DG3.5 Character Creation Thread

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Tassadar

Panda King
Moderator
Nov 10, 2008
16,018
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#1
Character Sheet:

Name: Your character's name.
Class: Spirit wielder, warrior, mage, or succubus. Some variation of those titles are allowed, of course.
Race: Your character's race, chosen from the race list.
Sex: Is your character male, or female?

Primary Stats:
Body: ##
Mind: ##
Spirit: ##

When displaying any of these, please follow some variation of the following format so that I don't have to constantly check different portions of the character creation thread to make sure you have every correct.
Stat Name: # of points put in + # of points from racial bonuses + # of points from Talents, if any.


Secondary Stats:
Hit Points (HP): Body + Mind/2 + Spirit/2
Pleasure to Orgasm (PP): Body/2 + Mind + Spirit/2
Spirit Energy (EP): Body/2 + Mind/2 + Spirit
Speed: Square root of (Body * 10)
Dodge: Sum of Body, Mind, and Spirit divided by 2
Armor: Whatever you get from armor and talents.
Resistance: Your character's primary stat as determined by their class divided by 2. If your character is a succubus, you can choose which stat determines their resistance, but the stat can never be re-chosen.
Perception: The square root of your character's primary stat (as decided by their class) stat multiplied by 10, plus any appropriate modifiers. Square Root (10 * Stat)
Stealth: The square root of your character's Body stat multiplied by 10, plus any appropriate modifiers, and minus twice the EV value of the character's equipment. Square Root (10 * Body)
Grapple: Your character's Body stat, plus any appropriate modifiers.
Spirit Ceiling: EP/5, the maximum amount of energy that a character can use per round without harming themselves. If, at any time, a character pays an amount of EP in a single turn (including upkeeps and instances of powers or spells, but NOT energy drained) greater than this stat, he or she loses additional EP and an amount of HP equal to the difference between the amount of energy spent and the character's Spirit Ceiling.


Things you probably don't have to worry about at character creation, but need on your sheet anyway:

Experience: Starts at 0
Corruption: Also starts at 0


Talents:
A list of your character's Talents, preferably with the descriptions included so that I don't have to look them up. You can shorten them if you like, so long as I can understand them. Also, please have any Talents gained from race or class indicated in some way. For example:
Talent 1
Talent 2
*Racial Talent 1
*Class Talent 1


Flaws:
The opposite of Talents, but should be listed using the same guidelines. No Flaw can be taken more than 4 times.


Mutations: Current/12
A list of the mutations that the character has acquired. This section may be empty at the start of the game for most characters. List racial mutations with an asterisk, like with Talents and Flaws. The Current/12 is a counter, with the Current value equal to the number of mutations that the character has gained through corruption or the Mutated Flaw.


[WARRIORS ONLY]
Skills: List your chosen skills below, including their full descriptions so that I don't have to look them up.


[MAGES ONLY]
Base Casting: Mind/2, the stat used to determine how effect a character is at casting their spells.
Favored Elements: List, taken from what Talents you pick.
Magic Feats: Another list, but with what each feat does.


[SPIRIT USERS ONLY]
Wielder Aptitudes: A list, and maybe a description of what each does.
Powers: A list of powers taken from what Talents you pick. The full descriptions aren't necessary, as I refer to the character creation thread for these anyway.


[SUCCUBI ONLY]
Pleasure Damage:
Penetration = 2d8 + Body/3
Foreplay = 2d4 + Body/4
Succubus Powers: A list of the character's succubus powers.


Inventory:
The weapons and armor you have, along with any other minor items you gain in your travels. Their stats should more or less be copied from wherever you took them from, with all of the math added in as well. It would be nice if all characters also included their unarmed damage as well.


Bio/Description:
Fluff. Write whatever you like, and I'll try to work it into the game mythos I have crammed into my head. And don't be afraid to ask if you have any questions at all during any stage of character creation.


The OOC section:
Put what you want out of the RP here. In the intro post, there is a section saying what will and what will not be in the RP. Read that over, and if you didn't see something that you want, or saw something that you didn't want, or anything of the sort, put it here.

Have a general request of something that you want in your thread? Put it here. Have a story idea that you definitely want explored, a side character that you want to meet, or anything like that? Put it here.


Here's a character sheet without all of the information, for easy copy/pasting.
Name:
Class:
Race:
Sex:

Body:
Mind:
Spirit:

Hit Points (HP):
Pleasure to Orgasm (PP):
Spirit Energy (EP):
Speed:
Dodge:
Armor:
Resistance:
Perception:
Stealth:
Grapple:
Spirit Ceiling:


Experience:
Corruption:


Talents:


Flaws:


Mutations:


Skills:


Base Casting:
Favored Elements:
Magic Feats:


Wielder Aptitudes:
Powers:


Pleasure Damage:
Penetration =
Foreplay =
Succubus Powers:


Inventory:


Bio/Description:


The OOC section:

The Dark Gate 3 Character Creation guide!

1) Firstly, look through the class and race descriptions, and read the story filler and bombard me and my assistant GMs with questions so that you know the general layout of the setting.

2) Then, based on that, come up with a character concept based on what's available. Start by choosing your class and race, and work your way up from there. Feel free to question your local GM.

3) Next, assign your stats. Start with the stats given by your race, which by default are Body = Mind = Spirit = 0, and then distribute 50 points among the three primary stats. Body, Mind, and Spirit must each be evenly divisible by 2, so the 50 points should be spent in 2 point chunks. A character cannot have a 0 or less in any stat. A character with a Body stat less than 10 is considered too weak to do anything more strenuous than walk, a character with a Mind stat less than 10 is considered mentally retarded and/or illiterate, and a character with a Spirit stat less than 10 should have severe emotional problems. The latter two must be RPed out, but the first also has minor mechanical penalties associated with a low Speed stat and an inability to grapple with things. Also, it is advised that a character have at least a value of 30 in the primary stat for their class, if possible. Also remember that unless it says otherwise, every calculated number rounds naturally.

4) When you have your primary stats sorted out, choose your Talents and Flaws. At character creation, you can choose 5 Talents. In addition, for every Flaw that you choose up to 3, you are allowed to choose another Talent, totaling to 8 Talents and 3 Flaws. Talents or Flaws from the character's race and class DO NOT count toward the number that you're allowed to choose. You may choose additional Flaws if you feel as though they would better flesh out your character, but these do not grant the character any additional Talents. No Flaw can be taken more than 4 times.

5) Based on your character's Flaws, Primary Stats, and Talents, choose all of the Mutations, Elements, Mage Feats, Powers, Wielder Aptitudes, Succubus Powers, and Skills. What each of those are is discussed later on, but if you don't see anything that grants you some of a listed category from your Race, Class (see Class bonuses) or Talents, then you can feel free to erase that section from your sheet to save space.

6) When your character is finished with that, look at the formula's presented in the character sheet section down above, and math out all of your secondary stats.

7) Choose your character's equipment from the weapons and armor section, and then add all of the math from that onto your character's stats. Also, math out the attack and damage for all of the attacks that you plan to use on your sheet. A character starts the game with 50 denarii, up to three weapons, one shield, and one set of armor, but all items must be something that the character is actually going to use. Old characters keep any of their old equipment and items.

8) Finally, fill out your character's name, sex, backstory, and the section regarding what you want out of the RP. Please put any fetishes that you want or are uncomfortable with in the OOC section so that I know what I should and should not do in smut scenes, as well as any personal preferences in where you want the RP to go.

9) Your character sheet should be in a spoiler. You can make a spoiler tag by putting the word spoiler in brackets at the top of your post, and then putting /spoiler also in brackets at the bottom. Brackets are the square parenthesis that look like this [] and should include the entirety of the word enclosed, and nothing else. Please, don't cover your sheet in spoilers. They only make reading it obnoxiously difficult. One for the whole sheet and maybe one for the backstory and/or character picture is sufficient.



The different bonuses for each of the classes.
Warriors
Those dedicated to the practice of the martial arts, no matter their specific expertise, are known as warriors. The actual title of a warrior may vary a great deal, but from the masters of the sword from the Amazonian jungles, to the armored knights of the North, to the rogues who dwell in the back alleys of every major city, each and every one possesses their own specific skills and tactics.

The most important primary stat for all Warriors is Body. Their Resistance stat is dependent on it, and it’s the stat that generally determines how effective they are at hitting their target in combat, and determining how much damage they do when they hit.

Characters of the Warrior class are more skilled in combat compared members of other classes. A Warrior can choose a number of Skills at character creation equal to 1 + Body/10. This total always rounds down, so a character with 38 Body would get 1 + 38/10 = 4.8, which would round down to 4 free Skills. If their Body stat later increases so that they would qualify for an additional Skill, they can choose that additional Skill.


Mages
Those have been trained to manipulate the energies of the world around them are called mages. They can focus themselves in any number of different ways, but some sort of training is necessary for one to be able to control their magic.

The most important primary stat for all Mages is Mind. Their Resistance stat is dependent on it, as well as the Base Casting stat. A mage with higher Mind also generally deals more damage with their spells, and are more likely to hit their targets with them.

All Mages, no matter their field of specialization or experience, are capable of using a great many different spells, able to cast 1st and 2nd level spells of any element by default. In addition, Mages are dedicated practitioners of their craft, and gain 1 + Mind/20 Magic Feats at character creation, rounded down. Mages who's Mind stat increases to a point that they would acquire an additional Feat may choose one then.


Spirit Wielders
Those rare individuals that can harness the power inherent within their own soul, and use it to affect the world around them are referred to as Spirit Wielders. There aren't many set rules on how a Spirit Wielder uses their powers specifically, but generally all of the actual powers that have been observed can be classified among a number of different groups of Powers.

The most important primary stat for all Spirit Wielders is Spirit. Their Resistance stat is dependent on it, and a high Spirit will give them the ability to put more EP into their Powers. In addition, Spirit Powers use Spirit to determine whether they hit.

Characters of the Spirit Wielder Class get an additional Talent at character creation. This Talent must be spent on a Talent that grants the character access to Spirit Powers. In addition, Spirit Wielders get a number of Wielder Aptitudes equal to 1 + Spirit/30, rounded down. Wielder's who's Spirit stat increases to a point that they would acquire an additional Aptitude may choose one then.


Succubi
Those who, for reasons known by few, have such damage to their souls that they need to feed on the souls of others in order to survive. Some have the blood of the Fey, or demons, or daemons somewhere in their heritage, while others are simply born the way they are without any explanation. Whatever the reason for their condition, most succubi begin exhibiting symptoms of it around puberty, but the full effects of it, including their unnatural hunger, generally don’t appear until the person has reached full sexual maturity. Succubi feed through sex, the intimacy of such contact allowing them to drain the energies of their partner.

Unlike the other three classes, Succubi have no dedicated primary stat. The amount of pleasure dealt, a very important thing for any succubus, is normally based on the Body stat, but if the character has a higher Mind or Spirit stat they may substitute that instead without spending a Talent as a character of any other class would have to do. At character creation, one of the three primary stats is chosen as the stat that determines the character’s Resistance and Perception, as well as how much pleasure succubi deal with sexual attacks and their attack bonus with Succubus Powers, as if they had the Knowledgeable or Spunky Talent. This choice cannot be changed later no matter how the character’s stats change.

Every Succubus gets the Soul Eater Special Mutation and the Lustful Flaw. In addition, Succubi increase in power slightly faster than other classes. Buying Talents take only ¾ as much experience as it does for any other class. At character creation, succubi must choose 3 Succubus Powers, which they get for free.

The Story

DG3 starts 2 years after DG2 concludes, in early autumn. The entries below include what has changed about the world since then and show possible starting locations for characters. Other possible start locations are quite possible, you just have to tell me what you want.

Badaria

When the invasion came, the empire was caught completely unawares. Every major city was almost completely devoid of life within 48 hours, save for a handful of survivors at each of them that spread out to tell the tale. Even though the aliens had achieved almost total victory there, however, they generally left only small groups of their servants behind, departing with more than half of the country's population as suddenly as they had arrived. Some of the cities have been retaken and partially repopulated since then, while others remain abandoned and empty save for a few monsters and scavengers. The only exception to this is the necropolis, where a thriving colony of the invading forces yet remains, pushing back any attempts to wipe it out by the fractured groups around it.

With their undead overlord missing and assumed taken with many of his subjects, the remaining nobility of Badaria who hadn't been taken by the invaders quickly fractured and slowly fell to infighting until only a handful of dominant houses remained. These houses precariously control small subsections of the countryside, but none have been able to claim total dominance as yet, nor have they been able to eradicate the remaining forces of the invaders, much less continue the invasions that their former king had attempted against their nearest neighbors. These are not the only threats to the long embattled people of Badaria, however.

In the Southern corner of the empire, in what was once the village of Artmirst, the city of Acheron has risen. Controlled and populated by demons who had repaired and re-purposed the factories there, the demons have created a surprisingly peaceful and welcoming community. Any may stay in Acheron... For the proper price. A city of rampant debauchery of all kinds imaginable, the demons there trade not only in coin and weapons, but in souls, and many have flocked there to join them despite their reputations, for the demon's have created the one thing that no other group has: Order. Despite its inhabitants, Acheron is the only place that the invaders do not attack, even going so far as to outright avoid it lest they come to fact the wrath of Acheron's Queen.

Between the constant skirmishes between the ruling houses, the rise of bandit groups formed from groups of former imperial soldiers, the rise of Acheron and the ever-present threat of the cultists that serve the invaders, the fallen empire has never been a more dangerous place.


Crolia

Of all the nations in the world, Crolia handled the invasion the best. Though many of its cities were emptied by the sudden attack, the Academy, the greatest center of magical learning in the known world, managed to destroy the invaders completely with minimal casualties. The flying fortress that had been sent to Therion was destroyed following the intervention of the thunder god Doraleous, and one above the elven city of Gods-Reach was destroyed by a flight of angels summoned by a mysterious stranger that had arrived a day before the aliens arrived.

Still, the city states of Crolia were devastated, and even though all of the invaders fled the frozen Northlands following their numerous defeats, there was a new threat brewing. A warlord had risen amongst the orc tribes, who had been almost completely unbothered by the invaders. While the countryside was still reeling from the attacks by the invaders, the tribes unified and swept across the country, taking more than half of the remaining cities. Gods-Reach was one of the last to fall before the combined forces of Therion, the Academy and the Badarian city state of Lockacre halted the orc horde's advance. The beastmen have enslaved all they have conquered, and have since solidified their holdings and begun to replenish their numbers. All attempts to discern the identity of this warlord have failed, and he has held an iron grip upon his budding empire ever since the short period of peace began.

Skirmishes between the orcs and the now unified remains of the humans of Crolia have been a constant threat, even spilling into the Pass of Ghosts and adding to the corpses already piled high there. Though many attempts have been made, no negotiations have been successful between the two sides, and the already few in number high elves of Gods-Reach have remained enslaved to their captors.


The Amazon

The ancient magical cities and temples of the amazon, long held against the incredibly hostile native environment, were no match for the power of the invaders. The once mighty empire of the people of the Amazon has fallen to nothing, the cities emptied of life and many of the temples desecrated and destroyed. Their defenses annihilated, many of the smaller communities within the jungle were destroyed, either by lack of resources due to so many refugees fleeing the cities, attacks by the invading monsters, or by the lack of protection against the dangers native to the Amazon.

Their culture falling apart as large parts of it simply ceased to exist, many of the peoples of the Amazon have reverted to tribalistic state even as those few left who truly understood their old ways attempt to reassert order. With the emergence of even more monsters into the jungle as the arachne make themselves known and the shadow demons begin to spread, and the continued threat from colonies of invaders, the eradication of the Amazonian civilization seems certain unless someone can do something to stop it.


The Anudor Desert

The largely clustered and xenophobic Su-Ku-Ta were swiftly overwhelmed by the invaders, their cities taken over almost without a fight despite the technology and magical prowess possessed by the cat-folk. Unlike most other places, however, the invaders remained in the cities that they conquered. The Su-Ku-Ta culture was almost completely wiped out and replaced in under a week, the aliens setting up permanent settlements that quickly began to spread across the barren desert, slowly creeping toward the former Badarian empire.

A guerrilla resistance by the few remaining unturned Su-Ku-Tu and the Anudorian tribes has slowed, but not stopped their advance. Fighting desperately with no aid save what little support that the people in Western Badaria could offer, the people of the desert were fighting a losing battle against an enemy with nearly unlimited numbers and power rivaled only by the highest lords of the fey or the demons. Those that fall join their foes, only swelling their numbers and power as their very souls were torn from them.


Potential Starting Locations
Badaria

Acheron
-The demon city of vice

The Necropolis
-The seat of power for the aliens that remain in Badaria

Lockacre
-The largest city remaining in Badaria that is controlled and populated by humans. Despite being on the Eastern Border of Badaria, it has risen to prominence due to the river linking it both to Acheron and to Crolia.


Crolia

Therion

The Academy

The Pass of Ghosts

Gods-Reach
-The conquered fortress-city of Gods-Reach is now home to a regiment of orcish soldiers, human mercenaries, and elven slaves.

Wildehaven
-A city built by orcs high in the Eastern mountains, and the seat of power of the bestial race's empire.


The Amazon

Celesis
-The ruined city still crawls with the remains of the invading force, a small enclave having been set up within the palace district.

The Pfitherean Jungle

Glassmoor
-A large (by Amazonian standards) community on the edge of the jungle, Glassmoor has held against the invaders and the monsters of the hostile world around it, and even begun to spread. The seeds of reestablishing Amazonian culture are there, but whether they will germinate, or be killed before they can sprout, only time will tell.

The Ironrose Monastery
-The largest remaining monastery, and holder of many of the arcane secrets discovered by the peoples of the amazon over the years. Unlike many of its kind, it has thrived following the invasion, a small community steadily growing around it.


The Anudor Desert

Xidior (formerly Shry-Kuth-Lus)
-The coastal city has become the invaders strongest fortress, a flying fortress remaining above the city of the pyramids even after the rest had left.

The Expanse

Haven
-Now a constant battleground between the forces of the aliens who try to press westwards and the guerrilla resistance fighting against them, this small town on the doorstep of an ancient fortress has turned into a veritable fortress in itself, with the ancient structure that it had formed around their last line of defense against the invaders, as well as where they keep their ammunition and weapons stores.
 
Last edited:

Tassadar

Panda King
Moderator
Nov 10, 2008
16,018
83
#2
Re: DG3.5 Character Creation Thread

The irc channel that I use for discussions.

A blog containing the rules for easy reference. Special thanks to Aurani and Hentaispider for putting so much work into it.

The Map!
Drawn by Ryu Doppler.

Also, the template for making monsters that I'm using:
Template:

Body:
Mind:
Spirit:


Hit Points (HP):
Pleasure to Orgasm (PP):
Spirit Energy (EP):
Speed:
Dodge:
Armor:
Resistance:
Perception:
Stealth:
Grapple:

-------------------

Monster Name:
Monster Type:
Monster Class:
Differences from Base Creature:


Talents:


Flaws:


Mutations:


Skills:


Base Casting:
Favored Elements:
Magic Feats:


Spirit Ceiling:
Powers:
Aptitudes:


Succubus Powers:
Pleasure Damage
Penetration:
Foreplay:


Inventory:


Description:
Feel free to fuck around with it to your hearts content!


The Rules
Part 1


Combat, Grappling, AoE, and you!
Combat

Combat happens. When it does, you need to know what's going on, and more importantly, what your can do so as to not be raped, enslaved, or murdered. Firstly, here is a list of the basic things that a character can do on their turn.
-Make an attack using a weapon held in the character's hand.
-Make a grapple action against a creature that the character is currently grappling.
-Attempt to start a grapple with a creature that's within range.
-Cast a Spell.
-Use a Power.
-Draw a weapon or weapons (a character can hold one two handed weapon or two one handed weapons at a time.)
-Use a Succubus Power that requires a turn.
-Move in any unblocked direction up to 2x the character's Speed stat.
-Run in a straight line up to 4x the character's Speed stat.
-Full Defense: Defend yourself, giving up all other actions in exchange for a +30 bonus to Dodge and Resistance and a +15 bonus to Perception for that round.
-Sit there looking silly.

A few additional things:
-Movement: A character taking any of the above actions other than Full Defense, Charging and Double Movement can move up to their Speed stat in any unblocked direction or 2x their Speed in a straight line. In addition, drawing a weapon can be done in place of movement if the character is performing another action. Some special abilities allow creatures to substitute other actions for their move or don't allow them a move at all. Creatures using Full Defense can move up to 1/2 their Speed, and cannot run. A character's move action can sometimes be replaced by other actions, such as using a magic item.
-Defensive Fighting: Whenever a character would make any attack that requires an attack roll, they may fight defensively. Effectively, the character can sacrifice up to 20 points from their attack roll, gaining a bonus to Dodge for that turn equal to the number of points sacrificed. Characters may instead add the bonus to defensive fighting to their Perception or to their Resistance for the round, but this bonus only affects their Resistance when defending against effects, not for determining whether their own effects work. They may also trade their attack bonus to grant an adjacent creature a bonus to Dodge instead. In addition, they may forsake their ability to dodge all attacks directed at an adjacent ally for the round, taking any and all attacks that would hit that ally unless they come from a direction from which the character couldn't conceivably defend them. One can only move at 1/2 their speed while using Defensive Fighting, and cannot run.

Finally, characters with Activated Skills or Feats may use as many as they desire and meet the requirements for, so long as those Skills/Feats do not contradict one another in some way.

Attacks

Almost every attack, spell and power requires an attack roll. Those that don't have it indicated in their description somewhere. Attack rolls use the d20, and then add or subtract any appropriate modifiers. If the final number from the dice and all of the modifiers is equal to or greater than the Dodge value of the target, then the attack hits successfully and deals damage.


Area of Effect Attacks

Some powers, spells, and attacks hit multiple creatures within a given radius. The creature making the attack makes a single attack roll that is compared to every creature's Dodge score. Creatures that are in a grapple and lack the Brawler skill take full damage regardless of their Dodge score. Creatures with Brawler in a grapple and creatures not in a grapple who's Dodge score is greater than the attack roll takes 1/4 of the damage rolled for the attack, but creatures hit by the attack take full damage. A character missed by an AoE attack takes no secondary effects from it.


Grappling

Attempting to start a grapple works slightly differently than other attacks. When a character attempts to start a grapple, the GM rolls a d20 and adds the character's Grapple stat. This is treated as an attack therefore allowing the character to use Defensive Fighting, and the character gains any bonuses applied to attack rolls to this roll even if they do not increase the character's Grapple stat. If that total is equal to or greater than the target creature's Dodge stat, the grapple attempt is successful and both creature and character get the Grappled status. Whatever action the creature that became grappled was going to take can still be attempted if it's allowed by the grapple rules. If it isn't, then the action is lost.

Things work differently for characters in a grapple. When in a grapple, the character can attempt any of the following. When 2 characters are in a grapple, both declare their actions and then a d20 is rolled for both, and then add their Grapple stat to each roll. Whichever has the higher total gets to make their action, while the other character can take no action for that turn.

A list of options while in a grapple that require that the character win their grapple check:
-Penetrate (or be penetrated by) a creature.
-Perform foreplay on an opposing creature. If that creature is wearing armor that hasn't been shifted, the amount of pleasure dealt is decreased by the armor's DU.
-Attack a creature that you are grappling with using an unarmed strike, a directed spell or power, or a one handed weapon.
-Attack a creature that is not in the grapple. Taking this action also requires that the character make an attack roll to hit their target as well win the grapple check, and they take a -10 penalty to their attack roll.
-Shift aside the armor of one opposing character, allowing foreplay and penetration without penalty.
-Remove the armor of one opposing character. Characters attempting this action take a -4 penalty to their grapple check.
-Tear an opponent’s armor. If the character wins the grapple check, the opponent’s armor takes TP damage equal to the difference between the rolls. This damage ignores the armor's DU.
-Escape the grapple.
-Force a creature into a Submission Hold.

In addition, the following actions can be done without a check or using a turn while in a grapple.
-Shift your own armor.
-Remove your own armor. An opposing creature can attempt to prevent this, in which case this action becomes Escape Grapple.
-Release a creature that you are grappling with. An opposing creature can attempt to prevent this, in which case this action becomes Escape Grapple.

Also, the following can be done without making a grapple check, but if so, the character can take no other actions.
-Cast a spell. Direct spells like Bolt and Touch spells are treated as direct attacks, but AoE spells, buffs, utility spells, and summons require no grapple check to cast.
-Use a power. Direct attacks and AoE attacks work just like spells as above.
-Use a Succubus Power that requires a turn.
-Use Full Defense.

A character or creature who is within a Submission Hold cannot attempt any action except for escaping or those actions that explicitly say that they can be used while in a submission hold. The same rule applies to characters with the Bound status.


Group Grapples
When multiple creatures are in a grapple, generally it will be multiple weaker creatures trying to grapple one stronger one (multiple monsters trying to grab the same PC.)
In this case, each "side" is treated as a single monster capable of multiple actions. Each monster gets a single d20 roll, but they also get a bonus to that grapple roll equal to 1/2 the grapple modifier of the creature(s) grappling the same target.
If multiple monsters attempt the same thing for that turn, then the roll becomes 1d20 + the total grapple modifier of each of the creatures.
Finally, if multiple creatures that are not allied attempts to do something, each only rolls a grapple check against the target of their action for that round.
Creatures attempting to join a grapple make their attack roll against whichever creature has the lowest Dodge value.


Range Increments
Ranged weapons (not spells or powers) have a maximum range listed beside them. Characters can fire at targets beyond this maximum range, but take penalties to their attack roll depending on the range of the targets away from them.

Range Increments:
1x < C < 2x == - 4 penalty, 2x < C < 3x == -8 penalty, 3x < C < 4x == -16 penalty, 4x < C < 5x == -32 penalty, and you can't fire farther than 5x the range increment.

Where x = the weapon's listed range and C = the current distance to the target. The penalties would apply to attack rolls only.

In words: The character takes a -4 penalty to ranged attacks for the first range increment in distance to their target, and this penalty doubled for each additional range increment.


Ranged Weapons and Positioning

Characters using a ranged weapon can choose to orient themselves such that they gain a bonus to hit, but find it more difficult to move. Kneeling or crouching gives a character a +8 bonus to attack rolls with any ranged weapon except for thrown weapons, but the character must use a move equivalent action in order to take a knee and another one when they want to stand up. Characters using guns or crossbows may also voluntarily make themselves prone, giving them a +16 bonus to attack rolls but providing all of the penalties of the Prone status. Bows and thrown weapons cannot be easily used while Prone, and thus gain no bonus.

In addition, most ranged weapons are ill suited to use in close quarters combat. Using a ranged weapon when a hostile creature is within melee range of the character causes that character's attacks to take a -10 penalty to hit, and that character also takes a -10 penalty to Dodge.

Stealth Attacks made with ranged weapons don't automatically hit like melee sneak attacks do, and instead gain a +10 bonus to hit.


Clothing and Armor Damage

Normally, attacks deal damage to their target's TP equal to the damage that the character would have taken from the attack if they had no DR, Resistances, or AV, divided by the armor's DU. This only occurs if it makes sense given the nature of the attack, and sometimes character's or creatures may simply choose not to do it. A character may instead choose to attack the target's clothes only when attacking with a melee attack, and if they do so the target themselves takes no damage or other ill effects. The target's armor would take damage equal to the damage it would have taken if the character had been attacking the creature wearing the armor.

TP damage on armor doesn't automatically repair itself. It should be tracked like everything else in the status bar, and remains even after combat unless the character does something about it. Armor can be repaired given the time and materials, but for characters without the proper skill this can only restore an armor up to 1/2 their maximum TP. To fully restore a piece of armor, the character must take it to the merchant or to a competent smith/leatherworker/seamstress/etc and have it repaired there, at a cost equal to the max TP value of the armor to be repaired divided by 10, increased by 1 for every 100 denarii worth of modifications and enchantments made on the armor. So, an armor with 30 TP and 100 denarii worth of enchantments would cost 4 denarii to fully restore, for example.


Conditional/Prepared Actions

Rather than taking a normal action during their turn, the character can choose to prepare an action based on certain circumstances. For instance, a character could prepare to attack anyone that comes through a door, or cast a spell based on certain actions done by an NPC. Almost any action that can be done without conditions can be done conditionally. Some things, such as Sudden Shot and Counterspells, can only be used as prepared actions.


Positioning in Combat

Positioning in DG is abstracted rather than explicit, and so all positions will be in terms of relative distance and are decided largely by the GM when combat first starts, and then affected by the player's actions afterwards. Generally, distances will be given and then affected by character and creature movement. This may not always be precisely in line with the written actions, as attacks may cause explosions or push creatures in some direction without having any mechanical function that does that in the fluff. These are just for flavor.

More often than not, positioning and speed don't matter very much. Bonuses based on position, such as taking cover behind a wall when under attack from creatures using ranged weapons or attacking a creature from behind, are up to the GM to decide and aren't even necessarily consistent. There are times when positioning can matter, however, such as when a character tries to block access to a certain creature or attempts to step the flow of creatures through a choke point. In the former case, so long as the character is otherwise engaged (already being attacked or attacking something else,) they are realistically too distracted to actually do anything about the things moving past them, though the decision is ultimately up to the GM if they should allow such or not. In the latter case, the character should be able to hold the point unless they would reasonably displaced by an attack, at which point they'd no long block the point, though if the character misses with their attack and is hit by the attack of an opponent, it would be reasonable to say that they'd be pushed back as well. In other words, these sorts of situations should be handled however the GM feels is appropriate given the circumstances that create them, as the system wasn't built to have explicit rules for it.


Sex!
The mechanics of sex in Dark Gate are generally only called upon when your character is being raped or attempting to rape something else. In that instance, the following rules apply:

Foreplay, including the use of hands, mouth, ect; Deals 2d4 + Body/4 PP damage. Foreplay against creatures wearing armor take a penalty to damage equal to the armor's DU.
Penetrative sex deals 2d8 + Body/3 PP damage.
These are both subject to a number of potential bonuses that can be applied, some of which are circumstantial.

In addition, whenever a character takes PP damage due to another creature and attempts to resist it, that PP damage is decreased by an amount equal to their Resistance stat divided by 2. However, resisting in this manner is exhausting, and deals 1d6 + 2 HP damage to the character which ignores armor. If at any time a character would take PP damage that would reduce their PP to 0 or less, they orgasm, and their PP is reset to full. Characters that have orgasmed are Stunned for their next action and take double damage if resisting pleasure, or normal damage if not resisting pleasure.

Pregnancy: A female character who allows another creature to orgasm inside of them receives a pregnancy roll unless they are Infertile or already pregnant. The GM rolls 1d4, and the character becomes pregnant on a roll of 4. This roll is never modified by any effects. Creatures with the egg layer mutation require no roll.
Optional Rule:
Twins sometimes happen. There isn't an explicit ruling on how/when this happens, allowing the GM to decide in general. An example ruling on how to handle that sort of situation would be to roll a d20 on a successful impregnation, and if it comes up as a 20 (19-20 for Fertile characters) to have them become pregnant with twins. This can be done again to see if they get triplets if you want to take it that far. Note that this example only works for humanoid on humanoid, I've put how I handle nonhumanoid creatures in the lore thread.

If one creature is somehow penetrating the same character multiple times, both the creature and the character simply have additional dice applied based on whether it would be considered foreplay or penetration. If one creature is dealing pleasure to multiple different creatures (or the reverse) at the same time, each creature is treated independently for how much pleasure they take, but the lone creature only takes additional dice for each creature added to the highest modifier for pleasure damage.

Note: If a creature is penetrated, but makes a grapple check to do something else, they still take penetration PP damage even if they win that grapple check unless the result of that grapple check causes the thing penetrating them to lose consciousness.

A note on the Fertile/Infertile Flaws and Selective Fertility: A character with either Flaw AND selective fertility can choose to add either Flaw, but that doesn't erase the existing Flaw. A character that is Infertile who chooses to add Fertile causes the two to cancel out, meaning that they become pregnant only on a roll of 4. A character that is Fertile can cancel that out, but they still become pregnant on a roll of 4 even though they've chosen to be Infertile. In addition, if two characters have fertile, impregnation is automatic. One character having Fertile and the other having Infertile DOES NOT cancel out, however, as the Infertile character can never impregnate or be impregnated.
 
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Tassadar

Panda King
Moderator
Nov 10, 2008
16,018
83
#3
Re: DG3.5 Character Creation Thread

The Rules
Part 2

Perception Checks, Resistance Checks, and Stealth Checks, oh my!
Perception checks are made to find things, whether they be the monsters trying to sneak up on your and conk you on the head, or the hidden doors leading to treasure, or the tripwire that sets off a landmine lying nearby.

Perception Checks made to detect a creature trying to sneak up on you are:
d20 + Perception (character) vs D20 + Stealth (creature).

Perception checks made to detect a hidden object, like some treasure or a trap, or to notice something about a particular creature or character are:
d20 + Perception vs DC, where the DC is set by the GM.

The Perception stat can also have a number of conditional modifiers, and these will be figured out when they come up. Still, reminding your GM of them OOC couldn't hurt.

In addition, a stealth check works exactly like a normal Perception check to detect a creature only in reverse.

A character's Perception stat is determined by their primary stat as determined by their class.
A character's Stealth stat is always dependent on Body.

A Resistance check made between two creatures is decided by:
d20 + Resistance of A vs d20 + Resistance of B. If a tie occurs, flip a coin to determine the winner.
If the Resistance check is made against a DC, then the check is:
d20 + Resistance of creature vs DC. The creature must at least meet the DC in order to succeed.


Corruption and Mutations!
Corruption is the exposure of a character to supernatural forces that cause them to change in some way.

Usually, corruption in Dark Gate is acquired through sex with creatures that have been exposed to magic or that are naturally magical themselves.
Any PP damage that the character receives from a Supernatural creature also results in them taking just as much corruption. In addition, any time that they or the creature they are having sex with orgasms, the character takes an additional 5 corruption. Warped creatures deal 1/2 as much corruption as Supernatural creatures when dealing PP damage, but they still deal 5 corruption whenever an orgasm occurs.

Creatures with Warped, Naturally Warped, Supernatural, or Naturally Supernatural take no corruption from Warped or Naturally Supernatural creatures. Creatures with Supernatural or Naturally Supernatural can only be dealt corruption by creatures with the Corruptive Mutation. If a creature ever gains a total of 18 mutations, they gain the Corruptive mutation and can no longer gain corruption or mutations through any means.

How much corruption it takes to acquire a mutation is dependent on how many mutations a character already has. The amount of corruption needed is equal to the number of non-racial non-special mutations that the character has plus 1, times 100. So, a character with no mutations requires 100 corruption to get one, while a character with 5 mutations requires 600 corruption, and a character with 11 requires 1200. A character that gains 6 mutations in this manner gains the Warped special mutation. A character that gains 12 mutations in this manner gains the Supernatural special mutation. A creature that gains 18 mutations in this manner gains the Corruptive mutation. Mutations gained through taking the mutated Flaw count toward these limits, but racial mutations (optional or mandatory) do not.


Experience
Throughout their adventures, a character will gain experience. This experience can be used to increase the character's stats and grant them additional abilities.

Experience points can only be spent when the character rests, which should be indicated by the GM. When you do spend experience, please leave a note at the bottom of your post so we know to change your stats.

