Castlevania: Difference between revisions
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==Monsters== | ==Monsters== | ||
The following are /tg/ created statblocks for Castlevania monsters, should you want to convert the Castlevania vidya games into a Dungeons-and-Dragons type of system. | The following are /tg/ created statblocks for many of Castlevania's more iconic or unique monsters, should you want to convert the Castlevania vidya games into a Dungeons-and-Dragons type of system. | ||
*'''Spittlebone''' | *'''Spittlebone''' | ||
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''Spider Climb(Sp)'': A Spittlebone can traverse any surface, even vertical ones, with perfect ease as though permanently affected by a Spider Climb spell. If this effect is dispelled for any reason the Spittlebone may resume it as a free action on its turn. | ''Spider Climb(Sp)'': A Spittlebone can traverse any surface, even vertical ones, with perfect ease as though permanently affected by a Spider Climb spell. If this effect is dispelled for any reason the Spittlebone may resume it as a free action on its turn. | ||
*'''Venus Weed''' | *'''Venus Weed'''(a.k.a. Alraune) | ||
<pre> | <pre> | ||
Large Fey | Large Fey |
Latest revision as of 14:55, 20 June 2023
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This is a /v/ related article, which we tolerate because it's relevant and/or popular on /tg/... or we just can't be bothered to delete it. |
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"Die, monster! You don't belong in this world!"
- – Richter Belmont
"What is a man? A miserable little pile of secrets! But enough talk... HAVE AT YOU!"
- – Drac himself, returning Richter's ham
Castlevania is a classic series of platform games, where the player controls a vampire/monster hunter that fights vampires (with a whip), other undead, and most everything else you can think of. Early games were infamous for their difficulty, but when the series took a turn to what people call "Metroidvania" the difficulty dropped in favor of exploration, cool level design, and (somewhat rarely) Awesome story ideas. The newer games are a bit too /v/ for most of /tg/'s liking (as well as the bulk of the Castlevania fanbase). Konami's sudden pachinko and mobile gaming obsession unfortunately ensures that there won't be any future entries for a long while, if at all. In the meantime, enjoy the animeesque series created for Netflix.
Since the series is popular, some people decided to come up with a Dungeons & Dragons-style datasheets for stuff from the series, effectively turning the franchise into a setting. Pathfinder outright includes the normally unkillable Bloody Skeleton in its core Bestiary (which are a favorite of player-controlled necromancers since the investment in them is hard to lose) and the Medusa (be)Head(ed) enemy as a monster in the Carrion Crown adventure path.
The usual resulted.
Gameplay[edit | edit source]
The earliest Castlevanias are known for their challenging difficulty; the appeal of the gameplay is comparable to that of other platformers like Mega Man. Although mobility and attack options are limited, they are such that games are won by skill banging your head on bullshit puzzles that are impossible to solve unless you buy the Official Strategy Guide, which was Nintendo's plan all along, not luck. Starting with Symphony of the Night, the series took on a more exploratory and RPG approach not completely dissimilar to the Metroid series, which lead to the coining of the phase, "Metroidvania" or "Igavanias" (from Koji "Iga" Igarashi, the producer of the series).
Being sidescrollers, early Castlevanias have the player advancing from left to right as they're assaulted by various creatures of the night with the player's usual method of attack being a metal whip called the Vampire Killer, the iconic weapon of the game. This whip has moderate range, such that enemies can be dispatched from a safe distance and is the main weapon of most Castlevanias. When the Vampire Killer isn't present, player characters tend to make use of a variety of weaponry ranging from various swords and shields to spears and staves.
Common gameplay mechanics throughout the series include smashing sources of light to collect hearts (which don't recover health) and/or secondary weapons which are fueled by said hearts. Common sub-weapons include throwing-daggers, throwing-axes, crosses that function as boomerangs, holy water that causes fire to erupt from the ground, and watches that stop time. Starting in Rondo of Blood/Dracula X, players gain an ability called "Item Crash" which unleashes a powered-up version of the equipped sub-weapon at the cost of a chunk of hearts. While the sidescrolling Castlevanias tend to be linear with players going level to level, exploration-based Castlevanias naturally have save points in various areas. Beyond these common mechanics, there are numerous game mechanics that only appear in specific games such Castlevania 64's day & night cycle and time limit or Portrait of Ruin's dual protagonists.
It goes without saying that 3D Castlevanias are overall not nearly as well received as any of the classic Castlevanias or Igavanias, try as they might to translate the 2D gameplay to a 3D format. Most of the 3D Castlevanias suffer from poor or stiff controls and camera problems which, coupled with recycled environments and repetitive hallways, can be off-putting. Players will find themselves locked in rooms, facing various mobs and doing precarious platforming with varying levels of annoyance. Regardless, all of these games contribute something noteworthy to the legacy of Castlevania and its evolution before the series was tragically slain and its corpse used in the making of various pachislot games.
Storyline[edit | edit source]
The Story of Castlevania takes place over centuries, covering the heroic efforts of many in their attempts to fight back the creatures of the night and defeat the Lord of Darkness himself, Dracula. The basic plot of many games boils down to Dracula being revived and the protagonist(s) setting out to defeat him at all costs. Even in games where Dracula starts off dead, the main goal is typically to stop him from rising again by stopping antagonists that are actively trying to revive him using sacrifices and convoluted schemes. Story-wise, the Belmont family are the main characters of the games since they wield the Vampire Killer, but many installments involve the absence of the Belmonts and the need for somebody else to substitute.
The very first Castlevania is not the first slaying of Dracula in the overall story, as there are many prequels that detail events that transpired between Dracula's birth and his defeat by Simon Belmont. There are several retcons that occur throughout the history of the series with certain games being completely removed from the timeline or events being vague in their placement (Castlevania Judgement). All in all, most Castlevania games can be placed in one unified timeline starting with the Belmonts' Eternal Vow to defeat the Forces of Darkness to Dracula's final death and defeat of his successors.
Aesthetic[edit | edit source]
One important note: Between all the games below, Castlevania has become at least as much a design aesthetic as a game series.
This aesthetic includes:
- Clockpunk, even before clocks were invented.
- Gothic horror.
- As much of the classic Universal monster library and medieval demonology as will fit in the console at hand.
- References to classic horror in general.
- Lots of what TVTropes calls "Ham and Cheese", usually from Dracula.
- Anime design principles. Not typical modern stuff, mind, but the old kind of anime that featured lots of blood and guts and ultra-violence.
- Leather armor on the Belmont (or Belmont equivalents), stylish and fancy suits on the vampires, and a tendency towards "combat waifu" design on the women. Plated armor is for enemies.
- A musical style that mixes the Baroque and Modern Action Music (by the latter, we mean more or less Rock, especially electric guitar, with some Techno and Metal elements as appropriate as well), almost always in a minor key.
The fact that it was so much an aesthetic is reflected in the fact that Igarashi was able to create Bloodstained: Ritual of the Night, a highly-successful continuation of the gameplay and aesthetic sides of the series without using the Castlevania name.
Canon Games[edit | edit source]
Lament of Innocence (Castlevania 0)[edit | edit source]
A long time ago, during the year 1096, there were two knights who were friends; Baron Leon Belmont, and Baron Mathias Cronqvist. Leon was the fighter, Mathias the tactician and scholar. Together they lead a company of knights who were greatly successful during the First Crusade. During the crusade, Mathias's wife Elisabetha had taken ill and died. Mathias cursed God's name, and decided that if He would take away Mathias's wife while he was fighting God's war, Mathias would defy him and live forever. Using his knowledge of alchemy, specifically in utilizing the souls of beings to grant power and gain dominion over them, Mathias created a magic gem called the Crimson Stone which, when filled with the soul of a Vampire, would grant him immortality without being bound to any master.
Castlevania 3: Dracula's Curse (Castlevania 1)[edit | edit source]
The Eastern Orthodox Church sent the armies of Europe to slay Dracula, who became additions to Dracula's army of the undead. Without any other option, the Church secretly called upon the Belmonts, who have been pushed to the fringes of society by the fearful populace, to put Dracula to death. In 1476, Trevor Belmont reached the edge of Dracula's castle and fought his way through. Along the way, he was joined by a former thief named Grant Danasty (whose entire family had been killed by Dracula when the nobles of Wallachia rebelled against him, followed by Grant being turned into a giant hulking brute when he attempted to get revenge), Sypha Belnades (a witch who's parents were killed by the same riots that killed Lisa, who grew up at a monastery and befriended the remaining Feyfolk unaligned with Dracula before becoming an official assassin of the Church), and finally Alucard (The son of Dracula and a human woman who was burned as a witch, in his first appearance before his more famous appearance in Symphony).
Curse of Darkness (Castlevania 2)[edit | edit source]
The story now focuses on two humans, Hector and Isaac, who served Dracula as Devil Forgemasters, i.e.: they actually created many of the monsters you fight in the games. When Trevor Belmont and his friends went after Dracula, Hector was having a crisis of faithless, and left Dracula's service. Isaac was mad about that, and got Hector's wife killed.
