Building Bhakashal - Character Generation
I thought I would show how Bhakashal handles character generation by generating a sample NPC or two here. The first one will be a NPC the party in my Tuesday game will be meeting, a ship’s spellcaster (in Bhakashal most ships at sea have a spellcaster on board for protection).
Away we go!
A. Choose from Bhakashal’s 20 character classes
Spell casters of all kinds work on ships, but I thought I would go with an iconic choice to start, a Warlock (magic-user).
B. Generate Stats
Statistic Generation Bhakashal
For each stat roll 3d6
Apply stat minimums
Switch any two stats (you cannot produce a result less than a minimum)
Apply playable group bonuses
NOTE: 18’s may only be generated naturally, e.g. by unaltered dice roll
Rolls: S-11 - I-9 - W- 17 - D-11 - C-9 - C-10
Apply Warlock Stat Minimums: INT 15 DEX 10 CHR 16
S-11 I-15 W-17 D-11 C- 9 C-16
I will switch wisdom and intelligence
S-11 I-17 W-15 D-11 C-9 C-16
C. Choose a Playable Group
- every PC in the game has a playable group (what earlier editions called “race”). Bhakashal has 13 playable groups. Since the Saan (lizard people) are the most common playable group in the game world, I will choose Saan for this example
Saan get the following stat modifiers:
+1 to CON, +1 to INT
You can’t get an 18 INT with a modifier, only naturally, so that disappears. The +1 to CON applies, so now you have:
S-11 I-17 W-15 D-11 C-10 C-16
Ability Modifiers
Bhakashal uses the following spread of modifiers:
3: -3
4-5:-2
6-8: -1
9: 0
10-11:+1
12-14: +2
15-17: +3
18: +4
For Charisma use +1=5%
So that’s:
S - 11 [+1]
I - 17 [+3]*
W - 15 [+3]
D - 11 [+1]
C - 10 [+1]
C - 16 [+3]
* Note that warlocks have a percentage chance to cast spells successfully based on their intelligence, with this PC who has an INT of 17 - Success [75% +1% per caster level], not so bad. If they fail, there is a 5% chance per level of spell of a harmful consequence
D. Calculate Saving Throw Bonuses and HP
All classes get a +1 bonus per 2 levels of experience and bonuses based on their stats. This NPC is 6th level, so that’s a flat +3 plus ability based bonuses and item based bonuses. To roll a saving throw you need to hit a 20 on a d20 with all bonuses. For our NPC:
Paralyzation STR and CON [+5]
Poison - CON and DEX [+5]
Death Magic - WIS and CON [+7]
Petrification - STR and CON [+5]
Polymorph - WIS and CHR [+9]
Breath Weapon - DEX and INT [+7]
Spell - WIS and INT [+9]
Hit Points
In Bhakashal a warlock gets a d6 for HP, at each level you can roll or take the average. In addition, HP accumulation stops at 5th level, then you get to reroll one result per level thereafter. I choose to roll for levels 1-5, then reroll my worst result for my 6th level roll. I get:
2/6/1/3/4 for 16 hp, I then reroll the 1 and get a 3, so that gives me 2/6/3/3/4 = 18 HP
E. Add Skills and Playable Group Abilities
Each playable group has a listing of information about them, some of which is optional, some of which is standard.
- The Saan have three skills that are most common amongst that playable group, carpenter, leather worker and fisherman, I can pick one of these three or roll, I choose to pick leather worker.
- Move 12” (land) / 16” (water)
- 3 natural attacks per round (CCB), 1-2/1-2/1-6
- infravision 60’
- amphibious
- tough skin (WvrsAC: leather)
- surprised on a 1 in 6 and surprise others on a 3 in 6 in forested/marshland environments
- Appearance: 7 feet tall, tail fin, glossy dark red/maroon colored skin, tattoo on right shoulder of a golden tiger (see deity below)
F. Choose Deity and Languages
You can roll for this or choose, I chose in this case:
Omagh (God of Death) - dark blue skin, black armor, sword and shield, rides golden tiger, mace
Languages can also be rolled for, you get a number of languages (beyond your playable group language) equal to your INT bonus, so in this case he gets 4 total languages, I roll for this and get:
Saan (lizard people)
Togmu (frog people)
Kutya (dog people)
Chitin (insect people)
G. Choose Equipment and Clothing
Bhakashal has some standard equipment packages, I tend to customize for NPCs just for the fun of it. This NPC is on a ship, not someone who adventures or delves often, so his equipment reflects that. Each playable group has guidelines for popular clothing choices, you can of course ignore these as you like, in this case I will stick to them.
