[Adult] Guide to Unlawful Carnal Knowledge, thread 2

Here are some revised item costs. Remember the SP economy.
Code:
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Item..........................Cost......Weight
----..........................----......------
Dildo, Small, Wood or Ceramic............1 sp......*
Dildo, Medium, Wood or Ceramic...........2 sp......*
Dildo, Large, Wood or Ceramic............3 sp......0.25 lbs
Dildo, Small, Ivory or Copper...........2 gp.....*
Dildo, Medium, Ivory or Copper..........3 gp.....0.25 lbs
Dildo, Large, Ivory or Copper...........4 gp.....0.5 lbs
Dildo, Small, Silver or Glass...........20 gp.....*
Dildo, Medium, Silver or Glass..........30 gp.....0.25 lbs
Dildo, Large, Silver or Glass...........40 gp.....0.5 lbs

Dildo, Masterwork............+10 gp...N/A
Dildo, Silver or Glass, Masterwork............+100 gp...N/A


Cheap Harlot's Outfit...............1 sp.....2 lbs
Courtessan's Outfit...............30 gp.....2 lbs
Fine Courtessan's Outfit...............100 gp.....2 lbs

Pornographic Pamphlet........1 sp......**
Pornographic Pamphlet, MW....5+ gp.....*

Underclothing, Suggestive.....2 sp......**
Underclothing, Lingerie.......10 gp....**

* indicates the item has negligible weight.  10 of these weigh one pound.
** indicates the item has almost no weight.  100 of these weigh one pound.

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Note on piercings and Dildo's as magic items:

Piercings should probably fall under 'ring' in the rules for how magic items are constructed. They should probably add one or two more 'ring' slots to a character.


Dildos could be made as any of rod, stave, wand, or wonderous.
 

@Anabstercorian/Riot Gear:
You could add perfume, as well as aromatic oils and massage oil to the alchemical creations. Things as rouge could also fit into this list.

Btw. I have an addtion for the chapter "Species Sexualities", which is according to the credits your content. Would you mind If I contribute additional species not mentioned by you?

This would be:

Doppelganger
Doppelgangers in their natural form are sexless creatures and cannot produce among themselves. While they don't really enjoy sex they mate outside of their race to produce offspring. A Doppelgangers offspring will always be a doppelganger as well, but it appears as a normal child of it's non-doppelganger parents kind without any powers Doppelgangers are known for. Upon the time puberty normally sets in for this species, they cease to be of this race and instead become fully fledged Doppelgangers. Because they are born as either girls or boys at least their mindset can be said to be noticeable male or female.
Doppelgangers get Adaptive Lover(Humanoids) as a bonus Sex Trick and their partner is always considered "Easy to Read", because of their mental abilities.

Hags
Hags are sexual creatures but since there are only female hags, bisexuality is common and they have to mate with other races in order to produce offspring. Being of horrific appearance, they usually rely on their magic abilities to appear as beautiful maidens for potential mates or charm them outright. After mating, the male partner is usually slain and devoured, although a hag might share a mate with its covey before doing this. Hags receive Adaptive Lover (Humanoids) as a bonus Sex Trick.
Hag offspring is always female and there are legends that a pregnant hag can exchange their unborn with that of a humanoid female while she is asleep. Such a Hag-Child is said to slay the woman which brought it to term.

Lamia
Lamia are known to be cruel and delight in bringing good creatures to horrible deaths. However they are also known to be passionate creatures and like to play with their victims before killing them, if the opportunity arises. Such a victim is usually allowed to live as long as it is able to satisfy the lamias lust.
Lamias get Wild Lover and Adaptive Lover(Humanoids, Monstrous Humanoids and Fey) as bonus Sex Tricks.

Lycanthropes
Being afflicted with Lycanthropy does not change a creatures sexuality, although lycanthropes tend to be more passionate than their normal kin. This seems to be especially true when their animal counterpart would be in heat.
Natural lycanthropes seem to enjoy the keener senses of their animal or hybrid form while mating.
As a remarkable side note, it might be interesting that some lycanthropes shape changes are not directly linked to the phase of the moon. In some of these cases, a lycanthropes shapechange is triggered by the bliss of an orgasm, whereas the light of the moon is arousing for the werebeast. Such a character is considered to be aroused as soon as moonlight touches her body. A character under this circumstances becomes additionally horny if the moon is waxing (and at least half full) and lustful under the light of the full moon. The DC to resist an involuntary shapechange upon orgasm is equal to the DC of the last arousal check. The change lasts at least as long as the character had been aroused before.