To simplify a lot of time-wasting plot, there's two characters who appear constantly; a monk named Zead who is actually Death in disguise guiding Hector into killing Isaac and becoming Dracula's new body, and Saint Germaine who is dressed like a flamboyant Victorian ringmaster/gentleman and is Death's arch-nemesis as well as a time-traveler. Germain is the strangest part of the Castlevania canon, seemingly only being there to lead into a crappy fighting game called Castlevania: Judgement that he doesn't even appear in, and may be part of a dropped plot for the series which was largely killed after this game.
Castlevania: The Adventure/Castlevania: The Belmont Legacy (Castlevania 3)[edit | edit source]
Originally a Gameboy (not Color, not Advance, not DS; that big blocky black and white screen Gameboy that sucked batteries like Drac himself during a heatwave) game, the story was later retold in a short comicbook series released by IDW. Initially there was confusion as to who the main character was, since the English version of the game box, manual, and advertising stated that Simon (a later Belmont) was the main character when in fact it was Christopher, a new member of the family. Since this was around the time that Castlevania's storyline was actually beginning to link game to game, Konami had to clear up the mystery of the Belmont family and timelines by clarifying it goes Trevor, then Christopher, then Simon (the original Belmont video game hero) with Leon being added later as the one that preceded Trevor.
Castlevania II: Belmont's Revenge (Castlevania 4)[edit | edit source]
Yet another original Gameboy game.
Christopher's son, Soleiyu Belmont, had been turned into a demon/vampire by Dracula on the day he was to be passed control of the family and the Vampire Killer in 1591. Christopher first had to conquer four castles held by Dracula's minions.
Vampire Killer/Castlevania/Haunted Castle/Super Castlevania 4/Castlevania Chronicles (Castlevania 5)[edit | edit source]
The very first Castlevania game, starring a Belmont that looks like Arnold Schwarzenegger Conan The Barbarian and He-Man had a lovechild that stole Indiana Jones's whip. First released for the floppy disk (look it up, kids) peripheral for the Famicom, AKA Japanese NES. Americans then Europeans got it as a cartridge game later, before it was ported back to Japan as a cartridge not long before the launch of the Super Nintendo/Super Famicom. To date, the game has had a grand total of seven rereleases with the most recent ones being graphical and control upgrades.
Castlevania 2: Simon's Quest (Castlevania 6)[edit | edit source]
What a horrible night to have a curse!
7 years after the events of Castlevania, Simon slowly starts to die from a curse that was placed on him by Dracula in their last fight. Simon goes to his family graveyard to pray, when he meets a old woman who tells him about the curse. After this, Simon must find 5 remains of Dracula that were found and hidden by his followers in 5 mansions and burn them to stop the curse.
Castlevania: Harmony Of Dissonance (Castlevania 7)[edit | edit source]
Juste the stand users goes against DRA Zu Wardo.
Dracula X: Rondo Of Blood (Castlevania 8)[edit | edit source]
Dracula X: Rondo Of Blood was a new game with a new Belmont named Richter on the PC and eventually the PSP and Wii Virual Console. Belmont comes to a town in fire as Dracula’s minions pillaged and despoiled the lands, but not after capturing several maidens to be used for sacrifices. It features a kickass soundtrack, dozens of levels, and a new playable character in the name of Maria Renard: A girl with animal influence and a double jump, but twice the damage taken and given. Shaft also makes his debut. This is the game that takes place immediately before Symphony of the Night, as that starts at the point where Rondo ends; Richter fighting Dracula.
Castlevania: Symphony Of The Night (Castlevania 9)[edit | edit source]
Now this is the one people probably remember fondest, the PS1 darling which paved the way for an entirely new genre of gaming as well as a more in-depth look at edgelord darling Alucard, who was now the lone playable character.
After the intro which was just the end of Rondo - even including the part where Richter can get his ass bailed out by a little girl. Dracula was considered very much dead at this point with absolutely no hope of returning again...
Except not. 1796 rolls around and Richter Belmont ends up missing while Castlevania returns with seemingly no presence of its owner. Alucard is awakened, concerned about what this all means, and he is also accompanied by a grown-up Maria Renard on her own hunt for Richter.
As it turns out, Richter was indeed here all along, claiming himself to be the new owner for some stupid reason. Alucard is given some glasses by Maria and manages to undo Richter's mind control to reveal the real perpetrator: SHAFT! Shaft was a cultist dedicated to bringing back Dracula and wipe out the Belmont Clan. He fails. Drac re-extends his offer to his son to join forces and kill humanity and avenge his mother (Since Al's mother was burned for being a witch), Al tells the old man to stuff it (His mom made him promise that he wouldn't come to try and wipe out humanity despite being a bunch of pricks). Cue one road trip through a Castlevania turned upside-down, and they fight again. Alucard manages to do away with his father and reminds him of his mother's last wish, which finally gets through to the old bastard (even though he comes back to do the same shit again). With nothing left mooring him, Alucard resolves to end his damned bloodline and vanish into nothingness while Maria is conflicted because she kinda got the hots for a half-vampire.
Castlevania: Order Of Ecclesia (Castlevania 10)[edit | edit source]
Following the adventures of Richter Belmont, there's a group called the Order of Ecclesia who intend to take the Belmonts' place as demon hunters. Their main claim to this is the Dominus Glyphs (essentially the same thing as Soma does, except now there are three slots to do shit with and less shopping with souls).
Shanoa is a woman of this order who is meant to be the next bearer of these glyphs, but they're suddenly stolen by Albus, a colleague. She runs into a deserted village and discovers that its inhabitants have been abducted by Albus, suspiciously interested in their blood. Even more suspicious, Albus even gives away two of the big Dominus Glyphs after some quick matches. At the end of this hunt, she finds out that Albus was possessed by the last glyph and his intentions with the villagers? Turns out they're all descendants of the Belmont bloodline and his hope was that their blood would help him control the glyph from overwhelming him. He dies and Shanoa takes the glyph and Albus' soul, realizing that her emotions and past were all stripped from her.
So she confronts her master about all this. Turns out that he was actually planning to resurrect Dracula (SURPRISE!) and by dying, brings back Castlevania. Now with the full power of Dominus, she has to run her way on through and fight off the big guy. The issue here's that doing so quite literally requires someone to sacrifice their life. Well, Shanoa still had a body, so it fell upon Albus to take her place and give her back her memories.
Castlevania: Legacy Of Darkness (Castlevania 11)[edit | edit source]
The second Castlevania game released for the Nintendo 64, this was a prequel to Castlevania 64 despite being released after the first in 1999.
The protagonist this time is Cornell, a member of a werewolf tribe who sees his settlement burned to the ground and his sister kidnapped by Drac's minions. Along the way of tracking his sister's scent, he's harassed by Ortega, a rival werewolf who joined forces with Drac for the chance to finally come out victorious. This rivalry comes back many times, only finally ending right before facing Dracula, though this also required Cornell to burn out his werewolf powers and inadvertently seal the doom of the ritual needed to restore ol' fangface to his full power.
Castlevania 64 (Castlevania 12)[edit | edit source]
As the title indicates, this was the first Castlevania game released for the Nintendo 64. It's Also the first to use a day/night cycle and a timer which determines whether or not you get the good ending. Because evil decides to not faff about now of all times.
1852 sees Dracula's power returning again, so it falls upon Reinhart Schneider, descendant of the Belmonts, and magician Carrie Fernandez to stop this. They're initially harassed by an aristocrat vampire type, whom pretty much fits the bill of being Dracula. They find allies in an old vampire hunter, a seemingly friendly vampire hunter, a demonic merchant, and a strange boy.
Failing to reach the deadline sees the vampire hunter killed by the vampire and thus both die with the threat seemingly vanquished. Succeeding sees the heroes kill the vampire to realize that he's not really Drac and it's really the kid, whom then sucks everyone into an alternate dimension to fight his new monster-mode.
Intermission Lore[edit | edit source]
The events of Bram Stoker's novel Dracula takes place around this time. Quincy Morris, a character from the novel, Had a son in this timeline named John Morris, who would take up the Vampire Killer years later.
Castlevania: Bloodlines (Castlevania 13)[edit | edit source]
This was the only game to appear on a Sega console, in this case the Genesis/Mega Drive. Taking place around World War I, John Morris takes up the Vampire Killer and joins forces with the spear-wielding Eric Lacarde to battle the vampiress Elizabeth Bathory-er, Bartley, a real-life noblewoman who tried to maintain her youth by bathing in the blood of virgin maidens.
