewrite part of a creature's memory via repeated mental tampering. The one week cost is generally what's needed in order to rewrite the mind of a young adult with no exceptional abilities. More powerful creatures will take longer, and the attempt may fail entirely.


Contraception Ritual
Ritual Cost: 20 denarii or 8 hours to gather the ingredients.
Ritual Time: 20 minutes.
Ritual Requirements: Healer talent.
Description: The caster performs this ritual on themselves, a willing patient, or a helpless target. If the target is fertile, their/their partner's pregnancy chance dice is changed to 1d20 and pregnancy occurs on a result of 20 whenever a roll would be made for the next caster's mind/10 hours. If the target has neither fertile nor infertile, they are treated as being infertile for the next caster's mind/10 days.


Control Weather
Ritual Cost: 10 EP
Ritual Time: 1 hour (1 minute with a sacrifice or at 6x the cost)
Ritual Requirements: Focus in Nature
Description: The caster takes control of the weather in a local area, allowing them to replicate the effects of the Rainstorm, Thunderstorm, Blizzard and Hurricane rituals, or to dispel any of those rituals.


Corruption Purge
Ritual Cost: 10 denarii, 10 EP.
Ritual Time: 1 Hour
Ritual Requirements: Druid
Description: The caster purges themselves of all corruption, resetting their corruption to 0. This cannot remove existing mutations, however. Spending 100 denarii and 30 EP and extending the ritual time to 3 hours, the character may select one mutation that they have, and have that mutation to not count towards their counter to Warped/Supernatural.


Craft Collar
Ritual Cost: One suitable item (usually a collar and usually at a cost of 20 denarii)
Ritual Time: 1 hour.
Ritual Requirements: Focus in Arcane talent -or- the Alchemist talent -or- the ability to use the Seal spirit power -or- the Dedicated Witch Hunter skill.
Description: Creates an item capable of sealing away a wearer's magical and spiritual powers. When the character has the item they wish to turn into a sealing item, they spend an hour enchanting it to become a sealing item, at which point it seals any wearer at a DC equal to the caster's base Resistance. The DC may be given a bonus of +10 for each item of faerie's blood or demon's blood or 70 denarii of other materials used during its creation, and characters with the Enchanter feat double that bonus to +20. The DC may also be increased by sacrificing a character for a bonus equal to that character's Resistance if the crafting character has the blood magic feat. Character with the Blacksmith Skill may craft their own sealing item for half of whatever the merchant price would have been. In addition, the sealing item may be crafted with cold iron for an additional 50 denarii, lowering its DC by 5 but causing any warped or supernatural creatures to gain an instance of weakened while wearing it, or angelforged metal for 40 denarii, causing it to do nothing against "pure" characters (including seal them) but works as normal and the wearer gains an instance of weakened if they're warped, two if they're supernatural, and an additional instance if they're corruptive.
Obedience collars follow similar rules, but their initial cost is an additional 10 denarii and the bonus granted by blood or coin is reduced to +8, or +16 for characters with Enchanter. Obedience collars may be crafted to do the same as a sealing collar at no extra cost, but their primary function is to treat the wearer as if they were enthralled and dominated by anyone keyed to the collar.


Craft Lightstone
Ritual Cost: 10 denarii, free if the caster has access to a beam of sunlight or moonlight to work with and a sculpted rock
Ritual Time: 5 minutes
Ritual Requirements: Focus in Light
Description: Creates a lightstone or moonstone, effectively a small rock that emits a heatless light of a color of the crafter’s choosing. The intensity of the light emitted by each type of stone can vary as the crafter likes, but lightstones always give off a generally brighter and more intense light than moonstones. These devices are permanent unless the stone that they’re made from is cracked or smashed, but require recharging by exposure to the light of whichever celestial body was used to craft them once a year. Lightstones and moonstones are worth 20 denarii.


Craft Rune of Knowledge
Ritual Cost: 50 denarii (for the rune)
Ritual Time: 30 minutes.
Ritual Requirements: The ability to cast spells or powers (through focus, experienced caster, or otherwise). The character has the skill, power, feat, or succubus power they want to impart on the rune -or- 2 darkbrains -or- 1 angel's feather -or- 2 greybrains -or- 2 dragon's scales -or- 1 fiery mantle -or- one blood sacrifice.
Description: The character creates a Rune of Knowledge as per the item. They may impart any skill, power, feat, or succubus power that they already know for only the base ritual cost. If using one of the listed items along with the base ritual cost, they may impart any one skill, power, feat, or succubus power on the item. If they use a blood sacrifice, they may impart one skill, feat, power, or succubus power on the rune that the sacrifice is capable of.


Create Portal
Ritual Cost: 100 denarii (to purchase the needed materials)
Ritual Time: 8 hours
Ritual Requirements: The character has Focus in Arcane Talent.
Description: Create a portal in a prepared place to any location that the character performing the ritual has been to. This portal is 2 way, and anyone may enter or leave it at will by simply stepping through it. The portal lasts for a number of hours equal to the caster's Mind/10 (buffs that increase Mind are ignored; only the character's natural Mind stat matters.) The character can disable this portal temporarily or permanently from the site that they created it at or the site of its destination.


