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Re: DG3.5 Character Creation Thread
Equipment!
Weapons
Armor
Shields
Equipment!
Weapons
Melee Weapons
Ranged Weapons
Special Weapons
One Handed Swords
Examples: Longswords, daggers, machetes, scimitars, wakizashi.
2d6 + Body/2
Two Handed Swords
Examples: Greatswords, claymores, nodachi.
2d12 + 1 + Body/2
Bastard Swords
Examples: Broadswords, katana.
1d12 + 1 + Body/2, deals +6 damage if used in two hands. Takes a -3 penalty to attack rolls.
One Handed Blunt Weapons
Examples: Truncheons, clubs, maces, sticks.
2d4 + 2 + Body/2
Two Handed Blunt Weapons
Examples: Staffs, greatclubs, heavy maces, flails.
2d8 + 5 + Body/2
Shortened Polearms (One Handed)
Examples: Hand axes, short spears.
4d5 - 4 + Body/2
Polearms
Examples: Scythes, halberds, spears, pikes, greataxes.
2d10 + 3 + Body/2
Unarmed
Base Damage: 2d4 + Body/4
Improved Damage: 1d8 + 2 + Body/2
Note: Unarmed can be used as the secondary attack for the purposes of two weapon fighting. It does not, however, count as the primary weapon, nor does it qualify for Dueling.
Examples: Longswords, daggers, machetes, scimitars, wakizashi.
2d6 + Body/2
Two Handed Swords
Examples: Greatswords, claymores, nodachi.
2d12 + 1 + Body/2
Bastard Swords
Examples: Broadswords, katana.
1d12 + 1 + Body/2, deals +6 damage if used in two hands. Takes a -3 penalty to attack rolls.
One Handed Blunt Weapons
Examples: Truncheons, clubs, maces, sticks.
2d4 + 2 + Body/2
Two Handed Blunt Weapons
Examples: Staffs, greatclubs, heavy maces, flails.
2d8 + 5 + Body/2
Shortened Polearms (One Handed)
Examples: Hand axes, short spears.
4d5 - 4 + Body/2
Polearms
Examples: Scythes, halberds, spears, pikes, greataxes.
2d10 + 3 + Body/2
Unarmed
Base Damage: 2d4 + Body/4
Improved Damage: 1d8 + 2 + Body/2
Note: Unarmed can be used as the secondary attack for the purposes of two weapon fighting. It does not, however, count as the primary weapon, nor does it qualify for Dueling.
Ranged Weapons
Note: Ranged weapons use the range increments bit of the system. See the rules post detailing combat, or the link below.
Pistols
Badarian Handcannon
4d10 + 3, 10 foot range, 1 shot, 1 round reload, ignores 8 AV
Badarian Revolver
2d8 + 6, 30 foot range, 5 shots, 2 round reload, ignores 4 AV
Su-Ku-Ta Wargun
3d6 + 6, 35 foot range, 3 shots, 2 round reload, ignores 8 AV
Su-Ku-Ta Hand Repeater:
2d8 + 3, 15 foot range, 7 shots, 1 round reload, ignores 4 AV
Rifles
Badarian Breach Loader
3d8 + 8, 35 foot range, 1 shot, 1 round reload, ignores 8 AV
Badarian Lever Action Rifle
2d12 + 8, 30 foot range, 6 shots, 3 round reload, ignores 8 AV
Badarian Shotgun
3d12 + 12, 20 foot range, 2 shots, 2 round reload
Su-Ku-Ta Sniper Rifle
4d10, 60 foot range, 1 shot, 3 round reload, ignores 16 AV
Su-Ku-Ta Bolt Action Rifle
4d6 + 9, 35 foot range, 5 shots, 3 round reload, ignores 12 AV
Su-Ku-Ta Assault Rifle
2d8 + 6, 20 foot range, 10 shots, 2 round reload, ignores 8 EV
Make Your Own!