Castlevania: Portrait Of Ruin (Castlevania 14)[edit | edit source]
A direct sequel to Bloodlines, and as such, takes place during World War II. Jon Morris' son Johnathan and his spell-slinging childhood friend Charlotte Aulin investigate the sudden reappearance of Castlevania, which was brought forth by a grieving vampire named Brauner, who lost his daughters to the war. The game allows you to control both Johnathan and Charlotte together, with one following behind the other, and the player able to switch between them on the fly.
Intermission Lore[edit | edit source]
Frustrating as a time skip to Castlevania fans due to the massive events. In 1999 there is a war called the "Demon Castle War" which is essentially World War 3 (when Nostradamus predicted another World War supposedly) during an eclipse where the fate of the world would be decided. The reason the Belmonts took a break from using the Vampire Killer was to save their strength for this war. Alucard acted as a secret agent wearing sunglasses, and the nations of the world fought against Dracula's infinite monster hordes as Julius Belmont defeated Dracula for the last time, killing him for real at long last somehow. That time travel asshole from Curse Of Darkness, Saint Germain, also played a part apparently. No, Konami never made a game about this cataclysmic battle. Maybe they worried they would never be able to do it justice.
Castlevania: Aria Of Sorrow (Castlevania 15)[edit | edit source]
in 1999, Dracula's scheduled resurrection finally came, and this time, everybody got together to make sure he died for good. No, you don't get to play this likely awesome battle out for yourself.
So it's now 2035, several years in the future and everyone's pretty sure Dracula's finally dead. Shit's never so easy. Unlike the majority of the games, which tended to take more European tomes, this one went for a distinctly Japanese backdrop before entering the castle.
Enter Soma Cruz, average pasty-faced high schooler who's accompanied by his childhood-friend-who's-so-not-his-gf Mina Hakuba (Totally not Harker, we swear). One day when they were looking at the solar eclipse, they both find themselves drawn into a world beyond the moon, which turns out to be Castlevania. He is immediately met by Secret Agent Genya Arikado (three guesses who it is, first two don't count), who explains that 1) Soma has the power to absorb the souls of slain monsters and use them as weapons, and 2) he should find the center of this castle to find a way out.
Along the way, he's met by a kindly missionary/secret cult leader named Graham Jones, Yoko Belnades (descendant of Sypha), U.S. Army Guy Hammer, and J (Amnesiac guy who's secretly Julius Belmont). The former is immediately considered dangerous because he doesn't believe the castle to be dangerous because he's the next successor to Dracula (he was born on the day Drac died, which is pretty ominous to be fair...). Yoko and Al both agree that this guy's a nutcase and at the throne room, Soma and Graham have their big bad duel.
Thus is the big spoiler revealed: Soma's actually the reincarnation of big ol' Vlad Tepes himself. However, this isn't all well and good and Soma's forced to fight his way out of being overrun by the Castlevania's flow of chaos. He's then set upon by a no-longer-amnesiac Julius, who deduces that Soma's Dracula. They have their match, but Julius notices that Soma and Dracula aren't as identical as he thought, and as a guarantee Soma makes Julius promise that if he ever goes Full Drac, Julius would be there to kill him again.
Thus motivated, he manages to break the chaos (by killing his past self) and is finally free to go home.
Castlevania: Dawn Of Sorrow (Castlevania 16)[edit | edit source]
This sequel to Aria of Sorrow is different in two fundamental ways: The first is the far more animu artstyle (whereas the former had art similar to SotN) and the second is that this was on the Nintendo DS and thus had to use touchscreen mechanics, though this extends only to "draw patterns to kill bosses".
It's a year after Aria, and we're back into Soma Cruz the neo-Dracula. He's then set upon by a cultist named Celia Fortner, who claims that she'll kill Soma and bring about the real Dracula. Soma's pissed that his powers are still around when he thought they were gone for good. Convinced that he's not safe, he joins the old gang and breaks into Celia's fake castle and starts reaping tallies between her minions and the demons. Celia's right hand man, Dmitri Blinov, turns out to more of hassle to kill than the rest.
Celia manages to piss off Soma enough to go Dracula by killing off (a doppelganger of) childhood friend Mina, but a gift she handed him and Alucard's intervention manage to reverse the transformation, however Dmitri manages to copy Soma's soul-taking shtick. When they find the crazy duo again, Dmitri kills his bitch of a boss and becomes powerful enough to take on Soma...except the strain of so many souls ends up overwhelming him and becoming their own menace. Despite being the real Dracula, Soma's able to fare little better and instead flees the castle out of fear that his responsibility was supposed to be to become Dracula again.
There is also a mode that you can unlock called Julius Mode. This is in an alternate universe where Soma becomes the new Dark Lord, which makes Julius get out of retirement to once again kill Dracula. Along side him are Yoko Belnades and Alucard as a clear reference to Castlevania 3 (Hammer was also shown to have text data of him joining Julius but he is not playable in the game, although he most likely would have played similar to Grant Danasty to complete the original group).
Castlevania: Judgement (Time/space fuckery)[edit | edit source]
Remember that Saint Germain Doctor Who type shit from Curse Of Darkness? Here's where that plot ended up. The final Castlevania game in the canon continuity, its an arena-based fighting game along the lines of Super Smash Brothers (Where Simon and Richter would incidentally end up about a decade after this game's release) where players would have to use their powers as well as the various sub-weapons famous to the series.
One of the bosses from Symphony Of The Night, Galamoth, has usurped Dracula as chief evil ten thousand years in the future (Though where the present lies in canon isn't really specified, if it existed) and sent his minion the Time Reaper (Unrelated to Death) back in time in order to kill Dracula. Ideally, this would result in Galamoth ruling all of time, despite potentially triggering a paradox.
Aeon, time-traveler and presumed servant of Saint Germain, pulls various characters from across Castlevania history to fight each other and to decide who gets to kill the Time Reaper.
Non-canon Games[edit | edit source]
Bloodstained: Ritual of the Night[edit | edit source]
A Kickstarter game that's a spiritual successor to Castlevania in the vein of other retro-darlings like Mighty Number 9 (The Mega Man spiritual successor which released to poor reviews despite earning a shit-ton of backer bucks followed by shitshow of a development period) and Yooka-Laylee (A Banjo-Kazooie spiritual successor which released to divisive reviews, though without any grand mess in the development) run by Koji Igarashi himself and a new studio now that Konami's given up on making video games. At the very least, there's been some frequent communication from the team, and were able to release a retroclone in the style of the original Castlevanias in compensation for the delays. It finally released in June 2019 to a generally positive reception, with noted exception going to the Nintendo Switch port (While problematic, they're far from the first to suffer from having a port to that thing be considered the weakest port of the mainstream consoles and the team's been actively working to improve the experience).
Our main protagonist Miriam, who's pretty much a copypaste of Shanoa from OoE/Soma from Aria and Dawn down to the "steal enemy souls for new powers" bit, but her powers are derived from some alchemical ritual that lets her absorb demonic energy. See, the Alchemists created a bunch of people like her in order to summon demons from the pits of Hell in a gambit to scare people away from that trite "progress at the sake of spiritualism" dealio that the Industrial Revolution presented. It backfired horribly and instead the Alchemists and most of Europe get ravaged for ten years with the only surviving members of the ritual being Miriam (by being rendered comatose through unknown means) and Gebel (who managed to survive the mess of being used as demon fuel and acted as a moral guide for Miriam) while the Guild falls apart. Some years later, Miriam awakens and finds out that Gebel has returned to the Alchemist base in order to summon a giant castle filled with demons. Together with junior Alchemist Johannes (who acts as the crafter/stay-at-home husband), Dominique (an exorcist of the Catholic Church who also runs a market) and her contracted swordsman Zangetsu (voiced by David "Solid Snake" Hayter), Miriam delves into this castle to uncover just what turned Gebel to attempt wiping out humanity and prevent him from using a legendary tome to summon the most powerful daemon of them all.
Has an 8-bit companion for the nostalgia-seekers in the form of Bloodstained: Curse of the Moon, which also serves as a prequel.
Castlevania: Legends (The other Castlevania 2)[edit | edit source]
A now non-canon entry released for the Game Boy in 1997, this game introduced the first female Belmont, Sonia, who was apparently also the first Belmont to fight Dracula in 1450 with the help of Alucard.
This game was pretty much hated by everyone or met with extreme apathy, including Igarashi himself, so when Lament of Innocence retconned it with the tale of Leon and Mathias, nobody really minded. The only real loss is the waifu of a protagonist making the series less of a sausage fest.
Castlevania: Circle Of The Moon (The other Castlevania 10 but in Lords of Shadow timeline)[edit | edit source]
Released on 2001 as a launch title for the Game Boy Advance, this game has events that are absolutely unrelated to the larger lore of the series, most critically being that the Belmonts have absolutely no involvement here. Instead, we take the role of Nathan Graves, apprentice to vampire hunter Morris Baldwin. He's also accompanied by Morris' son, Hugh, the rival who's pissed that his dad likes Nathan enough to hand over the protagonist-mandated whip.