Equipment: Backpack, sack, belt with 2 pouches and scabbard, (3) flasks of oil, flask of vinegar, flask of holy oil, wolfsbane, belladonna and garlic, small mirror, bag of salt, chalk, ball of string, flint and steel, small notebook, quill and ink, compass, spyglass.
Clothing: brown leather kilt, bandolier with 4 pouches, large brown leather hat
H. Assign Wealth
A ship’s warlock will not be awash in gold, but they won’t be poor either, as spell components and such are expensive. Bhakashal has tables to generate starting wealth for NPCs, so I roll for wealth and get following:
Gold - 50gp
Silver - 50sp
Gems - 100gp, 200gp and 500gp gems
Jewelry - 100gp ring
I. Pick Armor and Weapons and Assign Attack Bonuses
In this case the character will wear no armor, warlocks in Bhakashal can wear whatever armor they want, but heavier armor slows you down, and the heaviest armor (e.g. plate mail) does not allow spellcasting as it doesn’t give enough freedom of movement. Generally warlocks either wear a breastplate or no armor at all.
In Bhakashal weapons have a number of different stats, making choosing weapons a lot more fun. In addition, warlocks can use any weapon on the list. Of course, some are more useful than others.
I’ve always been partial to wizards with swords, so let’s take a classic, a gladius, in Bhakashal that’s a short sword.
Sword, short - 1-6/1-8, WS:2, WvrsAC: -1M/+2L/+3N, Criticals: Dual Wield/Remain/Stab
As he is 6th level, he gets another weapon slot, in Bhakashal you can, in lieu of taking a new weapon, take a +1/+1 with an existing weapon, so he will do that.
Rather than “to hit” tables, Bhakashal uses a system where you roll a d20, assign bonuses, and if you roll high enough you hit, according to the following system:
Attack Table (d20)
1-14 - miss
15-19 - hit for ½ damage
20-24- hit
25+ critical hit
Class “To hit” bonuses:
+1 to hit for every HD for monsters
+1 to hit for every 2 levels of experience for martial characters, e.g. +1 at 1st, 3rd, 5th
+1 every 3 levels for martial/arcane characters, e.g. +1 at 1st 4th, 7th
+1 every 4 levels for arcane characters, e.g. +1 at 1st, 5th, 9th
Our character is a warlock, so gets +2 to hit from his class. We list this as his “Class Attack Bonus”, and add it to the “to hit” roll in combat. Instead of having to make the calculation each time, the class attack bonus, any STR or DEX bonuses, any proficiency bonuses and any magic bonuses are rolled into the listing. I decide that rather than take another weapon at 6th level, this warlock will take the proficiency bonus with his existing weapon. So he gets a +1/+1 from his STR, a +1/+1 from proficiency bonus, and a +2 from his class attack bonus, so a total of +4 to hit, +2 to damage from his short sword. For context, you add AC to your “to hit” roll, so to hit an opponent with chain and shield (AC 4), he would have a +8 to hit with his short sword, if WvrsAC bonuses were applied he gets a -1 to hit against metal armor, so with his short sword against chain and shield he would get a total of +7 to hit, so he hits someone in chain and shield for regular damage (scoring a 20) with a natural roll of 13.
J. Calculate Encumbrance
Bhakashal uses a simple system, you total the weight of all armor, equipment, weapons and wealth and produce a number, and compare it to a chart. The total GP encumbrance for this NPC is approximately 300gp, for an unarmored NPC, that gives them full movement rate and they can pick up another 100 gp of gear before slowing down to the next category, e.g, 3”. This is listed on the character sheet not in terms of how much you are carrying, but instead in terms of how much MORE you can carry before shifting down to the next category (less 3”) in your movement rate, so in this case it would be listed as “+100”
K. Assign Spells
Spell casters in Bhakashal, specifically warlocks, permanently memorize their spells and can cast 1 spell per day per level of experience, so when generating an NPC warlock, it is up to me how many spells they will have. In general, a mid-level NPC Warlock will have more spells permanently memorized than they can cast per day, with a limit based on their intelligence. I tend to use the listed number of spells that a BTB magic-user would have in AD&D as the number of spells a NPC would have permanently memorized, remembering that the NPC can only cast 1 spell per level per day. So for a 6th level caster, that’s 4/2/2 so 8 spells total, 6 of which can be cast per day.