Crossbows
Hand Crossbow
4d6 + 6, 30 foot range, 1 shot, 1 round reload
Light Crossbow
3d6 + 12, 40 foot range, 1 shot, 1 round reload
Heavy Crossbow
3d8 + 9, 45 foot range, 1 shot, 2 round reload, ignores 8 AV
Repeating Crossbow
3d6 + 6, 25 foot range, 11 shots, 2 round reload
Primitive Ranged Weapons
The Bow
2d8 + 6 + Body/3, 50 foot range
The Sling
3d8 + Body/3, 20 foot range
Throwing Weapons
Javelins
4d6 + Body/4, 25 foot range, come in packs of 4, gives a -4 penalty to the target's Speed if hit
Throwing Knives
2d12 + Body/4, 10 foot range, come in packs of 5, deals +2d6 damage if used in a sneak attack
Throwing Axes
3d10 + Body/4, 15 foot range, come in packs of 3
You must be registered to see the links
Pistols
Badarian Handcannon
4d10 + 3, 10 foot range, 1 shot, 1 round reload, ignores 8 AV
Badarian Revolver
2d8 + 6, 30 foot range, 5 shots, 2 round reload, ignores 4 AV
Su-Ku-Ta Wargun
3d6 + 6, 35 foot range, 3 shots, 2 round reload, ignores 8 AV
Su-Ku-Ta Hand Repeater:
2d8 + 3, 15 foot range, 7 shots, 1 round reload, ignores 4 AV
Rifles
Badarian Breach Loader
3d8 + 8, 35 foot range, 1 shot, 1 round reload, ignores 8 AV
Badarian Lever Action Rifle
2d12 + 8, 30 foot range, 6 shots, 3 round reload, ignores 8 AV
Badarian Shotgun
3d12 + 12, 20 foot range, 2 shots, 2 round reload
Su-Ku-Ta Sniper Rifle
4d10, 60 foot range, 1 shot, 3 round reload, ignores 16 AV
Su-Ku-Ta Bolt Action Rifle
4d6 + 9, 35 foot range, 5 shots, 3 round reload, ignores 12 AV
Su-Ku-Ta Assault Rifle
2d8 + 6, 20 foot range, 10 shots, 2 round reload, ignores 8 EV
Make Your Own!
Seek GM approval for any custom made weaponry. For adding optional things, like needing to properly brace the weapon or even needing a crew to reload, also consult with a GM. I have final say on any given weapon.
BASE
Damage: 2d6, AV 0
Range: 10 ft
shots: 1
Reload: 1t
Points for construction
16 for two-handed; 12 for one-handed.
+1 ammo - 1 pt
5 ft rng - 1 pt
+1.5 dmg - 1 pt, must have an even number of these
+4 AV ignore - 1 pt
+1 dice (i.e. 2d6 to 3d6) - 2 pts
+1 dice step (i.e. 2d6 to 2d8) - 2 pts
+/-1 reload turns - -3/+3 pts
+1 EV - 2 pts
BASE
Damage: 2d6, AV 0
Range: 10 ft
shots: 1
Reload: 1t
Points for construction
16 for two-handed; 12 for one-handed.
+1 ammo - 1 pt
5 ft rng - 1 pt
+1.5 dmg - 1 pt, must have an even number of these
+4 AV ignore - 1 pt
+1 dice (i.e. 2d6 to 3d6) - 2 pts
+1 dice step (i.e. 2d6 to 2d8) - 2 pts
+/-1 reload turns - -3/+3 pts
+1 EV - 2 pts
Crossbows
Hand Crossbow
4d6 + 6, 30 foot range, 1 shot, 1 round reload
Light Crossbow
3d6 + 12, 40 foot range, 1 shot, 1 round reload
Heavy Crossbow
3d8 + 9, 45 foot range, 1 shot, 2 round reload, ignores 8 AV
Repeating Crossbow
3d6 + 6, 25 foot range, 11 shots, 2 round reload
Primitive Ranged Weapons
The Bow
2d8 + 6 + Body/3, 50 foot range
The Sling
3d8 + Body/3, 20 foot range
Throwing Weapons
Javelins
4d6 + Body/4, 25 foot range, come in packs of 4, gives a -4 penalty to the target's Speed if hit
Throwing Knives
2d12 + Body/4, 10 foot range, come in packs of 5, deals +2d6 damage if used in a sneak attack
Throwing Axes
3d10 + Body/4, 15 foot range, come in packs of 3
Special Weapons
Some weapons cannot be accurately fit into any of the above categories. They are listed here, with their rules explicitly stated.
Whips/Chains
These weapons have a range of 10 feet, and may be used to initiate a Grapple attempt against an enemy.
One Handed: Deal 1d8 + 1 + Body/2 damage.
Two Handed: Deal 2d8 + 3 + Body/2 damage.
Gauntlets/Knuckledusters/etc
These weapons enhance unarmed damage, and is all. Using them causes the character to deal damage as if they had the Unarmed Fighter Talent if they don't have said Talent, or grant an additional +3 bonus to damage if they do. In addition, these can be enchanted like any other weapon.