Lady Carmilla decides to resurrect Dracula (Gabriel) this time, and for the ritual she needs the blood of an enemy. Thus she stages the ritual in 1860 with such pomp that Morris, Hugh, and Nathan are all present. Carmilla resurrects the big guy, who then blasts the two juniors down an obscenely long pit (which they somehow survive) and kidnaps Morris. With no way up, the two apprentices decide to make their own routes up to rescue the old man. Along the way, Nathan has to come across and kill several bosses, including Death (Who's here because he's Drac's majordomo and thus must always be a boss), Carmilla, and a brainwashed Hugh (who took the rivalry a bit too far).
The main system implemented in this title was a collectible card system that was established because Pokemon was still fresh on people's minds and Yu-Gi-Oh was slowly gaining traction to becoming the TCG behemoth it is. These cards were split between Greco-Roman deities and mythological creatures and by mixing and matching cards from each group, you developed new power ranging from the mundane elemental damage on whips to some more intriguing ones like summons and turning into a 1HP skeleton with a weapon that could instakill anything on a crit.
Castlevania : The Arcade ( Light Gun Arcade Game)[edit | edit source]
In this light gun arcade game, you play as a generic vampire hunter and a generic gunner(and a witch). You attack by using a "light whip" which you swing at the screen to attack the monsters on screen. The sub weapons are used with a bottom button and the heart meter goes up to 25 hearts. While this was released for Japan in 2009 and planned for Europe, it was only shown at test locations and can only be found in Japan.
Castlevania : Order of Shadows (Mobile Phone Game)[edit | edit source]
Castlevania: Lords Of Shadow 1, 2, and Mirror of Fate (Tribute reboot)[edit | edit source]
This could have been so much more...
This series of games (The numbered ones being on PS3 and Xbox 360 while Mirror of Fate was Nintendo 3DS) was supposed to be chronicling an alternate canon which explained the origin story of Dracula. What resulted was fraught with problems, with the least of them being that Dracula was really a guy named Gabriel Belmont. In truth, these games were already considered derivative and response was rather mixed. Being that this was not "Blockbuster Success", Konami decided to stop producing the IP beyond the few remasters of old ports and their obsession with pachinko machines.
Kid Dracula[edit | edit source]
A simplified game that is almost a parody of Castlevania, featuring chibi versions of Castlevania characters while the OC characters would show up in games released later. Strangely it ties into the plot of Castlevania: Judgement and Symphony Of The Night, given this is the origin of Galamoth who attacks Dracula on his 1009th birthday while in Symphony he is a boss described as having a 1000 year plan to defeat Dracula and in Judgement he sends his version of Death to kill Dracula 1000 years in the past in order to take control of time.
Dungeons & Dragons rules[edit | edit source]
Monsters[edit | edit source]
The following are /tg/ created statblocks for many of Castlevania's more iconic or unique monsters, should you want to convert the Castlevania vidya games into a Dungeons-and-Dragons type of system.
- Spittlebone
Small Undead Hit Dice: 2d12(13hp) Initiative: Speed: 20ft, Climb 20ft AC: 17(+4 Dex, +2 Natural, +1 Size), Flatfooted 13, Touch 15 Base Attack/Grapple: +1 / -2 Attack: Slam +5 Melee (1d4+1) Full Attack: Slam +5 Melee (1d4+1) Face/Reach: 5ft / 5ft Special Attacks: Venomous Spittle Special Qualities: DR 5/Bludgeoning, Undead Traits, Spider Climb Saves: Fort +0, Ref +4, Will +0 Abilities: Str 13, Dex 19, Con -, Int -, Wis 11, Cha 1 Skills: - Feats: - Environment: Any underground Organization: Solitary Challenge Rating: 2 Treasure: - [[Alignment]]: Always Neutral Advancement: 3-6HD(small)
"A skittering sound above you makes you look up. You see a bundle of bones clinging to the wall, almost like a spider. Drops of green ichor trail down from it."
Spittlebone are the reanimated remnants of the bones of those who died by poisoning. They have a single skull and spine surrounded by a network of ribs from several bodies. They have four short limbs, apparently all hands, who end in bony fingers that let them grip wall and ceilings with ease. Their skulls constantly exude a thin, dripping ooze which is highly toxic to those who come in contact with it.
Combat
Most spittlebones prefer to lie in wait and ambush prey, dripping venom down on them from above. they are not above attacking foes directly in combat however, though their slam is relatively weak.
Venomous Spittle(Ex): Spittlebone skulls constantly produce a thin liquid poison that drips from the eye and nose sockets of the creature. This is a contact poison (DC 10) with initial and secondary 1d4 points of strength damage. They can deliver this poison in one of two ways. In melee they spin their head around, splashing the poison on all adjacent targets. Alternately they cling to a high ceiling or wall and wait for a foe to come underneath them, then they tip over and dribble poison down over their foe. Both of these are ranged touch attacks. When dripping the poison downward the range increment is 20ft. The save DC for this poison is constitution based.
Spider Climb(Sp): A Spittlebone can traverse any surface, even vertical ones, with perfect ease as though permanently affected by a Spider Climb spell. If this effect is dispelled for any reason the Spittlebone may resume it as a free action on its turn.
- Venus Weed(a.k.a. Alraune)
Large Fey Hit Dice: 18d6+90(153) Initiative: +6 Speed: 0ft (Immobile) AC: 21(-1 Size, +2 Dex, +10 Natural), Flatfooted 19, Touch 11 Base Attack/Grapple: +9 / +24 Attack: Briar Whip +15 melee (1d8+7 Bludgeoning and Piercing plus Blood Drain) Full Attack: 4 Briar Whip +15 melee (1d8+7 Bludgeoning and Piercing plus Blood Drain) Face/Reach: 5ft x 10ft / 30ft* Special Attacks: Alluring Scent, Spell-like Abilities, Chaparral Lash, Blood Drain Special Qualities: Passive Form, Damage Reduction 10/Cold Iron, Low Light Vision, Regeneration 5, Tremor-sense 120ft, Cold Iron Shear Saves: Fort +11, Ref +13, Will +12 Abilities: Str 25, Dex 14, Con 20, Int 10, Wis 13, Cha 22 Skills: Bluff +27, Concentration +26, Diplomacy +28, Sense Motive +24, Listen +22, Spot +22 Feats: Alertness, Awesome Blow, Negotiator, Improved Bullrush, Power Attack, Quicken Spell-like Ability x2(Spike Growth, Entangle) Environment: Any Forrest Organization: Solitary Challenge Rating: 18 Treasure: Standard Alignment: Usually Neutral Evil Advancement: -
What appears at first glance to be simple white rose in the midst of a patch of briars sways briefly as you come closer. The rose suddenly begins to grow in size, exploding in girth as the figure of a beautiful woman with blue-white hair rises from the center of the now enormous rose. She casts a sly wink in your direction as as a flurry of thorny briars lash out at your party.
Venus Weeds are dangerous and devious fae creatures that enjoy luring humanoids to be their doom. They appear to be human or elven females rising from the center of an enormous rose, surrounded on all sides by thorny briar. Despite their appearance as plants, these creatures are Fey, and quite intelligent, and can lay surprisingly devious traps via their unique abilities.
Venus Weeds feed only on blood, and will attack just about anything that gets near them if they are hungry. If not hungry they can be quite charming and personable, but make no mistake, they have no sense of friendship or camaraderie with other creatures and will just as easily consume someone who's done them favors in the past of other food is scarce.
Occasionally, however, they will lure in a suitable subject for a dalliance to satisfy their need to reproduce. Such subjects generally do not survive the process, but certain softer-hearted Venus Weeds may keep them around as pets if they prove competent and complacent enough. Such unions cause the venus weed to expand in much the same way as human would in pregnancy, however they do not deliver a single child, but rather expel a cloud of diaphanous seeds, each of which with a the tiny figure of a female held aloft by a small, feathery seed stem. These seed children scatter to the winds, and few ever take to germination. Those who do will spend a good 5 years underground developing a network of roots(using a natural Diminish Plants effect to kill off existing vegetation) before rising up from the earth and taking their first look around. Such young Venus Weeds are often the target of those who would attempt to harvest them for guardians. (See below). They typically reach full maturity in about 15 more years, and can live for up to 200 years, though their age never shows on their beautiful, timeless faces.
Venus Weeds speak Sylvan and usually common.
Combat
Because of their vine's unique animated properties they can effectively fight at quite a range from their actual bodies, and they make use of this ability to thwart foes, Using Bull Rushes and Awesome Blows to knock adventurers back while grappling with spellcasters and ranged attackers, all the while protecting themselves with Spike Growth and Wall of Thorns.