EXP can be spent in the following ways:
2 exp can be traded for a +2 bonus to any one of the character's three main stats. (Body, Mind or Spirit)
8 exp can be traded to grant the character a General Talent or any Talent from their class list.
16 exp can be traded for any Talent from a list other than the list of General Talents or the character's main Talent list.

Characters that were active in Dark Gate 2 retain all of their old equipment, experience and mutations. If some things didn't make the transfer from DG2 to DG3, then they can be reassigned, and if the character would acquire more, then they can choose that as well. Custom stuff that some characters got will be reexamined and handled in a case by case basis.
Minor alterations can be made to already existing characters.


Powers, Spells, and Skills
Using a Power or casting a Spell each take a turn. Unless they say otherwise, the only thing that a character using one of these can do once the Spell/Power has resolved is move up to their Speed. Most Skills, however, are only optional modifiers that can be applied to attack rolls. Unless they say otherwise, using a Skill does not take up the character's turn, and a character can use any number of skills per round so long as their requirements don't contradict each other.

A character may only have one instance of any one Spirit Power active at a time. Activating another instance of that power with a greater X value replaces the old one and takes up the character's turn, but activating another instance of that power with a lower X value doesn't take up the character's turn or count as a second activation. Effectively, lowering the X value of a power is a free action. Note that the X value must be decreased at the start of your turn, before any other actions are taken, or you will pay the full upkeep rather than the reduced upkeep for a lower X value.

A character can maintain only three spells or spirit powers that remain active at any one time (these are indicated by things that appear in the status bar in your thread.) This includes both buffs and utility spells, and spells active on other characters still count towards this limit. A character can have up to 3 creatures summoned with spells and up to 5 creatures summoned with spirit powers at any one time, as well as up to 10 traps at any one time, and these have no upkeep associated with them and count towards separate limits. The wording of any spells or powers supersedes the above ruling on the limits on the number of things that one can maintain at any given time.

Buffs that increase a given stat don't stack, regardless of whether they're spells or powers. They do stack if the indirectly increase that stat, however. For example, Aspect of Spirit giving a boon to Attack wouldn't stack with the bonus from Battle Aura, but it would get the benefit from a buff spell applied to increase the subject's Body stat if they were making an attack roll that used Body. If two buffs would increase the same stat, use whichever one gives a higher bonus. Conditional modifiers, such as a bonus to Resistance against certain effects or Grapple rolls to escape, always apply even if another buff has a bonus to the stat that they conditionally increase, and those do stack.


Summoned Creatures
Summoned creatures of any type do not act on the turn that they are summoned unless this text is contradicted in the description of the ability used. They always arrive at full health and without any status conditions. They obey the character’s orders, but intelligent creatures will not commit suicidal acts or act against their nature or interests no matter how insistent the character might be.

Summoned creatures other than demons, faeries, reapers, yetis, and animals all vanish the round after a character is killed or knocked unconscious, and non-intelligent summons cannot take action without a character's guidance beyond defending themselves. A character may have up to 5 summons at a time unless the amount of summoned creatures that they receive from a certain power is determined randomly, in which case excess creatures are not lost. In addition, a mage may only summon up to 3 creatures at any given time using spells.


Initiative
Under almost all circumstances, the PC acts first in the turn. Their actions resolve first, usually followed by the actions of their NPCs. That said, how the turn resolves itself is ultimately up to the GM, and they can rule how things go however they see fit.

If random initiative is necessary for dramatic reasons, roll d20s for each combatant and resolve it that way, having whoever rolled the highest go first and then proceeding in descending order. I prefer to do this every round, but as before however you or your GM prefers it is how they should do it.

Technically, all actions are occurring at the same time. Initiative only determines order of resolution.


Random Encounters
If encounters must be determined randomly, I generally make it up on the spot and go from there. Other GMs are free to handle that however they wish, but I don't have any random charts on hand. Where certain things are viable as encounters are usually fairly self explanatory if you know the lore, and a lot of the available templates have explanations on where they could potentially be.



Items: Using an item, such as an enchanted item with a power or spell on it or a potion, takes up an amount of item equivalent to the character's move action.

Falling Damage: A character who falls more than 10 feet takes an amount of damage that ignores AV (but not DR) equal to (Height/10) ^ 2 with a cap of 300 feet worth of damage.

Rounding: Unless it explicitly states otherwise, always round naturally.

Elemental Damage: Certain attacks deal certain types of damage. These are either marked as below or listed specifically if they aren't fairly obvious, and each has special bonuses as listed below.
{EL} - Electricity/Lightning. Ignores the Dodge bonus from shields.
{HF} - Heat/Fire. Creatures take a -1 penalty to all non-damage rolls for all actions during their turn for every 10 points of damage of this type that they've taken that turn.
{F} - Force. Treated as if it were bludgeoning damage if such would provide an advantage against AV, and is generally nonlethal unless fluffed otherwise.
{C} - Cold. Ignores 1/2 of non-natural AV.

The short version for quick reference:
Attacks are d20 + Main stat + Modifiers, if any, vs Dodge.

The main stat for physical attacks is Body. The main stat for spells is Mind. the main stat for Powers is Spirit.

Grapple actions are opposed grapple checks, and grapple checks are d20 + Grapple vs d20 + Grapple.

Perception Checks made to detect a creature trying to sneak up on you are:
d20 + Perception (character) vs D20 + Stealth (creature). Stealth checks are the same, but in reverse order.

Foreplay deals 2d4 + Body/4 PP damage.
Penetrative sex deals 2d8 + Body/3 PP damage.
Resistance/2 can be subtracted from PP taken, but doing so also causes the character to take 1d6 + 2 HP damage that ignores AV.


Status Effects
Charmed: The character temporarily believes that the creature that used this ability is their friend. They cannot take any action that would result in harm to that creature, and must protect them against harm for as long as this effect remains present. They must go along with whatever the creature asks of them, but actions that are strictly against the character's normal interests will cause them to make another Resistance check to throw off the effect, possibly with a bonus. This effect lasts for 8 hours or until dispelled or successfully resisted, but if the same creature attempts to charm the character again in that time, the character automatically loses the Resistance check and has the effect’s duration restarted.

Stunned: The character is knocked senseless. Characters affected by this lose their next turn, during which they take a -10 penalty to Dodge and Grapple, and cannot resist PP damage. If a creature gains the Stunned status before they act in a turn, they lose only their current turn.

Prone: The character has been knocked to the ground. Creatures that gain this status who have not acted yet this turn lose their action for this turn, and must spend their next move action getting up. The character may attack at a -20 penalty with all non-AoE attacks (save for attacks with certain ranged weapons) from being Prone, and also take a -10 penalty to Dodge against non-ranged, non-AoE attacks.

Blinded: The character can no longer see, and takes a -16 penalty to all attack rolls, as well as a -10 penalty to both Dodge and Perception.

Penetrated: Self explanatory. The character has to escape penetration before they can escape from a grapple. They can, however, take any other actions (like attacking) without additional penalties.

Grappled: The character is in a grapple with an enemy. All attacks or actions between two characters in a grapple are made as grapple checks instead of attack rolls. More detailed rules for grappling will be present above. Characters in a grapple cannot dodge Area of Effect attacks, and take a -10 penalty to Dodge against creatures that aren't in a grapple with them.

Submission Hold: The character is held in such a way that they are unable to move, and have to free themselves before they can take any other action. All actions besides Escape and those specifically indicated as possible while in a Submission Hold are disabled. This includes all Powers, Spells, Attacks, Skills and Special abilities. Characters in a Submission Hold or that have other creatures in a Submission Hold cannot dodge Area of Effect attacks.

Unconscious/Helpless: The character is disabled, and can take no actions.

Paralyzed: The character is unable to take any action during their turn unless they succeed at a Resistance check against a DC of 30. The character takes a -4 penalty to non-damage non-Resistance rolls, to Speed, and to Dodge for each instance of this effect. A character can have multiple instances of this status, and every instance increases the DC of the check to resist losing their action by 10. When this check becomes impossible for the character to win, they are considered Helpless but are not knocked unconscious.

Horny: The character needs to get laid. They cannot do anything that would prevent them from being satisfied, which includes killing or crippling any potential "partners." They cannot attack in a way that would deal damage, cast Spells or use Powers. All of their previously active effects remain active unless they require concentration of any kind, however. Wears off after 20 rounds of rest, 5 consistent rounds of sex, or they pass out for any reason. And, no, masturbation is not enough.

Pregnant: The character is pregnant. The length of the pregnancy depends on the parentage.

Bound: The character has their limbs bound so that they cannot move or fight. No actions except Escape and those that explicitly say that they are possible while Bound are possible, and any actions against the character automatically succeed. The check made to escape is a Grapple roll, and the target number is determined by the GM if one is not provided. Attacks and grapple actions against Bound characters automatically succeed.

Weakened: The character is harmed in some way that results in a reduction in their ability to fight, and takes a -10 penalty to all non-damage rolls and to Dodge. A character can have multiple instances of this status, and they stack. When the penalty exceeds the character's Body stat, they cannot make move actions and normal actions in the same turn. When the penalty exceeds the character's Mind stat, they cannot speak or think coherently. When the penalty exceeds the character's Spirit stat, they cannot use Powers or Cast spells.

Aroused: The character takes a -10 penalty on attack rolls as they are distracted by their lust. In addition, they can no longer attempt to resist pleasure damage.

Dominated: The character's mind has been taken over by another creature. Their actions are dictated to them by the creature controlling them, but they gain an additional Resistance check to throw off the effect if they are forced to do anything that is severely against their interests.

Sealed X: The character has a seal on their soul, preventing them from using any ability that requires the expenditure of EP unless the win a Resistance check with a DC equal to X. This seal can be removed by another creature with an action, but a creature cannot remove the seal themselves.

Webbed: For each instance of this status, the character takes a -10 penalty to attack rolls, grapple rolls, Dodge, and Speed. Webs can be removed using an action, eliminating either one or Grapple/20 instances of this status from the character or an adjacent ally, whichever is higher.
 

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Tassadar

Panda King
Moderator
Nov 10, 2008
16,018
83
#4
Re: DG3.5 Character Creation Thread

Races
Humans
Humans are one of the shortest lived but also most numerous of the races. Their kingdoms stretch across vast portions of the known world, and even though they might not be the strongest, or the fastest, or have the most powerful of magics, they do have the numbers and the ability to do almost anything that can be imagined if they put their mind to it.

Special: All varieties of Human can choose one additional Flaw at character creation and in exchange gain one additional Talent. That brings it up to a maximum of 4 Flaws for 4 additional Talents. Half breeds using human also gain this bonus if their total balance of points (including stat points, Talents, and Flaws) equals out to -4 or less.

Anudorian
The people of the Anudor desert are a tough, hardy, tribal bunch. They live in small family groups or moderately sized clans, and wander the desolate, sun scorched sands, moving from oasis to oasis. They have little technology of their own, but due to their proximity to the cities of the Su-Ku-Ta they often have weapons stolen from the cat-folk. They have little time for formal education and have few mages living among them. Their societies are highly matriarchal, and sexuality is fairly free among them, allowing most women able to choose their partners. They have no concept of marriage or adultery. Physically, the people of Anudor are often fairly lithe, and have tanned or dark skin, as well as dark hair and eyes.
Stat Adjustments: None.

Badarian
The citizens of the Badarian empire are an insular, xenophobic bunch. Centuries of living under the thumb of an openly undead king and war with every other racial group for centuries combined with their historical arrogance has left them hateful and fearful of other races and culture. Their nation sits in the center of the known world, and as such, they also have a wide range of trading partners despite their war mongering. Spirit Wielders are hunted down and either destroyed, or brainwashed by the Inquisition, and the study of magic and supply of advanced weapons are both very tightly controlled by the state.
Physically, Badarians are usually fairly pale, but possess a wide range of body types, eye colors, and hair colors.
Stat Adjustments: None.

Crolian
The people of the North, a land of snow and ice and vast forests of pine and oak and maple trees. They share with the high elves, orcs, and many enclaves of the fey. Their culture is fairly open. Physically, they tend to be more heavily built than any other humans and usually have pale skin.
Stat Adjustments: None.

Amazonian
The peoples of the amazonian jungles who live within the most hostile (and fertile) environment in the world. They live alongside the night elves who also originate within the jungle, and their ancient cities, carved of solid stone that's older than the constructions of any other civilization in the world, are some of the oldest settlements in history. Their civilized societies are often open to all, allowing even demons to walk within their cities openly, but their monarchies hold a tight rein on power within their own regions. Their more tribal cultures, however, are often insular and distrusting of outsiders. Physically, the people of the amazon are often muscular and thin, with dark hair and eyes and skin colors ranging from pale to yellow.
Stat Adjustments: None.



Elves
The longest lived of all mortal races, being able to survive naturally up to the age of 500. All elves possess long pointed ears.

High Elves
The pale elves of the North, who live among the woods and mountains in small villages and great fortresses alike. They have been battling against the Badarian invasions of the North for centuries, but their numbers have begun to dwindle, and their culture, which was once peaceful and principled, has become increasingly warlike and insular.
Stat Adjustments: +4 Mind, +4 Spirit
Racial Flaws: Open Soul

Night Elves
The elves of the east who have long wandered the jungles of the amazon. They were once like their northern cousins, but a schism between the two groups caused them to emigrate South East, and decades of trafficking with demons mutated them, causing their skin to change color. They possess a range of blue, to violet, to bright pink, and even, very rarely, dark red. They abandoned their worship of demons long ago, but the after-effects of it have left permanent marks upon their bodies and their racial psyche.
Stat Adjustments: +4 Body, +4 Mind
Racial Talents: Perceptive
Racial Flaws: Open Soul, Fetish: Demons



Beastmen
Non-human races that aren’t members of the elves or the fey, or those that are monstrous enough to be considered targets of persecution by other societies.

Kitsune
Of all the magical creatures that inhabit the world, few are so poorly understood and rarely glimpsed as the kitsune. Possessing of magical power rivaling those of the angels and without any of their intrinsic moral restrictions, those few mortals who truly know anything of the kitsune often wonder why they haven't overtaken the whole of the world yet. Truthfully, the reason for their relative obscurity have less to do with powers working against them and more to do with the solitary nature that most members of this enigmatic race possess. Another factor, however, is the method by which a kitsune rises in power (see the Kitsune Heritage special mutation,) which often leads them into direct conflict with beings that not only rival their power but outnumber them severely. All kitsune are born with only a single tail, always the same color as their natural hair.
Stat Adjustments: +12 Mind, +12 Spirit
Racial Flaws: Fertile/Infertile, Sensitive, Tainted Bloodline
Racial Mutations: Naturally Warped, Shapeshifting, Kitsune Heritage, Funny Ears, Tail. Must be foxlike.
Cannot take the Battery or Tail mutations, or any mutations that require Tail even though they have it as a racial mutation.

Su-Ku-Ta
Beings with cat-like features that were once human many centuries ago. Though they're descendants of the Anudorians, their culture split off many centuries ago following their mutation into the forms that they now inhabit. They settled cities along the coast on the Western edge of the continent, sitting on the opposite side of the Anudor desert from Badaria, and are the only race besides the Badarians with trading contacts beyond the known world. Their society is highly insular and patriarchal, women often being little more than slaves, and non Su-Ku-Ta within their lands are generally considered slaves as well. Outsiders are not welcome among them. They are one of two races possessing the technology to create firearms, but also possess many dedicated and skilled mages and Spirit Wielders.
Physically, they can appear anywhere from completely human with only a few cat-like features, to all but completely animal-like.
Stat Adjustments: +6 Body, +2 Mind
Racial Talents: Quick.
Racial Flaws: Mutated, Fetish: Beasts
Racial Mutations: Natural Attack.
Optional Racial Mutations: Can choose any number of the following: Tail, Funny Ears, Odd Skin, Reverse Jointed Legs, Fearsome Maw, Strange Face, Whip Tongue, Night Eyes and Claws. All of the chosen mutations have to be generally cat-like.

Orcs
The barbaric race of the north that live among the mountains in small villages or roving, nomadic bands that travel the tundra. Though often considered barbaric, their culture is based upon honor through force of arms and benefit to their communities. Those who do well for their clan are treated with respect. Other races are welcome among them, but often kept at a distance. Many of their clans are also slavers, using members of other races as forced labor and to increase their own numbers. This practice has understandably not been good for their reputation.
Orcs are often heavily built and incredibly strong, their incredibly healthy bodies perpetually fecund barring any injuries or disorders. They also often have green-tinted skin, and their hair is usually white, red or black.
Stat Adjustments: +8 Body
Racial Talents: Skill with Weapon (of the player’s choice)
Racial Flaws: Fertile/Infertile, Bloodthirsty

Naga
A very rare breed of humanoids whose lower bodies are like the body of a snake. They are too rare to have their own culture, and their cold blooded nature means that they avoid colder climates.
Stat Adjustments: +4 Body, +2 Mind, +2 Spirit
Racial Talent: Grapple Expert
Racial Flaws: Sluggish, Tainted Bloodline
Racial Mutations: Odd Skin, Tail, Whip Tongue, Natural Attack, Serpentine Body. Naga may optionally take the Egg Layer Special Mutation and the Unhinged Jaw mutation.
Must be female.

Harpy
Once humans, the first harpies were blessed by Notos, the Goddess of the Wind, and were given innate magical abilities and extended lifespans. They grow to full maturity and are kicked out of their parents’ home within a few weeks at most, and as such they rarely have any sense of family. They also have little sense of community, and for the most part live alone with their mates high in the treetops of the Amazon. Almost all harpies choose humans or night elves for mates, though most pick out solitary travelers to kidnap up into their treetop home. These relationships often become “loving” over time, which along with their picking out obscure victims has masked their ways to the other races of the Amazon, and harpies are typically looked at as mildly odd but not unpleasant people. They are often very short by human standards, and quite thin in order to be able to lift themselves into the air on their wings. Female children of theirs are always harpies, male children are always of the same race as the male.
Stat Adjustments: +8 Body, +8 Mind
Racial Talents: Focus In {Wind}
Racial Flaws: Mutated, Fragile, Poor Grappler
Racial Mutations: Greater Wings, Clawed Feet, Natural Attack, Naturally Supernatural, Egg Layer. Players may choose any number of the following mutations: Odd Skin, Tail, Reverse-Jointed Legs.
Must be female.

Merfolk
Mermaids are the former inhabitants of Adamantia, the island empire once ruled by the god of the sea, Elric. When their home was sunk beneath the waves, it was assumed that all upon it had perished with their king, but such was not so. The sorcerer king had unleashed powerful magics in order to repulse the demons that had laid waste to his people, and this magic allowed them to survive beneath the surface of the ocean. Their legs became fins, and they were able to breath as easily beneath the water as they could while on land. The merfolk became legends among mortals, though they rarely appear in their true forms for fear of being discovered and eradicated.
Stat Adjustments: +4 Body, +2 Mind, +2 Spirit
Racial Talents: Psion, Quick (in water only,) Hard to Hit (in water only)
Racial Flaws: Open Soul, Sluggish (on land only,) Poor Grappler (on land only,) Easy to Hit (on land only)
Racial Mutations: Funny Ears (fins,) Whip Tongue, Warped, Mermaid’s Kiss, Aquatic, Shapeshifter
Racial Succubus Powers: Charm, Siren Song
Note: The Telepathy and Telekinesis powers must be chosen before any others with a Mermaid’s Psion Talent.



Fey
Called the true rulers of the world by some, the fey are the only race as numerous and widespread as humans. Many of their more powerful members are immortal, and some members of the fey courts are as old as the most ancient of daemons.

Sidhe
The nobility among the fey who can alter their appearance almost at will. Possessed of incredible nearly superhuman power, the young sidhe are often sent out into the world to learn more of it. Iron is the bane of the pure blooded fey, causing them intense pain if it even comes into contact with their skin.
Stat Adjustments: +8 Body, +8 Mind, +8 Spirit
Racial Flaws: Sensitive, Open Soul
Racial Special Mutations: Shapeshifter, Ironbane, Naturally Supernatural, Faerie, Selective Fertility
Taking the Mutated Flaw with a character of this race does not allow the character to take an additional Talent.

Nymph
Supernaturally beautiful and perpetually lustful, the nymphs are the lower ranks of the fey who make up the lion’s share of their female population. They often live among the wild places of the world, and aid travelers who become lost. If they take to a man (or even a woman if such strikes their fancy) who happens to be traveling through their territory, they often appear to them and attempt to seduce them. There are no male nymphs, and they require the seed of others to breed.
Stat Adjustments: +8 Body, +4 Mind, +4 Spirit
Racial Special Mutations: Ironbane, Naturally Warped, Faerie
Racial Flaws: Fertile/Infertile, Lustful
Racial Succubus Powers: Charm, Siren Song
Must be female.

Angels
The most powerful known beings other than greater daemons and only loosely associated with the fey, the angels are a rare race of universally beautiful individuals. Their protective instincts are born into them, and they use their incredible powers to guard those they find worthy against evil. As they grow older, angels develop an ability to see the future and to simply know things that they need to, which they call Insight.
Stat Adjustments: +12 Body, +12 Mind, +16 Spirit
Racial Flaws: Open Soul, Idealistic, Honorable, Tainted Bloodline, Sensitive
Racial Mutations: Naturally Warped, Faerie, Selective Fertility, Greater Wings (they have to be angelic in appearance.)
Cannot take the Selfish Flaw. Cannot be of the Succubus class unless they start the game Fallen. An angel who gains the Supernatural Special Mutation is considered fallen. Fallen angels lose the Idealistic Flaw and gain the Selfish Flaw and Soul Eater and Demon Special Mutations.

Alraune
Though they themselves are not faeries, the fey adopted the sentient plants into their ranks. Alraune are the offspring born from a woman who has been impregnated by a shorn weed, and they themselves give birth to pods that eventually grow into more of the weeds if impregnated. They are all born with ancestral memories, giving them the ability to speak from the moment that they hatch, and they grow to full size in a matter of hours. They lack any real society of their own, but they do share a hive mind with other plant-like creatures within a certain distance.
Stat Adjustments: None
Racial Mutations: Naturally Warped, Tentacles, Plant, Selective Fertility
Cannot be of the Succubus class. Must be female. Cannot take the Open Soul Flaw or Soul Drain Resistant Talent.



Part Breeds

Dragonkin
The sons and daughters produced by the union between a mortal and a dragon. Dragonkin are possessed of incredible power, but are also extremely rare. Some show more of their supernatural nature than others at a glance.
Stat Adjustments: +10 Body, +4 Mind, +10 Spirit
Racial Talents: Pain Resistant
Racial Flaws: Easy to Hit, Obvious, Open Soul, Mutated, and the player's choice of Antagonizing, Bloodthirsty, or Prideful
Racial Mutations: Dragonblooded
Optional Racial Mutations: Wings, Odd Skin, Horns, Tail, Claws, Whip Tongue. All of the chosen mutations have to be draconic in appearance.

Half Daemon
The spawn of a daemon and a mortal. Daemons are creatures of the spirit world, and few of them even manifest a body on the mortal plane. Those that do, and then sire children, are rarely daemons of the most powerful echelon. When creating one of these, come up with the basic idea of what both the mortal parent and the daemon would be like, and work with me from there.
Stat Adjustments: PM me during character creation. This basically functions as Create a Race.
Racial Flaws, Mutations, and Talents: Same as above.

Part Demon
Those born from the union of a demon and a mortal. Many of them can fit into mortal societies or demonic ones with relative ease. Their appearances vary greatly, but those who swing too closely toward their demonic side are often persecuted if on the mortal world, and those who seem too human generally suffer the same in Hell.
Stat Adjustments: +4 Body, +6 Mind, +6 Spirit
Racial Mutations: Demon, Naturally Warped
Racial Flaw: Tainted Bloodline, Mutated.

Half Breed
For Half breed stats, add the stats for both races and then divide the results by 2, rounding up to the nearest even number.
Half Breeds get the Racial Mutations, Talents, and Flaws from both base races. If one race would get the "Supernatural" Special Mutation while the other would not, the character instead gets the "Naturally Supernatural" Special Mutation. If one race would get the "Naturally Supernatural" Special Mutation while the other would not, the character instead gets the "Warped" Special Mutation. If one race would get the "Warped" Special Mutation while the other would not, the character instead gets the "Naturally Warped" Special Mutation.
The following races cannot be used as part of a half-breed: Alraune, Angel, Arachne, Full Blooded Demon, Gemini Empowered, Goblin, Half-Daemon, Karkastan, Kitsune and Living Slime. Templates other than Vampire never have an effect on the offspring of any resulting children, including the calculation of their base stats and their Talents/Flaws/Mutations, unless they say otherwise in the body of the template.

Karkastans
The rare child of one of the sidhe and a member of demonkind. Most would never know the marks of their kinder heritage, but as more and more demons have been accepted in the mortal world after the fall of the Devourer, these have been recognized as a breed apart from either of their progenitors.
Stat Adjustments: +8 Body, +8 Mind, +8 Spirit
Racial Flaws: Sensitive, Mutated and Open Soul.
Racial Special Mutations: Shapeshifter, Supernatural, Discordant Fertility, Demon, Faerie
Taking the Mutated Flaw with a character of this race does not allow the character to take an additional Talent.


Monsters

Vampire
The powerful, blood sucking undead, created when a spirit wielder bonds their soul to that of one of the dead. This process leaves them alive, but their body cannot support two spirits, meaning that they have to feed on the life essences of others. Their appearances can vary depending on the race of the original person. Many of them cannot even be distinguished as inhuman by sight, but every culture in the mortal world has legends of these creatures. The result of their reputation, however, is that once a vampire is identified, it's almost guaranteed to be universally reviled.
Stat Adjustments: +10 Body, +4 Mind, +2 Spirit.
Racial Talents: Healthy, Any One of the following: Shadowmancer, Demonologist, or Necromancer.
Racial Flaws: Selfish, Open Soul, Fetish: Feeding, Phobia: Sunlight, Easily Tired
Racial Mutations: Vampire, Undead, Supernatural, Daylight Weakness, Night Eyes, Damage Reduction 1/2, Fangs
When used to create a half-breed, the resulting character doesn't get the Daylight Weakness Special Mutation or the Selfish Flaw, but also doesn't get the free Spirit Wielder Talent and only get Damage Reduction 3/4. Taking the Mutated Flaw with a character of this race does not allow the character to take an additional Talent.
Note: This race is the same as applying the Vampire Template to a human character.

Gemini Empowered
The former victims of the alien invaders now turned into their slaves or set loose following the deaths of their masters. After having their souls torn from their bodies the Gemini were left as mindless, empty shells, driven purely by whatever base instincts that the invaders chose to leave them. Eventually, however, they began to develop minds of their own once more, but without any of the memories of their former lives.
Stat Adjustments: +8 Body
Racial Talents: Resistant Soul
Racial Flaws: Bloodthirsty (if male) or Lustful (if female)
Racial Mutations: Warped, Tentacles, Alien, Soul Eater.
Cannot be of the Mage class or take any Mage Talents at character creation. Taking the Mutated Flaw with a character of this race does not allow the character to take an additional Talent.

Full Blood Demon
The immortal, immoral denizens of Hell itself. Like their closest counterpart in the mortal world, the fey, they are possessed of incredible power, and their appearances vary greatly from one individual to the next. All demons possess the ability to change their form drastically at will, and all full demons excel at whatever area they focus in.
Stat Adjustments: +8 Body, +8 Mind, + 8 Spirit
Racial Flaws: Sensitive, Mutated, Fetish (of the player’s choice,) Any one RP Flaw
Racial Mutations: Supernatural, Demon, Shapeshifter, Corruptive, Selective Fertility. All demons may optionally take Soul Eater.
Racial Talents: Full Blood Demons gain an additional racial Talent depending on their class. Warriors get Pain Resistant, Mages get Efficiency, Spirit Wielders get Greater Energy Pool and Succubi get Succubus Magic.
Taking the Mutated Flaw with a character of this race does not allow the character to take an additional Talent.

Living Slime
A creature formed of living liquid rather than solid matter. These creatures have only recently begun to develop true intelligence, and as such they have little to no knowledge of the world that they haven't acquired from their own direct experiences. Unlike most races, their bodies are malleable and constantly shifting. Disrupting that body is extremely difficult through purely physical means, and a slime cannot be forced to lose consciousness.
Slimes are highly different from a character of any other race. For more information, see the Malleable Form Special Mutation.
Stat Adjustments: +12 Body, +4 Spirit.
Racial Talents: Grapple Expert
Racial Flaws: Weak, Open Soul, Tainted Bloodline.
Racial Special Mutations: Malleable Form, Naturally Supernatural, Soul Eater, Tentacles, Damage Reduction 1/2, Physical Damage Reduction 1/2.
Must be Female. Cannot take the Fertile, Infertile or Mutated Flaws. Cannot wear armor.

Arachne
Long ago, an ancient city inhabited by the night elves was lost in the jungles of the Amazon following an earthquake. The citizens of that lost city were not all killed, however. That earthquake was caused by the escape of a long sealed daemon, and it took the survivors as its servants. They were warped and twisted in that being's image, and began to worship it like a god even as they adopted its features. Two legs became eight, and eventually the beings resembled spiders as much as the elves they had once been.
Stat Adjustments: +12 Body, +6 Mind, +6 Spirit.
Racial Talents: Sneaky.
Racial Flaws: Selfish, Honorable, Lustful, Fertile.
Racial Mutations: Spider, Egg Layer, Naturally Supernatural, Fertile Mouth, Clawed Feet, Night Eyes, Razor Fingers, Fearsome Maw + Venomous Attack.
Must be female. Taking the Mutated Flaw with a character of this race does not allow the character to take an additional Talent.

Goblins
The most common form of lesser demons, goblins are short humanoids with green or black skin. Though technically magical creatures, goblins are not immortal or even long lived in comparison to humans. Possessed of a warlike, tribalistic culture when not under the control of more powerful demons, goblins are one of the few races who are unable to produce succubi.
Stat Adjustments: None.
Racial Mutations: Naturally Supernatural, Demon.
Like humans, goblins are able to choose an additional Flaw at character creation in order to choose an additional Talent. Cannot be of the Succubus class, and cannot ever gain the Soul Eater special mutation, except temporarily.
 
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Tassadar

Panda King
Moderator
Nov 10, 2008
16,018
83
#5
Re: DG3.5 Character Creation Thread

Talents

Warrior
*Battle Hardened: The character has suffered through numerous battles, developing scarring and mental resistance to pain. The character gains +8 AV.

*Duelist: A character with this Talent gets +10 to Dodge and +2 to all damage rolls so long as they are using a single weapon in one hand and nothing in the other.

Grapple Expert: The character gets a +12 bonus to their Grapple stat.

Heavy Hitter: The character deals +8 damage on all melee attacks.

*Heavy Weapons Specialist: A character with this Talent deals an additional +10 damage on every attack so long as they are using a two handed melee weapon.

*Resilient: Grants the character an additional 30 max hit points. +30 HP, in other words.

*Shield Fighter: Allows the character to attack using both their weapon and their shield in the same round. These attacks can be against different targets. Defensive Fight penalties apply at 1/2 the usual rate to shield bash attacks, though they still apply normally to any regular attacks.

Skill with [Weapon]: The character gets +12 to attack rolls with the chosen weapon. The weapons that can be chosen are: One Handed Swords, Two Handed Swords, Bastard Swords, One Handed Blunt Weapons, Two Handed Blunt Weapons, Polearms, Shortened Polearms, Unarmed, Rifles, Pistols, Crossbows, Primitive Ranged Weapons, or Throwing Weapons.

Skilled: The character can choose an additional 3 Skills.

Sniper: The character deals +8 damage on all ranged attacks.

*Stealthy: The character gets a +5 bonus to their Stealth stat. In addition, whenever the character attacks a creature that is unaware of them, they automatically hit (except for ranged attacks which get a +10 bonus to hit) and deal double damage (before armor) on all attacks. If the attack is an attempt to start a grapple rather than an attack that deals damage, the attacker instead gets a free grapple action against their target.

*Two Weapon Fighter: Allows the character to fight with a weapon in each hand, attacking once per round with each of them at a -4 penalty to attack and damage rolls with both weapons.

*Unarmed Fighter: The character deals Improved Unarmed damage when attacking without a weapon. In addition, the character gets a +10 bonus to Dodge so long as they aren't holding any weapons.

Mage
Concentration: The character gets +8 to their Casting stat.

*Experienced Caster: The character can cast up to 3rd level spells in any Element.

Focus in [Element]: The character chooses an Element. This Talent allows the character to cast up to 5th level spells in that Element, and in addition, they gain a +10 bonus to all Casting checks for spells of that Element, all spells of that Element that deal damage deal an additional +2 damage per spell level, Buffs increase the chosen stat by an additional +1 per spell level, and creatures summoned by spells of that Element gain a +2 bonus to their Body stat and a +1 bonus to AV per spell level. This Talent can be chosen multiple times, but each time a different Element must be chosen.

*Conjurer: Whenever the character casts a spell that summons a creature, increase the effective spell level by 1 for the purpose of how high the creature's stats are.

*Evoker: Whenever the character casts a spell that deals damage, increase the effective spell level of that spell by 1 for the purpose of determining how much damage the spell does. This has no effect if the character casts a spell that can either heal or do damage and the character chooses to heal.

*Healer: Whenever a character casts a spell that restores HP, or casts a Buff spell, increase the effective spell level by 1 for the purpose of how much HP is restored or how powerful the Buff is.

Magical Accuracy: The character gets a +12 bonus to all attack rolls made with Spells.

Magic Feats: Choose two magic feats and add them to the caster’s list.

Mental Fortitude: The character gains +10 HP, PP, and EP.

Potent Spells: Whenever a spell cast by the character requires a Resistance check, the caster gets a +12 bonus to their roll.

*Specialized Mage: Choose a single element in which the character has the "Focus in" Talent. The bonus provided by that Talent for that element double, and the character gains an additional +4 bonus to casting spells of that Talent, and may cast Level 1 spells of the element even while Bound or in a Submission Hold. The character must choose one other element in which they don't have the "Focus in" Talent. They cannot cast spells of that element higher than level 1, and may never take the "Focus in" Talent for that element.

Spirit Wielder
*Alchemist: The character gains 2 + Spirit/20 Powers from the Alchemist power list.

*Daemonic Wielder: The character gains 2 + Spirit/20 Powers from the Daemon power list. A character must be Supernatural or Naturally Supernatural, or be of the Half Daemon race, in order to take this Talent.

*Demonologist: The character gains 2 + Spirit/20 Powers from the Demonologist power list.

*Dragonfire Adept: The character gains 2 + Spirit/20 Powers from the Dragonfire Adept power list.

*Druid: The character gains 2 + Spirit/20 Powers from the Druid power list. Warped, Naturally Supernatural, and Supernatural characters cannot take this Talent unless they have the Faerie special mutation. Gaining any of the listed mutations causes the character to lose the ability to use these powers.

*Holy Mage: The character gains 2 + Spirit/20 Powers from the Holy Magic power list.

*Massive Energy Pool: The character gets +30 max EP.

*Necromancer: The character gains 2 + Spirit/20 Powers from the Necromancer power list.

Powers: The character gains 2 Powers from any power list. They must still meet the prerequisites of the list to take powers from it.

*Psion: The character chooses 2 + Spirit/20 Powers from the Psion list.