Create Potion
Ritual Cost: Various
Ritual Time: 20 minutes
Ritual Requirements: Focus in Body OR Focus in Nature OR the Ranger Skill OR Alchemist
Description: The character can mix any potion or poison in the item shop list. Mixing these potions requiring that the character acquire raw materials costing half the cost of the potion at the shop, or require that a character spend 4 hours per 10 denarii that this would cost in a natural environment searching for the ingredients. A character mixing the Morning After Potion, Fertility Potion, Infertility Potion, or the Aphrodisiac Poison may instead trade one Shorn Syrup. A character mixing any of the poisons other than the Aphrodisiac Poison may instead trade one Darkheart.


Demonic Transformation
Ritual Cost: None
Ritual Time: 3 hours
Ritual Requirements: 1 subject who has the Supernatural or Naturally Supernatural mutation but does not have the Demon mutation, can only be performed by a Full Blood Demon
Description: The caster transforms a subject into a demon. Their old racial traits are replaced by those of the Full Blood Demon race, and the caster may also force them to gain the Soul Eater mutation.


Earthquake
Ritual Cost: 10 EP
Ritual Time: 1 hour (1 minute with a sacrifice or at 6x the cost)
Ritual Requirements: Focus in Earth
Description: The caster causes the very ground to shake, destroying structures not built to withstand such things and forcing affected creatures to make a Resistance check against them or be knocked Prone. Damage dealt by falling debris is left up to the GM.


Fertility Ritual
Ritual Cost: 20 denarii or 4 hours to gather the ingredients.
Ritual Time: 20 minutes.
Ritual Requirements: Healer talent.
Description: The caster performs this ritual on themselves, a willing patient, or a helpless target. If the target is fertile, they automatically become/make their partner pregnant whenever a roll would be required for the next caster's mind/10 days. If the target has neither fertile nor infertile, they are treated as having fertile for the next caster's mind/10 days. If the target is infertile, their/their partner's pregnancy chance dice is changed to 1d20 and they become/make their partner pregnant on a 20 whenever a roll would be made for the next caster's mind/10 hours.


Fire Cleansing
Ritual Cost: 10 denarii
Ritual Time: 15 minutes
Ritual Requirements: Focus in Fire, Holder of the Secret Fire Feat
Description: Burn corruption out of the caster, or a willing (or unwilling and bound) target. The caster may choose to spend any amount of EP and they will remove an amount of corruption equal to that amount of EP from the target. The target makes a resistance check against this same number as a DC. If they succeed, they take no damage, if they fail then they take damage equal to the difference between their check and the DC. Regardless of whether the target fails or succeeds, the corruption is removed. This cannot remove mutations.


Forced Mutation
Ritual Cost: 10 or 20 EP.
Ritual Time: 1 Hour
Ritual Requirements: Warp Shell Spirit Power.
Description: Force a helpless creature to gain a mutation. Spending 10 EP causes them to gain a random mutation (chosen by the GM or by the player playing the character) while spending 20 EP causes them to gain a mutation of the caster's choice.


Gemini Transformation
Ritual Cost: None
Ritual Time: 3 hours
Ritual Requirements: 1 subject who has the Warped, Supernatural, or Naturally Supernatural mutation but who is not of the Gemini Empowered race, can only be performed by a Gemini Empowered or by an Elder Lord
Description: The caster transforms a subject into a Gemini Empowered, tearing their soul out, erasing their memories and enslaving them to the whims of the invaders. All of their old racial traits including stat bonuses, Flaws and Talents are removed, though they retain all of their mutations while also gaining the Alien mutation.


Hurricane
Ritual Cost: 10 EP
Ritual Time: 1 hour (1 minute with a sacrifice or at 6x the cost)
Ritual Requirements: Focus in Wind
Description: The caster manipulates local weather, causing highly destructive gale force winds that cover a very large area. This storm lasts for a day unless dispelled, and any creature caught outside in it takes a -12 penalty to Perception and Speed, and must win a Resistance check against the caster every round or be knocked Prone and take 10 damage that ignores AV but not DR.


Infuse Companion
Ritual Cost: 15 Denarii per 2XP
Ritual Time: 30 Minutes per 2XP
Ritual Requirements: Any Companion Talent
Description: The character purchases reagents to perform a ritual that infuses their companion with knowledge or power, thus improving it. The XP gained must be spent once the ritual is complete, and Talents for the Companion cost the same 8XP it would cost for a PC, meaning at least 60 Denarii and two hours must be spent in one go for the companion to learn a new Talent.
 
Last edited:

Tassadar

Panda King
Moderator
Nov 10, 2008
16,038
83
#25
Re: DG3.5 Character Creation Thread

Rituals
Part 2

Kitsune Rebirth
Ritual Cost: A single kitsune tail containing a soul
Ritual Time: One hour of meditation before mating with the host
Ritual Requirements: A fertile host able to carry a child
Description: The kitsune takes one of its captured souls and places it into a child at the moment of conception, effectively bringing a person who they've absorbed back to life as a kitsune. The kitsune loses the tail containing the soul at the moment of conception, as well as all bonuses gained from that tail. They cannot lose their original tail. The mother of the child can be the kitsune itself or a woman being impregnated, but regardless the mother must be able to bear children and not already pregnant.