Alluring Scent(Su): The Venus Weed's signature weapon is their beautiful and deadly fragrance. This scent can travel for a half mile or more, depending on wind conditions, and permeating a large selection of its hunting grounds. All vermin and animals with an intelligence score of 2 or less that are exposed to this scent are inexorably lured toward the source of the scent with no saving throw. All other creatures that smell it must make a Willpower save (DC 25) or become complacent and calm, suffering a -2 to all skill checks, attack and damage rolls, and to initiative rolls for 1d4 hours. Any male Humanoid or Monstrous Humanoid that comes within 60ft of a Venus Weed must make an additional save, at the same DC, or become Charmed, as the spell, for one day. A creature that succeeds their save against this effect is immune to that particular Venus Weed's Alluring Scent for 24 hours. This is a Mind Affecting Effect. Creatures who do not breath are immune to this effect. The save DC is Constitution Based.
Spell-like Abilities: At will: Entangle, Detect Animals and Plants, Snare; 5/Day: Diminish Plants, Plant Growth, Spike Growth; 1/Day: Greater Magic Fang, Speak with Plants, Wall of Thorns. Caster level 20th, Save DC 16 plus Spell Level.
Chaparral Lash(Ex): A Venus Weed grows at the center of a wide network of thorny vines, woody roots, and lashing tendrils. These are a mix of the Venus Weed's body and natural plants that they have co-opted into a symbiotic relationship. In either cast, they are able to fight effectively against any creature within 30ft. They may take all normal combat options(including special attacks such as Trip, Disarm, Grapple, or Bull Rush) as if they were anywhere within 30ft of their central stalk. Attacking the Vines and plants does little as their regeneration, coupled with their Plant Growth ability can reinvigorate their surroundings, however making an attack on the vines performing a special action(like those Grappling an ally) that deals at least 10 points of damage will disrupt the attack. That damage, however, is not transferred to the Venus Weed. Only attacking the main stalk can damage a Venus Weed.
Blood Drain(Ex): The briar thorns on a Venus Weed's tendrils are hollow and drain blood from their foes. A Venus Weed deals 1 point of constitution damage from blood loss with each successful melee hit as well as each successful grapple check. On a critical hit this increases to 2 points of constitution damage.
Passive Form(Ex): A Venus Weed can assume the form of a small, simple rose to conceal themselves. They cannot see, but can still hear and use their tremorsense ability. Changing form one form to another is a move action.
Regeneration(Ex): Only fire and cold iron weapons with at least a +1 enhancement bonus deal normal damage to a Venus Weed.
Tremorsense(Ex): A Venus Weed can detect the location of any creature that is in contact with the ground within 120ft of it.
Cold Iron Shear: Young Venus Weeds, those who have established themselves and have just sprouted above ground but have not yet reached maturity, can be controlled by careful pruning like a plant, however the tools used must be made of Cold Iron. These Dwarfed Venus Weeds(see below) are generally easier to control than Wild Venus weeds, or even domesticated Venus Weeds left unchecked.
Venus Weeds have a +4 racial Bonus on Grapple Checks. This bonus in included in the stat block above.
Capturing a Venus Weed
Gathering an Adult Venus Weed from the Wild is very, very problematic. Between their offensive capabilities, not to mention their ability to charm, simply approaching them is difficult. Even then, harvesting them is amazingly difficult as their roots can extend for 50ft or more outward from their central body, and up to three times as far downward. It's generally much easier to harvest them while young.
Harvested when they have just sprouted, an Immature Venus Weed is much more tractable. (Diminutive Fey, 1d6+1 HP, Str 8, Dex 14, Con 12, Int 10, Wis 8, Cha 12; AC 15 (+2 Size, +2 Dex, +1 natural) Spot +4, Listen +4, Alertness. No attacks, DR 1/Cold Iron, Spell-like Abilities: 5/Day: Entangle, Diminish Plants). In this smaller form, they usually rely on their fragrance to draw forth insects and small rodents which they feed on while establishing their Chaparral network of roots and vines. When harvested in this stage, they can be pruned back(see Cold Iron Shear) into a Dwarfed Venus Weed.
Dwarfed Venus Weed Medium Fey Hit points: 18d6+54 (117 hp) AC: 21 (+3 Dex, +8 Natural) Attack/Grapple: +9 / +18 Attack: Briar Whip +14 Melee, 1d8+5 range 10ft Stats: Str 21, Dex 16, Con 17, Int 10, Wis 13, Cha 19 Replace Improved Bullrush and Awesome Blow with Sidestep Charge(Psionics Handbook) and Combat Reflexes
Abilities: Dwarfed Venus Weeds no longer have the Chaparral Lash Ability. Their Tremorsense is limited to 60ft. The Saves for their Alluring Scent ability is reduced to 23. Their Spell Like Abilities are caster level 15th, and the Save is 14 plus spell level.
Other than these changes, they are identical to their Wild Cousins. Dwarfed Venus Weeds, however, are generally instructed to slay anyone they cannot charm, and send their charmed charges to their doom in other traps, or to incapacitate intruders for their masters to deal with. If they have been roughly or improperly treated, however, they may be willing to aid a party in order to get revenge on their former masters... this is rare, however, as Dwarfed Venus Weeds are just as immobile as their wild counterparts and not likely risk being discovered as traitors if they cannot escape. Dwarfed Venus Weeds speak Sylvan, Common, and whatever language or dialect their masters generally speak, as well as possibly other common local languages.
The Dwarfing process, sadly, renders these Venus Weeds sterile and unable to reproduce.
- Axe Armor
Large Construct Hit Dice: 3d10+30 (45 hp) Initiative: +0 Speed: 20ft AC: 21 (-1 size, +0 Dex, +2 natural, +8 adamantine full plate, +2 heavy steel shield) Touch 9, FF 21 BaB/Grapple: +2/+6 Attack: +1 Large Throwing Axe +3 (ranged) or +1 Large Throwing Axe +7 (melee) or Slam +6 Damage: +1 Large Throwing Axe 1d8+6 or Slam 1d8+5 Space/Reach: 10ft/10ft Special Attacks: -- Special Qualities: Damage Reduction 5/adamantine, Construct Traits Saves: Fort +1 , Ref +1 , Will +1 Abilities: Str 20, Dex 11, Con -, Int -, Wis 10, Cha 1 Feats: -- CR: 3 Alignment: Neutral
- Flea Men
Small monstrous humanoid Hit Dice: 1d8+1 (5 hp) Initiative: +11 Speed: 20ft AC: 20 (+1 size, +7 Dex, +2 natural) Touch 19, FF 13 BaB/Grapple: +1/-3 Attack: Medium Dagger +9 (ranged) or medium dagger +9 (melee) Damage: Dagger 1d6+1 Space/Reach: 5ft/5ft Special Attacks: Sneak Attack +1d6 Special Qualities: Darkvision 60ft, Amazing Leaper, Uncanny Dodge Saves: Fort +1 , Ref +9 , Will +2 Abilities: Str 13, Dex 25, Con 12, Int 8, Wis 10, Cha 8 Feats: Improved Initiative, Dodge, Mobility, Weapon Finesse, Leap Attack Skills: Climb +5, Jump +30, Spot +2 Equipment: Medium Dagger CR: 2 Alignment: Chaotic Evil
Amazing Leader (Ex): A Flea Man has a +30 racial bonus to jump checks, and can take 10 on such checks even when distracted.
Uncanny Dodge (Ex): As per the Rogue class feature.
Weapons and Items[edit | edit source]
Like the monster conversions above, these are weapons and items which exist in the various Castlevania games, now D&D-ified for your dice-rolling, Cheetos-munching pleasure.
Holy Rod[edit | edit source]
This blessed and anointed rod functions as a +1 Alchemical Silver Holy Light mace when used in combat. Additionally, it allows its wielder to Smite Evil (as a 5th level Paladin) once per day. If the wielder is a Paladin, or otherwise has a Smite Evil ability, they gain the ability to use this power one additional time per day as a 5th level Paladin or their character level, whichever is more beneficial.
Moon Rod[edit | edit source]
This weapon appears at first glance to be a heavy silver and iron rod with a moon and stars motif. It grants the wielder low light vision(or Doubles the range of their existing Low Light Vision) when held. While out of direct sunlight(at night, underground, inside large buildings, etc) the wielder of this staff can touch a series of runes(as a move action) and transform it into a +2 Heavy mace, each of its bladed fins appearing to be a crescent moon. Twice per day, while the rod is in weapon mode, the wielder of this staff can command the blades on the staff to fly out, dealing 3d8 points of slashing damage to everything in a line 30ft long and 10ft wide (reflex save DC 14 for half) before returning to the Moon Rod's Head.