*Rimewielder: The character gains 2 + Spirit/20 Powers from the Boreal power list.

*Shadowmancer: The character gains 2 + Spirit/20 Powers from the Shadowmancer power list.

Skilled Wielder: The character gains a Wielder Aptitude and increases their Spirit Ceiling by 2.

*Spirit Warrior: The character gains 2 + Spirit/20 Powers from the Spirit Warrior power list.

*Starseeker: The character gains 2 + Spirit/20 Powers from the Celestial power list.

Soul Sense: The character gets +12 to attack rolls for Powers.

Succubus
*Enthrall: A creature made to orgasm by the character must win a Resistance check against them or gain the Charmed status, except that the status lasts for 24 hours. Every orgasm beyond the 1st within the same 24 hours gives the character a +4 bonus to this check and resets the duration as if they had used Charm on their partner.

*Erotic Burster: The character gains a number of Wielder Aptitudes equal to their Spirit/30, and gets a +10 bonus to their max EP. Requires Erotic Wielder.

*Erotic Champion: The character gains a number of Skills equal to Body/10 rounded down and a +6 bonus to attack rolls. Requires Erotic Fighter.

*Erotic Fighter: The character gains 2 skills and a +6 bonus to attack rolls. Requires Superior Warrior.

*Erotic Magus: The character gains a number of Magic Feats equal to Mind/20 rounded down, and no longer takes penalties to casting due to taking PP damage, orgasms, or being Penetrated. Requires Erotic Wizard

*Erotic Wielder: The character gains a single Spirit Power and +10 bonus to their max EP. Requires Superior Spirit.

*Erotic Wizard: The character gains a Mage Feat, the ability to cast 1st and 2nd level spells of any element, and a +4 bonus to Base Casting. Requires Superior Mage.

Fuck Me: The character deals an additional +12 pleasure whenever they are engaged in penetrative sex.

Greater Draining: Whenever the character drains another character or creatures energy through pleasure, they drain an additional 6 EP.

*Just Getting Started: Grants the character an additional 30 max pleasure. +30 PP, in other words.

*Kama-Sutra: You are a very skilled sexual partner when you choose to be. Change the calculation for pleasure damage from foreplay to 3d6 + Body/3 and penetrative sex to 3d10 + Body/2.

Multitalented: The character gains any one of the following: 2 Skills, 1 Mage Feat and +4 Base Casting, or 1 Wielder Aptitude. This Talent cannot be taken with Natural Succubus.

Seductive: The character gets a +12 bonus to Resistance checks when using Enthrall, Charm, Siren Song, and Stunning Gaze, and a +12 bonus to attack rolls with all Succubus Powers.

*Sexual Tyrannosaurus: Whenever the character causes another creature to orgasm or actives the Deny Release Succubus Power, they gain a +4 bonus to Resistance and a +6 bonus to PP damage dealt until the end of the encounter. Up to 5 instances of this bonus can be stacked at any given time.

Suck you Dry: The character deals an additional +12 pleasure whenever they perform any type of foreplay.

Succubus Magic: The character chooses three succubus special abilities. They gain access to those abilities.

*Superior Warrior/Mage/Spirit (Talent Chosen): The character gains a Talent that they can only take from either the Warrior, Mage or Spirit Talent list. In order to take a Talent from the Warrior Talent list, they already have to have taken Natural Warrior. In order to take a Talent from the Mage list, they already have to have taken Natural Mage. In order to take a Talent from the Spirit Wielder list, they already have to have taken Natural Spirit Wielder. This Talent can only be chosen twice, and each time must be with a different choice. Cannot be chosen with Natural Succubus.

General
*Arcane Companion: The character gains a Companion that sticks with them through thick and thin. An Arcane Companion starts with 6 Body, 24 Mind, 10 Spirit, Focus in {Element}, and can cast all level 1 spells. When making a Companion, contact the GM to work out the specifics of it (such as its mutations.) Companions have access to Non-Natural X, Superior Succubus, and Companion General Talents and a few other talents through XP spending. A character can only have one Companion. Characters may, at character creation, sacrifice Talents for their own character in order to grant their companion an additional Talent (selectable from the list for their companion).
Arcane Companions have access to the following Mage Talents: Concentration, Evoker, Healer, Experienced Caster, Magical Accuracy, Magic Feats.

*Guardian Companion: Like the Arcane Companion Talent, except a Guardian Companion starts with 24 Body, 6 Mind, 10 Spirit, the Unarmed Fighter Talent, the Natural Attack mutation, and (1+(Body/10), rounded down) Skills.
Guardian Companions have access to the following Warrior Talents: Grapple Expert, Stealthy, Resilient, Heavy Hitter, and Skill with Unarmed. In addition, Guardian Companions can take a single Talent from the Spirit Wielder branch, but only one that grants Powers, and only once.

*Spirit Companion: Like the Arcane Companion Talent, except a Spirit Companion starts with 6 Body, 10 Mind, 24 Spirit, 1 Talent that give access to powers, and 1 Spirit Aptitude.
Spirit Companions have access to the following Wielder Talents: Massive Energy Pool, Soul Sense, Skilled Wielder, Powers.

*Efficiency: Whenever the character rolls the minimum number on any die (or dice,) it is treated as the minimum plus 1.

Exceptional: The character gets an additional 8 points to spend among stats.

Greater Energy Pool: Grants the character an additional 20 max energy. +20 EP, in other words.

Hard to Hit: Increase the character's Dodge stat by 10.

Healthy: Grants the character an additional 20 max hit points. +20 HP, in other words.

Just a Little Longer: Grants the character an additional 20 max pleasure. +20 PP, in other words.

*Knowledgeable: The character uses Mind instead of Body to determine how much PP they deal.

*Lucky: Grants the character a +3 bonus to all non-damage rolls.

*Natural Mage (Talent Chosen) : Grants the character one Talent that they can only take from the Mage Talents list. Cannot be chosen by Mages, and can only be taken once.

*Natural Spirit Wielder (Talent Chosen) : Grants the character one Talent that they can only take from the Spirit Talents list. Cannot be chosen by Spirit User, and can only be taken once.

*Natural Succubus (Talent Chosen) : Grants the character one Talent that they can only take from the Succubus Talents list. Cannot be chosen by succubi, and can only be take once.

*Superior Succubus: Can pick a Succubus Talent that isn't Superior X/Cross-Class Talents. Requires Natural Succubus, and can't be taken by Succubi.

*Inherent Succubus: The character gains +6 PP Damage Dealt and a Succubus Power. They cannot regenerate past 1/2 their maximum EP naturally without having sex, regaining EP as a creature with Battery would. Requires Superior Succubus, and can't be taken by Succubi.

*Manifested Succubus: The character gains +10 to Max PP, a Succubus Power, and the Soul Eater Special Mutation. The penalty to EP regeneration from Inherent Succubus no longer applies. The character may take the Succubus Talents granting increased PP damage or Succubus Powers as if they were general Talents. Requires Inherent Succubus.

*Natural Warrior (Talent Chosen) : Grants the character one Talent that they can only take from the Warrior Talents list. Cannot be chosen by Warriors, and can only be take once.

Pain Resistant: The character has some sort of natural resistance to pain, be it deadened nerves, scars, scales, thick skin or what have you. Increase the character's AV by 5.

Perceptive: The character gets a +8 bonus to their Perception stat.

*Psyker: Whenever you'd spend more EP than your spirit ceiling, the added cost of EP and HP isn't spent, and you instead roll on the random psychic phenomena table. The amount of points the character(you) would spend past your spirit ceiling is the magnitude of the phenomena, denoted M.
Note: Even with this talent, a character can't spend more EP than 3 times their spirit ceiling.
Note the 2nd: When in comes to the "random" summons, the GM is encouraged to consider the magnitude when determining it. Magnitude 1 summon should probably not be a tier 5 creature.
Note the 3rd: A character must possess the ability to go beyond their Spirit Ceiling using abilities in order to take this Talent. A character with no spells or spirit powers cannot take this.
The Psyker Phenomenon Table can be found below, and SHOULD NOT BE ON YOUR SHEET.

Quick: Increase the character's Speed stat by 8.

Resistant: Increase the character's Resistance stat by 8.

Resistant Soul: The character is more resistant to attempts to steal their spiritual energies. Damage dealt to the characters EP is decreased by 5.

Side Skill: The character chooses one skill that they meet the requirements for. They can use that skill.

Sneaky: The character gets a +8 bonus to their Stealth stat.

*Spunky: The character uses Spirit instead of Body to determine how much PP they deal.

Wealthy: The character starts the game with an additional 100 denarii, which they may spend immediately.


Flaws
*Antagonizing (RP): Unless the character genuinely respects or works under him/her/it, he/she will be prone to insulting, teasing, pranking, and/or harassing nearby sentient creatures who are aware of his presence.

*Bloodthirsty (RP) : The character cannot, under any circumstances, back down from a fight. Even if defeat seems certain, and/or engaging in battle endangers their allies, they must fight until they themselves fall, or every enemy has been defeated.

*Cowardly (RP) : The character shies away from confrontation, particularly violent confrontation. They are likely to go along with the plans of others if it means avoiding conflict within a group, and are more likely to surrender or attempt to flee if pressed in combat.

Easy to Hit: The character takes a -10 penalty to their Dodge stat.

*Easily Aroused: Whenever the character would gain the Aroused status, they instead gain the Horny status.

*Easily Tired: Whenever the character’s EP falls below ½ of its maximum value, the character gains an instance of the Weakened status.

*Excitable: Whenever the character’s PP falls below ½ of its maximum value, the character gains the Aroused status or the Horny status if they're already Aroused.

*Fertile: The character is more likely to become pregnant, or to impregnate their partner. Mechanically, rolls of 2 or more now indicate success.

Fetish: The character has a particular kink or preference that sets them off in bed. Whenever treated to their favored fetish, they take +8 PP damage. Examples include particular types of creatures, such as demons, faeries, plants or beasts, particular acts or positions such anal, creampies or double penetration, or anything else you might be able to think of. If you’re not sure if something would be appropriate for this, just ask your GM.
This Flaw can be taken as many times as you like, but only two instances of it can be used to grant the character additional Talents.

*Fragile: Whenever the character’s HP falls below ½ of its maximum value, the character gains an instance of the Weakened status.

Hatred (Target) [RP]: You are possessed of an overriding hatred of some group(e.g Males), nationality (Badarians, Crolians), or race (Demons, Alraune). You may not aid a member of a group you hate without there being a compelling reason to do so (e.g. by saving a Demon you also save a colony of Alraune, whom you don't hate). Also, since pretty much all PC's should hate the Aliens, they are not a suitable target for Hatred.

*Hemophiliac: Whenever the character takes damage, they begin to bleed. For every round following and until the end of the encounter or until they are healed, the character takes 2d4 points of damage.

*Honorable (RP) : The character cannot break their word once given. Every contract, agreement and promise is totally binding, and the character must seek to fulfill them even at their own detriment.

*Idealistic (RP) : The character is unfailingly kind no matter the circumstances. They will always try to help others to the best of their ability, even to their own detriment, and even if that help is not asked for or met with hostility. This does not mean, however, mean that they will let things attack them without responding. They’re idealists, not pacifists.

*Infertile: The character cannot, for any reason, become pregnant. Nor can they cause anything to become pregnant.

*Lustful (RP) : The character is a frequent enjoyer of physical pleasure. They are more likely to seek sex from their allies or accept it if it is offered to them, and are also more likely to give in if they are being raped.

Mutated: The character gains 3 mutations of your choice. This Flaw can only be taken up to 4 times.

Obvious: The character takes a -8 penalty to their Stealth stat.

Oblivious: The character takes a -8 penalty to their Perception stat.

Open Soul: The character takes an additional 5 EP damage whenever anything would cause them to take any.

Phobia (Target) (RP) : There is something you are irrationally afraid of. You'd rather not be presented with the thing you're afraid of, and there must be good reason for you to approach or remain near it. Note that something that makes sense for you to fear can't be a phobia.

Poor Grappler: The character takes a -12 penalty to their Grapple stat.

*Prideful (RP) : The character is possessed of immense pride in themselves, their race, their station, an organization that they belong to, or something similar. They will not suffer the dignity of whatever they take pride in to be insulted, will not allow its name to be besmirched, and will not allow it to go undefended under any circumstances. They will commit to violence in defending it if need be.

*Selfish (RP) : The character, no matter the circumstances, thinks and acts only toward their own interests. They cannot aid another unless the benefit of such an action is obvious to them, and will not shy away from abandoning or betraying their allies if it would benefit them enough.

Sensitive: The character takes an additional 5 PP damage whenever anything would cause them to take any.

Sexual Weakness: Orgasming causes an instance of Weakness until the victim has had a chance to rest.

Sluggish: The character takes a -8 penalty to their Speed stat.

*Tainted Bloodline: The character gains corruption 1.5 times as fast as normal. Note: Characters of a race that have Supernatural or Naturally Supernatural as a Racial Mutation cannot take this Flaw.

*Unlucky: The character takes a -3 penalty to all of their non-damage rolls.

Weak: The character takes a -8 penalty to their Resistance stat.

Weakness (thing) : Whenever the character encounters the thing that they are weak against (tentacles, giant boobs, fluffy tails, futas, ect) in combat, the GM rolls 1d4, and on a roll of 1 the character loses their turn.

Things marked with an * can only be taken once.
 
Last edited:

Tassadar

Panda King
Moderator
Nov 10, 2008
16,018
83
#6
Re: DG3.5 Character Creation Thread

Skills

Duelist Skills
Battle Dance – The character gains a +12 bonus to Dodge and attack rolls, but must attack every round and takes 4 damage per round that ignores their AV. Requires Duelist.

Defensive Stance – The character forsakes all attacks for the round, but gains a +10 bonus to Dodge. The character gets a free attack on any creature that attacks them in melee and misses. Requires Duelist OR Shield Fighter.

Disarm – The character can forsake the damage done by their attack to instead disarm their opponent. A creature wielding a weapon that is hit by this attack loses any weapon they are holding unless they win a Resistance check against the character, and must take a turn to retrieve it if they want to continue using it. The character may optionally choose to take or throw the disarmed weapon. Requires Duelist OR Unarmed Fighter

Fencer (Passive) – You are more adept at facing an enemy that wields a weapon, as such you have a better chance at parrying and dodging their attacks as well as delivering your own. When fighting against an enemy wielding a weapon of any kind you gain +4 bonus to Dodge against their attacks, gain a +4 bonus to attack, and deal an additional +4 damage per attack. Requires Duelist.

Lightning Strikes – The character attacks three times instead of only once, but each attack takes a -12 penalty to its attack roll and a -6 penalty to damage. These attacks need not be against the same creature. Requires Duelist.

Power Strike – The character can trade points from their Dodge to make their attacks more likely to hit and deal more damage. These are traded at a 1 to 1 rate, every point of Dodge traded granting the character a +1 bonus to attack and damage rolls, and no more than 10 points can be subtracted from Dodge. Cannot be used in the same turn that a character is fighting defensively (trading attack for additional Dodge.) Requires Duelist.

Weakening Strike - The character may take a -8 penalty to attack and damage rolls for the turn, but in return, any attacks they make that land cause the target to gain an instance of the Weakened status. Unlike normal, this status goes away at the end of the character's next turn. Requires Duelist.

Shield Skills
Block - The character may take a -10 penalty to attack rolls and Dodge for the round, and in exchange, any creatures attempting to attack them must win a Resistance check against the character or have their attacks negated. For each creature attacking a character beyond the first, the character takes a -2 penalty to this check. Requires Shield Fighter.

Charge – The character can move up to three times their Speed this round so long as that movement is in a straight line and ends with them attacking a creature. This attack gets a +4 bonus to their attack rolls and damage, but the character also takes a -10 penalty to Dodge until their next turn. Requires Heavy Weapons Specialist OR Shield Fighter.

Defensive Stance - The character forsakes all attacks for the round, but gains a +10 bonus to Dodge. The character gets a free attack on any creature that attacks them and misses. Requires Duelist OR Shield Fighter.

Shield Cover – The character cannot move or make any attacks, but they and all creatures standing behind them do not take damage from any attacks unless they are coming from directly behind the character using this skill. Requires Shield Fighter.

Shield Slam – The character makes only a Shield Bash attack for the round, but that attack deals +10 damage, and the creature hit by it must win a Resistance check against the character or be knocked Prone. Requires Shield Fighter.

Shield Specialization (Passive) – Any shield used by the character gets a +4 bonus to its DB. Shield bash attacks get a +10 bonus to attack rolls and a +2 bonus to damage rolls. Requires Shield Fighter.

Softening Blow - The character causes their shield bash attack to resolve before their primary attack, and they forsake the Dodge bonus from their shield and the ability to fight defensively until their next turn. In return, the shield bash damages the target's AV, Dodge, and attack rolls until the character's next turn. Requires Shield Fighter.

Triple Strike - The character becomes unable to fight defensively and takes a -6 penalty to attack rolls and Dodge for the round, but gets a second attack with their shield. All attacks with their shield gain a +4 bonus to damage. Requires Shield Fighter.

Two Weapon Fighter Skills
Flurry – The character takes two attacks with each weapon, totaling to 4 attacks, but all attacks are made at a -12 penalty to attack rolls and take a -6 penalty to damage. These attacks need not all be against the same target. Requires Two Weapon Fighter.

Parry Mode - The character chooses to forsake all AV granted by Skills so long as this mode is activated. In exchange, they no longer takes penalties to Dodge from using skills in the Two Weapon Fighter branch, and they gain a bonus to Dodge against melee attacks equal to the AV sacrificed plus 5. In addition, using the Scissor Defense skill allows them to attack creatures that miss them rather than creatures that hit them. They may also sacrifice all attacks on their secondary weapon to gain an additional +10 bonus to Dodge while using this mode, but any attacks that they make still suffer the penalties for two weapon fighting. Requires Two Weapon Fighter.

Rend – The character takes a -4 penalty to all of their attacks for the round. If the character hits the same creature with both of their weapons in the same turn, they deal an additional 2d12 points of damage to that creature. This damage ignores the targets AV, but can only be dealt once per round to any one creature. Requires Two Weapon Fighter.

Scissor Defense – The character forsakes all attacks for the round and takes a -10 penalty to Dodge. In return, they get a +12 bonus to AV, and automatically attack (using both of their weapons) any enemy that hits them in melee. If an attack is a grapple attempt, these attacks resolve prior to the grapple being initiated. Requires Two Weapon Fighter.

Whirling Death – The character gets a +8 bonus to their melee damage, attack rolls and AV, but takes 4 points of damage per round that ignores AV. Requires Two Weapon Fighter.

Whirlwind – The character attacks all enemies within range of them, but take a -10 penalty to attack rolls, damage, and Dodge until their next turn. They attack with both weapons if they have two. Requires Two Weapon Fighter OR Heavy Weapon Specialist.

Heavy Weapons Specialist Skills
Charge – The character can move up to three times their Speed this round so long as that movement is in a straight line and ends with them attacking a creature. This attack gets a +4 bonus to attack rolls and damage. The character also takes a -10 penalty to Dodge until their next turn. Requires Heavy Weapons Specialist OR Shield Fighter.

Cleave (Passive) – Whenever the character kills an opponent, they automatically take an attack on another nearby enemy, but this attack is at a -10 penalty to attack and damage rolls. Requires Heavy Weapon Specialist.

Crushing Blow - The character may choose to have their attacks deal -20 damage for the round. If they do, any creature struck by them must win a Resistance check against the character or become Stunned and Weakened. Requires Heavy Weapons Specialist.

Guillotine (Passive) - When the character makes an attack against a target with less than 30 HP remaining, makes an attack that brings the target below 30 HP remaining, or deals more than half their target's max HP in damage with an attack, they make a Resistance check against that target. On success, the target dies (or falls unconscious depending on fluff) instantly. Requires Heavy Weapon Specialist.

Heavy Metal - The character delays their attack until the end of the round. Targets hit by the character's attack must win a Resistance check against the user or they become Stunned. In addition, every attack made against the character until the end of the round, whether the attacks hit or miss, grants the user a cumulative +2 resistance bonus to the stun check, along with a cumulative +6 attack and +4 damage bonus until the character's next action. Requires Heavy Weapons Specialist.

Slay – The character takes a -20 penalty on their attack roll and a -10 penalty to Dodge until their next turn. They deal double damage on any attacks that hit until their next turn. Requires Heavy Weapons Specialist.

Supreme Might – The character can trade points from their attack roll for additional damage. These points are traded at a 1 to 1 rate, and the character cannot trade more than 20 points per round. Requires Heavy Weapons Specialist.

Whirlwind - The character attacks all enemies within range of them, but take a -10 penalty to attack rolls, damage, and Dodge until their next turn. They attack with both weapons, if they have two. Requires Two Weapon Fighter OR Heavy Weapon Specialist.

Ranged Skills
Bayonet (Passive) - The character can use their ranged weapon as a melee weapon in a pinch. The Bow is treated as a Two Handed Club, Pistols are treated as One Handed Clubs, and Rifles and Crossbows are treated as Shortened Polearms. Attacks made with these weapons are made at a -4 penalty to attack rolls. Requires Skill with (any ranged weapon.)

Called Shot – The character acts last in the current turn and takes a -10 penalty to their Dodge until their next turn, but their attacks deal double damage. This doubling stacks with the doubled damage from a sneak attack if the attack is a sneak attack. Requires Skill with (any ranged weapon.)

Deadly Aim – The character takes careful aim, forsaking all movement for the round. In exchange, they may trade up to 10 points of Dodge for the round in order to take a +1 bonus to attack and damage rolls for each point traded. Requires Skill with (any ranged weapon.)

Melee Shooter (Passive) - The penalties for fighting in melee combat with a ranged weapon are halved. Requires Skill with (any ranged weapon.)

Quick Reload (Passive) – Decrease the reload time of any weapon wielded by the character by 1 round. Requires Skill with (any ranged weapon.)

Rapid Shot - The character can take a -4 penalty to their attack rolls and a -1 penalty to their damage for all attacks that round in order to take an additional attack against a target of their choosing who is within range. This can be used as many times as the character likes per turn, until their weapon runs empty or up to five shots. The penalties are cumulative and the same penalties apply to each attack. Requires Skill with (any ranged weapon.)

Stealth Skills
Guileful Strike - The character may trade their double damage when making a sneak attack in order to force the creature they're attacking to make a Resistance check against them. If that creature loses this check, the character may instill any two of the following status onto them, choosing when they opt to activate this skill: Blinded, Stunned, Paralyzed, or Weakened. Even creatures normally immune to sneak attacks take this extra damage. Requires Stealthy.

Head Over Heels – When the character makes a sneak attack with a melee weapon, they can choose not to deal normal damage and instead knock the creature that they’re attacking to be knocked Prone. Creatures knocked prone in this manner take 10 points of damage that ignores AV. Requires Stealthy.

Shadow Striker (Passive) - Whenever the character replaces their sneak attack doubling of damage, they deal an extra +8 damage on their attack and gain a +8 bonus to the Resistance check. In addition, the character gains a +6 bonus to any applicable resistance check when sneak attacking with a non-stealth skill or a spell that requires one. Requires Stealthy.

Sneak – The character forsakes all other actions for the round. Instead, they may make a Stealth check against all nearby opponents who are aware of them at a -10 penalty. If they win this check, they are no longer detected by any enemy that they beat in the check. Requires Stealthy.

Strike the Weak Spot (Passive) – Whenever the character would make a sneak attack, they may ignore any armor worn by their target. Natural resistances to damage still apply. Requires Stealthy.

Sudden Shot – The character forsakes all other actions for the round while wielding a ranged weapon. Instead, they automatically attack the first creature to attempt to attack them. They may make a Stealth check against that creature, and if they win, the attack counts as a sneak attack. Requires Stealthy AND Skill with (any ranged weapon.)

Sudden Strike – The character can take a -10 penalty to Dodge, attack, and damage until their next turn. If they do, they may make a Stealth check at a -6 penalty against any creatures that they attack, and if they win those attacks count as sneak attacks. Unlike normal sneak attacks, these attacks do not automatically hit. Requires Stealthy.

Note: Skills requiring a specific Talent can only be used when the bonus from that Talent would apply.
Note 2: Any skill that doesn't have (Passive) before the - is an activated skill. Characters may choose to use activated skills whenever they're appropriate.
 
Last edited:

Tassadar

Panda King
Moderator
Nov 10, 2008
16,018
83
#7
Re: DG3.5 Character Creation Thread

Unarmed Skills
Defensive Grappler – When the character is in a grapple, they can forsake any other actions in order to make an unarmed attack against any creature that is grappling them. This attack is treated as though the character and the creature were not grappled, but takes a -4 penalty to attack and damage rolls for each hostile creature participating in the grapple beyond the first. Requires Unarmed Fighter.

Disarm – The character can forsake the damage done by their attack to instead disarm their opponent. A creature wielding a weapon that is hit by this attack loses any weapon they are holding unless they win a Resistance check against the character, and must take a turn to retrieve it if they want to continue using it. The character may optionally choose to take or throw the disarmed weapon. Requires Duelist OR Unarmed Fighter

Flurry of Blows – The character can strike repeatedly against the same target. They may take up to 4 additional attacks, but for each attack beyond the first the character takes a -8 penalty to attack rolls and a -5 penalty to damage for all attacks that round. The same penalties apply to each attack. Requires Unarmed Fighter.

Iron Body (Passive) - The character may use defensive fighting in order to exchange attack for AV. In addition, using Full Defense also grants the character Damage Reduction 1/2 for that round. Requires Unarmed Fighter.

Nerve Pinch - The character takes a -4 penalty to attack and -8 damage for the round, but if they hit and deal damage, the creature struck must win a Resistance check against the character or gain an instance of the Paralyzed status. Requires Unarmed Fighter.

Shattering Blow – The character can choose to take a -10 penalty to their attack rolls and damage, and in exchange, any attacks that hit deal double damage. The damage is multiplied after the penalty is subtracted. Requires Unarmed Fighter.

Stunning Blow – The character can take a -8 penalty to their attack rolls and damage, but if they hit their target must win a Resistance check against them or be Stunned. Requires Unarmed Fighter.

Trip – The character can choose not deal damage on a successful attack, and instead force the creature they’re attacking to make a Resistance check against them. If the creature loses this check, they are knocked prone. Against opponents who are Stunned, an attack made with this skill automatically hits, deals damage as normal (optionally), and the target automatically loses the Resistance check. Requires Unarmed Fighter.

Grappling Skills
Brawler (Passive) - The character may make a grapple attempt against prone or stunned enemies as a free action. The character no longer takes a penalty to Dodge when grappling, and can dodge AoE attacks as if they weren't in a grapple so long as they aren't Bound or in a Submission Hold. Requires Grapple Expert.

Fling - The character throws a grappled opponent, or a willing ally, a short distance at another target. Deals 3d6 + Body/3 damage to both targets. Both the creature being thrown and the one being hit must win a Resistance check against the character or be knocked Prone. If the flung target was in a submission hold they automatically fail this check. This skill has a 15 foot range. Requires Grapple Expert.

Leap Glomp - The character jumps up to their Speed towards a single target creature. Upon hitting the opponent with a grapple and making a successful grapple check, the opponent is placed into a Submission Hold. If the check or the attack fails, the character falls Prone. Both grapple checks take a -10 penalty.

Powerful Embrace (Passive) - The character is well versed in the art of the bear-hug. The character automatically deals 2d10 damage that ignores armor per round when in grapples when they're the dominant grappler (i.e. they've won the grapple check that round). Requires Grapple Expert.

Pummel - The character can choose to forsake all other actions for their turn. In exchange, unless they acquire some status that prevents them from taking any actions (such as being stunned or put into a submission hold,) they can make 3 attacks with their unarmed attack or a one handed weapon against the creature they are grappling. These attacks use attack rolls rather than grapple checks to determine success, and are treated as if the character was not grappled (causing their target to take a -10 penalty to Dodge due to being grappled.) Requires Grapple Expert.

Slam - When the character has the target in a grapple, they may choose to make an attack at 2d12 + Body/2 damage. The target must win a Resistance check against the character or be Stunned. If the target is in a submission hold the character gains a +8 bonus to this check. In addition, they may trade grapple modifier to damage at a 1:2 ratio (IE: for every point of grapple that they sacrifice, they deal an additional 2 damage) with a 10 point cap. Requires Grapple Expert.

Stranglehold - When the character has a target in a grapple, they may forsake all other actions for that round in order to make a grapple check at a -4 penalty against their target. If the target is in a submission hold, the -4 penalty becomes a +4 bonus. If the character wins, they deal the difference between the check in damage to the target's Resistance. When the target’s Resistance hits 0, they are knocked unconscious. Requires Grapple Expert.

Superior Grappler (Passive) - The character gains a +5 bonus to Grapple. Requires Grappler Expert.

General Skills
Battlemage (Passive) - Your character uses their Body stat to determine their attack rolls when attacking with spells. Requires: Any Focus in {Element} Talent OR Experienced Caster.

Berserker (Passive) – The character gets a +3 bonus to all attack rolls, and damage for all melee attacks. Requires the Bloodthirsty Flaw.

Bladesinger (Passive) - Your character uses their Body stat to determine their attack rolls when attacking with powers. Requires: Any Spirit Talent that gives powers.

Bloodbath - While in a rage, a character can pay 4 EP in order to regain HP on successful attacks for that round. When active, any successful attack for the round heals the character for 2d6 + 6 HP. The +6 modifier is reduced by 2 for every additional attack on a round for all attacks on that round to a minimum of 2d6 + 0. In addition, as a passive effect during rage, if the character is hit by a blow that would knock the character unconscious or kill them, they may make a Resistance check against a DC equal to the damage above their maximum hit points. If they win, their HP becomes 0 and they transfer half of their current EP, rounded up, to their HP, but will automatically fall unconscious when their rage or the encounter ends. EP expended on this skill does not trigger a character's Spirit Ceiling, and this skill can still be used while Sealed or wearing a Sealing collar. Requires Rage.

Challenge - The character chooses a single enemy with 30 feet that they have line of sight to. That enemy becomes unable to attack any creatures other than the character so long as they are within range. The character gets a +4 bonus to attack and damage rolls against creatures they've challenged, but a -8 penalty to Dodge against attacks from all other creatures until their Challenge target is dead. This Skill can only be used when there are at least 3 actors in the combat.

Double Strike - The character may attack twice in one turn with a melee weapon if they take a -16 penalty to attack and a -8 penalty to damage. This skill cannot be combined with other skills that allow for multiple attacks.

Escape Artist (Passive) - The character gets a +20 to Grapple for the purpose of getting out of escaping grapples, submission holds, and bindings only. Requires Poor Grappler.

Evasion (Passive) - If the character's Dodge exceeds the attack roll of an area of effect attack, they take no damage rather than 1/4. The character also gains a +4 bonus to Dodge.

Favored Enemy (Passive) - Against your favored enemy, you gain +6 attack, +6 damage, +6 Perception and +6 Stealth, but -6 Dodge. Requires Hatred with the same target.

Giant Strength (Passive) - The character can wield a normally two-handed weapon in one hand, but takes a -8 attack, -6 damage, and -6 Dodge penalty while doing so. If the character chooses to wield a two-handed weapon in their offhand as well, and the penalty becomes -10 attack, -8 damage, and -8 Dodge. During this time the weapon is considered a one-handed weapon and penalties/restrictions for skill use, use in grapples, and the like are applied as normal for a one-handed weapon (i.e. no using heavy weapons specialist skills via a two-handed weapon held in one hand).

Grandmaster (Passive) - The character gains a +2 bonus to attack and damage, and ignores ½ of the AV granted by their target's worn armor when wielding a weapon that they have Specialized in.

Knight (Passive) – The character gets a +2 bonus to AV, Dodge, all attacks rolls, and damage rolls for all melee attacks. Requires: Honorable.

Nose for Treasure (Passive) - Your character is proficient at finding treasure, gaining a +12 bonus to all Perception checks made to locate treasure.

Quick Draw (Passive) - The character can draw their weapons without spending an action.

Rage – 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 and the character must attack every round. While enraged, they cannot be afflicted with the Horny, Charmed, Dominated or Stunned statuses. Requires Berserker.

Ranger (Passive) – The character gets a +3 bonus to Perception, and can track creatures so long as they have stayed on the ground. With Skill with Primitive Ranged Weapons or Crossbows then this skill allows for crafting Special Arrows/Bolts at half the listed shop price, and it allows the same for Special Rounds with Skill with Rifles or Pistols.

Skirmisher (Passive) - The character gains a +10 bonus to Dodge and a +4 bonus to attack rolls so long as they've moved at least 10 feet this round, and may move their full Speed while using Defensive Fighting or Full Defense. Requires Quick.

Smith (Passive) - The character gets a +2 bonus to AV, and a character may smith their own items, either adding upgrades or creating them from materials at half the listed cost in the shop.

Spirited Warrior - The character can pay X EP in order to increase their Dodge and AV by X, Resistance by 2X, OR increase their damage on each attack by 2X, OR increase their attack rolls by 2X. This skill can be used even when the character is Sealed or wearing a Sealing Collar, and does not affect the maximum amount of EP useable per turn due to Spirit Ceiling. X may not be greater than 10 on any given round, but the EP may be spread across multiple bonuses.

Strong Willed (Passive) – The character gets a +12 bonus to any Resistance checks made against attempts to control or alter their actions. These include the Dominated, Charmed and Horny statuses. They also gain a +2 bonus to resisting EP damage.

Sturdy (Passive) – The character gets a +12 bonus to any Resistance checks made against attempts to move them, or to give them the Stunned or Prone statuses. They also gain a +2 bonus to AV.

Superhuman Toughness (Passive) - The character's natural AV is no longer ignored by attacks that ignore AV, and if the character has natural DR they treat it as one step lower rather than ignoring it completely. DR steps start at 1/4 and go lower by increasing both the denominator and the numerator by 2. IE: A character with DR 1/4 would get DR 1/2, a character with DR 1/2 would get DR 3/4, a character with DR 3/4 would get DR 5/6, etc.

Teamwork (Passive) - When choosing to defend another (as per the combat rules) the character is given the option boost to boost their ally's attack, resistance, or armor by sacrificing the character's attack at a 2 to 1 ratio (2 attack = 1 bonus.) They also gain +8 armor when intercepting blows for an ally and may Dodge those attacks at a -10 penatly. Finally, they may use their move action to charge at an allied character at 3x their Speed, taking a -10 Dodge penalty when doing so, in order to meet the range requirements for defending another. Requires Idealistic.

Terrify (Passive) - Whenever the character kills an enemy, all other enemies within 30 feet that have line of sight must make a Resistance check vs a set DC or be unable to attack the character that round. Failing three of these checks in a single combat generally causes a creature to either retreat or surrender. The DC for this check is equal to the damage dealt on the killing blow divided by 10, and then multiplied by the tier of the monster. (Damage/10) * Tier in other words. Characters with the Foul Aura mutation get a +4 bonus to this check, and characters with the Nightmarish Image power active gain the bonus to Resistance provided by that power to this check as well.

Thief (Passive) – The character gets a +3 bonus to Stealth, and can pick locks and disarm traps.

Untethered Mind and Soul (Passive) - The EV of the character’s armor applies only ½ of its penalty to their Base Casting and Spirit Ceiling.