Also, Bhakashal has tables to do one of two things:
Roll completely randomly for spells
Roll randomly within the classification of offensive, defensive and misc spells
There are no set rules for this, so I decide to split it down the middle, four spells will be completely random, then two offensive and two defensive. I will go for four completely random 1st level spells, a 2nd and 3rd level offensive spell, and a 2nd and 3rd level defensive spell.
The first four rolls were: 34, 45, 31 and 21
1st Level Spells - Magic Missile, Seig Torson’s Expedited Elixir, Lharr Nezzurazdun’s Shorn Strands, Fonreaver’s Binding Enchantment
For 2nd level we get one roll each on the defensive tables for 2nd and 3rd level, that gives me:
2nd Level Spells - Unaff Koll’s Unexpected Serendipity (reversible)
3rd Level Spells - Monster Summoning 1
And for 2nd and 3rd level offensive:
2nd Level Spells - Forget, Unaff Koll’s Unexpected Serendipity
3rd Level Spells - Monster Summoning 1, T'sin-Yil’s Munificent Shearing Blow
So our caster has the following spells in his mind to use at will, up to 5 per day:
1st Level Spells - Magic Missile, Fonreaver’s Binding Enchantment, Lharr Nezzurazdun’s Shorn Strands, Seig Torson’s Expedited Elixir
2nd Level Spells - Unaff Koll’s Unexpected Serendipity (reversible), Forget
3rd Level Spells - Monster Summoning 1, T'sin-Yil’s Munificent Shearing Blow
Let’s take a look at the Bhakashal spells for this caster:
Fonreaver’s Binding Enchantment (Alteration)
Level: 1, Casting Time: 1 segment, Range: touch, Duration: 1 turn/level, Area of Effect: special, Components: V,S,M, Saving Throw: special
Fonreaver’s Binding Enchantment allows the magic user to bind two objects together such that they may only be separated by a successful saving throw versus paralyzation (STR bonus applies) roll. The objects may be at most small sized if the magic user is 1st to 5th level, medium sized if the magic user is 6th to 10th level, and large sized if the magic user is 11th or higher. The magic user must touch both objects to make the spell work, and if the objects are moving then the magic user must make a “to hit '' roll. If the spell is used on living creatures they must both be within touching distance, so the spell is much less likely to work. The material component of this spell is a small pot of glue.
Lharr Nezzurazdun’s Shorn Strands (Alteration)
Level: 1 Casting Time: 1 segment, Range: 1” per level, Duration: 1 round per level. Area of Effect: 1’ material per level, Components: V,S,M, Saving Throw: none
The shorn strands will tear any fabric or otherwise braided material apart, creating a permanent rip in the object in question. The AOE listed is the maximum, and if the tear is long enough to cover the entire object it can tear it in half. For example, it can be used to tear a sail, a cloak, a robe, a scroll, a rope, a belt, a strap, anything made of fibrous material woven together. If the material in question is magical it gets a saving throw against magical fire, if not it does not. Magical bonuses (e.g. a +2 cloak of protection) get directly applied to saving throws, each power generates a +1 save bonus as well. Scrolls get a save bonus of +1 for every spell on the scroll, protection scrolls get a blanket +2 bonus on their save. The magic user may attempt at most twice with any given casting of the spell to rend a magical item. The material component of this spell is a piece of fabric wrapped around a flattened palm, which is then moved in a slicing motion towards the object to be impacted.
Sieg Torson’s Expedited Elixir (Alteration)
Level: 1, Casting Time: 1 segment, Range: 1”, Duration: permanent, Area of Effect: 1 potion, Components: V,S,M, Saving Throw: special
When potions are consumed it normally takes 1 segment to drink the potion, and 2-5 segments for the potion to take effect (so 3-6 segments total). When the Expedited Elixir is cast on an existing potion it acts as a catalyst, and when the potion is consumed the effects will occur as soon as the potion is consumed (so 1 segment to cast spell, 1 segment to consume). The material component of this spell is a pinch of powdered iron which should be added to the potion before it is consumed (this can be done any time in advance).