Shield Rod[edit | edit source]
This simple looking iron rod functions as a +2 Defending Light Mace and grants its wielder several advantages when using a shield. While a character wields a Shield Rod, the shield bonus to armor gained from wielding a Shield(and only that from a shield, not the bonus gained from the Two Weapon Defense feat tree or other source) is increased by +1. A character wielding a Shield Rod can invoke the Shield spell with a command word twice per day. Additionally, up to three times per day as a full round action, a character can use the power of the Shield Rod to draw out the magic of any spell 4th level or lower that was used to enchant their shield, casting it as a Spell-like Ability at a caster level equal to their character level or the shield rod's caster level, whichever is higher. (For example, a 10th level Cleric with the Shield Rod and a +1 Blinding Heavy Shield of Bashing could use the shield rod to cast either the Searing Light spell(from the blinding enchantment) or the Bull's Strength spell(from the Bashing enchantment). This ability can be used on specific shield enchantments (like Bashing) as well as armor enchantments that can have been applied their shields (Such as Energy resistance).
Fist of Tulkus[edit | edit source]
These heavy blue leather and silver gauntlets give their wielder the ability to Produce Flame, as the spell, at will as a swift action at first caster level. In the hands of non-monk, they gain the unarmed damage and flurry of blows ability of a 5th level monk. A Monk who dons these gauntlets improves his or her unarmed damage and flurry of blows ability as though they were five levels higher.
Holbein Dagger[edit | edit source]
This +2 Keen Dagger slices the air so cleanly that it leaves a crescent shaped "blade" of vacuum behind it. Attacks with the Holbein dagger can re-roll any miss chance due to concealment on, as the dagger's crescent lash may strike where the blade would not.
Werebane[edit | edit source]
This +3 Alchemical Silver Bane Shapechanger Rapier is considered Keen when wielded against a Lycanthrope. Additionally, the weapon grants its wielder the following special ability: As a standard action with the Werebane you may lash out in a flurry of thrusts. As a standard action, you may make two attacks against a single opponent with the Werebane. Both attacks use the same attack roll (with a -4 penalty) to determine success and deal damage normally, however you may apply precision damage only once. If the attack roll was a critical hit, only the first attack was a critical hit, all the rest deal normal damage.
For every five points of base attack bonus you have above +6, you may add one additional thrust to this attack, to a maximum of four attacks at a base attack bonus of +16. However, each attack after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three attacks and -8 for four).
Damage reduction and other resistances apply separately against each attack.
Shotel[edit | edit source]
This blade appears to be a scimitar at first glance, though its curve is much deeper and the weapon is edged along the concave of the blade. Said to be weapons of the wild Wind Dervish of the East, this weapon is more dangerous when thrown. The Shotel functions as a +1 Thrown, Returning Scimitar. When used as a thrown weapon, however, the weapon's Enhancement bonus increases to +3 and it gains the Keen special quality.
Jewel Sword[edit | edit source]
This +1 Platinum Sabre (Platinum follows the same rules as gold for Heavy Weapons, Magic of Faerun 179. It deals 1d8 points of damage and has a critical threat range of 18-20. Any character without Exotic Weapon Proficiency(Heavy Weapons) takes a -4 penalty on attacks with the Jewel Sword. They may wield the Jewel Sword in two hands to avoid this penalty.) has a heavily jewel encrusted pommel and crossguard, and a line of priceless jewels long the spine of the blade. The weapon glows with a silvery light whenever it's within 30ft of unclaimed gold, silver, or jewels(this includes hidden, buried, unattended or forgotten money, but not coinage or jewelry currently held or carried by a person). Additionally, if the Jewel sword delivers the final blow on an enemy, there's a chance it will conjure a small gemstone. There's a 20% chance that any time the Jewel Sword slays a foe that a random jewel(or jewels) will be formed from the wound. The jewels would be worth 1d4-1(chance of 0) + the creature's HD total times 10 in gold. (i.e, if it slew an ogre, a 4 HD creature, then you would roll 1d4-1(chance of -0) and add the ogre's HD total(4,) multiplying the final total by 10 to determine the price. If the roll's total was 3, then (3 + 4) x 10 = 70gp; one or more small gems whose total is 70gp will be found in the wound.) This ability can only affect creatures with 4 or more HD. Class levels do not count toward a creature's HD total for the purposes of this effect.
Stone Sword[edit | edit source]
This exceptionally heavy +3 Longsword is actually made of a polished and alchemically treated stone. It has hardness 15 (8 for Stone, +1 for Alchemical treatments, and +6 for the enhancement bonus) and 35 HP (2 HP base plus 3HP for alchemical treatments plus 30hp for Enhancement bonus). When the Stone Sword scores a critical hit, the victim must succeed a fortitude save (DC 22) or be petrified by the curse of the blade as a Flesh to Stone spell.
Marsil[edit | edit source]
This powerful blade of flame was said to have been crafted by demons long ago. It functions as a +4 Inferno* Bastard Sword. Twice per day, with a command word, the wielder of Marsil can call down a Flamestrike spell, caster level 10th, centered on himself. This spell will not damage the wielder of Marsil.
Inferno[edit | edit source]
Price: +3 bonus Property: Weapon Caster Level: 15th Aura: Strong; (DC 22) Evocation Activation: Standard(Command) and - Synergy Prerequisite: Flaming Burst
This weapon's hilt is decorated with extensive flame and fire motifs in gold and brass and always feels warm to the touch
An inferno weapon functions in almost all cases as a flaming burst weapon. However, when the command word to activate the flaming effect is uttered the weapon's primary striking portion(the blade, axe head, tip, etc) transforms into a flickering sheet of white hot flame. This does not change the weapon's hardness, hit points, or weight, nor does it prevent the weapon from being sundered or disarmed. In addition to its flaming burst properties, all weapon damage dealt by an inferno weapon(the base weapon damage and its enhancement bonus, positive strength bonus, precision damage, and similar damages) is considered to be fire damage. Speaking the command word to turn off the flaming property reverts the weapon to its normal form.
An inferno weapon cannot also be enhanced with glacial or tempest.
Prerequisites: Craft Magic Arms and Armor, Wall of Fire
Cost to Create: Varies
Gurthang[edit | edit source]
Known as "Gurthang the Bloody", this vicious weapon hungers for the life of its foes. It functions as a +2 Vampiric, Wounding Longsword. Additionally, for up to 10 rounds per day, it can allow its wielder to restore lost life as though they had Fast Healing 3, so long as they make at least one successful attack and deal damage to a living creature with a normal circulatory system(humanoid, monstrous humanoid, animal, giant, magical beast) each round with Gurthang.
Mablung[edit | edit source]
Mablung, the Sword of Defense, was created by the same ancient master who devised the Shield Rods. Mablung is a +4 Defending Longsword, but otherwise has all of the same functions as a shield rod.
Mormegil[edit | edit source]
Mormegil the Dark is an unholy blade forged with evil intent. It is a +2 Unholy Bastard Sword in most people's hands. In the hands of an Undead, however, the blade becomes a +4 Unholy Surge Bastard Sword. All intelligent undead who hold Mormegil are considered fully proficient with it and can use it one or two handed.
Mourneblade[edit | edit source]
This rune etched +2 Cold Iron Bastard sword howls when wielded, and can draw energy from the spirit and magical essences that animate give life to all beings. Every time this weapon strikes a foe, its wielder heals one hit point worth of damage as though with the Fast Healing ability.
Obsidian Sword[edit | edit source]
This deadly blade is carved from a massive spike of pure obsidian and imbued with dark magics. This +4 Unholy, Keen, Mighty Cleaving Greatsword is preternaturally sharp. The Obsidian Sword gains a +4 circumstance bonus to cleave attacks, and a +4 circumstance bonus the roll to confirm a critical hit. These bonuses stack.
Terminus Est[edit | edit source]
An ancient executioner's weapon, this +3 Brutal Longsword is permanently covered in a deadly poison. Every time the weapon strikes a foe, that creature must make a fortitude saving throw(DC 14) against initial and secondary 1d4 points of Constitution damage. If used in a Coup de Grace attack, the base fortitude save DC versus death is 15+damage dealt. Terminus Est can be used, when held in two hands, to perform Executions and grants a +10 competence bonus on Profession(Executioner) Checks (See Book of Vile Darkness for Execution rules).
Brutal[edit | edit source]
Price: +1 Bonus Property: Weapon Caster Level: 7th Aura: Moderate; (DC 18) necromancy [[Category:Dungeons & Dragons]] Activation: -
This weapon is set with bronzed spines and embossed runes of battle. It feels very heavy for its size.
A Brutal weapon deals particular ferocious telling blows in combat. A brutal weapon automatically deals maximum weapon damage when a critical hit occurs. For example a Battle axe (normally a x3 critical weapon) would deal 3d8 damage on a successful critical hit. A +1 Brutal Battle axe would deal 27 damage on a successful critical hit just as though you had rolled the maximum value on each of the dice(3d8+3 maximized for 27). This enhancement cannot be added to any weapon that already has a critical enhancing effect (such as keen, impact, cruel, or savage.)
Prerequisites: Craft Magic Arms and Armor, Slay Living or Circle of Death
Cost to Create: Varies
Heaven Sword[edit | edit source]
These +4 Thrown, Returning Longswords of Distance are always crafted in pairs, though not always found together. Anyone who acquires a matched pair of Heaven Swords may utilize their special ability. As a standard action at will they can hurl both blades at once while speaking a command word, duplicating the effects of a Twinned Whirling Blade spell. The Heaven Swords will return to their wielder after this attack as if they had been thrown normally.