Lightning Storm
Ritual Cost: 10 EP
Ritual Time: 1 hour (1 minute with a sacrifice or at 6x the cost)
Ritual Requirements: Focus in Lightning
Description: The caster manipulates local weather, causing a powerful thunderstorm. This storm lasts for a day unless dispelled, and creatures caught outside in it take a -4 penalty to Perception and Speed. In addition, the caster may at any time concentrate on the storm so long as it remains active and spend 6 EP. If they do, they may call down up to three Lightning Strikes, as the spell, per round that they do.


Lust Potion #09
Ritual Cost: 20 denarii to buy the ingredients, a small body part (hair, droplet of blood, etc) of the subject to be the object of attraction
Ritual Time: 10 minutes to mix the potion.
Ritual Requirements: See create potion
Description: Creates a potion using something from a target. Any creature who drinks the potion will take 6+4d6 resistance damage whenever they're around the person (or persons) whose essence was used in the creation of the potion, gaining the aroused status when they reach 0 resistance, at which point the resistance damage will continue, inflicting the horny status if they reach 0 resistance again. This effect will last until they've had sex with the target or until a day has passed. Drinking a potion mixed with one’s own essence has no effect and wastes the potion.


Miraculous Regeneration
Ritual Cost: EP cost dependent on the severity of the injury
Ritual Time: 2 hours, 1 minute with a sacrifice or an angel's feather
Ritual Requirements: Focus in Body, Physician Feat, Healer Talent, and a willing and conscious patient
Description: Attempts to reform a target's missing body parts. The caster must make casting checks against a DC and expend EP in order to successfully replace the desired parts, if the caster fails a casting check then the target must make a Resistance check against a DC in order to avoid passing out or expiring depending on the severity of the injury. The DC and EP expenditures are as follows:
- A "minor" injury (a severed finger, a missing toe): 20 DC, 30 EP.
- A major injury (a severed leg, a missing arm): 40 DC, 50 EP.
- A mortal injury (I have no idea where this person's lower body is): 60 DC, 80 EP.
The DC check is made six times. If both the caster and the target fail three times, the target passes out due to agony and all progress made in the ritual is lost. If the caster and the target fail by 10 or more three times, or 20 or more once, then the target dies instantly. The EP expenditure may be spread out over several rituals, spanning multiple days, as long as the checks aren't failed more than twice. Note: The character attempting this ritual gains the bonus to casting from the focus in Body Talent.
In addition, if the limb to be restored is reasonably intact and at hand, decrease the DC of each of those by 10 and decrease the EP cost by 20.
Alternatively, an angel of at least 50 years of age may use their feather's power for the month while using this ritual. If they do, they may automatically complete this ritual if used for the first or second type, or only need to succeed at the DC of the first if attempting the third. A character with an angel's feather may spend it to reduce the DC of this rituals to the next lower step, making it an automatic success if used for the first type, use the DC of the first type if the second type is being attempted, or the DC of the second type if the third type is being attempted.


Permanent Machine
Ritual Cost: 10 denarii, X EP, spare parts to make the contraption
Ritual Time: 1 hour
Ritual Requirements: Assemble Contraption
Description: The character gives semi-permanent life to one of their contraptions. This ability functions similarly to the normal use of Assemble Contraption in terms of the stats of the creature as decided by the X input, but lasts much longer than a single activation of the power. The assembled contraption lasts so long as the character maintains it, requiring that they pay EP to keep it charged. The "battery" of the contraption lasts for up to 3 days, can be charged up to full at any time, and is divided into days. Paying 1/3 of the X cost of the contraption once per day is the recommended recharge rate. Any creature with the ability to use magic, spirit powers, or succubus powers can recharge the contraption's battery.


Rainstorm
Ritual Cost: 8 EP
Ritual Time: 1 hour (1 minute with a sacrifice or at 6x the cost)
Ritual Requirements: Focus in Water
Description: The caster manipulates local weather, causing a torrential rainstorm to fall over a large area. This storm lasts for a day unless dispelled, and creatures caught outside in it take a -6 penalty to Speed and Perception. In addition, the effective spell level of spells that deal Electricity damage is increased by one.


Resurrection
Ritual Cost: 300 denarii or one sacrifice or an angel's feather
Ritual Time: 8 hours
Ritual Requirements: A relatively intact dead body, intimate knowledge of the corpse’s former identity including but not limited to their full name or the presence of a person with such information.
Description: Raise the dead back to life. In order for this ritual to succeed, the raised creature’s soul must still exist and must be contactable. Each creature may only be raised from the dead once, ever. Any damage to the body is automatically repaired as part of this ritual, and the raised creature comes back to full HP, PP and EP. An angel of 50 years or older may spend their feather for the month to use this ritual without spending 8 hours to do it, but only on a subject that has been dead for less than an hour.