Combo Weapons
These weapons are 2 or more normal weapons combined together, allowing a character to switch between them without having to spend an action. Any penalties that might come with wielding a weapon are active, even if the character isn't using that part of the combo weapon. Certain enhancements affect all parts of a combo weapon, while others only enhance a part of it. Enhancements that add to the whole thing cost an additional 50% per weapon beyond the first (so combo weapons with 2 parts cost 150%, 3 parts 200%, 4 parts 250%, etc.) If a cost is in parts, the character must pay the added cost in denarii or add additional instances of the required parts.
Enhancements that affect the entirety of a combo weapon:
+2 attack/damage for 50 denarii
AV ignore from an angel's feather.
+4 attack/damage from dragon parts.
Whips/Chains
These weapons have a range of 10 feet, and may be used to initiate a Grapple attempt against an enemy.
One Handed: Deal 1d8 + 1 + Body/2 damage.
Two Handed: Deal 2d8 + 3 + Body/2 damage.
Gauntlets/Knuckledusters/etc
These weapons enhance unarmed damage, and is all. Using them causes the character to deal damage as if they had the Unarmed Fighter Talent if they don't have said Talent, or grant an additional +3 bonus to damage if they do. In addition, these can be enchanted like any other weapon.
Combo Weapons
These weapons are 2 or more normal weapons combined together, allowing a character to switch between them without having to spend an action. Any penalties that might come with wielding a weapon are active, even if the character isn't using that part of the combo weapon. Certain enhancements affect all parts of a combo weapon, while others only enhance a part of it. Enhancements that add to the whole thing cost an additional 50% per weapon beyond the first (so combo weapons with 2 parts cost 150%, 3 parts 200%, 4 parts 250%, etc.) If a cost is in parts, the character must pay the added cost in denarii or add additional instances of the required parts.
Enhancements that affect the entirety of a combo weapon:
+2 attack/damage for 50 denarii
AV ignore from an angel's feather.
+4 attack/damage from dragon parts.
Armor
AV = Armor Value. How much this armor adds to your Armor stat.
EV = Encumbrance Value. How much this armor decreases your character's Speed, Base Casting and Spirit Ceiling when worn. In addition, a character takes a penalty equal to twice this value to their Stealth stat. Note: EV cannot decrease Speed below 1, and also cannot decrease Base Casting or Spirit Ceiling below 3.
TP = Tearing points. How much damage a piece of armor can take before it falls apart. Any armor other than basic clothing reduced to 0 TP can be repaired, but not worn. For determing how much it costs to repair armor, see the Combat, Grappling, and You section of the Rules post.
DU = Durability. Whenever your character takes any amount of damage from an outside source, the amount prior to subtracting AV gets divided by this number and then subtracted from the armor's TP.
Armor can be weaker or stronger against certain types of physical damage. If a particular piece of armor has one or both, it will be indicated after the stats of that armor. Armor has its AV bonus halved against attacks of the type they are weak to, and its AV doubled against attacks of the type they are strong to.
Clothes: AV = 1, EV = 0, TP = 25, DU = 2.
(2 denarii)
Cloth
Leather Armor: AV = 5, EV = 1, TP = 30, DU = 3.
(5 denarii)
Leather
Battlemage's Robes: AV = 7, EV = 0, TP = 25, DU = 1.
(10 denarii)
Cloth
Badarian Flack Jacket: AV = 8, EV = 3, TP = 30, DU = 2. Weak against Bludgeoning. Strong against Piercing. Weak against Slashing. Bullet Resistant (only attacks that ignore all AV ignore defense granted by this armor)
(20 denarii)
Metal
Elven Bramble Armor: AV = 8, EV = 1, TP = 30, DU = 2. Weak against Slashing. Strong against Piercing.
(20 denarii)
Wood
Elven Warplate: AV = 12, EV = 3, TP = 30, DU = 4. Weak against Bludgeoning. Strong against Piercing.
(30 denarii)
Wood
Breastplate: AV = 12, EV = 4, TP = 50, DU = 4.
(30 denarii)
Metal
Chainmail: AV = 10, EV = 3, TP = 40, DU = 5. Weak against Piercing. Strong against Slashing.
(25 denarii)
Metal
Scale Mail: AV = 13, EV = 5, TP = 40, DU = 5.
(30 denarii)
Metal
Orcish Battle Armor: AV = 14, EV = 4, TP = 30, DU = 3. Weak against Slashing. Strong against Piercing.