Red Rust[edit | edit source]
This dull and rusted falchion's blade is bright red with vivid rust, though it never seems to degrade further or fall apart. While it seems to function for tests as a Masterwork Falchion, when wielded in combat it becomes a -1 Cursespewing Falchion. While some will be tempted to continue using it for its unique abilities, beware, for its curse is not restricted to those whom it strikes. There is 10% chance that a player will lose their action when wielding Red Rust as though they were affected by Bestow Curse. Also, on a roll of a natural 1, a character wielding Red Rust automatically strikes himself.
Claimh Solais[edit | edit source]
A weapon crafted for the explicit purpose of destroying evil and impurity, this +4 Large Alchemical Silver, Axiomatic, Holy Greatsword is considered medium size for the effects of wielding it. Its unique cross-shaped blade also allows it to function as a Holy Symbol.
Masamune[edit | edit source]
Masterwork Bastard Sword Masamune lowers your AC by ten. Every time you slay an enemy while wielding Masamune, roll 1d10. On a 10, Masamune gains an additional +1 enhancement bonus.
In addition, you gain the Flurry of Blows class feature of a 14th level Monk, but this Flurry can only be used while wielding Masamune two-handed.
Glacial[edit | edit source]
Price: +3 Bonus Property: Weapon Caster Level: 15th Aura: Strong; (DC 22) Evocation Activation: Standard(Command) and - Synergy Prerequisite: Icy Burst
This weapon's hilt is enameled in white and blue with many crystals on dangling silvery-white chains and feels icy cold to the touch
A glacial weapon functions in almost all cases as an icy burst weapon. However, when the command word to activate the frost effect is uttered the weapon's primary striking portion(the blade, axe head, tip, etc) transforms into a flickering sheet of crystalline cold. This does not change the weapon's hardness, hit points, or weight, nor does it prevent the weapon from being sundered or disarmed. In addition to its Icy Burst properties, all weapon damage dealt by a glacial weapon(the base weapon damage and its enhancement bonus, positive strength bonus, precision damage, and similar damages) is considered to be cold damage. Speaking the command word to turn off the frost property reverts the weapon to its normal form.
A glacial weapon cannot also be enhanced with inferno or tempest
Prerequisites: Craft Magic Arms and Armor, Wall of Ice
Cost to Create: Varies
Tempest[edit | edit source]
Price: +3 Bonus Property: Weapon Caster Level: 15th Aura: Strong; (DC 22) Evocation Activation: Standard(Command) and - Synergy Prerequisite: Shocking Burst
This weapon has lightning jags in gold and copper across its form and hums with power when picked up.
A tempest weapon functions in almost all cases as an shocking burst weapon. However, when the command word to activate the shock effect is uttered the weapon's primary striking portion(the blade, axe head, tip, etc) transforms into a flickering sheet of arcing lightning. This does not change the weapon's hardness, hit points, or weight, nor does it prevent the weapon from being sundered or disarmed. In addition to its shocking burst properties, all weapon damage dealt by a tempest weapon(the base weapon damage and its enhancement bonus, positive strength bonus, precision damage, and similar damages) is considered to be Electricity damage. Speaking the command word to turn off the shock property reverts the weapon to its normal form.
A tempest weapon cannot also be enhanced with inferno or glacial.
Prerequisites: Craft Magic Arms and Armor, Lightning Bolt
Cost to Create:Varies
Cruel[edit | edit source]
Price: +1 Bonus Property: Weapon Caster Level: 12th Aura: Moderate; (DC 21)Necromancy Activation: -
This weapon is enameled in brilliant red that makes it look as though it is covered in fresh blood. A trio of large spikes jut from its pommel.
A Cruel weapon deals telling blows in combat with grim efficiency. All critical threats are considered automatic successes(meaning that every threat is an automatic critical hit). This enhancement cannot be added to any weapon that already has a critical enhancing effect(such as keen, impact, Savage, or brutal) and does not stack with feats or class abilities that improve critical hits such as Improved Critical, though a character can use the more advantageous ability on a given attack roll.
Prerequisites: Craft Magic Arms and Armor, Slay Living or Circle of Death
Cost to Create: Varies
Savage[edit | edit source]
Price: +1 Property: Weapon Caster Level: 12th Aura: Strong, (DC 21)necromancy Activation: -
This black, rune-glyphed weapon is covered with jagged edges and sharp spikes. It seems eager for battle.
A Savage weapon deals a much more dangerous strike when a telling blow occurs. The critical multiplier for weapons with a x2 multiplier increase to x3, the multiplier for a x3 weapon increases to x5, and the critical multiplier for a x4 or higher weapon increases to x7. This enhancement cannot be added to any weapon that already has a critical enhancing effect(such as keen, impact, Savage, or brutal) and does not stack with feats or class abilities that improve critical hits such as Improved Critical, though a character can use the more advantageous ability on a given attack roll.
Prerequisites: Craft Magic Arms and Armor, Slay Living or Circle of Death
Cost to Create: Varies
Soul Blades[edit | edit source]
Soul Blades are a name for spirit with a dual nature, very like ghosts, who dwell on the ethereal plane, but manifest on the material plane in the guise of an animated physical weapon. Soul blades are related to poltergeist phenomena in that they are not a single spirit. Rather they occur whenever a a large number of creatures of the same race, or with the same purpose, have died in a certain area. The trailing wisps of spiritual energy that once bound their soul join together to form a Veilegeist, a Spirit made of many undead spirits. While the Template specifies using a single creature as the "base" creature, understand that Soul Blades are composed of the undead energy of thousands of creatures, the "base creature" was simply the most dominant bit of soul present.
Creating a Soul Blade
Soul Blade is an inherited template which can can that can be added to any fae, giant, humanoid, or monstrous humanoid. A Soul Blade uses the base creatures statistics except as noted here.
Size and Type
The creature's type changes to Undead. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged.
Speed
Soul Blades are ethereal creature, even when they incarnate. They have a fly speed of 30ft with perfect maneuverability.
Armor Class
Soul Blades are Ethereal Creatures. On the Ethereal plane they have a Deflection Bonus to Armor Class equal to their Charisma Bonus(minimum of +1). See their Incarnate ability below for more information about Soul Blades on the Material Plane.
Attack
As Base Creature
Special Attacks
As base Creature.
Special Qualities
A Soul Blade retains the Special Abilities of the base class and gains the following Abilities.
Incarnate(Su): Soul Blades normally exist on the Ethereal Plane, much like ghosts. As a Standard Action they can Incarnate, taking a semi-physical form of a ghostly, immaterial humanoid figure wielding a large, physical weapon. Their body is immaterial to anything which does not affect ethereal creatures and weapons and spells both pass through it without harm. Their weapon, while physical, is actually an extension of their body. Attacking the weapon is like attacking the creature itself, and the weapon has an Armor Class equal to the Base Creature(with a size modifier as if two sizes smaller than the base creature). Damaging the weapon is like dealing damage to any other creature, not an object. You do not provoke attacks of opportunity for attacking the weapon as you would with a sunder attempt. A Soul Blade in Incarnated form cannot be disarmed, and cannot be tripped or grappled by creatures not on the ethereal plane.
The weapon that forms when a Soul Blade incarnates is empowered by their spiritual essence. It assumes the form of a single magical weapon of the type and abilities of the Soul Blade's choice, though it always forms with the same powers. Once a power has been applied to the Blade, it cannot be changed. The weapon's total market price bonus cannot exceed one half the Soul Blades hit dice total(rounding down), and its Enhancement bonus to attack and damage cannot exceed their Hit Dice total divided by four, rounding down(minimum of +1).
When Incarnated a Soul Blade attacks with its weapon as though it were wielded by a creature of the Base Creature's size and abilities, including strength. The attack is physical, but can strike incorporeal creatures as though always enhanced with the Ghost Touch special quality, regardless of enhancement bonus.
Rejuvenation(Su): A Soul Blade cannot be disposed of merely by destroying its physical, or even ethereal, form. A Soul Blade that is destroyed will reform in 2d4 days, returning automatically to the location it was created at. The only way to permanently set a Soul Blade to rest is to fully placate the Veilegeist, the multitude of pained spirits that give it power.
Veilegeist: Soul Blades are made up of the combined spiritual energy and the emotional suffering and pain of hundreds, or even thousands, of dead beings. This emotional energy is powerful, but unstable. Creatures may attempt to bargain or reason with, or placate the Veilegeist with a diplomacy check. The Soul Blade's initial reaction is Hostile to most creatures, depending on the nature of the Veilegeist.