Weapon Focus (Passive) – The character gets a +6 bonus on all attack rolls with a single weapon type. This can be selected multiple times, but each time it is with a different type of weapon. The weapon types are the same as those that can be selected with the Skill with (Weapon) Talent.

Weapon Specialization (Passive) – The character deals an additional +4 damage with the selected weapon type. Requires: Weapon Focus with the selected weapon type.

Specific Weapon Skills
Carrot and Stick (Passive) - The character gains +8 bonus to initiating grapples and a +6 bonus to grapple rolls while wielding a whip/chain. Requires Skill with One-handed Whips/Chains or Skill with Two-handed Whips/Chains.

Crossbowman (Passive) - Reduce the reload times of all crossbows by 1 round, and crossbows ignore the first 8 points of a target's AV.

Deadly Reach - A character with this skill can choose to forsake movement and their normal attack in order to make an extra (free and automatic) attack vs any target who moves within range of their attack or attempts to grapple them. This attack resolves before the enemy's action. Requires Skill with Polearms.

Death from the Draw (Passive) - The character can draw their weapon and swing with it in the same turn. When doing so, they get a +6 bonus to attack and damage rolls. Requires Skill with One Handed Swords, Two Handed Swords, or Bastard Swords (Talents) and the Quick Draw skill.

Far Shot (Passive) - The character can fire at extreme range with a rifle, crossbow, bow, or sling and still hit accurately. The penalty for firing at things at each range increment are halved, and the character may fire at an additional range increment away at a -32 penalty to their attack rolls. Requires Skill with Rifles, Crossbows, or Primitive Ranged Weapons.

Golf Swing - The character attacks with an upwards swing at a single opponent, taking a -10 penalty to their attack roll and Dodge until their next round. If they hit, the target is knocked back 10 feet and must win a Resistance check against the character or be knocked Prone. Requires Skill with Two Handed Blunt Weapons

Ground Slam - Forsaking damage, the character strikes the ground with all their might, sending a shockwave that knocks any creature within 10 feet of the character prone unless they win a Resistance check against the character, who takes a -4 penalty to their check. Requires Skill with One Handed or Two Handed Blunt Weapons.

Hurl - The character can throw a shortened polearm at any enemy. This attack has a range of 10 feet. Requires Skill with Shortened Polearms.

Masterful Thrower (Passive) - The character is more adept at dealing damage with their ranged weapons, causing them to deal Body/3 damage in place of Body/4, and allowing them to ignore the first 8 points of any target's AV.

Pistolero (Passive) – The character can reload two pistols at once without trouble. Whenever they choose to reload their weapons, they reload both at the same time instead of doing so one at a time. In addition, the character no longer takes penalties to attack and Dodge when using pistols in melee combat. Requires Skill with Pistols.

Stunning Strike – The character can take a -10 penalty to their attack rolls and Dodge, but if they hit, their target must win a Resistance check against them or be Stunned. Requires Skill with One Handed or Two Handed Blunt Weapons.

Sweep - The character may take a -10 penalty to Dodge for the round and cause their attack to deal -10 damage, but if the attack hits the creature struck must win a Resistance check against the character in or be knocked Prone. Requires Skill with Polearms.

Witch Hunter
Banishing Strike - The character may choose to take a -10 penalty to attack and damage on a given attack in order to make it a banishing strike. Striking a summoned creature with a banishing strike forces it to make a Resistance check against the character or be immediately banished, effectively removing it from combat immediately. Striking a creature with an active Spell or Power forces them to make a Resistance check against the character using only their base Resistance, and if the character wins one of their active effects (determined at random) is dispelled.

Dedicated Witch Hunter - The character may spend a turn to seal off their soul in order to better fight succubi and similar creatures. The character becomes immune to Charm, Dominate, Puppeteer, Aroused, and Horny, gets a +8 bonus to Dodge against Spells, Powers, and Succubus Powers, and reduces all PP and EP damage taken by 8, but is also treated as if they're Sealed at an impossible DC and also dispels any abilities which would be hindered by seal that they already had active. This lasts five rounds and cannot be dismissed, but can be dispelled or devoured by making the appropriate resistance check against its user. Requires Untemptable.

Mage-Hunter (Passive) - Gain +10 Dodge and Resistance checks against Magic based attacks, and AoE spells deal 1/8 damage if they miss. Requires Mind 14+.

Spell Resistance (Passive) - The character ignores the first 10 points of damage that would be caused by any given Spell or Power even if that spell or power would ignore AV. They may also Dodge spells and powers that would normally automatically hit, though they take a -10 penalty to Dodge against such attacks.

Spirit-Oppressor (Passive) - The character gains +10 to Dodge and Resistance checks against Spirit based attacks, and AoE powers deal 1/8 damage if they miss. Requires Spirit 14+.

Untemptable (Passive) - The character gains a +10 bonus to Dodge and Resistance against all succubus powers and attacks that deal pleasure damage.

Note: Skills requiring a specific Talent can only be used when the bonus from that Talent would apply.
Note 2: Any skill that doesn't have (Passive) before the - is an activated skill. Characters may choose to use activated skills whenever they're appropriate.
 
Last edited:

Tassadar

Panda King
Moderator
Nov 10, 2008
16,018
83
#8
Re: DG3.5 Character Creation Thread

Magic, a Beginners Guide

Magic in the Dark Gate universe is, in short, the manipulation of the energies in the world around the caster. Mages use those energies to reach some desired effect. Different ways of manipulating energy are divided up into schools or "Elements," and focusing in certain elements can allow a character to use a variety of different abilities that are associated with that particular element. Magic can be used to conjure certain spirits or elementals to serve the caster in combat, to augment their abilities, or, of course, to cause all of those wonderful explosions and special effects and such.

Discussed below are the mechanics of using Magic.

Base Casting: This stat is equal to your character's Mind/2. When you attempt to cast a spell, I roll a d20 and add this number, apply assorted modifiers that are dependent on the situation and the spell that you're casting, and then check it against a pre-determined value. This check is called a Casting check. Succeeding on this check means that the character successfully casts whatever spell they were attempting to cast.

Every time you cast a spell, you must make a Casting check equal to 10 x [spell level - 1], and it also uses up [spell level -1] * 2 EP. Even if the character fails their Casting check, they still use up this energy.

Certain areas might be rife with energy, or not have as much as others. This can occur for a variety of reasons, but when in one, a caster finds working with magic easier, effectively decreasing the effective spell level for the Casting check and the amount of EP required in order to cast a spell. When a character enters such an area, they will be told.

In addition, when attempting to cast a spell the following modifiers affect that character's Base Casting.
-8 if the character has orgasmed in the same encounter. Cumulative.
-8 if the character has taken damage of any kind within the last two rounds. Activates separately if the character takes multiple types of damage.
-12 if the character is in a grapple.
-12 if the character is engaged in penetrative sex. Counts for each hole (including their mouth.)

The character may, when casting a spell, choose to use a special form of Defensive Fighting that allows them to take a penalty to attack and Dodge equal up to 20, and for every 2 points they sacrifice they get a +1 bonus to Base Casting.


Base Casting and energy cost for spells:
Level 1: 0 to cast, costs 0 EP.
Level 2: 10 to cast, costs 2 EP.
Level 3: 20 to cast, costs 4 EP.
Level 4: 30 to cast, costs 6 EP.
Level 5: 40 to cast, costs 8 EP.


Spell Levels:
All non-utility spells have their effects multiplied by their spell level. Summons have their stats (but not bonuses for the specific spell) multiplied, attacks have their damage multiplied, and buffs have their bonus to the chosen stat multiplied.


The different kinds of Spells that a character can cast all follow the same formulas for determining how effective they are. The different types are listed below, with brief descriptions. All spells that deal damage need to make a successful attack roll against their target(s) in order to deal damage, in addition to their Casting check. Attack rolls are discussed in the Rules post.

In addition, some spells may have additional effects. These are listed in their full descriptions, under their entry in their Element.

The format for it is:
Type of Spell (Description of spell) [Mechanics, like damage and such.]

Touch (The caster must touch their target.) [2d6 + Mind/5.]

Bolt (The caster fires a bolt of energy at a creature that is within their line of sight.) [Deals 2d4 + Mind/6 damage.]

Ball (The caster causes an explosion that is within 50 feet of their current position and within line of sight. This explosion deals damage to all creatures within a 5 foot radius of it.) [Deals 1d6 + 1 + Mind/8 damage.]

Cone (The caster causes a wave of energy to wash over all creatures inside of a ninety degree cone in front of them. This cone stretches outwards up to 10 feet.) [Deals 1d6 + 1 + Mind/8 damage.]

Line (A ray shoots our from the caster, striking all creatures that are within 3 feet of an 80 foot line. Generally stops if line of sight is broken by something like a wall.) [Deals 1d8 + Mind/8 damage.]

Emanation (A wave pulsates out from the caster, affecting all creatures within a 10 foot radius of the caster. A spell of this type can be maintained, effectively casting it again without paying it's EP cost, by paying 1 EP upkeep and making another Casting check.) [Deals 1d8 + Mind/8 damage.]

Buff (The caster augments some ability, either a primary or secondary stat. Increasing primary stats never grant bonuses to HP/PP/EP, but all other stats that are reliant on them are increased as well. The stats that any buff can increase are listed in the spell description. Multiple Buffs DO NOT stack, but a character can maintain only up to 3 buffs or active utility spells at any one time. In addition to the cost payed at cast time, the character must pay an amount of EP equal to the spell level - 2 per turn in order to upkeep the spell.) [Increases the chosen stat by Mind/6, rounded to the nearest whole number before multiplication by spell level, with the result after spell level multiplication rounded down to the nearest even number. Costs spell level -2 EP per round upkeep. The amount that any buff increases a stat is always based upon the character's base Mind stat, never their buffed Mind stat. When a character attempts to dispel a Buff that would increase the target's primary stat, the character does not get the bonus to Resistance they would for having a higher primary stat to the Resistance check to dispel their buff.]

Heal (A descriptor that can be added to any type of spell that deals damage. Spells with this descriptor can be used to either deal damage or to restore the targets HP at the casters discretion.) [Dependent on the spell type.]

Trap (A descriptor that can be added to any type of spell. Spells of this type cannot be cast in active combat. A spell of this type is set, and then has some effect when a creature trips it, usually by walking close to it. The exact requirement to trip a trap can be set by the caster. Spells of this type that deal damage are treated as one level higher for all purposes save for their Casting check and EP cost. A character can only maintain up to 10 active Traps at a time. The Perception DC to detect a trap is equal to the caster's Resistance + 10.) [Dependent on spell type.]

Utility (A spell of this type does not fall under any other type. What effect it has is listed under it's full description.) [Listed next to the spell.]

Summon (Summons a creature to aid the caster. This creature cannot have sex, and cannot have it's EP damaged or drained in any way. The creature gets a base Body stat = 10 and the Natural Attack Special Mutation. Other benefits that a summon might have are listed under their full descriptions. A character may only have 3 summoned creatures at any one time. Summoned creatures have their Dodge stat capped at 60 and their Speed stat capped at 25.) [Summons a creature with Body = 10 and the Natural Attack Special Mutation.]

A quick look up table:
Touch (2d6 + Mind/5)
Bolt (2d4 + Mind/6)
Cone/Ball (1d6 + 1 + Mind/8)
Emanation/Line (1d8 + Mind/8)
Buff (Mind/6, spell level - 2 EP upkeep)
Trap (+1 Level for damage, cannot be used in combat)
Summon (Body = 10)

Spells, no matter their type, have all of their values displayed as numbers multiplied by their spell level.

Spells that deal damage are sometimes labelled with one of the following indicating their damage type. Unlabelled spells deal typeless damage.

{EL} - Electricity/Lightning. Ignores the Dodge bonus from shields.
{HF} - Heat/Fire. Creatures take a -1 penalty to all non-damage rolls for all actions during their turn for every 10 points of damage of this type that they've taken that turn.
{F} - Force. Treated as if it were bludgeoning damage if such would provide an advantage against AV, and is generally nonlethal unless fluffed otherwise.
{C} - Cold. Ignores 1/2 of non-natural AV.


Mage Feats
Activated

Blood Magic – Whenever the character would cast a spell of 2nd level or higher, they may pay half of that spell’s cost in HP and half in EP. If they do, that spell is treated as if it were one level higher for the purpose of determining its effects. Healing spells cannot be improved with this feat.

Bolster Power - The character may pay 4 EP and make a casting check of DC 20 in order to add Mind/2 damage when using spirit powers for the round, and gain a Mind/2 bonus to attack rolls with Powers until the end of their turn. The damage added by this Feat is of whatever type the power naturally deals. If it would be beneficial, Power attacks are treated as spells instead, and Resistance checks made to negate an attack gain a +8 bonus. Using this feat does not use any actions for the round.

Channel Spell - The character may channel Spells with the Touch shape through melee attacks, adding their damage to whatever would be dealt by the attack. This feat costs 2 EP to activate in addition to the casting cost of the spell, and if a character gets multiple attacks per round they must make separate casting rolls (at a cumulative -5 penalty to casting for the whole round for each attack beyond the first) and pay separate casting costs for each attack, though they may choose how many times they use this. IE: A character may attack multiple times, but only add a spell to a selected number of attacks. Other Feats may not be used to alter the spells cast by the use of this Feat. In order to activate this Feat, the character must first make a DC 20 casting check at the start of the round, failure indicating that all of the attempted spells fail while costing no EP.

Conjurer’s Trick – Whenever the character would summon a creature, they may pay an additional 2 EP and take a -6 penalty to casting for the round in order to cause that creature to come into play with a buff or utility spell active on it from the same element. They must still pay the costs and make the casting checks for both spells, and this does not allow them to exceed the normal maximum number of active buffs.

Empower Spell – The character may pay 8 EP in order to cause any spell to have its effects treated as if it were 3 levels higher.

Enchant Weapon - The character may pay 4 EP and make a casting check of DC 20 in order to add Mind/2 damage to their weapon attacks for the round, and gain a Mind/2 bonus to attack rolls with that weapon. Using this feat does not use any actions for the round. You must choose an element type for this added damage. If it would be beneficial, weapon attacks are treated as spells instead, and Resistance checks made to negate an attack gain a +8 bonus. This affect may be kept up by paying 1 EP, but it counts as one of your active buffs.

Glowing Presence - Instead of targeting a buff or healing spell at a specific person, you share the effect with everyone close to you. Using this feat costs 4 EP and increases the casting DC of the spell by 10 and the upkeep by an amount dependent on spell level and number of targets (a 1st level spell would cost 1+1/4 targets per round, 2nd level 1+1/2 targets, 3rd level 1+3/4 targets, 4th level 1+1/target and 5th level 1+3/2 targets.) Creatures affected by this are chosen by the character and must be within 30 feet of the character. The spell also counts as one lever lower for the effects. Requires Healer.

Heighten Spell – Whenever the character would cast a spell that requires the target to make a Resistance check, the character may pay X EP, up to a maximum of 5. The character gains a +4X bonus to the Resistance check for that spell.

Intensify Spell – The character may pay an additional 3 EP in order to double the number of damage dice (including modifiers specifically for the dice) for any spell that deals damage. In other words, a spell that would deal 2d4 now deals 4d4, a spell that would deal 1d6 + 1 now deals 2d6 + 2.

Maximize Spell – The character may pay 2 EP in order to cause the damage dice for any spell to be treated as if they’d rolled the maximum possible result.

Quicken Spell – The character may pay 4 EP and take a -10 penalty to casting for their round in order to cast an additional spell per round. Other activated metamagic feats cannot be used in the same turn as this metamagic feat.

Spell Control - The character gains greater control over area of effect spells. Whenever the character would cast an area of effect spell, they may pay an additional X EP where X is the level of the spell in order to double the area of effect of that spell. The character also gains the ability to cause their Area of Effect spells to deal damage only to targets that they choose (sparing their allies from any harm) by taking a -6 penalty to casting for the round and causing the spell to deal damage as a spell one level lower.


Passive

Enchanter - The character may enchant their own magic items, treating the denarii costs of all enchantments as if they were halved from their prices in the shop. Enchanting an item with a spell or power requires that the character doing the enchanting be able to use that spell or power. Using the Enchant Weapon and Bolster Power Feats costs 1 less EP to activate and deals an additional 4 damage.

Finely Tuned – Attack rolls for Spirit Powers are modified by Mind instead of Spirit. The penalty to base casting from taking EP damage is halved.

Herbalist - The character is adept at mixing their own potions. The cost of the Create Potion and Love Potion rituals, both in terms of time to gather ingredients or costs to pay for them, are halved. The character's healing spells also restore and additional +2 HP per spell level when used to heal.

Martial Magician – Attack rolls for weapons and unarmed strikes are modified by Mind instead of Body. The penalty to base casting from taking HP damage is halved.

Silent Magic – The character may sneak attack (gaining the bonus to hit and double damage) with spells and cast spells without revealing themselves. Spells with an obvious source, namely any spell that deals damage, will reveal the character even with this feat. Requires Stealthy.

Split Mind - The character can maintain an additional active effect, such as a Spell or Spirit Power. This Feat may be taken up to 3 times.

Trapspinner - The character may pay 2 additional EP in order to cast a Trap spell while in combat. The spell takes 2 rounds to cast, and the caster takes a -10 penalty to casting during both rounds. If the caster fails their casting check during either round, or the spell is interrupted (by the caster canceling the spell or failing a caster check), the spell fails and the caster loses the EP spent attempting the spell. In addition, the character may use any damage dealing spell of level 4 or lower as a Trap spell.


Elemental

Borealcaster (Water) – Spells that deal damage of the Cold type deal an additional +2 damage per spell level, and those spells that have a check to cause their targets to become Weakened gain a +8 bonus to their checks. Requires Focus in Water.

Countermage (Arcane) – Resistance checks made to Dispel or Counter effects gain a +8 bonus. The characters own spells also receive a +8 bonus against being dispelled or countered. Requires Focus in Arcane.

Druidic Secrets (Nature) – Creatures summoned from the Nature element gain a +4 bonus per spell level to Body. The caster may share the senses of creatures summoned from the Nature element, and may directly control their actions. The character gains access to the spells restricted to those with Druidic Secrets. Requires Focus in Nature.

Holder of the Secret Fire (Fire) – Spells that deal Fire damage ignore the first 10 points of a target’s AV, and any time that a Fire spell would deal more than half of any target’s max HP in damage, that target becomes Weakened. Requires Focus in Fire.

Mana Sculpter (Light) – Illusion utility spells are granted a small amount of substance, and therefore gain a +10 bonus on the Resistance check to recognize them as illusions. Light spells that cause the Blinded status also gain a +8 bonus to their Resistance checks. Requires Focus in Light.

Metaphysical Hammer (Force) – Force spells that would move a target push them an additional 5 feet. All Force spells gain a +8 bonus to their Resistance checks. Requires Focus in Force.

Physician (Body) – Healing spells are always treated as if they’d rolled max when determining the amount of HP they restore. Buffs from the Body element give an extra +1 bonus per spell level to the stat that they increase. The character may maintain regenerative aura as a free action, allowing them to perform other actions, by making a casting check as per normally maintaining emanations and paying 4 EP. Requires Focus in Body.

Reanimator (Aether) - Animated corpses and summoned spirits from the Aether Element can be finely controlled by the character, allowing them to pass for living creatures if need be assuming they aren't obviously dead, and gain a +4 per spell level bonus to Body. The character may now use the Greater Undeath spell in order to raise up to three corpses as if they were animated by the Lesser Undeath spell by making the Greater Undeath casting check and paying the Greater undeath EP cost +2 per additional corpse raised.

Stonecaller (Earth) - Earth spells that require that their targets make a grapple check have the DC of those checks increase by 10. Damage spells of the Earth Element ignore the first 4 points of a target's AV. Creatures summoned by Earth spells gain +10 Body and +4 AV.
Stormbringer (Lightning) – Spells that deal Electricity damage deal an additional +2 damage per spell level and if they deplete more than half of a target’s max HP, they also cause that target to gain the Paralyzed status. Requires Focus in Lightning.

Wielder of Chaos (Entropy) – Luck spells are treated as if they always rolled at least one above the min, spells of the Entropy school deal an additional +2 damage per spell level and any that would require that their target make a Resistance check give the caster a +8 bonus to their check.

Wind Caller (Wind) – Spells of the Wind element of the Line shape deal damage as if they were one spell level higher, and summon spells of this element gain a +12 bonus to Body. Requires Focus in Wind.
 
Last edited by a moderator:

Tassadar

Panda King
Moderator
Nov 10, 2008
16,018
83
#9
Re: DG3.5 Character Creation Thread

Elements, part 1

Aether
Level 1

Ghost Sound (Utility) [Cause a phantom sound to appear at a designated location.]
Figment (Utility) [Cause a quick flickering image to appear and then vanish.]

Level 2

Essence Drain (Bolt) [Deals damage as a spell one level lower, but also causes the targeted creature to take an equal amount of EP damage.]
Shadow Beckon (Utility) [Cause shadows to move, allowing the character to puppet them so long as they maintain this spell. Shadows still have no physical substance, and cannot cause any physical harm on their own.]
Ghostly Touch (Utility) [Move small objects as if with telekinesis.]


Level 3

Unholy Might (Buff) [Can increase Grapple, Mind, or Dodge.]
Lesser Undeath (Utility) [Calls a lesser spirit to inhabit a corpse, reanimating it for the length of a combat. This spell acts like the portion of the Animate Spirit Power that animates a corpse.]
Summon Ghost (Summon) [This creatures gets the Hard to Hit, Stealthy, Unarmed Fighter, and Quick Talents.]
Shadow Blast (Cone) [None]
Phasing (Utility) [Grants the ability to walk through solid walls, though this offers no defense against attacks. Costs 1 EP upkeep.]
Rend Spirit (Bolt) [Deals damage to EP rather than HP, but deals -2 damage per spell level.]
Vampiric Grasp (Touch) [Deals damage as a spell one level lower, but restores an amount of HP to the character equal to the damage dealt.]

Level 4

Shadow Dance (Utility) [Animates a shadow creature that will attempt to distract enemies. This creature cannot take or deal damage, but it can be fairly frightening depending on how the caster decides to shape it. There are no aspects of the creature beyond its magical nature that easily mark it as no real.]
Undeath (Utility) [Animates a corpse, as the third level spell but with a +10 bonus to Body and Damage Reduction 3/4.]
Ghost Lance (Bolt) [Deals damage as a spell one level lower, but ignores the target's AV.]
Greater Unholy Might (Buff) [Can increase Grapple, Mind, or Dodge.]
Summon Phantom (Summon) [This creature gains Damage Reduction 1/2, and the Hard Hitter and Stealthy Talents.]
Shortened Life Expectancy (Utility) [On a successful casting, make a Resistance check against a target within 30 feet. If the caster wins, this swaps the caster's current HP with the target's current HP. In the event that the target has more current HP than the caster's maximum HP then the caster is simply healed to full. If the caster loses, the caster takes 10 damage and spends the EP but nothing happens.]

Level 5

Shadowball (Ball) [Deals damage as a spell one level higher.]
Greater Undeath (Utility) [Animates a corpse, granting it the Hard Hitter Talent, and the Natural Attack and Damage Reduction 1/2 Mutations, as well as a +20 bonus to Body.]
Summon Wraith (Summon) [This creature gets a +30 bonus to Body, Damage Reduction 3/4, and has the Stealth, Sneaky, Unarmed Fighter, and Skill with Unarmed Talents. It can phase through walls, and can fly at its speed.]
Ethereal Burst (Ball) [Deals damage as a spell two levels lower, but ignores the target's AV and automatically hits.]
Etherealness (Utility) [Grants the caster Damage Reduction 1/2 and a +10 bonus to Stealth, as well as the ability to phase through walls. Costs 3 EP upkeep.]
Death's Grasp (Touch) [Deals damage as a spell 2 levels higher and ignores DR, creatures killed by this spell can be consumed by the character if they have the ability to drain EP.]

Arcane
Level 1

Glyph (Utility) [Leave a small mark on a solid surface.]
Arcane Brilliance (Buff) [Can increase Mind, Resistance or Perception.]
Magic Missile (Bolt) [Automatically hits but deals -2 damage. Does not require a successful grapple check to attack with while in a grapple.]
Missile Storm (Ball) [Automatically hits all enemies within its Area of Effect but deals -2 damage.]
Alarm (Utility, Trap) [Sets off an alarm if any creatures other than those designated by the caster pass by it. Up to 5 can be maintained at once.]
Point Me (Utility) [Points the character in the direction of magnetic North.]
Arcane Focus (Utility) [The character may expend this buff, removing it, to gain a +8 bonus to their next Casting check or attack roll.]
Examine (Utility) [Identifies the magical properties of an object or creature, displaying any active magical effects, level of corruption, and what special magical abilities the creature might have. Not always 100% accurate.]

Level 2

Arcane Mark (Utility) [Leave a magical mark on a solid surface that can only be viewed by a person or group that the caster designates.]
Dispel (Utility) [Removes a random Spell or Effect from the target if the caster wins a Resistance check against the target.]
Ray of Paralysis (Bolt) [Deals damage as a spell one level lower, but the target must win a Resistance check against the caster or become Paralyzed.]
Arcane Armor (Buff) [Can increase Dodge, Armor, or Resistance.]
Locate (Utility) [Allows the caster to form a link with an object or person they have been in contact with, pointing them in the general direction of it. This spell does not lead the caster around walls or other barriers.]
Detect Magic (Utility) [Detects magical effects or magical creatures in a 20 foot area around the caster, allowing the caster a +10 bonus to Perception when trying to discern their location. Detected objects are treated as if they had had the Examine spell cast on them.]

Level 3

Energy Leech (Bolt) [Deals damage to a targets EP instead of its HP, but also deals damage as a spell one level lower. The caster regains an amount of EP equal to half of the damage dealt by this spell.]
Greater Dispel (Utility) [As Dispel, but removes all effects from the target if the caster wins the Resistance check.]
Counterspell (Utility) [If the target of this spell attempts to cast a Spell or activate a Power, the target must win a Resistance check against the caster of the attempt fails. They still spend all costs required to use the Spell of Power.]
Eldritch Blast (Bolt) [Ignores the target's AV.]
Eldritch Lantern (Utility) [A bright light illuminates up to 20 feet around the caster. Creatures may not attempt to make stealth checks while within the radius of this spell, and illusions become transparent so long as the light is near them allowing them to be identified without any additional checks.]
Find (Utility) [Similar to Locate, only this spell goes around and through objects, effectively leading the caster along the shortest path to their target. If a path seems too dangerous, the caster can instead choose to redirect the path, and the spell will try to find another one if it is available.]

Level 4

Greater Missile Storm (Ball) [Automatically hits all enemies within its Area of Effect, but deals damage as a spell one level lower.]
Exhaustion (Utility) [The target of this spell takes damage equal to twice the result of their Max EP – their Current EP. This also damages their Spirit Ceiling and/or Base Casting by an amount equal to ¼ the damage dealt.]
Greater Counterspell (Utility) [ The next time the target of this Spell casts a Spell or activates a Power, the creature must win a Resistance check against the caster or attempt fails, and also deals an amount of damage equal to the EP spent on that Spell or Power to the creature that made the attempt.]

Level 5

Haste (Utility) [The caster can take two actions per round instead of one. These actions take no penalties. Costs 2 EP upkeep.]
Arcane Apotheosis (Buff) [Can increase Mind, Resistance, or Perception.]
Mana Leak (Bolt) [The caster drains an amount of EP equal to 1/3 the damage dealt by this spell. This spell deals damage as if it were one level lower.]

Body
Level 1

Diagnose (Utility) [Highlight injuries and abnormalities, such as debris in wounds or poison, with a magical light.]
Eavesdrop (Utility) [Allows the character to hear in detail any sound originating within 200 feet of their position. Does not augment the character’s Perception stat.]
Megaphone (Utility) [Amplifies the characters voice, allowing them to be heard at a greater distance.]
Healing Touch, Least (Touch, Healing) [None]
Strength, Least (Buff) [May increase Body, Perception, or Speed]

Level 2

Anesthesia (Utility) [Knock a willing subject unconscious.]
Healing Touch, Lesser (Touch, Healing) [None]
Lesser Restoration (Utility) [Removes the Blinded and Stunned status effects from the target.]
Strength, Lesser (Buff) [May increase Body, Perception, or Speed]
Healing Bolt (Bolt, Healing) [None]

Level 3

Stabilize (Utility) [Force a subject to remain alive despite lethal wounds, barring things like decapitation or complete dismemberment, allowing for healing magics to possibly save them.]
Healing Touch (Touch, Healing) [None]
Strength (Buff) [May increase Body, Perception, or Speed]
Restoration (Utility) [Removes the Horny, Paralyzed and/or Charmed status effects from the target in addition to those removed by Lesser Restoration.]
Bone Snap (Bolt) [None]

Level 4

Healing Touch, Greater (Touch, Healing) [None]
Strength, Greater (Buff) [May increase Body, Perception, or Speed]
Bone Grinder (Bolt) [None]
Greater Restoration (Utility) [Removes any negative status effects from the target.]

Level 5

Healing Touch, Greatest (Touch, Healing) [None]
Strength, Greatest (Buff) [May increase Body, Perception, or Speed]
Regenerative Aura (Emanation, Healing) [None]
Body's Betrayal (Bolt) [None]

Earth
Level 1

Geode (Utility) [Magnetize a sufficiently iron-rich rock or piece of metal.]
Caltrops (Ball) [Covers an area in stony protrusions, causing any creatures entering or caught within the area over the next 3 rounds to take damage as if hit by this spell. Deals -2 damage.]

Level 2

Mud Spew (Cone) [Deals -2 damage, and creatures hit by it must win a Resistance check against the caster or become Blinded. The caster takes a -4 penalty to this check.]
Mud Pit (Utility, Trap) [Summons a small 10 by 10 area of mud, into which creatures can sink. Escaping the mud requires that the creature make a DC 50 grapple check, but they can still attack and perform other actions as they normally could. Creatures stuck in the mud take a -10 penalty to Dodge.]
Summon Mole (Summon) [This creatures gets Stealthy, Sneaky, and Hard to Hit.]
Break/Mend (Utility) [Breaks or repairs a small object. Does not reliably restore/preserve magical properties.]
Tremorsense (Utility) [So long as the character stands still and concentrates on this spell, they can sense the vibrations caused by movement, and thus automatically detect any creatures moving on or through the ground within 30 feet without having to make any rolls. Taking any other action immediately cancels this spell's effects, though the character is still aware of the last location of creatures that they sensed with it.]

Level 3

Crack Stone (Utility) [Puts a large crack into a section of stone, large enough for the character to pass through if that is the intent. Thicker walls, magically protected walls, or walls that don't go anywhere may resist this or be impassible afterwards, and this spell does not preserve a building's structural integrity.]
Sinkhole (Utility, Trap) [Summons a well hidden hole filled with quicksand, which will suck under any creatures that fail to escape it by a DC = Mind grapple check within 3 rounds, suffocating them 10 rounds after. This causes no status condition during the first three rounds, but causes the Bound condition during the next 10. Creatures without the need to breath are not harmed by this, and may still cast spells and use powers at a -10 penalty. Flying creatures are immune to this spell and may escape it without making a grapple check.]
Stoneform (Buff) [May increase Body, AV, or Resistance.]
Earthen Coating (Utility) [Bind a target creature in mud, encasing them and preventing them from moving. Captured creatures gain the Bound status, with a DC = caster's Mind Grapple check to escape. The bound status caused by this spell only causes the target to take a -10 penalty to Base Casting and Spirit Ceiling rather than make them completely unable to use magic or powers.]
Mud Man (Summon) [This creatures gains 2x the Pain Resistant Talent, and the Healthy Talent.]
Shape Earth (Utility) [Allows the caster to animate a section of rock, dirt, sand, ect. This spell functions exactly like the binding option of the Animate Spirit Power with X = 1 + Mind/6 if used to try and grapple a creature or creatures, or the Reshape Power otherwise.]

Level 4

Stoneskin (Utility) [The character gains Damage Reduction 3/4, +10 AV, and cannot be sneak attacked. Costs 1 EP upkeep.]
Earth Swallow (Utility) [The character chooses a single target creature, and if this attack hits and they fail to make a DC = caster's Mind Grapple check, that creature is swallowed under the ground. Escaping requires that the creature successfully make 3 grapple checks, each of which has a DC equal to the caster's Mind. Swallowed creatures can still cast Spells and use Powers, but cannot attack creatures above the ground and may only center AoE attacks on themselves.]
Stone Man (Summon) [This creature gains the Damage Reduction 3/4 Special Mutation, and the Hard Hitter, Resilient, and Pain Resistant Talents.]
Stone Barrage (Cone) [This spell deals +2 damage per spell level and ignores the first 4 points of a creature's AV.]
Rock Throw (Bolt) [Ignores the first 8 points of a creature's AV.]
{F} Stone Fist (Touch) [None]

Level 5

Entomb (Utility) [The character chooses a single target creature, and if this attack hits and they fail to make a DC = caster's Mind Grapple check, that creature is swallowed under the ground. Escaping requires that the creature successfully make 3 grapple checks, each of which has a DC of the caster's Mind + 20. Swallowed creatures can still cast Spells and use Powers, but cannot cannot attack creatures above the ground and may only center AoE attacks on themselves. If they are not freed within 10 turns, entombed creatures may suffocate.]
Stone to Sand / Sand to Stone (Utility) [Turns a section of stone equal to a 20 by 20 by 20 volume into sand, or the reverse.]
Stone Spikes (Ball) [This spell ignores the first 12 AV of creatures that it hits.]
Marble Skin (Utility) [The character gains Damage Reduction 1/2, +10 Dodge, +10 AV, cannot be sneak attacked, and +10 to Resistance checks to be moved, stunned, or knocked prone. Costs 2 EP upkeep.]
Earth Man (Summon) [This creature gains Damage Reduction 1/2, +20 Body, 3x the Pain Resistant Talent, and may throw stones as if it were a Juggernaut.]
Worldsculpting (Utility) [Allows the caster to animate a section of rock, dirt, sand, ect. This spell functions exactly like the binding option of the Animate Spirit Power with X = 1 + Mind/4 if used to try and grapple a creature or creatures, or the Reshape Power otherwise.]
 
Last edited:

Tassadar

Panda King
Moderator
Nov 10, 2008
16,018
83
#10
Re: DG3.5 Character Creation Thread

Elements, part 2

Entropy
Level 1

Least Luck Manipulation (Utility) [One target that the caster designates takes either a 1d10 – 3 bonus to all rolls and Dodge, or a 1d10 - 3 penalty to all rolls and Dodge.]
Pitfall (Utility, Trap) [Summons a trap that causes any creature caught in it to fall into a pit. Creatures in the pit must spend a round of climbing and win a Resistance check against the caster in order to climb out. The fall deals 10 points of damage that ignores AV unless the character has an active effect that reduces/negates fall damage.]

Level 2

Lesser Luck Manipulation (Utility) [One target that the caster designates takes either a 2d10 - 6 bonus to all rolls and Dodge, or a 2d10 – 6 penalty to all rolls and Dodge.]
Life Steal (Bolt) [Deals damage as a spell one level lower, but the caster regains an amount of HP equal to 1/2 the damage dealt by this spell.]
Power of Chaos (Buff) [Can increase Mind, Dodge, or Stealth.]
Hex of Weakness (Utility) [One target creature affected by this spell is Weakened.]