(35 denarii)
Metal or Leather
Splint Mail: AV = 16, EV = 8, TP = 50, DU = 6.
(40 denarii)
Metal
Plate Armor: AV = 20, EV = 10, TP = 60, DU = 5.
(50 denarii)
Metal
EV = Encumbrance Value. How much this armor decreases your character's Speed, Base Casting and Spirit Ceiling when worn. In addition, a character takes a penalty equal to twice this value to their Stealth stat. Note: EV cannot decrease Speed below 1, and also cannot decrease Base Casting or Spirit Ceiling below 3.
TP = Tearing points. How much damage a piece of armor can take before it falls apart. Any armor other than basic clothing reduced to 0 TP can be repaired, but not worn. For determing how much it costs to repair armor, see the Combat, Grappling, and You section of the Rules post.
DU = Durability. Whenever your character takes any amount of damage from an outside source, the amount prior to subtracting AV gets divided by this number and then subtracted from the armor's TP.
Armor can be weaker or stronger against certain types of physical damage. If a particular piece of armor has one or both, it will be indicated after the stats of that armor. Armor has its AV bonus halved against attacks of the type they are weak to, and its AV doubled against attacks of the type they are strong to.
Clothes: AV = 1, EV = 0, TP = 25, DU = 2.
(2 denarii)
Cloth
Leather Armor: AV = 5, EV = 1, TP = 30, DU = 3.
(5 denarii)
Leather
Battlemage's Robes: AV = 7, EV = 0, TP = 25, DU = 1.
(10 denarii)
Cloth
Badarian Flack Jacket: AV = 8, EV = 3, TP = 30, DU = 2. Weak against Bludgeoning. Strong against Piercing. Weak against Slashing. Bullet Resistant (only attacks that ignore all AV ignore defense granted by this armor)
(20 denarii)
Metal
Elven Bramble Armor: AV = 8, EV = 1, TP = 30, DU = 2. Weak against Slashing. Strong against Piercing.
(20 denarii)
Wood
Elven Warplate: AV = 12, EV = 3, TP = 30, DU = 4. Weak against Bludgeoning. Strong against Piercing.
(30 denarii)
Wood
Breastplate: AV = 12, EV = 4, TP = 50, DU = 4.
(30 denarii)
Metal
Chainmail: AV = 10, EV = 3, TP = 40, DU = 5. Weak against Piercing. Strong against Slashing.
(25 denarii)
Metal
Scale Mail: AV = 13, EV = 5, TP = 40, DU = 5.
(30 denarii)
Metal
Orcish Battle Armor: AV = 14, EV = 4, TP = 30, DU = 3. Weak against Slashing. Strong against Piercing.
(35 denarii)
Metal or Leather
Splint Mail: AV = 16, EV = 8, TP = 50, DU = 6.
(40 denarii)
Metal
Plate Armor: AV = 20, EV = 10, TP = 60, DU = 5.
(50 denarii)
Metal
Shields
Shields are items held in one hand and used to protect the character holding it against attacks. Increases a character's Dodge stat by some amount when equipped, but cause the wielder to be slowed slightly due to the added weight. They can also be used offensively in the form of a Shield Bash.
DB = Dodge Bonus. How much your character gets added to their Dodge stat while using the shield.
EV = Encumbrance Value. Just like armor.
All shields deal 3d6 + Body/3 damage when used to shield bash.
Buckler: DB = 6. EV = 0.
Round Light Shield: DB = 8. EV = 1.
Targe: DB = 6. EV = 1. Deals Piercing or Bludgeoning damage, plus an additional +6 damage when used to shield bash.
Round Heavy Shield: DB = 10. EV = 2. Deals +4 damage when used to Shield bash.
Kite Shield: DB = 12. EV = 2.
Tower Shield: DB = 15. EV = 4.
DB = Dodge Bonus. How much your character gets added to their Dodge stat while using the shield.
EV = Encumbrance Value. Just like armor.
All shields deal 3d6 + Body/3 damage when used to shield bash.
Buckler: DB = 6. EV = 0.
Round Light Shield: DB = 8. EV = 1.
Targe: DB = 6. EV = 1. Deals Piercing or Bludgeoning damage, plus an additional +6 damage when used to shield bash.
Round Heavy Shield: DB = 10. EV = 2. Deals +4 damage when used to Shield bash.
Kite Shield: DB = 12. EV = 2.
Tower Shield: DB = 15. EV = 4.
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