Xill
Xill are known for their cruelty and they usually delight in sadism. They have very little sexuality towards their own kind, besides the fertilisation of their eggs and this act usually doesn't lead to satisfaction or pleasure for them. They are however known to molest or even rape their victims before they implant their eggs into them. Xill receive Powerful Lover and Sadism as bonus Sex Tricks.

Next would be Aranea.
 

Rather than new Magical items, conversion of old ones:
(The dreaded)Girdle of Femininity/Masculinity: This broad leather band appears to as a normal Belt or girdle. Once buckled on, it will instantly and irreversible change its wearers gender to the opposite. It then loses all power. Ten percent of these girdles are actually cursed to remove all sex from the wearer.
After use, the character is partwise immune to shapechange: No mater what kind of magic is used, the new form will be noticeable of the wearers new gender.
If it is desired to restore the character's original sex, a wish might work with a 50% chance, whereas a miracle works automatically (if this request is not in opposite to the deities nature).
Caster level: 15th Perquisites: Create Wondrous Item, Polymorph any Object, Bestow Curse or Wish/Miracle Market Price: 600 Gp

(Conversion from the Old DMG; Price is: Single Use(Polymorph any Object), Use Activated: Spellevel(8)xCasterLevel(15)x50GP=600Gp)

Aromatic Oils
Aromatic oils are a special type of magical potions which powers are power comes from the released scent. They require to be applied upon a living creature, before they can take effect. Once applied, the aromatic oil gradually needs to react with the wearer for 1d4 rounds before the stated power begins to take effect. The creature wearing the aromatic oil is not affected by its powers, but all other creatures with a sense of smell and within 5 foot radius of the wearer are subject to its effects. Usually a saving throw is entitled to avoid the effects of an Aromatic Oil. If the save is successful, the victim suffers no effects and may remain near the wearer without need of further saving throws until a new dose is applied to the wearer.
These precious perfumes are usually found in tiny coppered vials made of glass, clay, metal, or wood. Only a small amount is required per use. A new vial contains enough aromatic oil for 20 applications, a found or used vials usually has 2d10 uses left. An Aromatic Oil evaporates after it looses its potential and another dose must be applied if the wearer wishes to renew the effect.

Aroma of Dreams: All creatures who come within 5' of the wearer fall asleep if they don't succeed a will save (DC11). If the save fails they are put to a magical slumber which lasts 1d4+4 Minutes. Once applied the scent is potent for 3d4 minutes.
Caster level: 3rd Perquisites: Brew Potion, Sleep; Market Price: 1200 Gp

(Conversion from the 2nd Edition Tome of Magic;
Price is: Use activated(Sleep), Charged(20 of 50 Charges(all in all 40%)): Spellevel(1)xCasterLevel(3)x2000GPxCharged(1/2)*40%)

Starella's Aphrodisiac: Any creature potentially interested in the wearers race and sex, which approaches within 5 feet becomes enamored with the wearer, as if under the effect of a powerful charm. Potential victims are allowed a Will save (DC16) to avoid this.
If the save fails, the creature is charmed as long as he or she remains within 5 feet of the wearer and the aphrodisiac is still potent. If the victim leaves the area or the Aphrodisiac loses its effects the charm will wear of in 2d4*10 Minutes. An affected victim does not behave as if he were a mindless automaton but sees the wearer as an trusted ally and romantic interest to be heeded and protected. The charmed individual, will view words and actions of the wearer in the most favorable way, but this attitude does not extend to others. It is possible for the victim to be overcome by jealousy, viewing all others (and other victims in special) as potential rivals. Once applied the scent is potent for 3d4*10 minutes.
Caster level: 7th; Perquisites: Brew Potion, Charm Monster; Market Price: 8200 Gp

(Conversion from the 2nd Edition Tome of Magic;
Price is: Use activated(Charm Monster), Charged(20 of 50 Charges(all in all 40%)): Spellevel(3)xCasterLevel(7)x2000GPxCharged(1/2)*40%)
 
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EDIT: Posted wrong version last night


Here's an initial piece that replaces 'Getting Pregnant' and goes up to just before
"1. Degree of Difficulty of Pregnancy "
in the current Guide.