Level 3
Energy Drain (Bolt) [This spell deals damage as a spell one level lower, but deals damage to the target’s EP instead of their HP. The caster gains an amount of EP equal to the damage dealt by this spell.]
Wrack (Bolt) [Deals damage as a spell one level lower, but the target must win a Resistance check against the caster or be Stunned.]
{EL} Blightning (Line) [Creatures hit by this spell must win a Resistance check against the caster or become Weakened.]
Luck Manipulation (Utility) [One target that the caster designates takes either a 3d10 - 9 bonus to all rolls and Dodge, or a 3d10 - 9 penalty to all rolls and Dodge.]
Hex of Blindness (Utility) [One target creature affected by this spell is Blinded.]
Zombify (Utility) [The character raises a corpse as a zombie. This effect is identical to the same function of the Animate Spirit Power.]

Level 4

Greater Luck Manipulation (Utility) [One target that the caster designates takes either a 4d10 - 12 bonus to all rolls and Dodge, or a 4d10 – 12 penalty to all rolls and Dodge.]
Mass Wrack (Ball) [Targets affected by this spell must win a Resistance check against the caster or be Stunned for 1 round.]
Hex of Paralysis (Utility) [One target creature affected by this spell is Weakened and Paralyzed.]
Chaos Curse (Emanation) [Targets hit by this spell also take a 2d6 penalty (determined for all affected creatures at the beginning of the round) to all non-damage rolls and Dodge until the end of the encounter.]
Agony Warp (Cone) [This spell deals damage as a spell one level lower, but creatures affected by it lose an amount of EP equal to ½ the damage that they take from it.]
{HF} Blackflame Blade (Utility) [The caster selects one target creature within 100 feet of them. That creature is immediately attacked by a weapon formed of black fire which deals 2d12 + Mind/2 damage to that target and uses the character's Mind stat to determine its attack roll. The damage inflicted by this spell is not multiplied by spell level, but it does ignore the armor of the target. In addition, the character can maintain this spell by paying 3 EP upkeep, and it will continue to attack the same creature until that creature dies, at which point it can be moved to any other creature within 100 feet. This attack is always lethal, and cannot be used to knock an opponent unconscious.]

Level 5

Greatest Luck Manipulation (Utility) [One target that the caster designates takes either a 5d10 – 15 bonus to all rolls and Dodge, or a 5d10 - 15 penalty to all rolls and Dodge.]
Reaper (Summon) [The Reaper has double the primary stats of a normal summon, but if it isn’t able to kill at least three creatures before the encounter ends it attacks the caster. It has the Skill with Unarmed, Unarmed Fighter, Resilient, Grapple Expert, and Hard Hitter Talents, and has all of the skills under the Unarmed and Grappler groups. The reaper's Dodge stat is capped at 60, and its Speed stat is capped at 25.]
Chaos Shard (Bolt) [A target hit by this spell must win a Resistance check against the caster or die instantly. The caster takes 10 points of damage when they cast this spell even if they fail the casting check or miss.]
{EL} Blightning Strike (Ball) [Creatures hit by this spell must win a Resistance check against the caster or become Weakened.]
{EL} Blightning Lash (Cone) [Creatures hit by this spell must win a Resistance check against the caster or become Weakened.]

Fire
Level 1

{HF} Flaming Hands (Cone) [None]
{HF} Firebolt (Bolt) [None]
Torch (Utility) [Gives off a low flickering light, allowing the caster to see up to 15 feet in any direction even in complete darkness. This spell can also be used to set flammable things on fire.]

Level 2

Summon Salamander (Summon) [This creature gets the Exceptional and Healthy Talents.]
{HF} Flaming Mine (Trap, Ball) [Up to five can be maintained at any one time.]
{HF} Heat (Touch, Heal) [None]

Level 3

Inner Fire (Utility) [Increase the effective spell level of all damage dealing Fire Spells by 2. Costs 1 EP upkeep.]
{HF} Fireball (Ball) [None]
{HF} Flaming Sphere (Bolt) [None]
{HF} Incinerating Touch (Touch) [None]
Grease (Utility) [The character creates magical grease, most typically left in a patch on the ground though it can be used in other ways. A creature may cross it without issue by moving at half speed for the round, but anything that attempts to move through it at full speed forces a resistance check versus the caster against being knocked prone. In addition, the grease may be set on fire. If it's set on fire with magic then it deals Xd12 + Grease's caster's Mind/5, where-in X is the level of the spell used to set it alight, to anything that attempts to cross it. If it's set in fire by a mundane source then it deals 1d8 + Grease's caster's Mind/5.]
Fiery Protection (Utility) [A touched creature gains 20 resistance to Fire/Heat and Cold damage, as well as to spells that would deal damage from the Aether element. Costs 1 EP upkeep.]

Level 4

{HF} Greater Fireball (Ball) [None]
{HF} Cone of Flame (Cone) [None]
{HF} Disintegrate (Touch) [Creatures hit by this spell must win a Resistance check against the caster or become Weakened.]
Fireheart (Buff) [May increase Body, Mind, or Resistance.]

Level 5

{HF} Godsfire (Emanation) [Deals damage as a spell one level higher.]
Summon Fire Elemental (Summon) [This creature gets the Hard to Hit, Skill with Unarmed, and Hard Hitter Talents, and the Immunity (Fire/Heat) and Damage Reduction 3/4 Special Mutations. It also deals an additional +12 fire damage with its melee attack.]
{HF} Explosion (Ball) [None]
{HF} Flare (Bolt) [Creatures struck by this spell must win a Resistance check against the caster or become Blinded.]
{HF} Flamethrower (Cone) [Deals damage as a spell one level lower, but creatures within its AoE must win a Resistance check against the caster or be unable to move toward them. This spell can be maintained by paying 1 EP upkeep and making a casting check at its original DC, and the direction of it may be shifted by 45 degrees every turn. This spell does not prevent movement in directions other than toward the character.]
Indiscriminate Burn (Utility) [On a successful cast, the character gains a buff that multiplies the damage their next ability that causes heat/fire type damage by 1 + X, where-in X is the number of times this has been cast without casting a heat spell. Casting a heat damage spell will consume this buff and all its stacks. Additional stacks do not require additional buff slots. This spell costs 8 HP in addition to the standard amount of EP to cast, and 4 + X HP and EP upkeep. Spells cast under the effect of this buff can never be made to ignore targets that would be caught in its radius or path, including the caster in the case of non-emanation spells, and cannot be used as nonlethal damage (GM discretion applied if the caster is caught in the attack).]

Force
Level 1

{F} Vibrating Touch (Touch) [Can be used to deal PP damage instead of HP damage.]
{F} Limp Mine (Touch, Trap) [Any creature that trips this trap takes a -6 penalty to Speed until the end of the encounter. Up to 20 can be active at any one time.]
Manipulate (Utility) [Allows the caster to use Telekinesis (as the Spirit Power) on small objects. This spell cannot be used to deal damage, and cannot lift objects with a size greater than half the average weight of an adult human, or over about 100 pounds in weight.]

Level 2

{F} Force Wave (Cone) [None]
Force Armor (Buff) [Can increase Armor, Dodge, or Resistance.]
{F} Force Bolt (Bolt) [None]

Level 3

{F} Greater Force Bolt (Bolt) [Targets affected by this spell must win a Resistance check against the caster or be knocked Prone and pushed back 10 feet.]
{F} Repulsion Ball (Ball) [Creatures affected by this spell must win a Resistance check against the caster or be pushed back to the edge of the spell's radius.]
{F} Push (Cone) [Targets affected by this spell must win a Resistance check against the caster or be thrown back to the end of the range of this spell.]
Protect Weapon (Utility) [Places a field over a weapon that causes it to deal 1/2 damage after AV and DR are taken into account.]
Energy Shield (Utility) [A touched creature gains 20 resistance to Force and Electricity damage, as well as spells from the Earth element. Costs 1 EP upkeep.]
Greater Manipulate (Utility) [Allows the caster to manipulate medium sized objects. This spell cannot lift objects with greater mass than two people, or roughly 500 pounds.]

Level 4

Force Barrier (Utility) [The caster puts up a wall or dome, of any reasonable shape and size. This barrier cannot be moved or attacked through, and Spells and Powers cannot go through it unless the one making the attempt wins a Resistance check against the caster, who gains a +4 bonus. Costs 1 EP upkeep.]
{F} Repulse (Emanation) [Creatures affected by this spell must win a Resistance check against the caster or be pushed back to the edge of the radius of the spell.]
{F} Crushing Blow (Touch) [Creatures hit by this spell must win a Resistance check against the caster or be knocked Prone.]
{F} Implosion (Bolt) [This spell deals damage as a spell two levels higher. This spell cannot be used for non-lethal attacks.]
Greater Force Armor (Buff) [Can increase Armor, Dodge or Resistance.]

Level 5

{F} Hammer Blast (Bolt) [Targets affected by this spell must win a Resistance check against the caster or be knocked Prone. The caster gets a +12 bonus on this check.]
{F} Hammering Waves (Emanation) [Creatures affected by this spell must win a Resistance check against the caster or be pushed back to the edge of the radius of the spell. The caster gets a +8 bonus on this check.]
{F} Implosion Trap (Touch, Trap) [This spell deals damage as a spell two levels higher.]
{F} Gravity Crush (Ball) [Creatures affected by this spell are Stunned unless they win a Resistance check against the character, who gets a +8 bonus.]
Powerful Manipulation (Utility) [The character may use the Telekinesis Spirit Power with an effective amount of EP to spend on its effects equal to 2 + Mind/4. No additional EP is deducted from the character for this, it is merely used to determine how much EP can be input into the power's various functions.]

Light
Level 1

Laser Pointer (Utility) [A light that points at things, and also distracts small animals and Su-Ku-Ta.]
Light (Utility) [Provides a simple light source, allowing the caster to see up to twenty feet away.]
{HF} Flash Mine (Ball, Trap) [Creatures hit by this trap must win a Resistance check against the caster or become Blinded.]

Level 2

{HF} Flash Grenade (Ball) [Deals damage as a spell one level lower. Targets affected by this spell must win a Resistance check against the caster or become Blinded.]
Radiance (Buff) [Can increase Perception, Resistance, or Mind.]
{HF} Blinding Light (Line) [Deals damage as a spell one level lower, but targets affected by this spell must win a Resistance check against the caster or become Blinded.]
Minor Illusions (Utility) [Creates extremely small illusions, which must be smaller than a person. Creatures get a Resistance check against the caster to disbelieve an illusion that they try to interact with. If you are unsure if what you intend to do falls under the limits of this spell, PM your GM.]

Level 3

{HF} Searing Light (Cone) [Targets affected by this spell must win a Resistance check against the caster or become Blinded. The caster gets a +4 bonus to this check.]
Illusions (Utility) [Allows the caster to create minor illusions, such as making duplicates of themselves that stand close together, creating a soundless image of a single creature, or hiding something from view. Creatures get a Resistance check against the caster to disbelieve an illusion that they try to interact with. If you are unsure if what you intend to do falls under the limits of this spell, PM your GM.]
Invisibility (Utility) [Makes the caster invisible, giving them a +20 bonus to Stealth and the ability to blend in to their surroundings, effectively hiding even when in plain sight. Creatures failing to perceive them are open to sneak attacks. Costs 1 EP upkeep.]

Level 4
Chains of Light (Utility) [The character may choose a creature within line of sight of them. That creature is hit by an effect identical to the Binding Spirit Power with an effective value of X equal to 1 + Mind/6. Costs 1 EP upkeep.]
Greater Illusions (Utility) [Can be used to create more powerful illusions, including large numbers of creatures with sound, create images of oneself that can spread out and seem to attack on their own, ect. Creatures get a Resistance check against the caster to disbelieve an illusion that they try to interact with.]
{HF} Searing Radiance (Emanation) [Creatures affected by this spell must win a Resistance check against the caster or become Blinded.]
Alter Self (Utility) [The caster can alter their appearance using an illusion, effectively disguising themselves. They still possess their original dimensions beneath the illusion, and creatures touching them may make a Resistance check against the caster in order to disbelieve the effect.]

Level 5

{HF} Laser (Line) [This spell deals damage as a spell two levels higher.]
Illusionary Terrain (Utility) [Creates an illusion that reshapes the terrain. All creatures within line of sight get a Resistance check against the caster when this spell is cast, and all those that lose will believe the illusion.]
Summon Light Elemental (Summon) [Creatures that strike the light elemental in melee take 3d6 heat damage. Creatures in a grapple with it take 3d8+3 heat damage. This creature gets 2x the Pain Resistant and the Hard to Hit Talents, as well as the Immunity (Heat/Fire) Special Mutation.]
{HF} Solar Flare (Cone) [This spell deals damage as a spell one level lower, but creatures affected by it are Blinded. There is no check to resist this effect.]
Play Possum (Utility) [The character places a buff on themselves or another character which costs 1 EP per round to maintain. The next time an attack would hit someone with this spell active on them, the buffed character makes a resistance check against the attacker and on a success they negate the damage that would be dealt. In addition, this spawns an illusion of the buffed character being slain/knocked unconscious and grants the character an invisibility buff for one round. On a failure the character takes damage as normal and does not gain invisibility or the illusion. Regardless of success or failure, the buff is consumed after the first attack targeted at the character.]
 
Last edited:

Tassadar

Panda King
Moderator
Nov 10, 2008
16,018
83
#11
Re: DG3.5 Character Creation Thread

Elements, part 3

Lightning
Level 1

{EL} Static (Utility) [Any creatures that touch the caster take 2d4+3 damage. This includes: Hitting them with a melee attack, being in a grapple with the caster, or being hit by a melee attack from the caster.]
Energize (Buff) [Can increase Mind, Speed, or Dodge.]
{EL} Zap (Line) [None]
Spark (Utility) [Causes small sparks, which can be uses to start fires and such.]

Level 2

{EL} Shocking Grasp (Touch) [Deals +1 damage per spell level.]
{EL} Lightning Bolt Trap (Line, Trap) [Up to 3 can be maintained at once. Once tripped, these traps continue to fire once every round for three rounds, targeting the nearest creature not indicated as friendly by the caster.]
{EL} Shock (Bolt) [Deals damage as a spell one level lower, but the target must win a Resistance check against the caster or be Stunned.]
{EL} Conduction (Touch) [Deals damage as a spell one level lower, but debuffs the target with a stacking effect that causes them to take +4 damage from all lightning damage sources (before damage multiplication when applicable). May also be used on an inanimate object or without causing initial damage. This debuff will expire naturally when combat ends or after a minute has passed.]

Level 3

Lightning Armor (Utility) [Creatures that touch the caster (or a touched creature) are automatically hit by a Shock spell as if cast by the caster of this spell. The caster also gains 20 resistance to electricity damage. Costs 1 EP upkeep every turn.]
{EL} Lightning Bolt (Line) [Deals +1 damage per spell level.]
Power of Lightning (Buff) [Can increase Mind, Speed, or Dodge.]
{EL} Lightning Cutter (Touch) [Ignores non-natural AV.]

Level 4

Call Lightning Elemental (Summon) [This creature gets the Exceptional, Hard to Hit, Quick, and Pain Resistant Talents. In addition, this creature is treated as having the Static spell active at all times.]
{EL} Lightning Strike (Ball) [Deals damage as a spell one level lower, but creatures struck by it must win a Resistance check against the caster or be Stunned for a round. The caster gets a +4 bonus to this check. Deals +2 damage per spell level.]
{EL} Chain Lightning (Line) [Instead of going in a straight line, this spell bounces from creature to creature after hitting the first, until it has either changed direction eight times or reached its maximum range. This spell may only bounce to any one creature once, and the targets are chosen by the character at cast time.]
Storm Chaser (Utility) [May be used as instant transmission normally when out of combat and when in combat with X treated as Mind/10. In addition, the character can instantly teleport themselves to anything that Conduction has successfully been used on as a move action but one instance of the Conduction effect is consumed when doing so.]

Level 5

Lightning Blade (Touch) [Ignores the target’s AV, but not DR.]
Power of the Storm (Buff) [Can increase Speed, Mind, or Dodge.]
{EL} Hellblast (Ball) [Deals damage as a spell two levels higher.]
{EL} Thunderblast (Line) [Deals damage as a spell one level higher.]

Nature
Level 1

Spirit of the Rodent (Summon) [This creatures gets a +20 bonus to its Stealth stat, a +10 bonus to its Speed stat and the Stealthy Talent.]
Natures Breath (Bolt, Heal) [None]

Level 2

Inner Strength (Buff) [Can increase Body, Mind or Spirit.]
Entangling Vines (Summon) [This creature gets the Tentacles Special Mutation, the Sluggish Flaw, and the Grapple Expert Talent. When this creature is summoned, it automatically attempts to grapple the nearest three creatures unless the character designates other targets. It cannot grapple creatures that it is not aware of with these automatic attacks.]
Touch of Time (Touch) [Creatures hit by this spell must win a Resistance check against the caster or become Weakened.]
Eyes of the Cat (Utility) [The target of this spell can see in the dark without penalty.]

Level 3

Spirit of the Wolf (Summon) [This creature gets the Hard Hitter and Hard to Hit Talents.]
Spirit of the Cat (Summon) [This creature gets the Stealthy, Sneaky and Quick Talents.]
Natures Lore (Buff) [Can increase Mind, Stealth, or Perception.]
Healing Grasp (Touch, Heal) [None]
Commune with Beasts (Utility) [Acts as the Commune with Nature Spirit Power, but only for creatures. Last for Mind/10 minutes. Casting this spell requires that the character have the Druidic Secrets Mage Feat.]

Level 4

Spirit of the Bear (Summon) [This creature gets the Exceptional, Hard Hitter, and 2x the Pain Resistant Talents.]
Aspect of the Beast (Buff) [Can increase Body, Dodge, or Speed.]
Way of Nature (Bolt, Heal) [None]
Regeneration (Utility) [The target of this spell, who must be a creature whom the caster touches, heals 10 HP per round. This spell lasts for 10 rounds, or until the subject reaches full HP and stays that way for 1 round. The effects of this spell are not multiplied by its level.]
Move Earth (Utility) [Allows the caster to animate a section of rock, dirt, sand, ect. This spell functions exactly like the Animate Power with X = 1 + Mind/6 if used to try and grapple a creature or creatures. This spell cannot be used to animate a creature or corpse.]
Commune with Plants (Utility) [Acts as the Commune with Nature Spirit Power, but for plants only. Last for Mind/10 minutes. Casting this spell requires that the character have the Druidic Secrets Mage Feat.]
Oakenform (Utility) [The character gains Damage Reduction 3/4, a +Mind/5 bonus to AV, and cannot be sneak attacked, Stunned, or Paralyzed. The character takes a -5 penalty to casting while this spell is active. Costs 2 EP per round upkeep.]

Level 5

Mass of Vines (Utility) [The character summons three groups of Entangling Vines (as the level 2 spell,) each of which gets a +10 bonus to Body and use that spell's level (2) to determine their basic stats.]
Spirit of the Drake (Summon) [This summon gains +10 Body, the Greater Wings and Razor Fingers mutations, the Unarmed Fighter, Pain Resistant, and Resilient Talents, the Bladesinger Skill, and the ability to use the Dragon's Breath Spirit Power. This spell costs an additional 3 EP.]
Ground Spasm (Ball) [Deals damage as a spell one level lower. Creatures affected by this spell must win a Resistance check against the caster or be knocked Prone.]
Call Earth Elemental (Summon) [This creature gets the Hard Hitter, Skill with Unarmed, and Battle Hardened Talents, and the Damage Reduction ½ Special Mutation.]
Nature's Power (Buff) [Can increase Body, Mind or Spirit.]
Nature Walk (Utility) [Acts as the Leaf Walk Spirit Power, in and out of combat. Casting this spell requires that the character have the Druidic Secrets Mage Feat.]

Water
Level 1

Draw Water (Utility) [This spell draws up a small amount of pure water from beneath the ground. This water can be used however the caster can think to do so.]
{C} Freeze (Ball) [Creatures hit by this spell must win a Resistance check against the caster or become Weakened. The caster takes a -8 penalty to this check.]
Clean (Utility) [Clean stuff with this spell.]

Level 2

Water Breathing (Utility) [The character may breath underwater.]
Roiling Mists (Utility) [Fills an area of up to 200 square feet with mists, causing all creatures within it to take a -20 penalty to their Perception.]
{C} Ice Ray (Line) [None]
Wall of Water (Utility) [Creates a small barrier of water that blocks a creature from passage. Moving through the wall takes a turn unless the creature(s) making the attempt wins a Resistance check against the caster.]
Call Water Elemental (Summon) [This creature gets the Grapple Expert and 2x the Pain Resistant Talents.]

Level 3

Water Walk (Utility) [The character may walk on the surface of water as if it were solid. It's very slippery.]
Animate Water (Utility) [Animates a section of water, allowing the caster to move it as if using the Telekinesis (damage only) or Animate (binding only) Spirit Powers, of the caster’s choice. The functional value of X = 1 + Mind/6.]
{C} Freezing Aura (Emanation) [Creatures affected by this spell must win a Resistance check against the caster or become Weakened.]
{C} Ice Slick (Ball) [This spell deals damage as a spell one level lower, but creatures affected by this spell and any who enter its area of effect up to 3 rounds later must win a Resistance check against the character or be knocked Prone.]
Icy Protection (Utility) [A touched creature gains 20 resistance to Fire/Heat and Cold damage. This bonus also applies to all other spells from the Water Element and from spells cast from the Body and Nature Elements. Costs 1 EP upkeep.]

Level 4

Call Ice Elemental (Summon) [This creature gets the Hard Hitter, Skill with Unarmed, Exceptional, and 2x the Pain Resistant Talents, and deals an additional +10 Cold damage with its unarmed attacks.]
{C} Icy Cold (Emanation) [Creatures affected by this spell must win a Resistance check against the caster or become Weakened. The caster gets a +4 bonus on this check.]
Drown (Bolt) [Creatures struck by this spell must win a Resistance check against the caster or be Stunned and Weakened.]
{C} Cone of Cold (Cone) [Creatures affected by this spell must win a Resistance check against the caster or become Weakened.]
Water Mirror (Utility) [The caster readies this as an action. The first person to attack the caster must make a resistance check against them. If the casters succeeds, this spell reflects any attack, spell, or power back at the attacker, dealing 1/2 damage that would have otherwise been dealt to Water Mirror's user to the attacker while protecting the caster; if the power would have inflicted a status effect, that is reflected as well. If the caster fails the resistance roll, this does nothing. This spell only reflects one attack or spell or power per round.]

Level 5

{C} Sub-Zero Aura (Emanation) [Creatures hit by this spell must win a Resistance check against the caster or become Weakened.]
Drowning Doom (Ball) [Ignores the target's AV, but not DR.]
{C} Ice Spike (Bolt) [Ignores the target's AV, but not DR.]
Shatter (Utility) [Has the same range and attack properties as a bolt spell but deals 1d12 + Mind/2 damage. This is multiplied by 1 + X where X is the number of instances of Weakened on the target instead of spell level.]
Wall of Ice (Utility) [Creates a wall of ice, as the portion of the Polar Binding Spirit Power that does the same. For the purposes of the wall's hit points and AV, X = 1 + Mind/5.]

Wind
Level 1

Gliding Winds (Utility) [The caster does not take falling damage so long as this spell is active.]
Buffeting Winds (Utility) [Creatures attempting to attack the caster or their allies while this spell is active take a -8 penalty to their attack rolls. Costs 1 EP upkeep.]

Level 2

{F} Lesser Gust (Line) [This spell deals damage as a spell one level lower, but creatures affected by it must win a Resistance check against the caster or be knocked Prone.]
Harsh Winds (Utility) [Any hostile creatures within 50 feet of the caster receive a -10 penalty to their Speed and attack rolls.]

Level 3

Rebreather (Utility) [The caster becomes immune to attacks and effects that would require that they inhale something, and may also breath underwater.]
{F} Gust (Line) [This spell deals damage as a spell one level lower, but creatures affected by it must win a Resistance check against the caster or be knocked Prone.]
Aspect of the Wind (Buff) [Can increase Speed, Dodge or Mind.]
Wind Armor (Utility) [Creatures attempting to attack the caster directly must win a Resistance check against them or have their attacks automatically miss. Costs 1 EP upkeep.]

Level 4

{F} Greater Gust (Line) [This spell deals damage as a spell one level lower, but creatures affected by it must win a Resistance check against the caster or be knocked Prone. The caster gets a +4 bonus on this check.]
Call Wind Elemental (Summon) [This creature gets 2x the Hard to Hit and the Pain Resistant Talents, the Damage Reduction ½ Special Mutation and can fly at its Speed.]
{F} Cyclone (Emanation) [Creatures affected by this spell must win a Resistance check against the caster or be knocked Prone. The caster gets a +4 bonus to this check.]
Air Drown (Ball) [Can be maintained in the area where it last effected by paying 3 EP upkeep and making a caster check equal to the DC needed to cast this spell. Maintaining this spell does not take up the caster’s turn. Creatures cannot leave the area of effect of this spell so long as it is active unless they win a Resistance check against the caster.]
Empty the Lungs (Touch) [Deals damage as a spell two levels lower, but the target must win a Resistance check against the character or be Stunned. This spell may be maintained against its target by making a caster check for it and paying its spell level in EP without using up an action.]

Level 5

Call Storm Elemental (Summon) [This creature gets 3x the Hard to Hit Talent, the Unarmed Fighter and the Skill with Unarmed Talents, the Damage Reduction ½ Special Mutation, and can fly at its Speed.]
{F} Storm Hammer (Line) [This spell deals damage as a spell one level lower, but creatures affected by it must win a Resistance check against the caster or be knocked Prone. The caster gets a +8 bonus to this check.]
{F} Tornado (Ball) [Creatures affected by this spell must win a Resistance check against the caster or be knocked Prone. The caster gets a +8 bonus to this check.]
Air Walk {Utility} [The character can Fly at twice their speed and gains a +10 bonus to Dodge. Costs 1 EP upkeep.]
 
Last edited:

Tassadar

Panda King
Moderator
Nov 10, 2008
16,018
83
#12
Re: DG3.5 Character Creation Thread

Wielder Aptitudes

Efficient Wielder: Spirit Power buffs activated by the character cost 3 less EP (minimum 0) to upkeep, OR provide one additional bonus from the following list: +X Resistance, +X Dodge, +X bonus to attack rolls, +X bonus to melee damage rolls, +X Perception, +X Stealth.

Energy Shaper: The character can reshape the ranges of their AoE powers by spending more EP. By spending an additional 2 EP, the character may increase the radius of an AoE burst (whether centered on the caster or elsewhere) by 5 feet repeatably, increase the number of degrees of a cone by 60 once or its outermost range by 20 feet repeatably, or increase the range of line powers by an additional 40 feet repeatably or its width by 5 feet once. In addition, powers that could normally only be of one shape can be used as any of the other above shapes (the shapes being line, cone, ball, and burst centered on the character) not normally offered by spending 2 additional EP, or may exclude certain creatures from the AoE by paying 1 EP per creature. The character gains a +10 bonus to attacks with AoE powers.

Harmful Spirit: For any Spirit Powers that deal damage, the damage rolls for those powers have their minimum value set to 1/2 the max roll of the dice.

Master Blaster: The character is a master of the destructive aspects of their abilities. Spirit Powers that deal damage are treated as if they had put an additional 3 points of EP into their activation. This bonus may be traded in order to force any creatures struck to make a Resistance check against a DC equal to 4 times the EP input (usually X in the Power's description) or gain one of the followings statuses: Blinded, Paralyzed, Stunned, or Weakened. The player chooses which status effect to inflict when they make the attack.

Multifocused: The character uses their Spirit stat in place of Body and Mind when making attacks with Spells, unarmed attacks, or weapons. They also gain a static +4 bonus to attack rolls in general.

Overlord: Creatures summoned by the character through Spirit Powers gain a +10 bonus to Body and a +4 bonus to AV. The cost to activate summon Powers is reduced by 2 (statically regardless of input.) The character may spend 4 EP and deal 2d6 + Spirit/4 damage to either overcharge (in the case of spirits, automatons, and other such summons) or "motivate" (in the case of succubi, angels, yetis, and the like) their summons, granting them +12 attack and x2 damage for the round.

Potent Spirit: Spirit Powers used by the character that require that their target make a Resistance check gain a +8 bonus to their effective Resistance or DC. In addition, they may spend up to 5 additional EP when using a power, increasing this bonus by 2 for each additional EP spent.

Soul-Soldier: The character may use Spirit Powers that grant a weapon twice in one turn and still get their attacks. (They must still possess the Two Weapon Fighting Talent in order to attack with both in the same turn, and they take the same penalties.) Weapon powers are treated as if 3 additional EP was put into X when they were activated, and attacks with weapon powers gain a +12 bonus to hit.

Power Gather: The character may, as the primary action of their turn (they may still move) gather ambient energy from the air. They may use this energy only to pay the activation cost of a Power, and excess energy is wasted. They may gather an amount of energy (EP) equal to their Spirit Ceiling divided by 2 every round. This ability may be used for up to 3 consecutive rounds, and gathered energy doesn't affect Spirit Ceiling. Areas with higher or lower natural ambient energy changes the amount of EP that can be gathered from the air by 2 points per spell level (down for low energy and up for high energy), to a minimum of 1 EP per round. In addition, a character may trade their move action in a turn in which they use a power in order to get 2 free EP to spend on that power.

Burning Spirit: The character's soul is dangerous to those attempting to take it. Any creatures that drain the character's EP against their will take an amount of damage equal to the EP drained. Damage caused by this aptitude ignores all AV, and causes doubled damage to creatures that don't have an HP stat. In addition, damage dealing powers cause an additional 1 point of damage per point of EP input.

Soul's Strength: The character's buff powers are more potent. Whenever the character's Powers would increase a Secondary Stat by X multiplied by some amount, increase the value of that amount by 1. For example: X becomes 2X, 3X becomes 4X, etc. If a power would increase a Primary Stat, it instead increases the multiplier by 2.

Swift Empowerment - The character may activate a Spirit Buff Power as a move action for double the activation cost. The character may also increase the X value of active Buff Powers by paying the new activation cost without using an action.

Engineer: Analysis has all of its costs reduced by 2. Assembled Contraptions can gain any of the following bonuses at creation time at a cost of 2 EP each: The Pain Resistant, Quick, Hard Hitter, Skill with Contraption Attack, or Sniper Talents, or the Rapid Shot or Flurry of Blows Skills. Chemical Splash ignores non-natural AV and deals damage to armor as if it had a DU of 1. Bomb can be used to cause the targets X damage to Speed or Resistance by paying an additional 3 EP at the time of use, or both for 5 EP. (This occurs BEFORE any Resistance checks that the creature might have to make for this power.) Reshape has its maximum size cap removed (just keep doubling the size and increasing the cost multiplier by 1 to determine EP cost) and can be used in combat as the Animate power, but only using its binding version. Transformation allows the user triple a given stat rather than just double it. Seals automatically hit.

Ice Wizard: The character may choose to exclude creatures from Aurora by paying 1 additional activation EP per 2 creatures and has its damage increased to 4X. The cold damage from Frost Armor, Ice Lance, Polar Binding, and Rimewind Blast treat Immunity to Cold as only resistance to the first 20 damage. Blood Freeze does 4X damage instead of 3X even on a failed check. A character may summon multiple Yetis at once with the Summon Yeti power.

Far-Seer: Attacks made with Starblade and Starbeam ignore non-natural AV and Dodge bonuses from shields. The activation costs of Scrying, Void Touch, and Meteor are all decreased by 2. Astrologer's Boon can be used to restore PP or HP in addition to EP. Astral Wings allow flight at three times the character's Speed.

True Daemon: The cost of the Call Daemon power is reduced statically by 2. Daemonfire deals damage as if it had had 2 more EP put into the X cost. The character may pay an additional 2 EP when using Enhanced Shell (as if increasing the X cost) to increase the bonus to the chosen stat from 2X to 3X. Reflector reflects attacks if the character beats their opponent by 4 or more instead of 8 or more and can be used as a move action for double the EP. Regenesis can be used as a prepared action, can be used even when the character is under a Sealing effect, and cannot be countered. Soul Rip restores X/3 EP so long as it hits, even if the target wins the Resistance check. Warp Shell also allows the character to gain up to DR 1/2 in the following steps: DR 5/6, DR 3/4, DR 1/2, and may be used in combat to enact a 1 round transformation at a cost of 4X EP, but it only lasts until the end of combat.

Demonsummoner: Devil's Lightning and Hellfire Blast ignore resistances to their damage type and deal damage to creatures immune to Elecricity or Fire damage as if they only had energy resistance 20. The character may pay an extra 4 EP when using Gorgon's Gaze to gain a +10 bonus to their Resistance and attack roll with the power. The activation cost of Form of the Swarm and Vampiric Futanari are decreased by 2 each. You may pay an additional 2 EP when summoning demons of tiers 1 or 2 using the Summon Demon power to ignore their secondary prices, and may summon demons from different tiers at the same time. Fell Might has its HP upkeep reduced by 3.

Dragonborn: Using the Roar power also knocks back targets to the edge of its Area of Effect if they lose a Resistance check against the character, and that power may be used in a Cone that extends out 5X feet from the character in a 90 degree angle. Draconic Transformation and Dragon's Pride can be used when the character is Bound or in a Submission Hold but deal X damage to the character, and Dragon's Pride may additionally be used even when Sealed for an additional cost of 6 EP. Attacks with Dragon's Ferocity can be made to deal an additional 2d8 Fire damage by paying 2 EP when it is activated, and Dragon's Ferocity ignores Fire Immunity and all resistance to fire. The dragons summoned by Summon Dragon gain an additional +10 to all three of their base stats and a +8 bonus to AV if an additional 3 EP is paid at the time of activation.

Nature's Ally: Commune with Nature is a free action that costs 1 less EP. The range of Leaf Walk is doubled per point of EP both in and out of combat. When using Entangle, the character may pay an additional 4 EP to force creatures within its AoE to win a Resistance check against a DC equal to 4X or be knocked Prone, from which they are treated as if they'd had the version of the power causing the Bound status against them. Summon Nature's Ally costs 2 less EP statically and has the minimum number that can be summoned using variable numbers increased by 2. By paying 2 additional EP at time of activation, the character may target an additional creature with Natural Order, and may do this multiple times per round. When activating the Wild Shape power, the character may double the activation cost to gain the bonuses of 2 animal forms, but overlapping stats from the chosen forms gain a +5X bonus instead of two +3X bonuses. Wrath of the Elements deals an additional X damage to all targets regardless of which form is used.

Crusader: Holy Fire ignores resistances to its damage and deals damage to creatures immune to fire as if they only had fire resistance 20. The activation cost of Holy Wall is reduced by 2. Blessing may also grant the character an aura that heals all allies within 30 feet by X for every round it's active for an additional 4 EP on activation and 2 EP upkeep after that. Lay on Hands may be used to increase a character's armor by 3X instead of its other functions, but with an X - 4 upkeep. When attacking with Cudgel of the Blessed the character may spend an additional 3 EP in order to force the target to make a Resistance check versus them or be Stunned for the round, or may spend 3 EP per skill and usage to use any of the one-handed or two-handed mace skills (from the specific weapon skills category, as per a warrior). The character may pay an additional 2 EP when summoning faeries of tiers 1 or 2 using the Fey Servant power to ignore their secondary prices, and may summon faeries from different tiers at the same time. Binding automatically hits and has its DC increased by 4.