Safety Zone
Ritual Cost: 25 denarii
Ritual Time: 10 minutes
Ritual Requirements: Focus in Force
Description: Creates a larger and longer lasting force barrier. It can be of a size up to the caster's mind/10 * 6 feet in diameter. Anyone or anything attempting to pass through it must win a Resistance check against the caster, where-in the caster's resistance gains a +20 bonus, or be unable to do so. This lasts up to the caster's mind/10 in hours or until dismissed.


Seal Spirit
Ritual Cost: Depends on the creature being sealed away. Contact your GM. Always requires some object to seal the creature into.
Ritual Time: Also depends on the creature being sealed. A minor creature might take 5 minutes, a major one an upwards of an hour, where-as a powerful daemon might take several hours to seal. Contact your GM.
Ritual Requirements: Ability to use the Seal Spirit Power OR Focus in Arcane
Description: Seals away a spirit or a innately magical (warped, supernatural, etc.) character into an enchanted item, trapping them inside their physical container until it's broken or they're otherwise released from the outside. In order to trap the target, the caster must make a series of resistance checks against the target in order to seal them away, the number of which depends on the power of the target being sealed. The character may bolster their own resistance with spells or powers as per normal, or by a bonus of 6 per faerie's/demon's blood that they imbibe for the ritual, or they may sacrifice creatures in order to add their resistance bonus to the caster's for the purpose of the check if they have blood magic. The amount of denarii spent determines the quality of the container the target is trapped inside.


Self-Sufficient Illusions
Ritual Cost: 10 denarii
Ritual Time: 5 minutes
Ritual Requirements: Focus in Light, Mana Sculpter Feat
Description: Creates illusions capable of moving far distances without the caster's direct focus. Once given directions, the illusions will follow them out to the letter and then either return to the caster or disappear. These illusions are not very believable, often clipping through misremembered terrain and such while away from their caster and require only a resistance +10 check against the caster to disbelieve, but are capable of delivering basic messages. EP is required based on the task that the caster has in mind for the illusions, if they want them to succeed.


Simulacrum
Ritual Cost: 100 denarii
Ritual Time: 2 hours
Ritual Requirements: Focus in Light, Mana Sculptor Feat, and a small piece of the creature to be copied
Description: The caster creates a lifelike copy of a creature that possesses all of the creature’s memories and abilities, but is under the character’s control as if they were a summoned creature. This copy lasts for a number of days equal to the caster’s Mind/10 before deteriorating.


Slime Conversion
Ritual Cost: Nothing.
Ritual Time: Ten minutes plus the amount of time spent to rape the victim.
Ritual Requirements: A victim reduced to 0 EP (preferably through rape) and a slime. The character performing this Ritual must have the Malleable Form Special Mutation.
Description: The character, a slime, can transform a victim into one of their own. Upon reducing a victim to 0 EP, they can start enacting this Ritual, at which point the victim must beat them at a Resistance check (with their normal unbuffed and undamaged Resistance) or have this Ritual start to take effect. The slime promptly releases the character, as they no longer need to do anything to their victim, and their body begins to melt as the shredded remains of their soul are infused with the slime's magic. Over the course of ten minutes, the character's body and spirit transform into those of a slime, immediately removing their former racial features entirely and replacing them with those of the Living Slime race. Their memories are damaged irrecoverably by this process, leaving them as a shell of their former selves, and their personal desires are replaced by the natural needs of a slime. They rise at the completion of this ritual as a slime at 1/2 of its maximum EP. This ritual can only be interrupted by an infusion of EP equal to the character's maximum EP from someone that they know intimately.


Soul Synthesis
Ritual Cost: None
Ritual Time: 1 hour
Ritual Requirements: Focus in Entropy OR Call Spirit, A spirit willing to bind to a host, and a host to be bound to.
Description: Forcibly binds another soul in a singular mortal vessel and effectively changes the victim into a vampire, granting the Vampire Template if the soul was that of a sentient creature and the Lycanthrope Template if it was the soul of a beast. The host of the ritual must make a DC 35 Resistance check to not outright die from the pain of having a soul forcibly spliced into their own. Should the host survive, the host must then make a contested Resistance check against the spirit to retain free will or otherwise be overridden/overtaken by the spirit. This check is repeated on a weekly basis, in which the host or intruding spirit, should they have failed the check previously, may choose to vie for control over the body. If either soul wins for 3 weeks in a row, they have assumed complete control of their Body, and the other soul is effectively destroyed irrecoverably.


Spiritual Disruption Field
Ritual Cost: 50 denarii
Ritual Time: 30 minutes.
Ritual Requirements: Focus in Arcane, Countermage Feat
Description: Creates a stationary field centered on the caster that fills the room that the caster is in or, if used outdoors or in a very large area, is mind/10 * 3 feet in diameter. Any creature that attempts to cast a spell or use any ability that costs EP while inside of the field must win a Resistance check versus the caster, in which the caster receives a +20 bonus, or have the attempt fail. This field lasts mind/10 hours or until dismissed by the caster. Spells and powers that are already in effect upon entering the field remain so. The area of effect can be doubled by spending 10 EP to use the ritual.