Still examing the rest to see if anything needs modification.

GETTING PREGNANT

The females of a species will be on either the Estrus or Menstrual cycle. In the real world humans and some apes are Menstrual, most animals are Estrus. In fantasy anything goes but more than likely anything which is human-like or can have a social system that can be human like should be menstrual. A very slow Estrus cycle though may explain things like low fertility among Dragons.

If the female is on an Estrus cycle she will go in heat during certain seasonal periods dictated by the optimal mating seasons of her native environment. During this time she will feel an uncontrable need to mate with a male of her species and conception should be assumed to be automatic if mating is successful unless the DM has some special other plan.
Estrus cycle females will reject sexual activity at all other times.

In the menstrual system the female is essentially always in heat. From the age where sexual maturity sets in she is constantly giving off pheromones and potentially willing; causing males around her to be easily aroused if she is a suitable mate, and even more so if she finds them suitable. Menstrual animals will learn control over this so that they do not spend their entire existance mating. In fact the control tends to be so complete that they are usually not consciously aware that all these signals are being traded back and forth. However they will build social systems largely centered around mating rituals.

This is important to pregnancy because with a menstrual female conception can usually only occur on one to a few days in her cycle. Most menstrual animals will follow a cycle roughly timed to match the moon; although females who co-exist are likely to have their cycles adjust to somewhat match each other.

If intercourse happens before this short fertile period conception will only occur if live sperm is still present within those days. Note however that while this is the female's fertile zone; sperm can live for a long time within her so intercourse outside this period is no gaurantee of avoidance.

However; finding the exact time without the use of advanced technology or magic is nearly impossible. What this all means is that pregnancy is actually a lot less random that common belief tends to hold. d20 wise there are three methods to resolve the issue:

If the female is a PC it should be decided by the player and DM working in concert. If the male is a PC who takes an active role in the female's life it should again be a player and DM planned event. Otherwise the issue should be resolved by the DM as either an issue of choice or using the system below:

If the female's cycle is known assume she is fertile roughly in the middle (four days before and after for a human). During this period a Fort save can be made by both the male and female. Two successes should result in conception.

The DC is based on age (Human):
Code:
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puberty to young adult (p-18):             10
young adult to fully mature adult (19-25): 15
mature adult to middle age (26-35):        20
beyond this (35+):                         25
post menopausal:                           50
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Modifiers:
+1 for each 'dose' of sperm the female accepts in the week before her day of potential conception, up to a maximum of one third of the DC.
If a participant regularly uses drugs, smokes, or drinks alcohol -5 for both.
Steriods or anything similar -10 for both.
healthy diet +5
poor diet -5
malnurished -10
if the female leads an athletic lifestyle -5 (female only)
-5 if either party has been in a polluted physical environment for more than a day within the last 2 menstrual cycles of the female.

Unless otherwise stated each party only uses it's own modifiers.

Once again; a player should NEVER have their PC become pregnant without active player consent. While in the real world females cannot choose on the issue; in the game becoming pregnant can seriously alter the tone of a game and the issue should not be entered into lightly and certainly not involuntarily. Also remember that just because a player is willing, does not mean the character is likewise. A good player often works to complicate their PC's life just as much as the DM if not more so.



SURVIVING PREGNANCY:
The process of pregnancy is essentially similar to the mechanics of both traps and poisons.
The female must make a periodic Fort save to ensure both the child's health and her own.