Deathspeaker: Animate may be used to animate multiple corpses in a single round for 2 additional EP per corpse, but bodies animated this way don't gain the +10 body bonus unless another 2 EP is paid per corpse. Aspect of Spirit may now be used on a target and maintained in order to debuff that target using any of the options as per normal, but at half value (i.e. 4X becomes 2X as a debuff), and a character using it on themselves may pay an additional 4 EP at activation and increase the upkeep by 1 to add an additional primary effect (the ones you get two of) or 3 EP and 1 upkeep for an additional secondary effect. Call Spirit may now be used to summon daemons as per the Summon Daemon power, but the minimal EP cost is 5 and daemon summoning costs will generally be higher. The character may now forsake the healing from Life Leech and instead choose to gain 1/2 the X value in EP for every killing blow it makes. The character may pay an additional 3 EP when using Puppeteer in order to halve all damage done to Puppeteer HP.

Brainhulk: The character may use 4 extra EP in order to boost their Resistance by 10 when using Mind Worm, Empathy or Telepathy. In addition, the character with Telepathy may pay 1 EP and take an upkeep slot in order to read the surface thoughts of all nearby creatures. Mind Cutter completely ignores AV (but not DR.) The character may use Telekinesis's first option directly against a target creature or character, but must win a Resistance check in order to move them and does not deal damage to them unless they strike something else, and the size limit on the third option is removed (see Engineer.) The character may upkeep Pyrokinesis's X value as a free action following successfully hitting a target in order to deal twice the original X value in damage at the end of the target's round each turn for as long as the character maintains the effect. Psychic Shield can be maintained on an allied target that leaves line of sight.

Nightstalker: When using Dark Armor, the character may choose to gain any of the following for 3 EP each: Tentacles, Razor Fingers, Tentacled, Spider, Dangerous Tail + Venomous Attack (Paralysis), or become capable of phasing through walls (as per Phasing), in addition they automatically gain access to the Sneak and Shadow Striker skills. When wielding Death Whip and in a grapple, the character may spend 2 EP in order to use Stranglehold for a round, this costs 2 EP each time it's used. The character may use Patch of Darkness or Shadowstalker as a move action for double the cost. When rupturing shadows scores a killing blow, the shadows will immediately become a mirror image of the target (mechanically this image will have stats as if they were animated, as per the necromancer power, and will behave as such). For an additional 3 EP, targets of Piercer can be forced to make a resistance check against the character or gain Weakened.

True Inner Strength: For 3 additional EP on activation, Battle Aura grants a temporary HP pool of 3X when first activated, and a character with this Aptitude becomes immune to sneak attacks while Battle Aura is active. Instant Transmission and Flight cost 2 less EP to activate, Instant Transmission may be used as a move action for double the cost, and Flight's upkeep cost is removed. When activating Energy Blade, the character may choose to pick any warrior skills from the Heavy Weapons Specialist, Unarmed, Duelist, or Two Weapon Fighting trees for an additional 2 EP activation cost and 1 EP upkeep cost per skill chosen and can use them as if they possessed them normally until energy blade is deactivated. Explosion, Energy Blast, and Energy Wave now ignore 1/2 of any AV or resistances that would affect their damage and gain a +10 bonus to Resistance checks made to determine whether or not they would be reflected, avoided, or countered.
Note: Each Wielder Aptitude may be taken only once.
Note 2: If a character has both Soul's Strength and an ability to add additional effects to a buff such as through Efficient Wielder, each of the bonuses are treated separately even if the buff already has a bonus to that stat for the purpose of determining how much Soul's Strength increases the effects of that buff.
 
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Tassadar

Panda King
Moderator
Nov 10, 2008
16,018
83
#13
Re: DG3.5 Character Creation Thread

Spirit Powers Part 1

Alchemist
Analysis
The character is adept at analyzing things!
-The character can spend 3 EP in order to survey a character and if they use an ability that costs EP which the character isn't already able to use within the next round the characters gains access to it and may use it as per normal for double the EP cost for the rest of the encounter. This costs a move action.
-The character can spend 4 EP in order to detect magical effects around them, as per Arcane’s level 2 detect magic spell.
-The character can spend 4 + X EP in order to steal magical effects from a target and take on that magical effect, like an active buff, weapon power, etc; themselves, but must make a Resistance check with a +X bonus against their target, if they fail then they accomplish nothing.

Assemble Contraption
The character creates an animated minion from their surroundings or possessions, or some mix of the two. Small primitive clockwork robots, walking scarecrows, and bundles of living rags are just a few examples of what kind of minion this power can create. These creatures are soulless, mindless, sexless, and utterly devoted to their creator.
-The character pays 2 + X EP.
-The creature created by this power always appears directly next to the character that summoned it and has the following stats: Body = 8X, Mind = 2X, a Melee Attack that deals 2d6 + Body/2, and a Ranged Attack with a 60 foot range that deals 3d4 + Mind damage and uses Mind or Body to attack, whichever is higher.
-In additional, the character can pay an additional 1 EP for any of these effects as many times as they like.
1) +6 Mind.
2) The contraption can fly at its Speed.
3) Double the range of the creature's ranged attack.
-Creatures summoned with this power cannot have a Dodge stat greater than 50 or a Resistance stat greater than 40.

Bomb
The character is adept at making things explode.
-In combat, the character may pay 2 + X EP to hurl a grenade, dealing (2d4 + 2) * X damage to all creatures within a 10 foot radius of it.
-Out of combat, the character may lay a mine (or attach it to a willing creature) which will be set off by a hostile creature coming within 5 feet unless the character specifies a different trigger. The character pays X EP, and when tripped the mine deals (3d6 + 1) * X damage to all creatures within a 15 foot radius. The DC to detect a hidden mine is the user's Perception + 10.

Chemical Splash
The character hurls corrosive or toxic chemicals at their foes. Fairly simple, and also fairly damaging, but one can only throw a liquid so far, so this power has a very short range.
-The character pays X EP. They then choose one of the following effects:
1) One creature within 40 feet of the character takes (1d10 + 2 * X) damage.
2) All creatures within a 120 degree, 15 foot cone originating from the character take 1d10 * X damage.
-By paying an additional 3 EP, the character can force creatures hit by this power to make a Resistance check against a DC equal to 6X or gain one of the following statuses: Blinded, Paralyzed, or Weakened.

Reshape
The character alters the shape of any one contiguous solid object that they can touch. They cannot change the actual physical properties of it, nor can they change the type of substance that they're touching. This Power cannot be used offensively in combat, but can be used to bind (or execute) helpless creatures.
-The character pays 3X EP. What the character can reshape is dependent on how much they pay and on how large the object they’re trying to reshape is. For an object about the size of an adult human or less, X = 1. For an object twice the size of a human or less, X = 2. For an object up to four times the size of a human or less, X = 3. For an object up to eight times the size of a human or less, X = 4. Larger objects cannot be reshaped.
-If the character is attempting to bind a helpless creature, the character pays 3X and the DC to escape the binding is equal to 15X.
-The character may touch a weapon or a piece of armor and pay X EP. If touching a weapon, X must be in increments of 3, and the weapon gains a weapon modification for every 3 EP paid. Alternatively, they may dull or weaken the weapon, reducing the damage that it deals by 2X until it can be repaired. Firearms are immune to this, but can be disabled completely by paying 5 EP. If touching a piece of armor, the character wearing the armor has the EV of that armor increased by X, and the EV penalty applies to the wearer's attack rolls and Dodge in addition to the things they would normally penalize until a second instance of this power with the same X value is used, or until taken to a craftsmen and repaired. Alternatively, the armor takes 5X damage to its TP.

Seal
The character places a Seal on a single creature that it touches. This Seal effectively traps the target's soul within its body, firstly deactivating any magical or spiritual effects that it has active and secondly preventing it from using any ability that would require that it expend EP.
-The character pays X EP.
-One target creature which must be within touching range has all active effects upon them dispelled and optionally takes X damage. If that creature attempts to activate a Power, cast a Spell, or use any ability that requires EP, no matter what it is, they must win a Resistance check against 3X, or the attempt fails. If the creature that is the target of this power was helpless (has the Bound or Submission Hold status, is unconscious, ect,) when this Power was used on them then the check becomes 4X. This power ends only when the seal is removed by someone other than the targeted creature.

Transformation
The character consumes (or has consumed in the past) some concoction that changes them in some way. Physically, this change can manifest however the caster likes, from practically no change at all from how they would normally look to turning the caster into a hideous monster. The same rules apply to the use of this power in terms of how it affects the character mentally, though the mental affects should make sense given the physical changes. For interesting examples of how this might work, think of Jekyll and Hyde or any sort of lycanthropy.
-A character using this ability pays X EP when they activate it, and must also pay X-4 EP every turn in order to upkeep this power.
-A character with this ability active gets a +4X bonus to either their Body stat, Mind stat, or Spirit stat, and a +X bonus to their Armor. This increase in stats gives the character most of the bonuses appropriate to having a higher stat save that the bonus to Dodge is divided by 2, including gaining more HP, but they do not gain additional PP or EP. If this stat increase would push the altered stat above the character’s main stat, their secondary stats become reliant on the changed stat rather than the character’s normal primary stat for the duration of this power. A given stat cannot gain a bonus greater than its present value.
-The HP gained from using this power lasts only until the character deactivates it, and the character can be knocked out when they deactivate this power if their HP would drop to 0 or less.
-This power can be deactivated at any time, but the transformation back to the character's normal form takes a turn to complete, effectively making them skip a turn when they turn this off.
-This power can be used while Bound or in a Submission Hold, but if it is used under those circumstances the character also takes X damage.
-By paying an additional 1 EP, the character may temporarily gain any 2 mutations that they meet the requirements for. This has no effect on upkeep.

Boreal
Aurora
The character conjures a powerful, icy aura that weakens and damages their foes.
-The character pays X EP and 1 EP upkeep.
-Creatures within 30 feet of the character takes 3X damage per round so long as they are within the AoE of this power, and take a penalty equal to 2X to their attack rolls, Dodge, melee/weapon damage, and Base Casting. Allied creatures can be precluded from this effect for 1 EP each.

Blood Freeze
The character freezes the blood of his opponents within their veins.
-The character pays X + 2 EP.
-One target creature within 30 feet of the character must beat a Resistance check with a DC equal to 4X or die instantly. If they win this Resistance check, they take damage equal to 3X that ignores AV. For every 15 damage that this attack would deal, the targeted creatures gains an instance of the Weakened status.

Frost Armor
The character conjures magical armor formed out of ice in order to protect themselves.
-The character pays X EP. In addition, they must pay X-3 upkeep every round.
-They gain a +3X bonus to AV and Dodge, and deal an additional amount of Cold damage equal to 3X on all melee attacks, and gain a bonus to Grapple checks made to escape equal to 4X.
-Creatures in a grapple with or striking the character in melee combat must win a Resistance check against a DC equal to 10 + 3X or gain the Weakened status.
-This power may be used while Bound or in a Submission Hold.

Ice Lance
The character conjures a lance formed of ice, and may either throw it or wield it as a polearm.
-The character pays X EP. In addition, if they wish to wield the Ice Lance as a weapon, they must pay 1 EP upkeep every round.
-Using the lance as a ranged attack, the character targets a single creature within 120 feet. If that creature is hit, it takes damage equal to (3d6 - 1) * X.
-Using the lance as a weapon, the character uses their Body or Spirit to attack, whichever is higher. It deals 2d6 * X + Spirit/4 damage whenever it hits, and has a range of up to 10 feet.
-The character can attack in the same turn that they use this power. If the character has the Heavy Weapons Specialist, Skill with Polearms or Skill with Shortened Polearms Talents, they gain the benefits of those Talents when wielding this weapon.

Polar Binding
The character binds a foe in ice, or conjures a wall of ice.
-The character pays X EP.
-The character may either:
1) Target a single creature, or a group of creatures that are adjacent to one another. Each of those creatures hit by this Power are Bound, with a Grapple DC to escape equal to 6X. They also take 3X damage each round. The effective value of X decreases by 1 every round after the first in anything but a frigid environment, and attacks that deal Heat damage that would affect the creatures hit by this power or the area around them cause the value of X to decrease by 1 for every 10 points of damage that the attack would deal. For each creature beyond the first that a character wants to target, the activation cost of this power increases by 1.
2) Put up a reasonably sized barrier with proper support. This barrier has HP equal to 12X and AV equal to 2X, cannot be grappled, cannot be forced to make Resistance checks, takes double damage from Heat attacks but no damage from Cold attacks, and cannot be attacked through without first breaking the barrier.

Rimewind Blast
The character conjures an icy wind with which to batter down their foes.
-The character pays X EP.
-The character chooses a 120 foot long, five foot wide line, or a 60 foot long, 60 degree cone. All creatures within the area of effect take (3d4 - 1) * X damage and must win a Resistance check against a DC equal to 6X or be knocked back X feet.

Yeti Calling
The character calls upon the aid of one of the deadliest and rarest beasts of the North, the highly intelligent and powerful Yeti. Though they aren't strictly moral beings, each Yeti requires that their summoner fulfill a quest once they've done as asked.
-The character chooses a Yeti to summon and pays the appropriate amount of EP. In addition, each Yeti has a quest that the character must complete.
1) Shaman Yeti, 6 EP, Vision Quest
-Wielders of powerful wild magics, yeti shamans generally require that the character go to see something in particular for mysterious purposes.
2) Common Yeti, 6 EP, Feast Quest
-Beasts of great skill in battle, the common yetis generally require little more than a meal following their service.
3) Hidden Yeti, 6 EP, Treasure Quest
-Stealthy yetis able to pass unseen, these guileful warriors require that their summoner acquire a particular piece of treasure for them.
4) Berserker Yeti, 10 EP, Destruction Quest
-Powerful and savage, berserker yetis are potent warriors that generally require that their summoner go and destroy something after their contract is fulfilled.
5) Titan Yeti, 15 EP, Honor Quest
-A gigantic creature with physical might and size rivaling those of a dragon, titan yetis generally demand that their summoner go forth and battle a worthy opponent of their choosing in an honorable duel.
6) Sage Yeti, 12 EP, Sacred Quest
-The sage yeti is a powerful magic user, on the same level as a demon or fey lord, but must be appeased by going on a quest to right some terrible wrong that the yeti knows of.

Celestial
Astral Wings
The character conjures a set of brilliant magical wings that grant them unusual powers.
-The character pays X EP. In addition, they must pay X - 3 EP upkeep every round.
-The character gains the ability to fly at twice their Speed, +3X Dodge, +2X Resistance and +2X AV.

Astrologer's Boon
The character grants a bonus to themselves or an ally.
-The character pays X EP. In addition, if using this power as a buff, it costs X-2 upkeep every round.
-The character does one of the following:
1) The character may grant X EP to an ally that they are able to touch.
2) The character may grant themselves or an ally that they are able to touch a +3X bonus to attack rolls, Dodge, Resistance to resist hostile effects, and Perception, as well as +X melee/weapon damage.

Meteor
The character calls down a meteor from the sky to crush their foes.
-The character pays X + 5 EP and targets a spot within line of sight.
-One round after the character uses this power, a meteor falls onto an area with a twenty foot radius, dealing (2d10 + 8) * (X + 2) damage to all creatures in that area, also causing massive property damage and quite possibly crushing them. The full implications of this power are to be decided by your GM.

Scrying
The character gains the ability to see the future.
-The character can do any one of the following, with the listed cost.
1) Paying 5 EP, the character glimpses into the future, seeing an event determined by the GM. They are allowed some say in the gist of what they're looking for, but the visions are often vague and unspecific, and the details are solely up to the GM. Also, there is never a guarantee that the vision will come true in full. This vision takes 1 minute.
2) Paying 5 EP, the character glimpses at another location, and may both see and hear what occurs at that location, though they generally cannot interact in any way with things on the other side. This can also be used to target a creature rather than a location, but the creature gets a Resistance against the character check to resist the effect.
3) Paying 4 EP in combat, the character gains the ability to automatically dodge the next attack sent against them or automatically hit with their next attack. This ability only takes up the character's move action, but does not allow them to avoid attacks that cannot miss or hit if an opponent cannot be hit due to some effect.
4) Paying 8 EP, the character astrally projects themselves to a location or creature, allowing them to communicate and interact (only using powers) with creatures and objects at that location.

Starbeam
The character fires a ray of solar energy!
-The character pays X EP.
-Then, the character chooses one of the following:
1) They deal (1d10+3) * X damage to one target creature.
2) They deal (1d8+2) * X damage to all creatures within a 150 foot line.

Starblade
The character calls forth a blade formed of pure star light.
-The character pays X EP. In addition, they must pay 1 EP upkeep every round.
-Attacks with the blade deal ((1d8 + 1) * X) + Spirit/4 damage. Creatures struck by the blade take a -X penalty to Stealth and Dodge until the end of the encounter, with multiple hits not stacking this penalty.
-The character can attack in the same turn that this power is activated, but only using this power. If the character has the Duelist Talent, they can use this power as their weapon. If the character has the Two Weapon Fighting Talent, this power can be used as one (or both if they conjure two) of their weapons. If the character has the Unarmed Fighter Talent, this power counts as unarmed even if it is used to attack rather than that character's unarmed attack. The weapon conjured by this power counts as a sword (any of the three kinds depending on how the player describes it,) and gets the attack bonus if the character has the Skill with X Talent.

Void Touch
The character exposes a creature to an aspect of the void, with the power to drive a person mad, or to kill them outright.
-The character pays 3 + X EP and chooses one of the following:
1) Sound: The target creature is exposed to the sounds of the universe, driving them to madness. Touched creatures must win a Resistance check against a DC equal to 5X or be driven at least temporarily insane.
2) Sight: The target is shown a vision of a star being born up close, rendering them blind and causing intense pain. The targeted creature takes 4X damage and is blinded for X rounds.
3) Touch: The target is exposed to the void in full, taking 12X damage that ignores AV.
 
Last edited:

Tassadar

Panda King
Moderator
Nov 10, 2008
16,018
83
#14
Re: DG3.5 Character Creation Thread

Spirit Powers Part 2

Daemon
Call Daemon
The character calls upon the aid of a daemon, a powerful spirit. The costs, and the stats of the associated daemon, are up to the GM, but there is always at least a 3 EP cost associated with it. Daemons can be met, or included in a character's backstory, but certain daemons are off limits to backstory inclusions.

Daemonfire
The character conjures daemonic fire, flames that burn both the body and the soul.
-The character pays X + 1 EP.
-The character deals (2d4 + 1) * X damage to HP and X damage to EP to any creatures within a 10 foot radius sphere, within a 120 foot long line, or within a 50 foot 90 degree cone.

Enhanced Shell
The character enhances their body, but also damages it.
-The character pays X EP. In addition, the character must pay X - 3 EP and X - 4 HP in upkeep every round.
-The character gains a 3X bonus to attack rolls, melee damage, and AV, as well as a 2X bonus to one of the following: Resistance to resist hostile effects, Dodge, or Grapple.

Reflector
The character creates an energy shield the rebounds an energy based attack back at its user.
-The character chooses one of the following:
1) The character pays 5 EP. The next time that a Spell or Power would hit the character, the attacker must beat their target in a Resistance check or have the effect negated. If the characters wins this check by 8 or more and the effect could harm the user, the attack is reflected back. Reflected attacks hit based on the attack roll used by the character using this power. Black Dragon cannot be reflected or negated with this Power.
2) Instead, the character may pay X EP and X - 3 EP upkeep, and gain a barrier that absorbs up to 5X damage per round from Spells and Powers. This damage absorption is treated like AV, and for every 3 damage that it absorbs in a round, the character regains 1 EP.

Regenesis
The character forces their shell to regenerate at an accelerated rate.
-The character pays 2 + X EP.
-The character regains 10X HP, and can pay additional EP in increments of 2 to remove instances of Paralyzed, Blinded, Aroused, or Weakened.
-This power can be used while the character is Bound or in a Submission Hold.

Soul Rip
This painful touch attack tears a portion of the target's soul off, allowing the character to consume it.
-The character pays X EP.
-The touched creature takes (2d8 + 2) * X damage, and must win a Resistance check against the character or they also lose 2X EP, which the character then regains.

Warp Shell
The character radically warps their physical shell, allowing them to shift it even further than a shapeshifter normally could. Taking this power functions like the Shapeshifter special mutation, but the character may also pay 2X EP to undergo a 1 minute transformation process that grants them X Special Mutations from the following list for up to 1 hour: Spider, Plant, Alien, Demon, Faerie, Tentacles, Immunity (Element), Serpentine Body, Egg Layer, or Aquatic. The character doesn't regenerate EP while transformed, and when the hour ends they may repay 1/2 the activation cost to maintain the mutations.

Demonologist
Devil’s Lightning
Black lightning crackles forth, firing in a line from the casters hand out to 100 feet away or until it hits some obstruction that it can't pass through.
-The character pays X EP.
-All creatures within 5 feet of a 100 foot line take (1d8 + 4) * X Electricity damage.

Fell Might
The character's body becomes charged with powerful but destructive energies, granting them increased strength but also causing them pain due to the stress placed upon their body.
-The character pays X EP and 1 HP. They must also pay X-2 EP and X - 4 HP upkeep every turn.
-The character gets a +3X bonus to Dodge, attack rolls, melee damage, and Grapple so long as this power is active. They also gain a +X bonus to Resistance.

Form of the Swarm
The character's body dissolves into a legion of tiny creatures of the casters choosing. Be it bees, locusts, rats, ants, bats, spiders, butterflies, or what-have you, the character becomes a swarm of them.
-The character pays 5 EP.
-The character can move at their Speed, but can fly and can generally get around obstacles very easily.
-Killing individual members of the swarm has no effect on the whole. Directed attacks against the character have no effect. Area of effect attacks deal ½ of their normal damage. If knocked out while in a swarm, the character regains their original form and falls to the nearest available location.
-This power can be used while Bound or in a Submission Hold.
-Reforming takes a turn during which the character can take no other action.
-The swarm doesn't have to stay completely together. While in this form, the character cannot attack, cast Spells, use Powers other than this one, use any special abilities, or communicate verbally with other creatures.

Gorgon’s Gaze
The character lets their gaze linger on one creature within line of sight. A brief focusing of their energies and the targeted creature can be turned to stone and instantly killed.
-The character pays 5 EP.
-The creature must win a Resistance check against the character or be turned to stone.

Hellfire Blast
Sometimes, regular fire just isn't enough. The character that calls on this ability summons fire that is either dark red, or pitch black. Almost the complete opposite of Holy Fire, this flame destroys all that it touches indiscriminately.
-The character pays X EP. In addition, using this power also causes the character to take 2 points of damage no matter how much EP they pump into it.
-Then, they choose one of the following effects:
1) A directed attack against any one creature within line of sight of the character that deals (1d6 + 4) * X damage.
2) An explosion that deals (1d6 + 3) * X to all creatures within a 10 foot radius of any spot within line of sight of the character, or a 90 degree 30 foot cone that deals the same amount of damage.
3) A touch attack against a creature adjacent to the character that deals (1d6 + 5) * X damage.
-This power always deals Heat/Fire damage.

Summon Demon
The character summons a demon to aid them in combat. Only one creature can be summoned at a time, and in addition to the EP cost for using this power, each creature that can be summoned requires an additional cost of some sort.
-The character pays 3 * X * T EP, where X = the number of creatures that you would like to summon and T = the tier of the creature, which is indicated for each possible summon.
-Then, the character chooses one of the following:
1) Soldier, Stalker or Goblin
Tier 1 monsters focused in melee combat. Require that the character make them orgasm at least once as additional payment once their task is complete. Male characters will get female versions, while female characters can choose either or.
2) Succubus or Sorceress
Tier 2 creatures capable of using magic. Require that they be able to feed on the energy of another, though they will prefer the character who summoned them. The character can choose between a male or female version of this creature when they summon it.
3) Knight
Tier 3 warrior in plate armor. Require only that the task they are set on be meeting a goal that the demon shares, such as the release of another demon or the fall of an angel or a powerful faerie. Only one Knight can be summoned at a time.
4) Greater Darkwalker, Greater Tentacle Horror, Nightmare or Hellhound
Tier 3 monsters with great physical power. They require a host for their spawn in exchange for their service, and if the summoner is female they will prefer her.
5) Demon Lord
Tier 4 beings of immense power and unfathomable malevolence and/or insanity. Their price varies and is determined when they are summoned, but it is always high and almost always bad for the character that summons them in the long run. Only one can be summoned at a time.
6) Nightmare Lord
Tier 4, and one of the most powerful beings in all creation. Only the angels are said to rival them in power. Their price is always the same: A woman to impregnate and a gateway to the mortal world for their true form. Only one can be summoned at a time.

Vampiric Futanari
The character grows a penis temporarily. If they already have a penis, they can use this to alter the shape and size of what they already have, or to temporarily grow a 2nd one. A character with this active orgasms and impregnates as normal.
-Costs 2 EP to activate and lasts until deactivated or until the character rests.
-For 1 extra EP, the character (or the character they're using this power on) may gain an instance of the large mutation, up to a maximum of three and only gaining the PP damage bonus when penetrating other players, or may gain stretching, up to a maximum of one. This may be used at any time during or after activating Vampiric Futanari, and as a move action in the latter case.
-The character also gains the Soul Eater Special Mutation while this is active if they don't already possess it.
-This power can be used at any time, even when the character is Horny, in a Submission Hold, or Bound.
-This power can instead be used on another creature rather than the character, which may make a Resistance check against the character to resist it if they aren't helpless. If used as such, the character may choose to grant Soul Eater to the creature or to themselves, but if they choose themselves they may only drain energy from the creature targeted with this power.

Dragonfire Adept
Black Dragon
Some dragons do not manifest physical bodies when called upon. Some simply stretch their power into the mortal plane, and pull whatever they please into the void with them to be eaten. The ones whose use this power call upon such dragons. A black dragon made of living fire stretches out from the caster, seeking and destroying whichever of the caster's enemies seems to be the most powerful.
-The character pays 4 + X EP and takes 2 + X damage that damage ignores AV.
-One targeted creature within line of sight takes 15X damage. This damage ignores the target's AV and any special resistances they might have. This power cannot miss, and destroys any obstacles that might appear in its way without lessening in effect, including magical ones.
-Additional targets may be added for 2 EP each, or the power may be changed to a 10 foot radius burst for 5 EP.
-X cannot be less than 4 for this power.

Draconic Transformation
This power transforms the character into an imitation of a dragon, granting the character claws, wings, scales, and all those other wonderful dragon-esque physical features. The actual specifics of how this transformation changes the character’s appearance are up to the player.
-The character spends X EP. They must also pay X - 2 EP every turn in order to upkeep this power.
-The character gets a +3X bonus to melee damage, attack rolls, and Grapple. In addition, they get a +X bonus to Armor.
-The character may pay an additional 2 EP to grant themselves Flight at their Speed for the duration of the power.

Dragon's Breath
The devastating fiery breath of a dragon!
-The character pays 1 + X EP.
-Choose one of the following ranges. All creatures caught within that range take (2d6) * X Heat/Fire damage.
1) A 10 foot radius explosion, anywhere within the character's line of sight.
2) A 120 foot long line, originating from the character.
3) A 60 foot long, 90 degree cone originating from the character.

Dragon's Ferocity
The character gains fangs, a set of talons, or a tail durable and deadly enough to rival those of a dragon and is filled with vim and vigor after every kill.
-The character pays 1 + X EP. In addition, they must pay 1 EP every round.
-The details of transformation are entirely up to the character to decide, but for mechanical purposes the weapons can reach no further than standard attack range. Successful attacks deal (1d10 + 3) * X + Spirit/4 damage.
-Every killing blow made with the summoned weapon heals the user for X HP.
-The character can attack in the same turn that this power is activated, but only using this power. If the character has the Two Weapon Fighting Talent, this power can be used as one (or both if they conjure two) of their weapons. If the character has the Unarmed Fighter Talent, this power counts as unarmed even if it is used to attack rather than that character's unarmed attack. The weapon conjured by this power counts as unarmed.

Dragon's Pride
Dragons are proud creatures. It only follows suit that those who venerate them begin to manifest much the same sort of invigorating arrogance when confronted by lesser creatures.
-The character pays X EP. They must also pay X - 3 EP every turn in order to upkeep this power.
-The character gets a +4X bonus to Dodge and Resistance, as well as a +2X bonus to Perception and grapple rolls to escape a grapple, binding, or submission hold.
-This power cannot be countered or dispelled, and is not deactivated by sealing effects.

Roar
The character emits a deafening roar, a sound both painful and frightening to those who are nearby to hear it.
-The character pays X EP.
-All creatures within 5X feet take 2d4 * X damage. In addition, all creatures that take damage from this power take a -X penalty to Dodge and Perception and attack rolls until the end of the encounter. Multiple Roars do not stack, the highest penalty is counted.

Summon Dragon
The character calls upon a true dragon for aid. The called dragon manifests itself nearby, and does as the character asks it so long as it isn't demeaning to the creature. These are only manifestations of whichever dragons you call not their actual bodies, so they aren’t at anywhere near their full strength.
-Costs 14 EP.
-Summons one of the following dragons. A character can conjure only one dragon at a time. Regardless of their stats, all dragons have the following attributes: Melee attack: 2d12 + Body/2, Flight at twice their Speed, the Dragonborn Aptitude, and the Massive Talent. All dragons can use the Dragonfire Adept powers with which they get a +10 bonus to attack rolls. Resistance = 40, Dodge = 40, Armor = 12.
1) Karthus, the Tyrant. Body = 100, Mind = 10, Spirit = 30. Speed = 30. Has a +12 bonus to Armor.
A massive green scaled dragon that takes after the traditional stereotype of his kind, and is so bulky that he can barely fly. That doesn't stop him from smashing anything that gets in his way. On the rare occasions that he takes human form, Karthus generally takes the appearance of a massive, heavily muscled man in dark leather armor.
2) Skytherix, the Blight. Body = 60, Mind = 10, Spirit = 60. Can use all of the Necromancy Powers, has the Focus in Aether Talent and the Reanmator Mage Feat, and the Deathspeaker Aptitude. Speed = 35.
A skeletal black dragon, Skytherix still possesses the ability to fly despite her rotting countenance. She often wanders in the form of a bent, old crone garbed in a simple brown robe that constantly emits a vile smell, and usually hides her haggard face under a hood.
3) Intet, the Dreamer: Body = 30, Mind = 70, Spirit = 30. Can cast all spells as if she had focus and specialization in their element, and can use all of the Shadowmancer Powers. Speed = 40.
A blue dragon with the horns of an elk sprouting from her head, Intet often takes the form of a beautiful night elven woman in order to speak to strangers, whom she tends to treat with a great deal of arrogance.
4) Tarox, the Bladewing: Body = 80, Mind = 10, Spirit = 40. Can use all of the Spirit Warrior Powers. Speed = 60.
A powerful red scaled dragon, and often the fastest of his kind. He tends to take the form of a human blacksmith, and often lives for long periods among mortals.
5) Kokusho, the Night Bringer: Body = 40, Mind = 60, Spirit = 60. Speed = 40. Can use all Demonology and Shadowmancer Powers, and has focus in Aether and Entropy and their respective Magic Feats.
A black dragon with a long, snakelike body who flies without the aid of wings. When in mortal form, he generally appears as a very serious man dressed in simple white robes.
6) Numot, the Devastator: Body = 60, Mind = 60, Spirit = 40. Has Focus in Fire, Evoker and Holder of the Secret Fire. Speed = 40.
A white dragon of immense power, she will appear at times to those who are lost, in great danger, or are beset by demons in order to offer aid. She generally takes the form of an elven woman with white hair, wearing a white dress.
 
Last edited by a moderator:

Tassadar

Panda King
Moderator
Nov 10, 2008
16,018
83
#15
Re: DG3.5 Character Creation Thread

Spirit Powers Part 3

Druid
Commune with Nature
The character learns to communicate briefly with the plants and animals of the wilds.
-Paying 1 + X EP, the character can communicate with a plant or a beast for up to X minutes. Results may vary.

Entangling
The character calls upon the forces of nature to inhibit their foes.
-The character pays X EP and selects an area equal to X five-by-five squares. Creatures other than those designated within that area take a -2X penalty to Speed, Dodge, attack rolls and Grapple.
-The character may instead choose to target only a single creature, in which case that creature gains the Bound status with a DC equal to 8X.

Leaf Walk
The character moves through the plants, potentially traveling vast distances in only a short time.
-If used out of combat, the character pays X EP and may travel up to 10X miles in any direction, so long as they have plants to travel through. They may not bring any allies, however.
-If used in combat, the character pays X EP, and may travel through plants silently and swiftly up to a distance of 10X feet.

Natural Order
The character taps into the power of nature and pushes its influence onto another creature.
-The character pays X EP and chooses one of the following:
1) One target creature within 100 feet is healed for 4X HP.
2) One target creature takes a -3X penalty to attack rolls, Dodge, and either Resistance or Perception (the user's choice) so long as the character pays X-3 EP upkeep.
3) One target creature within 100 feet takes (2d6 + 1) * X damage.

Summon Nature's Ally
The character calls upon the powers of the natural world for aid, summoning any one of the below for the listed cost. Note: Costs are determined randomly by the die roll, but the character may choose to take the minimum on this roll. Yes, corpses are sufficient food for beasts, assuming that the corpses are edible.
1) A gruff, satyr, warhound, nymph siren, or nymph sorceress will come to the character's aid for the same EP cost and associated price as they would for the Fey Servant Power under Holy Magic.
2) A tribe of 1d6 + 4 kobolds will come to the character's aid for the cost of 1 EP per kobold, determined by the die roll. These kobolds will require that the character have a party with them once the battle is over.
3) A pack of 2d4 + 2 wolves or feral stalkers will come to the character's aid for the cost of 1 EP per creature. Wolves must be fed after combat, and feral stalkers may be fed or be allowed to seed someone.
4) A plant hulk will come to the character's aid for the cost of 8 EP, but the character must then allow it to seed someone.
5) A group of 2d6 alraune, in a random assortment of normal alraune, dryads, and siamese alraune will come to the character's aid for the cost of 2 EP per alraune.
6) The character may summon only one alraune, of a random type unless a previously encountered character is called, at the cost of 2 EP, but they must then have sex with said alraune when her task is finished.
7) The character may call upon a pack of 1d4 + 3 dire wolves OR boars at the cost of 3 EP per wolf. They must be fed after combat.
8) A bear, wild cat, or other powerful natural beast may be called for the cost of 5 EP. It must be fed after combat.

Wild Shape
The character adopts aspects of a natural creature, chosen when this power is activated.
-The character pays X EP, gains the Natural Attack mutation, and may no longer use manufactured weapons. They then choose one of the following totem animals, and gain the selected animal's bonuses so long as they continue to pay X - 2 EP Upkeep.
1) Wolf: +3X attack, Speed, and Dodge. May track.
2) Bear: +3X melee damage, AV, and Resistance to resist enemy effects. Cannot be sneak attacked.
3) Cat: +3X melee damage, Stealth, and Perception. May see in the dark.
4) Fish: +3X attack, melee damage, Dodge, and Speed while underwater. Take no penalties when fighting underwater. May breath underwater.
5) Reptile: +3X AV, attack, and Stealth. Take no penalties while fighting underwater. Take double damage from attacks that deal Cold damage.
6) Bird: +3X Perception, Dodge, and attack. May fly at three times the character's Speed.