Unaff Koll’s Unexpected Serendipity (Conjuration)
Level: 2, Casting Time: 2 segments, Range: touch, Duration: special, Area of Effect: individual,
Components: V,S,M, Saving Throw: none
Unaff Koll’s signature spell increases the magic user’s luck or fortune, which translates into a temporary increase in HP. All damage to the magic user will come out of these extra HP first, and they will last up to a day at the most, or until they are reduced through regular combat, mishaps, etc. The magic user will gain 1 temporary hp per level through the use of this spell. The reverse of this spell will decrease the luck of the victim, immediately doing the equivalent damage, though a saving throw is permitted. The material component of this spell is a “wish bone” from any creature, and a copper piece.
T'sin-Yil’s Munificent Shearing Blow (Alteration)
Level: 3. Casting Time: 3 segments, Range: touch, Duration: 1 round/level, Area of Effect: 1 weapon, Components: V,S,M, Saving Throw: none
The munificent shearing blow can only be used on a long weapon like a staff or a sword. When the spell is cast on the weapon it can strike shearing blows, side to side blows delivered to upright objects (striking the side of a pillar with a staff would be a shearing blow). When it makes a shearing blow the weapon is treated as + 3 to hit, +3 to damage, and if an object is hit the object must save versus crushing blow or be shattered. The weapon may only be used once in a round. The material component of this spell is a short stick that should be snapped when the spell is cast.
One thing I love about the expansion of the spell lists is that it really opens up the NPC spell casters and gives them flavor. In this case we have a lizard man warlock that has:
Magic Missile (1st) - long distance ship to ship sniping
Fonreaver’s Binding Enchantment (1st) - could be used to lock something down to avoid theft / removal, or to join two targets together for a number of turns. It could even be used to bind the caster to the hull of the ship during a big storm for 50 minutes. Very handy.
Lharr Nezzurazdun’s Shorn Strands (1st) - this can be used to tear an opposing ship’s sails or ropes on the ship, at a range of 150’ feet and a duration of 5 rounds, that’s 5 items on the opponent’s ship that can be torn, it could easily disable a sailing vessel, remove the anchor, drop the lifeboats, etc. Could also be used to shear an enemy’s scroll spell when it is being read.
Sieg Torson’s Expedited Elixir (1st) - since he has this spell, I will assume that it has been cast on a potion or two, and since it “rests” he won’t have to cast it in battle. Spells like this are valuable as the don’t require “on the spot” casting
Forget (2nd) - This is the sort of spell that rarely gets used in the old casting system, but in Bhakashal as the caster doesn’t have to memorize spells ahead of time, it can actually be used. Say in the moment while ashore with the crew one causes offense to someone who wants to start a fight, a quick forget and that’s not a problem. It’s also handy for theft.
Unaff Koll’s Unexpected Serendipity (2nd) - This is a small (5hp) buff, but it can be used if the caster thinks they are in big trouble, or be used to keep an NPC/ally alive for up to 24 hours when the HP fade. Not quite healing, but it might let you live long enough to find healing by other means
Monster Summoning 1 (3rd) - in Bhakashal Monster Summoning spells draw monsters from the local environment, this would draw in creatures from 1-2 HD, 1-4 of them, so it would provide distraction, confusion, etc.
T'sin-Yil’s Munificent Shearing Blow (3rd) makes it possible for an edged weapon to shatter objects or it buffs damage by +3/+3 for 5 rounds, more than the length of any fight. One of those spells he can cast when pressed into melee.
This is a versatile PC, and many of the spells would be useful while at sea as well. Monster Summoning, Unaff and T’sin Yil’s on his shortsword when pressed into combat, MM for sniping.
Material components are needed for some of his spells, they are located on the body (in case they are lost or damaged) and characters tend to carry a small amount of each on their person and more stored away. Also, Bhakashal has component substitution rules, so warlocks often carry around “special” components to substitute if they want to try and alter the effect of a spell.
Material Components
On bandolier:
Pouch 1 - a small pot of glue (Fonreaver’s)
Pouch 2 - 5 pieces of fabric (Lharr)
Pouch 3 - 5 “wish bones”, and 5 copper pieces (Unaff)
Pouch 4 - 5 sticks (T’sin)
Special Components
On belt:
Pouch - 2 pieces of fabric torn from a cloak of protection
L. Assign Magic Items
As for magic items, Bhakashal uses the standard AD&D magic item distribution, for pre-generation of a PC of this level, Bhakashal has generation rules, 1 minor permanent magic item per 4 levels of experience and 1 temporary item per 2 levels of experience.