Summon Shadow Man
Ritual Cost: 100 denarii -or- a graveyard -or- a sacrifice.
Ritual Time: 10 minutes.
Ritual Requirements: Focus in Entropy, a place with low lights but bright enough to cast a shadow
Description: Summons (or creates) a malicious spirit which takes hold of the caster's shadow, leaving them without one. This shadow person may move around freely as a normal creature would. It has a Body stat equal to that of the Mind of its caster (or any number lesser than that, if the caster so desires). In addition, it gains +20 to stealth, has 4x hard to hit and 1x stealthy talents, has the Natural Attack and Daylight Weakness mutations, has the Shadowstalker and Dark Armor powers, and takes 1/2 damage from all non-magic sources. It lasts permanently or until dismissed. Once every 24 hours, it may attempt to unbind itself from the caster and escape, which requires it to win a Resistance check versus the caster. If it attempts to escape while the caster is at or below 1/2 HP, it gains a +10 bonus to this check, at 1/4th or below HP it gains a +15 bonus.


Tempest
Ritual Cost: 10 EP
Ritual Time: 1 hour (1 minute with a sacrifice or at 6x the cost)
Ritual Requirements: Focus in Wind AND Focus in Lightning
Description: The caster manipulates local weather, summoning a tremendous storm over a very large area. This storm lasts for a day unless dispelled, and creatures caught outside in it take a -8 penalty to Speed and Perception, and must win a Resistance check against the caster or be knocked Prone and take 10 damage. In addition, the caster may, at any time, concentrate on the storm and spend 4 EP. Doing so allows them to call down one Hellblast, as the spell.


Traveling Winds
Ritual Cost: 10EP per Passenger
Ritual Time: 10 Minutes
Ritual Requirements: Focus in Wind
Description: Infuse a light object with wind magic granting it temporal flight for traveling purposes. Large objects take more EP and time to infuse. Infused objects moves at a speed of 60 miles per hour. Lasts Mind/10 Hours.


Voodoo Doll
Ritual Cost: 10 denarii
Ritual Time: 2 hours to craft the doll, and another 2 to enchant it.
Ritual Requirements: Focus in Entropy, a small body part of one creature(blood, hair, ect)
Description: Create a magical puppet attached to any one creature. The caster may attack this doll, causing an amount of damage to the connected creature equal to the damage caused to the doll. The creature may make a Resistance check against the caster to halve the damage, but the only way for the creature to free themselves is to destroy the doll.


Ward
Ritual Cost: depends on target size and strength of ward.
Ritual Time: depends on target size.
Ritual Requirements: Focus in arcane, familiarity with the region to be warded.
The caster walks slowly around a region three times. The first time they scatter a reagent to make a physical barrier. The second time they drain energy to make a spiritual barrier. The third time they fix the barrier in their mind to make a mental barrier.
The caster chooses the effects. They can prevent spells by any combination of caster, school, level, and specific spell, or they can prevent entry of spirits. The strength of the effect determines the material and EP cost, and combining multiple effects drastically increases. The most basic spell might use ash and no EP, but would only warn the caster when the ward was violated. The most advanced might be a nearly inviolable barrier against magic, but would require diamond dust and would leave the caster drained after warding only a small room. The barrier lasts for a number of days equal to the caster's mind/10 or until dispelled.
Many cities have wards that at least warn when a portal is being opened within their limits, but actually preventing magic is impractical.


Waterfall Meditation
Ritual Cost: 10 denarii
Ritual Time: 15 minutes
Ritual Requirements: Focus in Water, Borealcaster feat
Description: Caster may choose to expend any amount of EP on a target that is either willing or bound and helpless, the amount of EP spent is set as a DC. The target makes a 1d20 + resistance check against the DC, if they succeed they remove corruption equal to their roll result. If they fail, no corruption is lost and the EP and denarii is wasted.


Wilderheart Brew
Ritual Cost: 50 Denarii's worth of ingredients or 8 hours of gathering ingredients in a forest per dose
Ritual Time: 1 Hour for brewing, and an additional 4 hours for making the markings(per transformee)
Ritual Requirements: Druidic Secrets, a willing person with a base race that allows the Wildheart Template
Description: The character gathers necessary ingredients followed by concocting them, and once the brew is finished he uses a part of it to inscribe markings or tattoos on the transformees body, to mark them as a vessel for the spirit animal. Once the markings are complete, the rest of the dose is ingested by the transformee, drawing a spirit animal that bonds with them. As the bond is completed, the markings remain a permanent, and will regrow if removal is attempted. The kind of spirit animal that bonds depends on the character or the GMs decision, but it usually "fits" with the character in some way.