Wrath of the Elements
The character calls upon icy winds, grinding stones, blinding gales, burning flames, and lightning to lay low their opponents.
-The character pays X and chooses one of the following:
1) Hurl a magical stone at a single creature, dealing (1d8 + 4) * X damage to that creature and forcing it to make a Resistance check against the character or be Stunned.
2) Call forth a wave of icy cold, dealing 2d4 * X Cold damage to all creatures within a 30 foot long, 90 degree cone and forcing affected creatures to make a Resistance check against the character or be Weakened.
3) Blast all creatures within a 50 foot long, 10 foot wide line with a powerful wind, dealing (1d6 + 1) * X Force damage and forcing the affected creatures to make a Resistance check against the character or be knocked Prone and pushed back 10 feet.
4) Strike all creatures within a 5 foot wide, 120 foot long line with a bolt of lightning, dealing (1d6 + 4) * X Electricity damage.
5) Send forth an orb of flame that explodes when it strikes a designated spot within 90 feet of the character, dealing 2d6 * X Heat/Fire damage to all affected creatures.

Holy Magic
Binding
The character conjures astral chains to bind a creature, holding them in place and preventing them from moving or fighting.
-The character pays X EP. In addition, they must pay 1 EP upkeep every round.
-One target creature within line of sight must win a Resistance check equal to 6X or gain the Bound Status. Powers and Spells that could normally be used even with the bound status cannot be used while the creature is bound with this power. All active Powers and Spells on a creature that fails this check are deactivated. The creature bound in this way can attempt a new Resistance check every round in order to escape at the same DC so long as the character pays the upkeep cost.

Blessing
The character grants increased strength to themselves and their allies.
-The character pays X EP. In addition, they must pay X - 2 EP upkeep every round.
-The character and all allies within 30 feet gain a +3X bonus to attack rolls and Dodge, as well as a 2X bonus to Resistance and Perception.

Cudgel of the Blessed
The character forms a weapon created from pure energy in their hands.
-The character pays X EP. In addition, they must pay 1 EP upkeep every round.
-A blunt weapon appears in the characters hands. This weapon deals (2d8 * X) + Spirit/4 damage. This weapon deals an additional X damage against Demons and Undead. In addition, this power grants the character the ability to use the Ground Slam skill so long as it is active, even if they do not have that skill normally.
-The character can attack in the same turn that this power is activated, but only using this power. If the character has the Duelist Talent, they can use this power as their weapon. If the character has the Two Weapon Fighting Talent, this power can be used as one (or both if two are summoned) of their weapons. If the character has the Heavy Weapon Specialist Talent, they can use this power as their weapon. The weapon conjured by this power counts as a one or two handed blunt weapon depending on how the player describes it.

Fey Servant
The character summons a faerie to aid them in combat. Only one creature can be summoned at a time, and in addition to the EP cost for using this power each creature that can be summoned requires an additional cost.
-The character pays 3 * X * T EP, where X = the number of creatures that you would like to summon, and T = the tier of the creature, which is indicated for each.
1) Kobold, Satyr or Gruff
Tier 1 monsters focused in melee combat. If the character is female, they will require only a kiss (though they certainly wouldn't mind going further than that.) If the character is male, each will require that they turn over at least one item from the creatures killed or 20 denarii.
2) Sorceress or Siren
Tier 2 monsters capable of using magic. Sorcerers can be male or female while Sirens are always female. They require that the character have sex with them once their task is complete.
3) Knight
Tier 3 creature with powerful melee capabilities. Only one can be summoned at a time, but their only price is that the actions they take under the service of the character coincide with their goals in some way. Can be male or female.
4) Elder Mage, Troll or Warhound
Tier 3 monsters, one a powerful mage, one a heavy bruiser in combat, and the last an agile fighter. If the character is male, they will require that they be able to slay at least 1 demon within the course of their service. If the character is female, they can either fulfill the male cost or bear the creature's child.
5) Lord or Angel
Extremely powerful tier 4 creatures. Both require that the character fulfill some task of the summoned creature's choosing. Generally a task given by an angel will be far more strenuous than one given by a Lord.
6) Sphinx
A powerful but dangerous tier 4 creature. The character must correctly answer a riddle when they are summoned, or the sphinx will attack them instead of fulfilling the desired task.

Holy Fire
White fire springs forth from the character's hands, and streaks out toward their foes. This flame cannot harm those allied with the one using it.
-The character pays X EP.
-Then, the character chooses one of the following:
1) A bolt of white fire strikes one creature within line of sight, which takes 3d4 * X Heat/Fire damage.
2) All creatures within a 10 foot radius of any spot within 100 feet of the character take (2d4 + 1) * X Heat/Fire damage.
-Demons and Undead takes an additional X damage from this power, and it ignores any natural resistances to Heat/Fire that they possess.

Holy Wall
The character forms a wall of white light at any location within 50 feet. This wall can be of any reasonable size and shape, and the character that created it can pass through it at will and designate any creatures and allow them to do the same.
-The character pays 4 EP. In addition, they must pay 1 EP upkeep every round so long as the wall is maintained. Any creature not allowed to pass through the wall must win a Resistance check against the character in order to do so. Creatures attempting to pass through it take 2d6 points of damage that ignores Armor regardless of whether or not they succeed at the check. Demons and Undead attempting to pass through this wall have the damage against them doubled. The character may pay an additional 4 EP when using this power to give the wall a +20 bonus to Resistance, increasing the upkeep cost by 3. This can be done multiple times.
-Alternatively, the character may pay X EP to gain a shield with 0 EV and X + Spirit/4 DB, which deals 3d6 + Spirit/4 + 2X damage if used to shield bash. The X bonus to damage is doubled against Demons and Undead. This power costs 1 EP upkeep, but may be expended at any time to create an energy barrier around the character and any adjacent allies that absorbs 10X damage.

Lay on Hands
The character heals the wounds of themselves or their allies with a touch.
-The character pays X EP.
-Then, they choose one of the following effects:
1) If used as a normal action, one touched creature regains 6X HP. If used as a move action, one touched creature regains 4X HP.
2) One touched creature gains 4X Temporary HP until the end of the encounter. Using this function twice on the same target in a single encounter discards the lesser temporary HP pool.
3) Negative status effects (Weakened, Blinded, Etc) can be removed from a targeted creature for 3 EP each.

Necromancer
Animate
The character forces energy into a nearby inanimate object, be it a corpse, a chunk of rock, a door, a large section of sand, a weapon, or whatever else you can think of.
-There are a number of different things that this power can do, and each of them has different costs associated with it.
-If animating a corpse, the character pays 6 EP. That corpse retains its previous Body stat, Talents, Mutations and Skills, but its Mind and Spirit both drop to 0, and it loses all spells, powers and special abilities that it had in life. Animated creatures get a +12 bonus to Body, the Natural Attack mutation, the Undead special mutation, and have their Resistance and Perception become dependent on Body.
-If animating an object that has never moved on its own, one of three things can be done:
1) The object can be animated to bind a target temporarily. If used in this way, the character pays X EP. Unless the targeted creature wins a Grapple check against a DC equal to 6X (this DC does get a d20 roll,) they gain the Bound status. Multiple creatures can be targeted by increasing X by 1 without affecting the DC for each creature beyond the first. Creatures bound in this way can continue to make checks every round, and once the creature beats one of these checks they are free to go. The material is animated with only enough power to grab and then hold them, not enough to grab for them again if they get free.
2) The object can be animated into a creature that will fight by the characters side. If so, this power functions exactly like the power Call Spirit, only with the following differences: the creature gains 8 AV and none of the special additions can be used on this creature. The costs for this power are the same as those for Call Spirit.
3) The object can be reshaped to a size more useful to the character. If used as such, this ability functions exactly like the Reshape power from the Alchemist power list, but costs 3X EP instead of 2X.

Aspect of Spirit
The character conjures a spirit, but then temporarily bonds with it rather than causing it to manifest, increasing their physical strength.
-The character pays 1 + X EP. In addition, they must pay X - 3 EP upkeep every round.
-The character gains any 2 of the following: a +4X bonus to attack rolls, a +4X bonus to Dodge, a +3X bonus to melee damage, a +4X bonus to Resistance, or a +4X bonus to Grapple. In addition, they may choose any one of the following: a +2X bonus to Armor, a +3X bonus to Perception, Flight at twice their Speed, or a +2X bonus to Speed.

Call Spirit
The character offers a portion of their soul to a spirit for aid. The more power that they offer to the spirit in question, the more powerful the spirit is liable to be.
-The character pays 2 + X EP.
-In any space that is not yet occupied within 50 feet of the character, a creature with a Body stat equal to 10X appears. This creature automatically has the Natural Attack Special mutation. In addition, the character may pay additional EP in order to add any of the following abilities to this creature:
1) For an additional 1 EP, the creature gains the ability to fly at its Speed.
2) For an additional 2 EP, the creature either gains a +50 bonus to Body and the Juggernaut Special Mutation OR the Unarmed Fighter Talent. Only one of these can be added to any one creature.
3) For an additional 1 EP, the creature gains a ranged attack that deals an amount of damage equal to 3d6 + Body/3 and has a range of 50 feet. They may also pay an additional 1 EP to do any one of the following: Remove the range limit against direct targets, OR make the attack ignore the AV of affected creatures, OR automatically hit all targets. In addition, they may pay an additional 2 EP to cause the creature's ranged attack to affect any one of the following areas: a 100 foot long, 5 foot wide line; a 10 foot radius area within 100 feet; or a 120 degree 30 foot long cone. Only one of each of the above categories can be added.
-Creatures summoned with this power cannot have a Dodge stat greater than 50 or a Resistance stat greater than 40.

Devour Magic
The character selects a single target, and as they attempt to make a working using their energy, the character steals that energy.
-The character pays 4 + X EP.
-The next time the targeted creature attempts to cast a spell or use a power, one of the following happens.
1) If the targeted creature attempts to cast a spell, that creature must win a Resistance check against the character or the spell fails, that creature takes damage equal to 2 * the spell level, and the character regains an amount of EP equal to the amount paid for the spell. The character gets a +X bonus on this check.
2) If the targeted creature attempts to use a power, it must win a Resistance check against the character or that power has no effect, and the character regains however much EP that creature paid for that power. The character gets a +X bonus on this check.
-Alternatively, the targeted creature has one currently active effect on it deactivated should the character beat them in a Resistance check, suffering no further harm. The character can choose the effect to disable.

Life Leech
The character steals the life essence of all creatures nearby, using it to regain some of their own strength.
-The character pays X EP.
-All creatures within 20 feet of the character take (1d8 + 1) * X damage. The character also regains 2X HP for every creature hit by this power.

Nightmarish Image
The character conjures an illusion of pure horror around them, making all others hesitant to get near them.
-The character pays X EP. In addition, they must pay X - 2 EP upkeep every round.
-The character gets a 3X bonus to Dodge, melee damage and Resistance to resist hostile effects.
-In addition, any creature attempting to attack the character must win a Resistance check against a DC equal to 4X or have their action automatically fail. This DC does not get a d20 roll. Creatures that lose this roll by 20 or more will attempt to flee rather than fight the character further. This effect does not work on mindless creatures.

Puppeteer
The character forces tendrils of power into another living creature, forcibly controlling their actions.
-The character pays 3 + X EP. In addition, they must pay X-1 EP upkeep every round.
-One target creature within 30 feet of the character must win a Resistance check against a DC equal to 5X or be controlled by the character. Any action taken by the controlled creature costs them X HP.
-The creature effectively becomes a summoned creature with a +6X bonus to Body, and gains a new “Puppet” HP stat equal to this upgraded Body stat. Any damage against the creature goes against both their normal HP and their Puppet HP. If their normal HP drops to 0, they fall unconscious but continue to fight so long as the character animating them is still conscious. When their puppet HP drops to 0, the effect ends.
-In addition, the character can use this power on themselves, in which case they need to make no Resistance check, but they must still spend at least 2 EP. A character using this power on themselves pays 2 less EP to upkeep this power.
-This power can be used while the character is Bound or in a Submission Hold, but only on themselves.
-While this power is active, the caster can take no other actions save to control their "puppet," and if used on oneself, the character cannot use any other Powers, spells, ect.
 
Last edited:

Tassadar

Panda King
Moderator
Nov 10, 2008
16,018
83
#16
Re: DG3.5 Character Creation Thread

Spirit Powers Part 4

Psion
Note: All Psion powers can be used while Bound.

Empathy
The character forms a link with another target creature, causing any pain (or pleasure) that either suffers to be reflected upon the other.
-The character selects a single target creature within 50 feet, and does one of the following.
1) The character pays 4 EP. The targeted creature makes a Resistance check against the character (which they may choose to lose) or the creature takes any damage to HP or PP that the character takes. The character also takes any damage to HP or PP that the targeted creature takes. Neither gains any of their own bonuses to armor or damage reduction, instead using whatever resistances to armor that the other gets. Status effects do not transfer over this bond.
2) The character pays 8 EP. The targeted creature makes a Resistance check against the character (which they may choose to lose) or the creature takes any damage to HP or PP that the character takes. The character does not take any damage to HP or PP that the targeted creature takes. Neither gains any of their own bonuses to armor or damage reduction, instead using whatever resistances to armor that the other gets. Status effects do not transfer over this bond.
3) The character pays 6 EP. The character targets two creatures instead of one. Both targeted creatures make a Resistance check against the character (which they may choose to lose) or the creatures take any damage to HP or PP that the other creature takes. Neither gains any of their own bonuses to armor or damage reduction, instead using whatever resistances to armor that the other gets. Status effects do not transfer over this bond. The damage or pleasure taken due to this bond does not transfer back over.

Mind Cutter
The character severs matter at a molecular level with their mind, causing cuts that no mortal or even supernatural blade could hope to replicate.
-The character pays X EP.
-One target creature within 50 feet of the character takes (2d8 + 1) * X damage that only counts ½ of the target’s AV.
-This power may be used to target only a specific creature's clothing.

Mind Worm
The character invades another creature's mind. This can be used in any number of ways, either to gather information, transfer information without speaking, erase part of the target's memory, or completely wipe a creature's mind out and reduce them to a vegetable.
-The character chooses one of the following:
1) The character pays 4 + X EP. One target creature within 50 feet of the character must win a Resistance check against DC 5X or be killed instantly. This effect erases their mind completely, turning them into a lifeless vegetable that cannot even feed itself. This damage cannot be repaired in any way, even by the character who used this power.
2) The character pays 8 EP. One target creature within 50 feet can make a Resistance check against the character. If they lose this check or choose not to resist, the character gains information possessed by the creature in the form of memories (this is decided by the GM, but you can suggest what sort of information you're looking for.) If the creature resists they take 20 damage that ignores armor, but if they win the Resistance check the damage is halved and the character doesn't get the information that they want. The character can choose to leave the creature's mind intact or erase the memories that they searched for. Picking out specific memories to delete is not possible with a single use, it's all or nothing. Attempting to erase memories integral to a creature, such as those of loved ones, their personal history, or basic concepts like language or survival needs provide massive bonuses to the save against this power.
3) The character pays 3 EP. The targeted creature gains information from the character's mind of the character's choosing. This information must all be of the same subject: it cannot be used to grant someone else the entirety of the character's memories.

Psychic Shield
The character forms a barrier around their body using their will.
-The character pays X EP. In addition, they must pay X - 3 EP upkeep every round.
-The character gets +3X bonus to Dodge, AV, Resistance to resist hostile effects and Grapple. Armor granted by this power cannot be ignored.
-The character can place this effect on any creature within 50 feet, but they must remain within that range and the character’s line of sight or the effect will be lost.

Pyrokinesis
The character controls fire with their mind.
-The character can do any one of the following. Note that all costs increase by 2 if the character has to conjure fire of their own, rather than manipulate flame that is already present.
1) Pay X EP. The character then can choose to target either all creatures within a 10 foot radius explosion that starts anywhere within the character's line of sight, or all creatures within a 30 foot long, 90 degree cone originating from the character. Those creatures take Xd8 + 8 points of Heat/Fire damage.
2) Use it to conjure a fire elemental. This summon behaves exactly like the Spell Summon Fire Elemental, including its EP cost and the stats of the summoned creature. For the purpose of this power, assume that the character has the Focus in Fire Talent.
3) The character can manipulate fire into different shapes, sizes, or even to extinguish itself. The cost is the same as Reshape, though without the binding option and the character can only reshape fire. In addition, in order to control or otherwise manipulate a fire the character must continue to pay the X cost as upkeep for each round afterward the fire is still active, or else it will begin to spread naturally again.
4) The character may spend 4 EP as a move action. If a source of heat damage would hit them before the beginning of their next turn, they reduce it by Spirit/2.

Telekinesis
The character moves objects using their mind. This power can be used in a variety of ways, depending on the circumstances.
-The character can use this power to do any of the following:
1) The character pays X EP, and selects an object within 100 feet of them. That object moves up to 10X feet and any creatures that it strikes take 2d4 * X Force damage, but it has to move in a straight line.
2) The character pays 1 + X EP and selects a single creature within 50 feet of them. That creature must win a Resistance check vs 5X or gain the Bound status. In addition, the bound creature takes 5X damage per round. The character can pay X EP to upkeep this effect every turn, but they lose all other actions.
3) Move an object of a given size. The size limits and costs are equivalent to those in the Reshape Power under Alchemist.

Telepathy
The character can reach out to contact other beings with their mind. This can be as simple as communication, or as invasive as attempting to dominate their will entirely.
-If used for communication, the character pays 2 EP and thinks of on creature whom they are familiar with, or who is within line of sight. The character opens up a telepathic link with that creature across which the two can communicate. Additional creatures can be added to the communication by paying another 1 EP. This connection can be refused.
-If used offensively, the character pays 8 EP and must win a Resistance check against the targeted creature. If the character wins, the targeted creature gains the Dominated status, allowing the character to control their actions as if they were a summoned minion. Forcing the creature to make actions contrary to what it would normally do or that would harm them can cause it to make another Resistance check against the character, and if they win they throw off the effect.

Shadowmancer
Dark Armor
Armor formed of living, moving shadow coats the character, not weighing them down in the slightest but protecting them from harm.
-The character pays X EP. In addition, they must pay X - 2 EP upkeep every round.
-The characters gets a bonus to their Armor, melee damage and Grapple equal to 3X. The character also gains a +X bonus to Stealth.
-The character may pay an additional 3 EP to grow wings formed of shadow. If they do, they can fly at twice their Speed. This increases the upkeep of this power by 1.
-This power can be used while the character is Bound or held in a Submission Hold. This power cannot be Countered or Dispelled.

Death Whip
The character conjures a whip formed of shadow, and uses it to attack their foes.
-The character pays X EP. In addition, they must pay 1 EP upkeep every round.
-A whip formed of pure shadow appears attached to their arm. It deals (2d8 * X) + Spirit/4 damage whenever it hits. It has a range of 15 feet, and can be used to Grapple creatures at that range at a +3X bonus (this bonus applies only to the initial grapple check,) and creatures grappled by it do not gain any benefits due to group grappling rules. It can also be used to attack up to 3 creatures per round, but each attack beyond the first takes a -8 penalty to damage.
-The character can attack in the same turn that this power is activated, but only using this power. If the character has the Duelist Talent, they can use this power as their weapon. If the character has the Two Weapon Fighting Talent, this power can be used as one (or both if they conjure two) of their weapons. If the character has the Unarmed Fighter Talent, this power counts as unarmed even if it is used to attack rather than that character's unarmed attack.

Patch of Darkness
The character chooses a location, and after exerting a small amount of energy and will, a patch of inky darkness appears there. No creatures other than the character and those that they designateusing this power can see within or through it, even with supernatural senses, which can allow the character to escape or attack without being detected. It does not block sound, smell or touch, however.
-The character pays 5 EP.
-The character then chooses an area within 100 feet. This area can be up to a 30x30x30 foot cube, or the area can spread out as the character desires. That area is instantly blacked out, causing any creatures within it to have the Blinded status until they leave its area.

Piercer
The character hurls shards of shadow at their enemies.
-The character pays X EP. In addition, they can pay 1 EP to target one additional creature with this power. This additional cost can be paid as many times as the character likes, but each creature can only be targeted once.
-One target creature within 80 feet of the character takes (1d12 + 2) * X damage.

Rupturing Shadows
The character makes the shadows within a targeted creature's body solidify and attempt to tear their way free of that creature’s body, causing massive internal trauma.
-The character pays 3 + X EP.
-One target creature within 30 feet takes 8X damage that ignores AV.

Shadows Made Manifest
Summons a creature made out of pure shadow to serve the character.
-The character pays 2 + X EP.
-The character summons a creature, choosing the size and shape of it however they can imagine that has the Unarmed Fighter Talent and a Body stat equal to 10X. In addition, the character may pay additional EP to grant the shadow creature any of the following mutations for 1 EP each: Razor Fingers, Tentacled, Spider, Dangerous Tail + Venomous Attack (Paralysis) or Greater Wings.
-Creatures summoned with this power cannot have a Dodge stat greater than 50 or a Resistance stat greater than 40.

Shadowstalker
The character dematerializes, and moves from shadow to shadow in utter silence.
-The character pays 5 EP.
-The character takes their turn to move from their current position to any other position that is within 100 feet. This movement must begin and end within spots that are not under direct light, and is completely silent, not allowing Perception checks to detect it unless the character appears in plain view of another creature.

Spirit Warrior
Battle Aura
The character begins to glow as power surges through their body, granting them heightened strength and speed temporarily.
-The character pays X EP. In addition, they must pay X - 2 EP upkeep every round.
-The character gets a bonus to attack rolls, melee damage, Speed and Dodge equal to 3X, as well as a +X bonus to Resistance.
-In addition, the character cannot attempt to make any Stealth checks so long as this Power is active.

Energy Blade
The character conjures a sword formed of pure energy attached to their arm.
-The character pays 1 + X EP. In addition, they must pay 1 EP upkeep every round.
-The blade can be of any color or shape that the character desires, and can range from 1-3 feet in length. Attacks with the blade deal ((2d4 + 1) * X) + Spirit/4 damage that ignores armor.
-The character can attack in the same turn that this power is activated, but only using this power. If the character has the Duelist Talent, they can use this power as their weapon. If the character has the Two Weapon Fighting Talent, this power can be used as one (or both if they conjure two) of their weapons. If the character has the Unarmed Fighter Talent, this power counts as unarmed even if it is used to attack rather than that character's unarmed attack. The weapon conjured by this power counts as a sword (any of the three kinds depending on how the player describes it,) and gets the attack bonus if the character has the Skill with X Talent.

Energy Blast
The character uses their energy directly to attack an enemy. These blasts can look however the character likes.
-The character pays X EP.
-One target creature within line of sight of the character takes (3d4 + 1) * X damage.

Energy Wave
Like energy blast but covers a wider area.
-The character pays X EP.
-Then, the character deals (1d6 + 4) * X damage to all creatures within 1 of the possible ranges:
1) All creatures with a 10 foot radius of any spot within line of sight.
2) All creatures within a 30 foot, 120 degree cone.

Explosion
The character spends their energy to cause a violent explosion extending out from their own body.
-The character pays X EP.
-All creatures within 5X feet of the character take 5X damage.

Flight
The character uses their energy to allow them to fly.
-The character pays 3 EP. In addition, they must pay 1 EP upkeep every round.
-The character gains the ability to fly at five times their Speed so long as this power is active.

Instant Transmission
The character can teleport themselves and anyone they are in contact with to any location that they have been previously, or can see from where they are.
-If out of combat, the character pays 6 EP, and teleports to any location that they have previously been to or can see from their current position.
-If in combat, the character pays X EP and teleports to any location up to 15X feet away from where they currently are. The space they enter must be empty and visible to them.
 
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Tassadar

Panda King
Moderator
Nov 10, 2008
16,018
83
#17
Re: DG3.5 Character Creation Thread

Succubus Powers

Aphrodisiac Fluids (Passive): Creatures who swallow the character's sexual fluids have their Resistance stat decreased by 2d6 temporarily. Creatures reduced to 0 Resistance by this ability gain the Aroused status and have their Resistance reset, and if their Resistance drops to 0 again they gain the Horny status. If the character with this power has the Enthrall talent and a target with the Horny status as a result of this power has or is made to orgasm this encounter then that target automatically becomes enthralled and the enthralling character gains a +10 bonus against attempts by the target to break free. This Succubus Power can be taken up to 3 times.

Apparent Innocence (Passive) : The character is less likely to be attacked by hostile creatures. If in a group, the character will usually be the last one to be attacked unless they obviously display that they're the thread. If alone, creatures will not (usually) attempt to kill the character, and will instead attempt either to knock the character out or rape them. This has no effect on non-intelligent creatures or on PCs, and characters that display plainly that they are a threat will be treated as such. In addition, the character gains a +8 Resistance bonus when attempting to Charm a target.

*Charm: The character pays 6 EP and chooses one target creature within 20 feet of them. That creature must win a Resistance check against the character or gain the Charmed status.

Dazzling Beauty (Passive) : The character is perpetually the center of attention, and will always be looked upon with lust. All creatures able to see the character take a -10 penalty to their Perception stat when trying to perceive creatures other than the character, and whenever they deal Pleasure damage to a creature it is increased by +6.

Deny Release: The character can deny their partner orgasm by winning a Resistance check against them. For every round that the subject of this power would take pleasure damage that would reduce their PP to 0 or less, they are drained as if they did orgasm, but are denied their actual climax effectively leaving their PP at 0. For every turn in which they maintain this effect, they can drain an additional 4 EP from their partner. This effect is cumulative but is not multiplied by orgasm unless the character ceases using this power.

Desperation: The character can pay X EP at the start of their turn in order to increase their Dodge or Resistance against hostile effects by 2X or reduce all incoming PP damage by 2X until their next turn.

Drain through Pain (Passive) : The character can drain a creature's EP through dealing HP damage. Any time that the character deals melee damage to a creature, they also deal 2d6 + modifiers EP damage, and regain that much EP. Modifiers basically include anything that affects EP damage, like Open Soul or Greater Draining. This power cannot allow a creature to drain more EP than the attack with which it is used deals in HP damage.

Dynamic Entry: While in a grapple, the character can give a particularly forceful thrust, enabling them to penetrate - or be penetrated by - their sexual partner through their respective clothing by winning a Resistance Check at a penalty equal to double the total combined AV of the armor/clothing that they are attempting to penetrate through (both their own and their partners, where applicable). If the character attempting to penetrate fails the Resistance Check, they become Stunned for one round. Characters with the Tentacles Special Mutation do not need to be in a grapple to use this power if they are attempting to penetrate with one of their tentacles. This penetration takes a penalty equal to the combined DU of both armors.

Energetic Foreplay: While causing pleasure to a creature in a way that does not result in the character taking pleasure themselves, the character may pay X EP in order to deal an additional 2X Pleasure. The maximum value of X is 10; when performing foreplay the maximum value is increased by 1 for every partner brought to orgasm or each time deny release is activated but resets if this character goes more than 3 rounds without performing foreplay on another character.

Lead from the Bottom (Passive) : The character only takes 1d4 damage when resisting pleasure, and gains a +10 bonus to Resistance when determining how much PP damage is negated. In addition, as long as the character isn't unconscious or otherwise helpless they can prevent themselves from receiving pregnancy rolls when a creature penetrating them orgasms.

Oil Up: The character uses a move action and oils their own skin (either by secreting it themselves or by some other fluff means). This oil causes the character to take a -10 penalty to attacks and attempts to put a target into a submission hold but gives the character a +10 bonus when attempting to free themselves from a grapple and causes characters coated in it to take +8 PP damage. The oil also halves resistance for the purposes of resisting pleasure and any damage caused by resisting pleasure is doubled. In addition, it doubles the maximum X value of rhythm and energetic foreplay. Any character who touches (i.e. grapples) a character currently affected by this oil is also covered in the oil and gains all of the bonuses and penalties listed above until the oil is removed. This oil lasts until the end of the encounter or until the character cleans themselves (spells such as Clean or other water producing spells and powers can work for this).

Pleasing Touch: The character can strike those they are in battle with in a manner that causes pleasure rather than pain, dealing foreplay to PP rather than unarmed damage to HP using an unarmed strike. Attacks made using this Succubus Power gain no damage bonuses from active Powers, Spells, or Skills, but still take penalties to attack and damage as a normal attack would, as well as subtracting both the AV (as if dealing HP damage) AND the DU (as if using foreplay through armor) of the target's armor, though natural and magical AV is ignored. The character only drains half as much EP from this as they normally would.

*Pollen Shot: The character chooses one target creature within 20 feet. That creature must win a Resistance check against the character or become Horny, and even if they win this check the targeted creature still becomes Aroused. The character takes a -4 penalty on this check. This power can only be used once per combat. Being struck by additional hits of this power after beating one save, or while Aroused from another source, does not automatically jump the character to Horny, but each successive shot gains a +10 bonus to the check to overwhelm the target's resistance. This Succubus Power cannot be selected; it must be gained through a mutation.

Rhythm: While penetrated (or penetrating) in a hole other than the mouth, the character may take an additional 2X Pleasure each round. Any creatures penetrating them take an additional 3X Pleasure per round, so long as they would take pleasure from the penetration in the first place. The maximum value of X is 5; when penetrated the maximum value is increased by 1 for every partner brought to orgasm or each time deny release is activated but resets as soon as this character is no longer penetrated in a hole other than their mouth.

Selective Fertility: The character gains the Selective Fertility Special Mutation. This power also allows the character to choose to gain or remove the Potent, Breeder, Connection, or Fertile Mouth mutations at any time for 2 EP per mutation per hour. A character must be Warped or above, or have the Demon or Faerie special mutations already in order to select this succubus power.

Self-Control: The character can attempt to resist their orgasm. The character can only use this power when not resisting whatever pleasure they are receiving. They take pleasure as normal, and must win a Resistance check against a DC equal to the amount of pleasure exceeding their PP. Their PP is set to 0 at the end of the round if they win the check, and any pleasure they deal for that round is increased by 10. If they lose that check, they orgasm, and receive all of the penalties thereof. If a character would take multiple sources of pleasure, calculate them all at the end to determine the DC of the Resistance check.

Sexual Healing: When draining the energies of another, the character can choose not to regain their EP, and instead regain an amount of HP equal to the amount of EP they would regain.

Shapeshifting: The character gains the Shapeshifter Special mutation. This power also allows characters with Shapeshifter to gain Doublecock, Snug/Stretching, Healing Milk, and Greater Vaginal Tongue even if they wouldn't meet the requirements for doing so normally (though they would still need to shift previous steps in cases of mutations which have prerequisites) for 2 EP per mutation per hour. The character must have be Naturally Warped or higher to take this power.

Siren Song: The character can, at any time, cause all creatures able to hear them focus solely on them. Each time this is used a Resistance check is made against the character if the affected creatures wish to try to ignore the effect. Each failed check causes affected characters to gain a +4 bonus (cumulative) to the next Resistance check; succeeding resets the bonus but doesn't remove already accumulated effects. If affected characters fail a first check they take a -10 Perception penalty for the purposes of opposing enemy stealth checks made by creatures other than the character using this power. Characters with the -10 Perception penalty who fail another check caused by Siren Song become Stunned. Characters who have been Stunned by Siren Song who fail a check become Charmed. Using this ability takes up the character's turn, and if the character stops using this ability for more than one round then all effects caused by it end. A character may use this ability as a move action, but if they do it cannot cause additional Resistance checks or provide additional penalties beyond maintaining the affected creature's attention on the character.

*Stunning Gaze: The character pays 2 + 4X EP, and chooses one target creature within 20 feet of them. That creature must win a Resistance check against the character, who gets a +X bonus to their check, or become stunned for X + 1 rounds.

Tonight, You: When in a grapple the character can, as a free action after making a successful grapple check for the round, make a Resistance check against their target. If they win, their target's clothing is shifted (if they have any) and they are penetrated/penetrate the character and everything that that entails. If they lose then nothing happens. If the target is in a submission hold, this can be used once per round as a free action.

Weakening Arousal (Passive) : Creatures dealt pleasure damage by the character take a penalty equal to the damage dealt to all Grapple checks for that round.

*Web Shot: The character makes an attack roll against a single target creature within 30 feet. If this attack hits, it deals no damage, but the creature takes a -10 penalty to attack rolls, grapple rolls, Dodge, and Speed until the end of the encounter. If this penalty ever equals or exceeds the creature's Body stat they gain the Bound status with a grapple stat equal to twice the penalty. A creature can spend their turn to remove these webs, thus eliminating the penalties completely. A character can remove up to their non-penalized Grapple stat divided by 20 (minimum 1) instance of this status as a standard action. In addition, characters may create Webs that are difficult to detect and function as traps. These Webs can produce a number of instances of the Webbed status up to ten, and have a Perception DC to detect equal to 50 - (5 * Webs). This Succubus Power cannot be selected; it must be gained through a mutation.
*Using an ability marked with an * requires that the character make an attack roll (using their main stat) and also takes up their primary action for the turn.
 
Last edited:

Tassadar

Panda King
Moderator
Nov 10, 2008
16,018
83
#18
Re: DG3.5 Character Creation Thread

Mutations!
Mutations are changes made upon the character through over-exposure to magic. A character gains a mutation whenever they gain 100 or more corruption, and this mutation must be selected from the list of Normal Mutations. Characters can never choose to gain a Special Mutation except during special circumstances that will be indicated to you by your GM.

When a character has gained a total of 6 mutations through corruption or by taking the Mutated Flaw, they gain the Warped Special Mutation. When they gain a total of 12 mutations through the same, they gain the Supernatural Special Mutation. Racial Mutations and Special Mutations never count toward these counters, but instances of Mutated granted as Racial Flaws do.

Note that some mutations require that the character have certain other mutations. These will usually be indicated by the mutation with requirements being below the mutation requiring them, but they will also be listed in the description.

Mutations marked with an * cannot be gained or removed using the Shapeshifter Special Mutation.

In addition to those on this list, a character may choose the Lustful, Sensitive, Open Soul or Fetish Flaws to take as mutations. These flaws cannot be chosen if the character is taking these mutations through the Mutated Flaw, and cannot be gained by the Shapeshifter mutation or Transformation Spirit Power.




Appendage: The character gains a small tentacle growing from their body. These are usually not very nice to look at, but are also fairly harmless. If this mutation is chosen 4 times the character gains the Tentacles Special Mutation as well, and can no longer take this mutation.

*Battery: The character ceases to naturally regenerate EP, but whenever they would take PP damage they regain an amount of EP equal to ½ the PP damage taken. This mutation cannot be taken by characters with the Soul Eater special mutation and cannot be gained via the Transformation Spirit Power.

*Breeder: When the character is pregnant or has impregnated someone else, the gestation period of their offspring is shortened by half.