During each round of combat there is a 5% chance that some aspect of their opponents will remind some component of the spirits that make up the Soul Blade of their past life. In such a situation the Soul Blade will take no offensive action, as though dazed, though it will still defend itself. If a Diplomacy check is made to influence the Soul Blade during such a round it gains a +4 bonus.
Setting a Soul Blade to rest requires discovering what is still driving the spirits to prowl the mortal realm. Some Veilegeist are made up of the victims of wars, soldiers and innocents alike slain by greed and a lust for power. Such spirits may seek vengeance on the powers that killed them, or on those who emulate them, or they may seek to protect others from suffering a similar fate. Still other Soul Blade are the result of the deaths of guardians of some great purpose. More than one city or castle has a ghostly, patrolling Soul Blade which still stands guard over its masters demesne, even if its master has long since passed away.
Hardness(Ex): The weapon that a Soul Blade Incarnates as has a hardness score of 10 plus 2 points per +1 enhancement bonus.
Spell Resistance(Su): Soul Blades have a spell resistance equal to 15 plus Hit Dice.
Abilities
Str +4 , Dex +4, Con -, Int +0, Wis +0, Cha +2
Skills
As a creature with the Augmented Subtype, it retains the features(and thus skill points per HD) of the base creature. Do not include Hit Dice from class levels in this calculation. Treat skills from the base creature痴 list as class skills, and other skills as cross-class.
Challenge Rating
As Base Creature +2
Level Adjustment
- (as in, Not a chance)
Sample: Hunting Girl
Soul Blade Elven Ranger 4 Medium Undead(Augmented Elf) Hit Dice: 4d8 (18hp) Initiative: +4 Speed: 30ft (Fly 30ft, Perfect) AC: 22 (+2 Size*, +5 Dex, +1 Deflection), Flatfooted 13, Touch 22 Base Attack/Grapple: +4 / +8 Attack: +11 Rapier (1d8+5 plus Bane Humanoid[Shapechanger]) Full Attack: +11 Rapier (1d8+5 plus Bane Humanoid[Shapechanger]) Face/Reach: 5ft / 5ft Special Attacks: Favored Enemy(Shapechanger), Spells Special Qualities: Combat Style, Elven Traits, Hardness 12, Incarnate, Rejuvenation, SR 19, Undead Traits, Veilegeist, Wild Empathy Saves: Fort +4, Ref +9, Will +2 Abilities: Str 18, Dex 20, Con -, Int 12, Wis 13, Cha 12 Skills: Handle Animal +8, Hide +12, Knowledge (Dungeoneering) +8, Knowledge(Nature) +8, Listen +8, Search +8, Spot +8 Feats: Endurance (B), Improved Initiative, Track(B), Weapon Finesse. Environment: Any Organization: Solitary Challenge Rating: 6 Treasure: None Alignment: Lawful Neutral Advancement: By Character Class
You see an ornate silver rapier hovering in the air in front of you, surrounded by the wispy outline of a nude female. As you approach, the blade springs to attention, wielded by the steady hand of the ghostly figure in front of you.
The Hunting Girl, as such spirits are called, are the spiritual essence of the tortured innocents slain by evil were creatures, often mixed with the emotional energy of those who hunt such evil beasts and failed. While they do not always appear as women, the spirit which commands this Soul Blade is female. The Hunting Girl seeks to slay were-beasts of all ilk, and her unique Soul Blade manifests as a form of spiritual silver, rather than steel, to combat their damage reduction. The Hunting Girl, if startled or confronted by any living creature will seek to defend itself, especially against unnatural creatures such as undead and those with the tint of evil. The Hunting Girl can, however, be reasoned with if treated with dignity and respect.
The Hunting Girl speaks Elven, Common, and Sylvan.
Combat
The Hunting Girl, if confronted by by were creatures of any ilk, will almost move to attack, and will strike with great hatred. Otherwise the Hunting Girl singles out the most likely looking target and flies down to strike. The Hunting girls spellcasting is weak, but it usually uses Summon Nature's Ally I to call forth enormous blue ravens (treat as a Hawk).
Favored Enemy Humanoid(Shapechanger)(Ex): The Hunting Girl gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humanoids with the Shapechanger subtype. Likewise, it gets a +2 bonus on weapon damage rolls against such creatures.
Spells: The Hunting girl casts spells as a fourth level ranger. It knows one first level spell per day, and usually prepares Summon Nature's Ally I.
Combat Style(Ex): The Hunting girl has chosen the Two-weapon Fighting Style, but does not use a second weapon.
Incarnate(Su): The Hunting Girl is an ethereal creature, but it incarnates on the Material Plane as a +1 Alchemical Silver Bane(Humanoid[Shapechanger]) Rapier.
Rejuvenation(Su): If slain or destroyed, either on the Material or Ethereal plane, The Hunting Girl reforms in 2d4 days. Attempts to put the spirit to rest have all failed, and it's likely that The Hunting Girl will only ever reach true peace if all Were-creatures are destroyed.
Veilegeist: The Hunting Girls Ideologist shows a strong empathy for elven characters, and any elven character who attempts a diplomacy check against it gains a +4 bonus. Comparatively, it seems to fear and distrust undead creature, and such beings suffer a -8 penalty to diplomacy checks to influence the Veilegeist. Even though the Hunting Girl is hostile to most creatures, it will not usually attack unless provoked.
Armor Lord[edit | edit source]
Large Undead Hit Dice: 20d12 (130hp) Initiative: +0 Speed: 20ft AC: 33(-1 size, +20 Natural, +4 Shield*), Flatfooted 33, Touch 9 Base Attack/Grapple: +10 / +24 Attack: +20 Mwk Bastard Sword (2d6+10) Full Attack: +20/+15 Mwk Bastard Sword (2d6+10) Face/Reach: 10ft / 10ft Special Attacks: - Special Qualities: Blindsight 60ft, DR 15/Bludgeoning and Adamantine, Low Light Vision, Force Shield, Turn Immunity, Undead Traits Saves: Fort +6, Ref +6, Will +12 Abilities: Str 30, Dex 10, Con -, Int -, Wis 10, Cha 1 Skills: - Feats: Power Attack(B) Environment: Any Organization: Solitary Challenge Rating: 10 Treasure: Gear(Large masterwork Bastard Sword) Alignment: Neutral Evil Advancement: -
"You see what appears to be a large suit of armor, holding a massive blade, blocking your path. Runes of binding are etched into the blue-enameled steel and flare to life as the armor begins a menacing advance on your position."
Armor Lords undead crafted from the spectral remains of knights who died in service to their master. Their souls are collected and bound to an immense suit of armor, animating it as a defender. These soulbound suits of armor are the perfect guards for sensitive areas. They cannot be reasoned with, placated, deceived, or easily destroyed. They have no intelligence to speak of, and can follow only simple orders.
Combat
If threatened, most Armor Lords will use their Force Shield ability first to gauge the power of their attackers before moving to strike the most dangerous down first. They are methodical, and once they have chosen a target only that target's destruction will stay their hand as long as they can reach it.
Blindsight(Ex): An Armor Lord's preternatural sense allows it to maneuver and fight without benefit of its visual senses. Invisibility and darkness don't affect their attack rolls, and they don't need to make spot or listen checks to notice any corporeal creature within the range of their blindsight.
Force Shield(Su): At will as a swift action an Armor Lord can manifest a 10ft diameter translucent Wall of Force attached to their left arm. They may use this as a Tower Shield for all purposes, including using it for cover, but it has no maximum dexterity bonus, no armor check penalty, and no arcane spell failure chance. This shield is immune to all forms of attack except for the following: Disintegrate or Mordenkainen's Disjunction will both destroy the shield. It can, however, be restored as a swift action on the Armor Lords next turn.
Turn Immunity(Su): An Armor Lord's binding magic is extremely powerful. It cannot be turned by a cleric with fewer levels than it has HD.
Creating an Armor Lord
Armor Lords are created by binding the spirits of the dead to a suit of armor. In order to create an armor lord you need a large suit of masterwork platemail (1,150gp), a Large Masterwork Bastard Sword (370gp), and the bodies of at least 10 humanoids whose souls will be co-mingled into the Armor Lord, and a number of Onyx gemstones worth 1,000gp
Creating an Armor Lord requires a 20th level spellcaster with the spells Create Greater Undead, Wish/Miracle, Wall of Force and costs 7,000xp.
Guardian Lord
Rumors of a more powerful Armor Lord, known as an Armor Guardian or Guardian Lord, circulate among the whispered rumors of necromantic circles. Guardian Lords are said to be twice as powerful as Armor Lords (40 HD, BAB +20, 60 Str, 260hp) with enchanted blades (large +5 Vorpal Bastard Sword: +49 melee; 2d6+30 19-20, x2 and vorpal) great defense (Immune to Fire, Cold, and Lighting, DR 20/Adamantine and Bludgeoning and Magic, SR 55) and the ability to create towering infernos at will (Spell-like Ability: At will: Wall of Fire [Caster level 40th])