Zone of Truth
Ritual Cost: 20 EP.
Ritual Time: 1 minute
Ritual Requirements: Focus in Arcane
Description: Fills an area designated by the caster with a field that last until the caster dismisses it or Mind/10 hours. Creatures in this field must win a Resistance check against the caster, who takes a +10 bonus to their check, or the caster will know if/when they lie. This check occurs each time the creature attempts to lie.
 
Last edited:

Tassadar

Panda King
Moderator
Nov 10, 2008
16,038
83
#26
Re: DG3.5 Character Creation Thread

The Psyker Phenomenon Table
1d100
1. There's a bright flash of light centered on the psyker. Everyone nearby needs to make a resistance check DC(10*M)-X or be blinded for 2d4 rounds, where X=distance from the psyker(X=0 for the psyker and everyone in grapple with her)
2. Darkness covers the psyker and everything within M*10 feet for one round.
3. The psyker floats upwards to the height of M*5 feet and stays there for 1d6 minutes before falling down.
4. A fireball appears over the psyker and explodes. Everyone within 5M feet takes Md8 fire damage
5. A burst of force centered on the psyker. Everyone within 10M feet of the psyker must make a resistance check DC 8M or be pushed 5M feet away from the psyker. The psyker takes 1 point of armor ignoring damage for every creature that rolled for resistance, whether they succeeded or failed the roll.
6. The air around the psyker grows cold as polar night. Everyone withing 10M feet of the psyker must make a DC 8M resistance check or gain Weakened status.
7. Unnatural aura surrounds the psyker, causing everyone nearby to have their minds filled with dirty thoughts involving her. Everyone within 10M feet except the psyker takes Md6 PP damage.
8. Decrease magnitude by 1 and roll again. If M=0, the psyker is stunned for 1 round
9. Increase the magnitude by 1 and roll again.
10. Everyone within 10M feet takes Md6 PP damage
11. Everyone within 10M feet regains Md6 PP.
12. Everyone within 10M feet regains Md6 HP.
13. Everyone within 10M feet regains Md6 EP
14. A spiritual vortex appears, centered on the psyker. For M rounds, everyone within 100 feet of the psyker loses 1d6 EP per round.
15. The psyker becomes Aroused.
16. The psyker becomes Horny.
17. Everyone within 100 feet except the psyker must make resistance check DC 9M or become Aroused. If they were already aroused, they become horny instead.
18. The psyker becomes Aroused. Everyone else within 100 feet takes Md4 resistance damage.
19. Increase the magnitude by 1 and roll again.
20. The psyker becomes more in tune with the world. She gains M to perception, attack and resistance rolls for 5 rounds.
21. The psyker speeds up as per Haste spell for M rounds, but she also has to pay two times the upkeep for any active spells or powers.
22. The psyker slows down for M rounds. She can only either take an action or move and can't take any of the following actions:Full Defense, Charge and Double Movement. She takes -20 to dodge and -10 to grapple and attack rolls, but she also gains 20 AV and 10 resistance.
23.The psyker gains M HP and M EP each round for 6 rounds at the beginning of her turn.
24. Thin mists fill a large area around the psyker, only dispersing hours later.
25. A random demon appears, fresh from hell.
26. Nothing happens.
27. Roll again. The results happen some hours later, or earlier, or possibly in another location.
28. The psyker is teleported to a location of the GM's choice, up to M miles away.
29. Increase magnitude by 1 and roll again.
30. A random creature from within 1 mile is teleported next to the psyker
31. Roll twice and apply both results.
32-38. Roll again. If the power targets creature other than the psyker, the target is treated as the psyker for that phenomena. If the power has no target creature or targets the psyker, a random target from nearby is chosen instead.
39. Increase the magnitude by 1 and roll again.
40. A magical rain of fish, frogs or something else appropriate appears, covering 100M feet radius from the psyker.
41. Invisible orgasm ghost appears.
42. A number of invisible orgasm ghosts equal to magnitude appear.
43. A shadowy creature with 10M% of the psyker's stats appears and tries to kill her to take her place. This creature can be identified by its goatee or curly moustache.
44. A strong breeze blows nearby clothing such as skirts or unbutton jackets in a way that makes them more revealing.
45. All people within line of sight of the Psyker suddenly become aware of what each others first time was like.
46. Everyone within Md10*5 feet of the Psyker undergoes total sensory deprivation except for touch until the GM decides otherwise.
47. For a Md6 minutes, the psyker becomes irresistible to all genders of any species
48. All plants within M feet of the psyker become shorn weeds.
49. Increase the magnitude by 1 and roll again.
50. All clothing within Md10*5 feet of the Psyker strips from whoever is wearing it and falls upward, either flattening against the ceiling or launching into the sky, falling back some time later.
51. Everyone within 1d100*5 feet is temporarily sexually enhanced, either through enlargement of certain body parts or through heightened sensitivity.
52. All creatures within Md6*5 feet (except the Psyker) become Nymphomanic for a Round
53. A powerful orgasm knocks the Psyker off her feet
54. Everyone within Md10*5 feet must make a Resistance check DC 7M or be knocked unconscious from a powerful orgasm
55. There is an explosion of power and the Psyker's clothes shred into nothingness
56. The Psyker leaks sexual juices copiously for Md10 minutes or hours
57.If M>3 The Psyker is whisked away to other dimension for however long the GM desires (time may run faster in the new dimension) where anything of the GMs choice sexually assaults her in whatever manner. She returns unharmed but retaining any remaining fluids and with a full compliment of clothes over or under the fluids. Otherwise the psyker's mind is filled with dirty thoughts, causing Md4 PP damage.
58. If M>3 A hole tears in the fabric of reality and dark tentacles ravage the psyker and all sentient beings within Md10*10 feet. Otherwise the tentacles just want to cuddle
59. Increase the magnitude by 1 and roll again.
60. If M>3 Strange beings warp into existence and hold the Psyker down, filling them full to bursting with large eggs. Otherwise a goblin appears 2d6*5 feet away and attacks the nearest creature.
61. Nearby objects (or if there are none suitable, gravity itself) bend and warp, restraining the Psyker and all living beings within Md10*5 feet.
62. All plants within 10M feet of the psyker die. This doesn't harm plant creatures, only normal plants.
63. The air within 10M feet of the psyker fills with a gas that's aphrodisiac, causing 1dM resistance damage per turn, with 0 resistance causing the victims to become aroused and 0 again horny. This gas remains for 2d6 turns.
64. The reality around the psyker twists from raw corruption distilling from beyond, causing everyone within 100 feet of the psyker to gain M corruption points.
65. A snake crawls up the psykers throat and out of her mouth, causing her to be stunned for one round. The snake has body equal to 10M with Natural attack, Fearsome Maw and Venomous Attack mutations. It'll fight for the psyker for M rounds before slithering away.
66. The psyker gains Razor Claws Mutation and goes into Rage as per skill for M rounds( Rage (Activated) – The character gets a +10 bonus to attack rolls, Grapple and damage, as well as a +4 bonus to AV, but all attacks made against them automatically hit. While enraged, they cannot be afflicted with the Horny, Charmed, Dominated or Stunned statuses.) The psyker cannot exit the rage until M rounds have passed or the fight is over.
67. The psyker cannot use any Spirit powers or spells for 5M minutes and gains M corruption.
68. Everyone within Md8*10 feet of the psyker takes d6 PP damage. The psyker drains equal amount of EP from victims.
69. Increase the magnitude by 1 and roll again.
70. Howling winds strip the Psyker and anyone within 20M feet, also knocking them to the ground if they fail a resistance check DC 28
71. Particularly thick and gooey semen rains down upon the Psyker and everyone else within Md8*5 feet, weighing them down and making it difficult to move, causing Weakened status every round for M rounds.
72. A fae appears nearby and wants to have consensual sex with the psyker.
73. A psychic storm appears and covers 100M radius from the psyker. For the next M minutes, any use of EP causes a roll on the random psychic phenomena table, using the EP spent as the magnitude.
74. The psyker becomes fertile for the next M days. If the psyker was already fertile or had selective fertility, she automatically becomes pregnant if there would be a roll.
75. The psyker becomes Horny and temporarily gains Corruptive special mutation. Until the status has passed, she cannot gain any corruption.
76. Spiders start crawling out of every possible hiding place and they all attempt to get as close to the psyker as possible for M minutes.
77. The psyker becomes completely healthy and rested, with no memories from the last minute.
78. A strange man wearing a red robe and a hat with Wizzard written on it runs past, being chased by other people, only to disappear without a trace. Soon afterwards, a luggage carried by hundreds of small legs follows.
79. Increase the magnitude by 1 and roll again.
80. A small fairy appears and constantly demands attention only to disappear before getting to the point.
81. Every sound within 100M feet disappears for 1 round.
82-88. A monty python reference appears.
89. Increase the magnitude by 1 and roll again.
90. If M>5 The psyker becomes possessed by a daemon for Md6 hours. Otherwise GM's choice.
91-98. GM's choice
99. Increase the magnitude by 1 and GM's choice
100. The player rolls twice and picks one of the results.
 