For a non-martial NPC the permanent item can be a minor defensive item like bracers of defense, ring of protection or cloak of protection, or a minor magic weapon. I roll randomly and get Bracers of Defense AC 7 for item 1, and a +1 dagger for item 2. As he does not have proficiency with the dagger he will take a -5 to hit with it, but it does give him the ability to hit creatures only hit by magic weapons, so it is worthwhile to have despite the penalty.
For the temporary items I roll between potions and scrolls and get 2 potions and a scroll, I then roll each of them on the tables, everything, from item choice to number of spells on the scroll and the spells themselves are rolled.
Potion of Diminution
Potion of Clairaudience
Scroll of 2 spells:
Rajmurangi’s Cunning Appendage - 4th (10%F/5%RH)
Otlluke's Freezing Sphere - 6th (35%F/25%RH)
These two spells are “one shot” only, and the odds of failure and Reversal/Harm are listed. The fun part of scroll spells is that there is the temptation to use them but also the desire to save them until the warlock is at the level to memorize them. They are effectively “Hail Mary” items that make even low level casters a danger, but if you get a reverse effect they can be deadly. Here is the Bhakashal spell rolled:
Rajmurangi’s Cunning Appendage (Alteration)
Level: 4, Casting Time: 4 segments, Range: individual, Duration: 1 turn/4 levels, Area of Effect: individual, Components: V,S,M, Saving Throw: none.
The cunning appendage spell creates a lizard-like, prehensile tail of 14 feet in length behind the magic-user. The tail has several functions, any one of which may be carried out once per round:
1. Lash – it can lash anywhere forward of the magic user up to 10’ and strike a victim, regular to hit with dexterity bonus for missiles applied, damage 1-8.
2. Sweep – it can strike standing opponents in a 10’ radius and if they fail their save versus petrification they are knocked over, prone for one round
3. Deflect – it can strike out at incoming attacks, melee or missile, giving the magic user 1 AC bonus against missiles and a 2 AC bonus against melee weapons. Note that this bonus does not apply when the tail is attacking, and thus the magic user must state that she is defending with the tail that round and forfeits attacking to gain the defensive benefit.
4. Grab – the tail can allow the magic-user and up to 100 lbs of other goods to hang, it can curl around objects as small as scrolls, wands, or staves. It can be used to attempt a disarming strike or a stealing strike on a critical hit to gain an enemy object, saving throw versus paralyzation (STR bonus applies) to remove.
M. Assign Personality Traits
Bhakashal uses the NPC personality trait generators from the back of the DMG, I don’t necessarily use all of them, I tend to roll and keep the ones that seem to fit well for the NPC in question.
I got curious, diplomatic, scheming, artwork collector
You can combine these with his deity, and ability scores INT 17, WIS 15 and CHR 16 to get a general sense of how he would interact with others.
He is a worshipper of the god of death and collects artwork with death motifs. Smart and curious, willful and personable, he’s a schemer who is always looking ahead. He uses diplomacy and his ease with people to form alliances to achieve his goals.
N. Assign Name
Last but not least, a name! Names just come to me, I have considered creating a Bhakashal naming engine, but for now I just improvise. Warlocks in the game tend to be Blank Blank the X, where “X” is a color or a gemstone type.
Our warlock is named Joggol Tomoth the Tanzanite, here is how he looks:
His personality suggests he will look to the party to see if they will interfere with or aid him in the achievement of his goals once they get on the ship. I don’t set his goals until the adventure starts as I want to make them fit the context of the game world and the adventure.
On the ship he will have the ear of the captain as he is smart, charismatic and strong willed, and his diplomatic nature makes him popular with the crew. In combat against other ships he will cast Monster Summoning 1 as soon as it looks like a fight will start, use Magic Missile to attack and disrupt the spells from any enemy spell casters, then seek to cripple enemy ships by tearing their sails or shearing their anchors with Shorn Strands.
If things get hairy he will use Unaff Koll’s Unexpected Serendipity to buff his hit points and then use T'sin-Yil’s Munificent Shearing Blow if melee looks likely. If all hell breaks loose he can use Rajmurangi’s Cunning Appendage to protect himself, and if the ship is set afire or the run into any large sea monsters, Otlluke's Freezing Sphere is an option.
There is enough meat here to get a sense of how to role play the NPC, but no need for an extensive, multi page backstory. The character is less “generic” than many standard NPCs, as the spell selection is far more extensive and randomization keeps the ref from just picking the standard array of “most efficient” spells.
Game on!
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