Clawed Feet: The character has claws on their feet. They cannot wear shoes, which doesn't really matter all that much mechanically. They get a +2 bonus to Resistance checks made to resist being knocked Prone, but also take a -1 penalty to Speed.
1) Talons: The claws on the character’s feet have become long and sharp enough to use in combat. The character can choose to make a melee attack with the claws on their feet that gains a +6 bonus to damage, but they cannot move in the same turn that they make such an attack.

Claws: Claws sprout from the character's fingers, causing them to deal +2 damage with unarmed attacks but to take a -2 penalty on attack rolls with weapons.
1) Greater Claws: The character's claws grow even larger and more dangerous. Increase the unarmed damage bonus to +5, but the penalty to attack rolls with Weapons increases to -5.
2) Razor Fingers: The character’s fingers have become long and bladelike, making it so that they can no longer use weapons at all. The bonus to unarmed damage increases to +10.

*Connection: Same as "Fertile Mouth" except for the characters ass. This mutation can only be taken by female characters that don’t have the Infertile Flaw.

*Exhibitionist: The character is affected by being seen in the nude. They gain +1 to all non-damage, non-resistance rolls but suffer 4 resistance damage for each unique character or creature that sees them when they're naked. If they fall to 0 resistance their resistance is reset, they become aroused, and the roll bonus resets back to 0, at which point they begin the process again and become horny if they drop to 0 a second time. The roll bonus and resistance damage reset when the character gets dressed or orgasms, but the aroused status does not reset by redressing and persists for either an hour or until the character orgasms. The horny status is handled normally.

Fangs: The character has a pair of fangs.
1) Fearsome Maw: The character has a mouth filled with Razor Sharp teeth. They deal -4 PP damage whenever they use their mouth during sex, but whenever they deal unarmed damage to creature that they are in a grapple with, they can choose to bite them. If they do, they deal an additional +6 damage.
1) Venomous Attack: See Venomous Attack mutation below.

*Fertile Mouth: If a character swallows a creature’s cum, they get a pregnancy roll (even if that monster normally wouldn't need one.) This mutation can only be taken by female characters that don’t have the Infertile Flaw.

*Foul Aura: The character has an aura about them that causes others to know to distrust them. Non-hostile NPCs are less willing to work with the character due to them being seemingly corrupted.

Funny Ears: The character has odd ears.

Futanari: If selected by a female character, they grow a penis. If selected by a male character, they grow a vagina and boobs. Futa's will generally be more feminine than masculine regardless of their original sex.
1) Doublecock: The character grows a second penis. This can also be selected by male characters even if they don't have the Futanari mutation, but requires the Futanari mutation for female characters.

*Giving Soul: The character involuntarily leaks spirit energy, bestowing it upon their partner (if any) whenever they would take PP damage. The character takes 4 EP damage and their partner regains 4 EP.

Glowing Skin - Your character shines slightly in the dark, making them more visible but granting them light to see by. The character gets a +2 bonus to Perception, but takes a -2 penalty to Stealth.

*Glowy Fluids: Some or all the characters bodily fluids glows, and incur a -2 Stealth penalty when exposed (IE when aroused, bleeding). Fluids such as saliva, milk, semen, vaginal juices, blood.
1) *Grossly Incandescent Fluids: The glow from the characters fluids are so strong that it is equal to a small torch, and incur an additional -6 penalty to Stealth when exposed.

*Heat/Rut: The character's body has been mutated such that their fertility and level of sexual desire peaks on random days. At the beginning of each in-game day if the character is not pregnant (not applicable for futanari characters), the GM rolls 1d4. On a 2+, for the rest of the day until the next roll the character takes a -1 penalty to rolls to be impregnated or impregnate and gains +10 resistance against attempts to inflict Aroused or Horny on them and reduces PP damage taken by the same amount. On a roll of 1, the character enters heat/rut for that day. They gain a +2 bonus on rolls to impregnate/be impregnated, take +10 PP damage, take a -10 penalty to grapple rolls to avoid or end penetrations, are considered as having the lustful flaw and the pheromones mutation complete with the stealth penalty (with the effects and penalties doubled if they already have pheromones), and lose 1d6 resistance (2d6 against characters with pheromones) per round when in close proximity with a character that they can be impregnated by or impregnate and upon reaching 0 resistance they become aroused and their resistance is reset at which point they become horny if they reach 0 resistance again. Resistance damage only resets by resting away from the character who caused it or by having sex with that character.

Horn: The character gets a horn or horns, usually but not always located somewhere on their head.
1) Venomous Attack: See Venomous Attack mutation below.

Keen Ears: The character's hearing is exceptional. +2 to perception checks so long as it's relating to something the character can hear or could potentially hear, and the character's hearing range is generally considered to be increased and they're more capable of being able to distinguish slight differences in noises than an average human's ears.

Keen Eyes: The character's eyesight is exceptional. +2 to perception checks so long as it's relating to the character can see or could potentially see (i.e. no bonus if they're, say, making a check to determine what flavor of pie they're smelling) and the character's sight range is generally considered to be increased and they're more capable of noticing small movements or objects than a normal human's eyes.

Keen Nose: The character's sense of smell is exceptional. +2 to perception checks so long as it's relating to something the character can smell or could potentially smell, and the character's ability to pick up faint smells is considered to be increased and they're considered to have an almost hound-like ability to distinguish scents.

Lactation: The character begins to lactate, and any pleasure they take due to their breasts being touched is increased by 2. Can only be taken by female characters.
1) *Healing Milk: Creatures/people that ingest the characters milk heals 1d6+4HP per turn drinking.

*Masochist: Whenever a character takes health damage, they also take 1d4+1 PP damage. This PP damage is not affected by Resistance or damage due to resisting pleasure.

Massive Breasts: The characters breasts increase in size. How much is up to the player, but it has to be a significant change. The character deals +4 PP damage whenever they would tittyfuck anything. This mutation can only be taken by female characters.

*Multy-Orgasmic: The character is able to orgasm more rapidly. Whenever they orgasm, their PP rests to ½ of its maximum value rather than full.

*Natural Attack: The character has some sort of natural attack that allows them to deal a greater amount of unarmed damage than usual. Their unarmed attacks deal 2d12 + Body/3 damage. Characters that possess this mutation and the Unarmed Fighter Talent deal 2d12 + Body/2 damage instead.

Night Eyes – Your character can see very well in the dark. They no longer take penalties to Perception for being in darkened areas.

Odd Hair: The character's hair changes color or adopts an odd texture.

Odd Skin: The character has unusual skin in some way, such as a particularly unusual skin color or by having fur or scales.
1) Armored Hide: The character's skin has become strong enough to resist attacks. Whether this is through a tough hide, thick scales or skin becoming as hard as steel, the effect is the same. The character takes a -1 penalty to Speed, but they also get a +2 bonus to Armor. This mutation can be taken up to 3 times.
2) Natural Armor - Gain +4 AV, but cause all of the character's natural armor to be strong against one type of melee damage and weak against another. The types are listed in the armors section.
1) Chameleon Skin: The character’s skin can change color at will (or reflexively,) allowing them to blend in with their surroundings. The character gains a +2 bonus to Stealth, but the effect is very disconcerting to those that aren’t used to it. This mutation may be taken up to 3 times.

*Potent: The character's orgasms are very messy--time to change the sheets. In addition, the character gets a +1 to impregnation rolls.
1) *Overproductive: Every four hours the character goes without orgasm gives them a cumulative +1 to their next roll to impregnate/be impregnated, this bonus resets upon orgasm (don't ask how this works for female characters, it's all a wizard's doing) and cannot exceed a +3 bonus.

Pheromones: The character takes a -2 penalty to Stealth checks and friendly characters are more interested in sex with them.

Reverse Jointed Legs: The character's legs are reverse jointed rather than forward jointed.

*Sadist: The character takes 1d4+1 PP damage each time she inflicts health damage to something. This PP damage is not affected by Resistance.

Shadowy - Your character is naturally one to stay in the dark, making them less visible but also limiting their own vision. The character takes a -2 penalty to Perception, but gets a +2 bonus to Stealth.

*Skyclad – Your character feels uncomfortable when wearing any sort of clothing or armor and take a -2 penalty to all non-damage rolls when not nude (save for belts or other gear).

Slick: The character gets incredibly wet or otherwise produces an unusual amount of lubrication, resulting in a +6 bonus to end penetration or a -6 penalty against maintaining it, but also gaining +4 PP damage during penetrative sex.

Soft-Skin: Your character causes +2 PP during non-oral foreplay. This mutation can be taken up to 3 times.

Strange Face: The character has a very unusual face, somehow. The specifics of that are up to you to come up with.

Tail: The character grows a tail. It can be of any kind that you like. This mutation can be taken as many times as the character likes.
1) Tail Cock: The character's tail also functions as a penis. Requires that the character have the the Futanari mutation if they're female.
1) Dangerous Tail: The character's tail can be used to deal unarmed attacks. If so, it deals an additional +4 damage but takes a -2 penalty to the attack roll. Using your character’s tail to attack is optional.
2) Venomous Attack: See below.

Tight/Large: The character deals +2 PP to your opponent during penetrative sex. Can be taken up to 3 times.
1) Snug/Stretching: The character is incredibly tight or well endowed, resulting in a +6 bonus (or -6 penalty) against ending penetration.
1) Odd Textures: The character has bumps or nodules or similar that further stimulate their partner during penetration/being penetrated but which are also sensitive themselves. The character deals +4 PP and receives +2 PP damage during penetrative sex.

Unhinged Jaw: The character's jaw can open to an abnormally wide degree, allowing them to fit things into their mouth much larger than would normally be possible.

*Vaginal Tongue: The character has a second tongue inside their vaginal that they can manipulate as if it were a normal tongue. The character deals +2 PP damage during penetrative sex. Can only be taken by characters with a vagina.
1) *Greater Vaginal Tongue: The character has an exceptionally long vaginal tongue that they can manipulate as if it were a tentacle. If used for penetration, the character deals and takes pleasure as if they were penetrating their opponent but cannot impregnate them. The character deals +4 PP damage during penetrative sex. If grappling and penetrated, gives the character a +4 bonus against any escape attempts.

Venomous Attack: The character can choose to inject venom with one of their unarmed attacks. If so, that attack deals -10 damage but the creature affected must make a Resistance check against the character or gain one status effect from the following list: Paralyzed, Aroused/Horny, or Weakened. The effect is chosen at the same time as this mutation and can only be changed when the character gains another mutation. (*This mutation requires that the character have one of the various prerequisite mutations before a character can take it, e.g. Fangs, Horns, Venomous Tail)

Vestigial Wings: The character has grown vestigial wings, which aren’t very useful but can look however the character likes.
1) Wings: The character's wings grow slightly, allowing them to glide. The character no longer takes fall damage.
2) Greater Wings: The character's wings have grown enough that they can actually fly with them. The character can fly at twice their Speed.

Whip-Tongue: Your character causes +2 PP damage during oral foreplay. This mutation can be taken up to 3 times.
 
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Tassadar

Panda King
Moderator
Nov 10, 2008
16,018
83
#19
Re: DG3.5 Character Creation Thread

Special Mutations
Alien: The character is one of the invaders, or has been corrupted into one of them. Any creatures that they are in a grapple with that do not have this Special mutation take 1d6 Resistance damage per round. Character reduced to 0 Resistance by this slime become Aroused, and their Resistance resets. Dropping to 0 Resistance a second time makes the creature Horny. In addition, the character is immune to the Aroused and Horny statuses, as well as any affects that would cause them to take Resistance damage that would eventually cause them to take either of those statuses.

Aquatic: The character possesses a lower body resembling the tail of a fish (or other aquatic creature.) This allows them to swim as a creature of the sea would and breath underwater. Unlike most Special Mutations, this mutation can be hidden by the Shapeshifter Special Mutation, but cannot be taken unless the character already had this mutation.

Corruptive: The character is able to corrupt even Supernatural creatures if they so choose. A character with this is immune to corruption even from other creatures with Corruptive.

Damage Reduction X: Whenever the character would take damage, the amount of damage subtracted from their HP is multiplied by X, which will normally be a fraction. Armor and resistances are subtracted before this multiplication, and attacks that ignore all armor also ignore this reduction. A specific type of damage can be placed in front of this mutation, and if so only that type of damage is affected by this mutation.

Daylight Weakness: The character cannot stay in direct sunlight, doing so causes them to take 10 damage per round that ignores all armor and damage resistances. Clothing or an umbrella are insufficient to protect them. The character cannot take any action except movement while taking damage in this way, but Powers and Spells that move them more quickly are still usable. If a character would be reduced to 0 or less HP by this damage, they are killed permanently.

Demon: The character is a demon. They gain resistance to Fire and Force, ignoring the first 5 points of damage from sources of either type.

Discordant Fertility: This mutation acts like the Fertility Flaw, but any child they give birth to or sire has a 50% chance to be either a half-demon or half-fey (using the half-breed with the Sidhe race) unless the other parent is either a demon or fey, then it produces either another Karkastan or a pureblood of the other race. (So a Full Blood Demon or Fey of whatever type)

Dragonblooded: The character has the blood of dragons flowing through their veins. They possess resistance to fire allowing them to ignore the first 20 damage that any attack using fire might deal, are difficult to harm in general giving them 2 natural AV, and are difficult to cripple in battle, giving them a +5 bonus to any Resistance check that would give them the Paralyzed, Stunned, or Weakened statuses.

Egg Layer: The character has an ovipositor that they can use to lay eggs in other beings, allowing them to impregnate others without making a pregnancy roll.

Ember Blooded: Any Fire/Heat Damage the character would receive reduces their Resistance by an equal amount. When Reduced to 0 Resistance by this they gain the Aroused status and their resistance resets, and if they are reduced to 0 Resistance again by this they gain the Horny status. Cold Damage deals an additional x1.5 damage to this character.

Faerie: The character is one of the fey. They gain resistance to Cold and Electricity, ignoring the first 5 points of damage from sources of either type.

Fettered: The character is bound to another being or an object. Having that object destroyed or that being killed results in the character's immediate and permanent death, and they cannot stray far from their fetter.

Immunity (Element) : The character is immune to damage from the specified type, being either Heat/Fire, Cold, Electricity or Force. If a spell or power that deals damage of this type would also cause the character to gain a status effect, they do not gain that status effect.

Ironbane: The character cannot wield weapons that are made out of iron or steel, but this only actually restricts them from using guns. In addition, they take +8 damage from any weapons made from iron or steel.

Juggernaut: The creature has a great deal of strength, but they are also very bulky and clumsy. The character cannot have more than 20 Speed or Perception due to their Body stat, their bonus to their Resistance and Dodge stats from Body are halved, and any time they would make an attack roll dependent on Body or a grapple roll to do something to a creature in a grapple with them, they roll d100 + Stat/5 instead. Creatures group grappling with them only gain 1/2 the normal bonus from other creatures allied in the grapple. Creatures attempting to make grapple actions other than escaping are forced to make a grapple check against the usual d20 + Body.

Kitsune Heritage: Whenever the character would deal PP damage, they can drain EP as if they had the Soul Eater special mutation. A kitsune who drains a creature down to 0 may continue to drain it for 5 more rounds, and every round thereafter the creature being drained must win a Resistance check against the kitsune (no bonuses or penalties are applied for this check) or be absorbed by them. If a creature wins all 5 checks or the draining is interrupted, the kitsune's ability backlashes, not only returning all of their stolen energy but also granting them all of the kitsune's, effectively dropping the kitsune to 0 EP and knocking them unconscious.
An absorbed creature effectively dies as their soul is removed from their body, and the kitsune gains an additional Tail mutation with color dependent on the nature of the individual. See the lore thread, unusual races entry for a breakdown on how the colors work. A kitsune can only have up to 9 tails at any one time, and may release a soul at will, either into the air, to another kitsune, or into an empty but living body.
When they absorb an individual, they gain a permanent bonus to their Mind and Spirit stats equal to the stats of their victims divided by 10 and rounded up to the nearest even number. IE: absorbing someone with 40 Mind and 20 Spirit would grant a +4 bonus to Mind and a +2 bonus to Spirit.

Malleable Form: The character's body is made of a liquid instead of a solid. They can change their shape at will, but generally have some sort of normal form that they usually keep. This form is almost always feminine in nature. The character cannot become pregnant, and can only impregnate others through magical means. Instead, they reproduce by splitting once they have absorbed enough energy.
Unlike other races, Slimes do not have an HP stat, nor do they have a maximum EP. Instead, they add whatever their HP would be to their starting EP. This is considered their normal EP, but it can be exceeded by draining. Any damage that the character takes goes to their EP. Any HP they would regain or EP that they would drain causes their EP to increase even if it would exceed their normal maximum EP, but healing HP cannot cause them to go over their normal EP. Once a character with this mutation reaches three times their normal EP, they lose exactly 1/2 of it, gain 8 experience and split in half, producing another living slime with their memories, personality and skill and power set. The two generally diverge from there as they naturally don’t want to stay near each other.
A character with this mutation that is reduced to 0 EP is permanently destroyed. Characters with this mutation do not take damage from resisting pleasure and only take PP damage if they choose to, are immune to the Prone, Webbed, and Stunned statuses, and cannot be put into a submission hold.

Mermaid's Kiss: The character has the supernatural ability to grant a person the ability to breathe underwater by kissing them. This ability lasts until they break the surface of the water again, and can only be given by a willing merfolk.

Naturally Supernatural: The character was born supernatural, but don’t cause as much corruption as a demon or similar creatures would. They are immune to corruption as the Supernatural mutation, but only corrupt others as if they had the Warped mutation.

Naturally Warped: The character was born with some degree of magic in their blood, but this doesn’t cause them to corrupt others. The character doesn't deal corruption to others unless they also have other mutations that would cause them to deal corruption, but they don’t take corruption from Warped creatures.

Oni Alcoholism: Oni's that ingest alcoholic drinks are subjected to a unique effect. Every alcoholic beverage that an Oni consumes gives them a temporary +4 bonus to attack rolls, melee damage, AV and Grapple, but a -4 penalty to Dodge. This effect can stack up to 5 times and lasts up until the alcohol passes from their system. The bonuses come with a price, however, as each one (up to the same limit of 5) also causes 2d6+1 Resistance damage (pushing them towards Aroused/Horny) and each drink causes an additional specific effect. Wine causes them to gain a temporary instance of Sensitive, ale/beer causes an instance of Tight/Large, and liquors cause an additional +2 Resistance damage.

Plant: Characters with this mutation are immune to any effects that would damage or drain their EP. Whenever a character with this mutation would be impregnated, unless the creature impregnating them is an egg layer they give birth to seeds that eventually sprout into shorn weeds. Creatures that they themselves impregnate give birth to alraune seeds. Characters with this mutation gain the Pollen Shot Succubus Power, and are also immune to the effects of that power.

Selective Fertility: The character can choose whether or not they have children. Whenever they could potentially become pregnant or impregnate another, they may apply either the Fertile or Infertile Flaw if they so desire.

Serpentine Body: The character's lower body is that of a snake. They cannot take any mutations altering the way that their legs look or function, and they cannot wear Plate Armor or Orcish Battle Armor.

Shapeshifter: The character can change their physical form at will. At any time, they can change their physiology so that they functionally have any of the normal mutations. If they do not have the Supernatural or Naturally Supernatural Special Mutation, they cannot exceed the number of normal mutations that they already have using shapeshifting. This shapeshifting is limited to the base mutations, they cannot get any of the mutations that have requirements unless they have the base mutations without shifting into them, and only one instance of each mutation can be shifted into. This mutation cannot be used to get or hide other special mutations.
*See the FAQ section in the lore thread for some clarifications on the limits of shapeshifting.*

Silverbane: The character cannot wield silvered weapons and takes +8 damage from such weapons. In addition, touching anything made from silver causes discomfort, though it's not actually harmful.

Soul Eater: The character must feed off of the souls of others in order to survive. They cannot regenerate EP beyond 1, and whenever they are at 1 EP they must actively seek to feed regardless of any possible consequences. Whenever they deal pleasure to a creature, they drain 1/2 as much EP from that creature as they cause PP damage. This draining is doubled if the drained creature orgasms. So long as the character is not at 1 EP they can willingly suppress this effect.

Spider: The character's lower body is that of a spider. They can climb walls, and gain the ability to use the Web Shot special ability. The character also gains a +8 bonus to armor but takes a -10 racial penalty to their max HP. They also gain the Web Shot succubus power.

Spirit Form: The character's body is made of semi-corporeal spirit energies rather than flesh and blood. The character cannot become pregnant or impregnate except through magical or supernatural means. Spirit beings do not have a HP stat, instead they add their HP to their EP. Any HP damage received is dealt to EP instead. A character with this mutation that is reduced to 0 EP is permanently destroyed unless there is a potential host nearby that they can recuperate within, essentially drawing upon that person's spiritual energies to regain their own form.

Supernatural: The character is magical in nature. They can no longer take corruption from anything but creatures with Corruptive, and cause any pleasure they deal to other creature to cause an equal amount of corruption. Racial Mutations and other Special Mutations do not count toward getting this.

Tentacles: The character has a number of tentacles that they can use for a variety of purposes. If used for penetration, the character deals and (optionally) takes pleasure as if they were penetrating their opponent and (optionally) can impregnate as if they had a penis, or they may choose to only deal penetration pleasure to themselves. In addition, group grappling rules no longer apply against the character unless the creatures that they are grappling with also have this Special Mutation. The character can, while in a grapple, attempt to grapple another creature so long as they win their grapple check for that round against all of the creatures that they are grappling, but if they do, they also need to succeed on an attack roll against the targeted creature to bring them into the grapple as they would normally. In addition, the character can attempt an action against all creatures that they are in a grapple with every round at no penalty as if they were grappling each individually.

Vampire: The character can attempt to bite creatures that they are in a grapple with, which deals 3d10 damage that ignores Armor if successful. Any damage done by this attack is recovered as HP by the character. In addition, if they have the Venomous Attack mutation they may also inject venom while feeding, and may choose the Charmed status for their venom effect. This can either be extremely painful or extraordinarily pleasurable to the one being bitten at the player’s choice, and if the player chooses pleasurable the bite deals an amount of PP damage (that ignores Resistance) equal to the amount of HP drained to the creature being bitten. When the character rests, they cannot heal up to greater than 1/2 of their maximum HP.

Undead: The character is undead. They are immune to poison and to damage to their Resistance stat, cannot gained the Paralyzed or Weakened statuses, and gain 10 resistance to cold damage.

Warped: The character has started becoming something other than completely human. Characters with this mutation cause any creatures that do not have this mutation to take an amount of corruption equal to 1/2 the pleasure that they deal. Racial Mutations and other Special Mutations do not count toward getting this.

Werecreature: The character possesses two forms that they can switch between under certain circumstances. When in their beast form, they can only be returned to their human form if they are knocked unconscious, killed, the sun comes up (if the full moon caused their transformation,) about four hours have passed without exposure to moonlight or being attacked, or if a 20 EP Seal is placed upon them. A character going from beast to human form loses consciousness.
Going from human to beast form can be triggered by the following: Exposure to the light of the full moon, losing a Resistance check against a Charm, Dominate, or Puppeteer effect, being reduced to 0 HP, or being hit by a single attack that deals more than 1/2 the character's hit points in damage. When a character undergoes this transformation, their HP and EP are reset to full and their status effects are all removed, setting them to Fine (the only exception being Pregnant and the various grapple statuses.)
 
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Tassadar

Panda King
Moderator
Nov 10, 2008
16,018
83
#20
Re: DG3.5 Character Creation Thread

Templates

Templates are attributes that can applied to any race so long as that race meets the requirements given by the template.

Lycanthrope
Base Race Requirements: Not Supernatural, Not Warped, Not Naturally Supernatural, and Not Naturally Warped. No Serpentine Body.

A Lycanthrope is a person possessed by an animal spirit. This possession grants them heightened strength, but unlike the symbiotic relationship present in a vampire the two souls are not aligned properly and thus oppose one another, each constantly vying for control of the body. When the beast takes control, the character's will is subsumed by the animalistic spirit locked within them, and they assume a mixed form similar to a bipedal version of whatever beast is possessing them.

Normal Form:
Stat Adjustments: +8 Body.
Racial Flaws: Bloodthirsty
Racial Mutations: Werecreature, Silverbane

When a lycanthrope goes from human to beast form, they gain the following:
Stat Adjustments: +32 body(doesn't stack with the bonus from normal form, so +24 compared to that), Mind and Spirit both become 8. Resistance and Perception are based on Body or stay at pre-transformation number, whichever is higher.
Talents: Unarmed Fighter, Resilient, 2x Pain Resistant, Quick, Perceptive, Stealthy
Skills: Ranger, Strong Willed
Mutations: Clawed Feet, Razor Fingers, Fearsome Maw, Funny ears(wolf ears), Natural attack, Odd Hair, Armored Hide(thick fur), Reverse Jointed Legs, Strange Face, Tail.
A character in beast form cannot use any Powers, Spells, or Succubus Powers.



Elementalkin
Base Race Requirements: Not Naturally Supernatural (without also having Faerie) or Supernatural, does not have the Demon Special Mutation.

Elementalkin, like the race, are those born with a natural affinity for certain elements, such as fire or water. They are most often born to non-corrupted parents and the fey, and this template provides a sample of what they'd look like coming from non-human parents.

Elementalkin gain the following bonuses and penalties.
Stat Adjustments: +8 Mind
Racial Talents: Focus in Element, Greater Energy Pool
Racial Flaws: Fire (Open Soul, Bloodthirsty, Mutated) / Lightning (Easily Aroused, Selfish, Open Soul) / Nature (Lustful, Fertile/Infertile, Sensitive) / Water (Idealistic, Sensitive, Hemophiliac) / Wind (Poor Grappler, Fragile, Cowardly)
Racial Mutations: Naturally Warped, Immunity (Element)
Note: The Element for the Focus Talent and Immunity mutation chosen must reflect the character's favored element, which must be chosen from the following: Fire, Lightning, Nature, Water, or Wind.



Vampire
Base Race Requirements: Not already a vampire. Not a Plant or Daemon. Not a Gemini or Living Slime or Arachne.

A living creature bonded to a dead spirit, resulting in a body that cannot support both souls at once and thus must feed on the life force of others.

Stat Adjustments: +10 Body, +4 Mind, +2 Spirit.
Racial Talents: Healthy, Any One of the following: Shadowmancer, Demonologist, or Necromancer.
Racial Flaws: Selfish, Open Soul, Fetish: Feeding, Phobia: Sunlight, Easily Tired
Racial Mutations: Vampire, Undead, Supernatural, Daylight Weakness, Night Eyes, Damage Reduction 1/2, Fangs
Applying this template to a character of a race that would get a fourth extra Talent for taking a fourth Flaw may no longer do get the fourth extra Talent, regardless of how many Flaws they take.



Wilderhearted
Base Race Requirements: Human, Orc, Elf, Su-Ku-Ta, or non-plant Faerie. If a half-breed, only a combination of those.
Wilderhearted are people that have undergone a ritual to peacefully bond with an ancient spirit animal, gaining animal aspects from the spirit, be it good or bad.
Shared Flaws: Tainted Bloodline
Shared Mutations: Natural Attack, Odd Skin(Tribal Body Markings/Tatoos)
Optional Mutations(Min:2): Night Eyes, Funny Ears, Tail, Odd Skin, Horn, Fangs, Claws, Whip-Tongue, Soft-Skin, Pheromones
Wilderhearts also get to pick which totem animal they've been blessed by: Ursine(Healthy, Resistant, Obvious, Armored Hide), Canine(Perceptive, Skilled(Ranger, Nose for Treasure, Strong Willed), Excitable, Pheromones), Feline(Sneaky, Hard-to-Hit, Fragile, Night Eyes), Avian(Hard-to-Hit, Quick, Poor Grappler, Greater Wings, Sky Clad)
Mutations gained must be in style with the chosen spirit animal.



Spectral Daemon
Lesser daemons, those that have died but risen in power to the point that they can manifest in the real world in spectral form.
Base Race Requirements: None.
Stat Adjustments: None.
Mutations: Spirit Form, Supernatural, Soul Eater, Fettered, Undead.



Cordyrune
Base Race Requirements: Alraune

A variant of alraunes. In terms of appearance they tend to share much in common with their plant-like cousins. Most commonly the only major difference between an alraune and a cordyrune is the growth of green spore pods on their body and that most cordyrunes don't naturally have tentacles. Depending on the climate and area, though, they can be found in almost any color from snow white to a vibrant red, and some take on much more mushroom-like features. Unlike alraunes, they use spores from their pods as a weapon. Also unlike alraunes, instead of a potent aphrodisiac the spores cause a anybody overcome by them to drop to their hands and knees or flop onto their back or otherwise present themselves for the cordyrune. They reproduce mainly through infecting others with their spores.

Mutation Adjustments: Lose Plant and Tentacles. Gain Spore Carrier and Spore Pods.
Optional Mutations: Futanari.

--Special Mutations and Succubus Power accompanying this--​
Spore Carrier: Characters with this mutation are immune to any effects that would damage or drain their EP. Whenever they cum inside another character and would trigger a pregnancy roll or have another character cum in any of their orifices then that character must make a resistance check against them, and if that character loses then it becomes infected. An infected character can only give birth to or sire fungal pods, takes 2d6 (4d6 if they're aroused) resistance damage per round against any target that is suitable for them to impregnate or be impregnated by, becoming aroused once their resistance is depleted at which point their resistance score will be reset and they'll become horny if depleted again, and any other character they have sex with must make a resistance check against the original cordyrune or become infected as well. Egg layers and infertile characters are immune to infection and a universal antidote or greater restoration can cure it. Whenever a character with this mutation (or infected by a character with this mutation) is impregnated or impregnates, unless the creature is an egg layer then the resulting birth will be a fungal pod. Fungal pods lay dormant until conditions are right and then burst, causing nearby creatures to be infected (unless they make a successful resistance check against the mother), and painting the area in spores that will eventually grow into cordyrunes. Characters with this mutation gain the Fungal Shot Succubus Power, and are also immune to the effects of that power and the Pollen Shot power. A character with this mutation is still technically a Plant, and may not take anything that a character with the Plant mutation would be ineligible for but may also use this as the prerequisite for taking anything that a character with the Plant mutation would be eligible for (with the exception of Pollen Shot).

Spore Pods: A character with this mutation gains three spore pods. When these spore pods are used, after a full rest (i.e. one that the character would be able to spend XP after) half will replenish themselves for use the next day and half will be permanently spent, simply not replenishing during the rest (in the event where this would result in half a sporepod, the one that would be split is replenished). If a creature which isn't an egg layer cums inside this character in a fertile orifice, an impregnation roll is made (even if the cordyrune is already pregnant) and on a success they gain or replenish 1 (and an additional +1 if their partner is fertile and +1 if their partner is potent) spore pod. In addition, a character with this mutation has their spore pods explode upon being knocked unconscious or death, forcing creatures within 30 feet of it to make a resistance check versus the character or become paralyzed. They may also induce this explosion while conscious by using three of their spore pods, though they may use any extras after that in order to gain a stacking +5 bonus to their resistance check per extra pod, and paying 5X HP where-in X is the number of pods being used. In any event where the explosion is used, whether willingly or not, all but one of the utilized pods is permanently spent and will fall off over the next several hours.

*Fungal Shot: The character chooses one target creature within 20 feet. That creature must win a Resistance check against the character or become Paralyzed. If the character fails to beat a paralysis DC roll and the paralysis effect was caused by this power, they are also knocked prone. This power requires spore pods from the special mutation to use as ammo, and consumes one for each usage. The character may use multiple spore pods in a single shot in order to inflict multiple instances of paralyzed on an opponent through a single action at a ratio of one extra spore pod to one extra instance of paralyzed (i.e. three spore pods would equal Paralyzed x3 on a target and a DC of 50), but if the character fails the resistance check against their target then every pod used is wasted. This Succubus Power cannot be selected, it must be gained through a mutation.



Member of the <Spring/Summer/Autumn/Winter> Court
Base Race Requirements: Any of the fey races with the exception of angels and alraunes. Other races might be eligible for this template at a GM's discretion, depending on their background.

A member of the fey courts has access to more knowledge in martial, magical, spiritual, and lovers' matters than most, and the available information is even greater depending on the leadership of that court. This character has chosen to pursue that additional knowledge and training at the cost of more balanced training. Note: it is not necessary for a faerie or any other character to use this template to signify their membership of a court, it is simply an option open to characters who are members of a court.

Stat Adjustments: Spring: +4 Spirit, -2 Body, -2 Mind / Summer: +4 Body, -2 Mind, -2 Spirit / Autumn: +4 to the stat of the character's choice, +2 to both other stats / Winter:: +4 Mind, -2 Body, -2 Spirit
Flaws: Autumn: Easily Aroused -or- Excitable -or- Sexual Weakness.


More Races (They didn't fit in the old post)
Ember Draconian
The most recent addition to the Ember Brood, bred with intent of leading the less intelligent Broods. The few traits shared between one Draconian and another is their innate physical might, glowing blood and draco-demonic heritage. With looks ranging from demi-human to monstrous, they are a varied breed. With bodies and minds as varied as they are scarce in numbers, and with the young age of even the oldest among them, they are eager to explore the world, and to possibly carve out a name or territory, if not both, for themselves and their kind.
'Half-Blood' is a name given to the offspring that doesn't fully manifest themselves as one of the Ember Brood, instead ending up a hybrid between a Draconian and the race of their non-Brood parent, and while they are seen and accepted as part of the extended family, they are at the very bottom of the hierarchy, unlike the Pure Draconians that are at the very top of it.
Stat Adjustments: +12 Body, +6 Mind, +6 Spirit
Racial Talents: Grapple Expert*, (Focus in Fire OR Dragonfire Adept)
Racial Flaws: Sluggish*, Obvious, Mutated, Weakness(Cold Damage), Fetish(Warmth/Heat)
Racial Mutations: Supernatural, Corruptive, Demon, Ember Blooded, Dragonblooded, Immunity(Fire), Natural Attack, Tail, Glowing Skin, Egg Layer
Optional Mutations: Serpentine Body*, Night Eyes, Whip Tongue, Odd Skin, Armored Hide, Horns, Claws, Glowy Fluids, Wings
Special: Grapple Expert and Flawed are only gained if the character pick Serpentine Body as optional mutation during creation.
Hybriding: A Half-breed/hybrid Ember Draconian character do not get the Dragonfire Adept Talent choice, Corruptive and Immunity(Fire) special mutations, and Egg Layer is optional, but they get Fire Damage Reduction ½ special mutation instead of the latter. A Hybrid Ember Draconian may optionally forego the Focus in Fire talent and Weakness(Cold) flaw.
All Mutations chosen have to be draconic, volcanic or demonic in appearance. These flavor requirements are slightly less strict when hybriding. Picking the Mutated flaw does not count towards additional Talent selection.

Oni
The result of long term breeding between demons and orcs, this rare breed lives almost exclusively within the mountains between Crolia and the Amazon. Coming in a wide range of skin colors, these demonic orcs are incredibly powerful physically but generally unruly and undisciplined. They are famed for their alcoholism, and rightly so given that alcohol has a slightly different reaction with their physiology.
Stat Adjustments: +12 Body, +4 Spirit.
Racial Talents: Pain Resistant, Hard Hitter.
Racial Mutations: Horns, Odd Skin, Warped, Oni Alcoholism, Demon.
Racial Flaws: Fertile/Infertile, Mutated, Bloodthirsty, Easy to Hit.
 
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