Tassadar

Panda King
Moderator
Nov 10, 2008
16,038
83
#27
Re: DG3.5 Character Creation Thread

This thread is too fat.

Changelog
-November 26, 2011: Created this thread.
-December 5, 2011: Added arachne, changed the formula for Stealth and Perception, slightly altered a number of Spirit Powers. Humans now can take an additional Flaw/Talent if they so desire.
-December 8, 2011: Changed Perception to use whatever the character's main stat is. Rebalanced all of the things that affect Stealth and Perception to make up for their overall reduction.
-December 11, 2011: Changed Buffs to Mind/6 from Mind/5.
-December 15, 2011: Changed some Spirit Powers, added the ability to foreplay through armor, reworded venomous attack and added natural attack as a prereq for it. The "Strong of" Talents have been dropped, and were changed to exceptional, which just gives 8 stat points. Slimes have been made immune to rape damage. This changes the following posts: The rules post, the mutations post, and the spirit powers posts. For easy changing of the blog.
-December 21, 2011: Edited Seal.
-January 1, 2012: Added and edited some spells.
-January 12, 2012: Added Odd Hair to physical mutations post. Added options to the Shadows Made Manifest power, increased the power of the Lay on Hands power, and combined Mind Break and Memory Plunder into Mind Worm in order to add Empathy to the Psion powers list. Also, this changelog is now the actual changelog. Oh! And the penalties for casting have finally been copied into DG3. They're the same as the ones from DG2, just with a few added clarifications.
-February 3, 2012: Changed some spells under Wind, Water and Force. Also fixed the error with Flamethrower, where it didn't have a shape. Changed Drain through pain so that it only drains 2d6, as opposed to some ratio, and that it only activates on melee attacks.
-February 7, 2012: Changed statuses a little bit. Added Dominate and Seal so that people stop harassing me about it. :p
-February 13, 2012: Changed countering abilities to require a Resistance check.