Make these checks once every menstrual cycle. Or rather at the point in time the cycle would happen if she was not pregnant.
Code:
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The save has a DC based on the female's age (Human):
AGE                    CR  DC
puberty (p-15):         2  12
Young Adult (16-25):    1   8
Adult (26-30):          2  12
Mature Adult (30-40):   3  16
Beyond (40+):           4  20


Modifiers:
Mother on good diet: +2
Mother on normal diet +0
Mother on poor diet: -2
Mother malnurished: -4
Mother in low stress environment: +2
Mother in normal environment: +0
Mother in high stress environment: -2
First or third Trimester: -2
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The Midwife profession and Lamaze Craft skills give synergy bonuses to this save. Both of these skills are class skills for Clerics, Druids, and anyone who gets all Crafts and or Professions; cross class otherwise though Experts may take them as class.
The presense of a Midwife for at least 5 hours every week during the period allows for a take 10 to be used.


On a successful roll the female gains XP according to the CR as if she had survived a trap. The pregnancy continues as normal.

Failure causes 1d6 damage to the mother and child. Which could result in miscarraige (perhaps we assume the child has 1 hit point plus Con mod of mother for these purposes).
Failure also results in fort saves for both mother and child (DC as above).
A failed save for the child results in a permanent loss of 1d4 stat points.
A failed save for the mother results in a permanent loss of 1 point to Con or Str.

If a mother loses 2 stat points throughout a pregnancy it results in a misscarraige and her womb going barren.
 
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This will get slotted in 'somewhere' in the pregnancy section.


ABORTION:
Some females choose to forcibly end a pregnancy. The guide deals only with the practical issues of this activity and not with it's social or moral implications. Consult your DM and your group's own mores for what alignment effects this act may or may not have on a character.

Abortion is, like pregnancy, a trap with some poison like effects.
When a pregnancy is aborted the female must make a Fort save. Use the DCs for checking on the pregnancy as above but increase them by 5. Failure results in the female taking 1d6 damage with a secondary 1d6 damage every 4 hours until death results. The female during this time is classed as 'staggered'.

A Heal check at the same DC as used above is required to stop the damage from continuing to occur. A cure spell will also end the damaging effects.

Assuming she survives the female must then make an additional save but this time at the DCs used for checking pregnancy; failure on this save causes her womb to go barren.

As a trap, abortion gives XP according to it's CR as per the chart for checking on a pregnancy. Once again remember that this is not a moral judgement but merely a mechanical one of surviving a trap.
 

arcady: Very nice! Love it.


I got started on the magic items, but will take a closer look at the ones posted above before I finish up. I also need to wait on a few things since spells are still pending. Some magic items are based on certain spells, so if the spell changes, so will the item.

As far as piercings go, I don't think we need any rules for the magic items for that. Any magic item that ignores it's usual slot costs double. Adding additional slots just like that would be a balance-breaker and I think we should avoid that.

However, the presence of piercings on erogenous zones will have added benefits during sex (increased stimulation, etc.), so a more expensive magical ring will add to the pleasure. I'll write this up for the ring section as a special ability (similar to the way the Phallic Wand and Tentacular Staff were done).

Speaking of which, the Tentacular Staff seems to have been voted unanimously to the Tentacle Madness, umm, I mean Hentai book, but what's the conscencus on the Phallic Wand? Since there's no way to recharge wands, I think it's a great idea and should stay, plus gives us a way to make useful magical masturbation aides...
 
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thundershot said:
The dreaded girdle wasn't in 3E because sex change was just added to ANY magic item as a curse. :D Bwahahaha..
Yes, but what scares a veteran player more, the "anything goes" drawback(which according tothe DMG vanishes if you leave the item behind) or the well known/dreaded Girdle ;)
 

I'd like the phallic wands to stay in the book (And this has nothing to do with the artwork I contributed ;) ).

Since recharging a wand is an advantage on itself, perhaps you could add a small XP-drain which occurs upon recharge and is taken from all partners involved?

Normaly creating a wand drains...
...15Xp for level 0 spells (Rounded down to 0Xp per charge)
...60Xp for level 1 spells (Rounded down to 1Xp per charge)
...240Xp for level 2 spells (Rounded down to 4Xp per charge)
...630Xp for level 3 spells (Rounded down to 12Xp per charge)
...1200Xp for level 4 spells (24Xp per charge)

(This is the worst case scenario, the Bard so to speak).
 
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