-April 1, 2012: Posted this thread, the revised 3rd edition rules. Hurray.
-April 7, 2012: Drain Through Pain altered to not drain more EP than is dealt in damage. Morning after potion added to the item shop.
-April 13, 2012: Nose for Treasure Skill added. Sneak attack grapples now allow a grapple check in order to put the target into a submission hold as a free action (check the Stealthy Talent.)
-April 21, 2012: Add Fangs mutation, changed succubi so that they used their main stat for pleasure damage at all times, made Knowledgeable and Spunky into General Talents.
-May 2, 2012: Added Kama Sutra, Just Getting Started and Resilient to the Talent's lists. Changed the wording of Efficiency and Harmful Spirit Talents. Changed Webbing Succubus Power to only harm specific things rather than all non-damage rolls.
-May 22, 2012: Added the goblin, elamentalkin, and mermaid race. Added the Lycanthrope Template. Altered how buffs work and how many spells and spirit powers one can have active at a time. Added the Psyker Talent and the Phobia and Hatred Flaws. Added a spell to the Water element. Added the Fencer Skill.
-May 27, 2012: Changed Devil's Lightning from 1d8 + 2 to 1d8 + 4 damage.
-June 26, 2012: Added a number of things to the enchantment list and misc items category in the item shop. Added the Weakness Flaw and the three Erotic Talents to the list of Succubus Talents.
-June 28, 2012: Added a +15 bonus to Perception and a +30 bonus to Resistance to the bonuses granted by Full Defense.
-July 23, 2012: Altered the Fertility and Infertility potions, the Sealing Collar, and adding Spirit Powers to miscellaneous items. Added some mutations. Add Excitable and Easily Tired Flaws. Moved the Rituals post. Added Scry Ritual and changed the potion mixing ones as well as the Animate Dead one.
-July 28, 2012: Altered the Wind Armor spell, the Fling, Slam, and Stranglehold skills, and the Emanation Spell shape.
-July 31, 2012: Altered ranged weapons, ranged weapon and poison enhancements, added range increments, added Masterful Thrower, altered Far Shot.
-August 12, 2012: See this post
-September 12, 2012: See this post
-November 14, 2012: This post happened.
-December 4, 2012: This post happened.
-January 8, 2013: This
-March 8, 2013: This. All of it.
-March 18, 2013: Changed Seductive to cause it to grant a +12 bonus to attack rolls for succubus powers in addition to the bonus to Resistance with them.
-April 10, 2013: Changed a number of rules and spirit powers, details to be found here.
-April 27, 2013: Fixed some wording in Werecreature and removed Natural Attack from the human form of the Lycanthrope Template.
-May 1, 2013: Changed the wording in the class description for Succubi, a few things in the character creation guide, and removed the extra spoiler in the mutations post. Rewrote Tonight, You to be in line with what it was actually supposed to do and be clearer. Edited Self Control with a ruling on how it interacts with multiple sources of pleasure. Changed the price of weapons and shields from 20 denarii down to 10 denarii.
-May 20, 2013: Alphabetized the skills, fixed a few random typos, reworded Sudden Shot, and replaced Blinding Strike and Paralyzing Strike with Guileful Strike. Also, the changes to enchantments as listed by this post
-June 12, 2013: This happened.
-June 27, 2013: This post occurred, including a change to how quickly people gain mutations and a bunch of changes to powers.
-August 22, 2013: This post happened. Lots of organizing and stuff.
-August 30, 2013: Added something to Demonsummoner Aptitude, reworded Tentacles, added stuff to the Undead special mutation.
-September 1, 2013: Added mutations
-October 2, 2013: Fiddled with Enchant Weapon, Bolster Power, and Enchanter by buffing each of them slightly. Put the Mage Feats in alphabetical order. Also added mods for whip weapons. Added the Dragonblooded Special Mutation and Prideful Flaw, and added the mutation to Dragonkin and Ember Blooded while also giving Dragonkin an additional Racial Flaw.
 
Last edited:

Tassadar

Panda King
Moderator
Nov 10, 2008
16,038
83
#28
Re: DG3.5 Character Creation Thread

This is a protective post to hopefully preserve the 3.5 thread from the purge, since it'll be by last post.
 
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