Building Bhakashal - Character Creation - PCs - The Myrmidon
Illustration by Josh Hass at Artstation - https://www.artstation.com/joshhass
Bhakashal has a martial culture, the setting is based in part on the idea that if you believe in something you will be willing to take up arms to defend it. So “magic-users” change from frail pointy hats into sword wielding warlocks. A myrmidon is a Bhakashal alchemist; in a martial themed setting an alchemist is a fighter/magic-user.
Today’s entry into the character creation challenge will be a 3rd level Myrmidon.
Process
A. Choose a character class
B. Choose a Playable Group and Faction
C. Generate Stats
D. Calculate Saving Throw Bonuses and HP
E. Add Skills and Playable Group Abilities
F. Choose Deity and Languages
G. Choose Equipment and Clothing
H. Pick Armor and Weapons and Assign Attack Bonuses
I. Calculate Wealth
J. Calculate Encumbrance
K. Assign Spells/Class Abilities
M. Assign Personality Traits (optional)
N. Customize Playable Group Lore (optional)
O. Name Character
P. Assign magic items (for creating NPCs and PCs above level 1)
A. Choose Class (d20)
Choice - Myrmidon - Faction - House Jin [NG]
B. Choose Playable Group (d12)
Rolled - Saan
C. Generate Stats
For each stat roll 3d6
2 3 5/ 2 3 6 /5 1 6 /3 2 4 /3 5 4 /4 5 4
S10 / I11 / W12 / D9 / C12 / C13
Apply stat minimums
STR 10 INT 15 CON 10 CHR 12
S10 / I15 / W12 / D9 / C12 / C13
Switch any two stats (you cannot produce a result less than a minimum)
Switch DEX and CHR
S10 / I15 / W12 / D13 / C12 / C9
Apply playable group bonuses
+1 CON +1 INT
S10 / I16 / W12 / D13 / C13 / C9
Apply Ability Modifiers
S - 10 [+1]
I - 16 [+3]
W - 12 [+1]
D - 13 [+2]
C - 13 [+2]
C - 9 [0]
D. Calculate Saving Throw Bonuses and HP
All classes get a +1 bonus per 2 levels of experience, rounding up, so that’s +2 base
Paralyzation STR and CON [+5]
Poison CON and DEX [+6]
Death Magic WIS and CON [+5]
Petrification CON and CHR [+4]
Polymorph WIS and CHR [+3]
Breath Weapon DEX and INT [+7]
Spell WIS and INT [+6]
Hit Points
Class based, roll or take the average (1/2 HD) - a Myrmidon is a d6 base, I will take the average: 9 HP
Bhakashal - Hit Points
Table 1 - Hit Point Progression by Class
Notes:
E. Add Skills and Playable Group Abilities
PCs get a skill(s) related to their playable group
Rolled: Leather Worker
Some PCs get a skill based on their class, Myrmidons have the alchemy skill, and are considered sages with a major field in supernatural and specialization in alchemy
PCs get a roll on the Bhakashal Skill table once for every point of INT bonus
Three rolls:
41/88/41 = Gemologist [+1], Trader
Playable groups also have abilities
Move 12” land / 16” water
Infravision
Amphibious
Tough skin (WvrsAC: leather)
Surprised on a 1 in 6 and surprise others on a 3 in 6 in forested/marshland environments
Bhakashal Skills
F. Choose Deity and Languages
Deity
Gods of Bhakashal (4d12)
4. Kurlog – Luck, Overcoming Challenges - dog head
5. Teernak – Creation, Preservation, Destruction - 3-headed, staff, flowers (lilly), dragonfly
6. Murla – Creation, Life, Water (Rivers) - fish head, mace
7. Shayamal – Justice, Community, Charity – Ruby red body, head of bull, rod
8. Evok – Death, destruction, Transformation, Regeneration, Magic - snake head (cobra), hammer
9. Bemmarg – Family, Food, Marriage - four arms, goat
10. Torphal – Death, Animals, Storms, Disease – antelope head, spear
11. Aeskaros – Anger, Vengeance, Fear – 4 arms, head of lion, sword
12. Rakken – Dance, Creation, Destruction – 4 arms, grey body, red feathers on back, staff, red hawk
13. Golan – Knowledge, Magic, Technology – two faces (front/back), wings of bat, twin scimitars, tree
14. Rjam – Courage, Skill in Combat - tiger head, bow and arrows, vines
15. Xoam – Wealth, Happiness, Luck, Healing – gold body, floating lotus flower throne, boar
16. Maegela – Beauty, Loyalty – green skin, wings of black feathers, two-handed sword, raven
17. Poniar – Plants, Earth, Spring, Growth - skin of bark, club, tree
18. Jannak – Time – skull for head, crown of blood, 4 arms, 4 falchions, rides giant lizard
19. Sithasial – Ocean, Water – head of squid with tentacles, daggers, barracuda
20. Dynas – Strength, Fortitude - head of turtle, club
21. Olapp – Fertility, Growth, Healing - giant, spear, boar
22. Nesig – Revenge, Loyalty, Duty - six arms, head of dragon, swords
23. Usam – Cunning, Deceit, Thieves – silver body, holds lotus and knife, fox
24. Palashurem – Loyalty, Duty, Honor – half red, half black, battle axe, tiger
25. Tobomar – Bravery, Fighters – green body, holding bow, crow on shoulder, crows
26. Bhamal – Beauty, Music – orange body, black armor, battle axe, rides giant peacock
27. Haeka – Peace, Contemplation – body of smoke, one eye sun, one moon, snakes
28. Yaal – Death, Cleansing, Rebirth, Righteousness – body of water, trident, rides blue horse
29. Iospha – Fire – black with red striations, 4 armed, on boar with four flaming axes
30. Cekala - Storms, Lightning, Battle – rides on elephant with lightning bolt in hand
31. Uvir – Air, Wind - head of deer, legs of deer, spear, falcon
32. Mubere – Thieves, Wealth, Excess - head of cat, sword, cats
33. Vekka – Water (Lake ) – four arms and four legs, two heads, spear, water snake
34. Eddea – Love, Desire – standing on turtle, javelin
35. Jekrat – War, Soldiers – 2 faces, back blindfolded, front wears lion mask, sword and axe, lions
36. Worlu – Purification, winter – green skin, holding bowl and flame, rides elephant
37. Omagh– Death – dark blue skin, black armor, sword and shield, rides golden tiger, mace
38. Qonru – Sun , life, birth, creation – red skin, four arms, sword of fire, rides flaming eagle
39. Iallus – Moon, Light, Creativity - silver body, head of stag, spear
40. Keskittall – Mars, Violence, War - black skin, head of boar, mace and axe
41. Gallas – Jupiter, Wisdom – head of ram, sceptre, owl
42. Mirres – Mercury, Science, Math – head of wolf, rope, staff
43. Bormal – Venus, Knowledge - elephant head, bat wings, dark blue body, hammer
44. Laras – Saturn , Travel, Hardship, Suffering - crows head, two crows circle head, scythe
45. Nareen – Darkness, Rebirth – two heads, one snake, one frog, axe
46. Tarasural – Peace, Rest, Contemplation – blank face, golden body, holds lotus blossoms, butterfly
47. Mohlk – Birds, communication – green body with hawk’s head and feathered wings, mace
48. Yult –Strength, Loyalty – ape in golden armor, hammer, rides giant lion
Playable groups have a list of the most common gods worshipped by that group, I decide to roll between them and I get - Shayamal (Justice, Community, Charity)
Languages
Characters get the language of their playable group and one other language of their choice, and then one roll on the table for every point of their INT bonus. If a duplicate is rolled, roll on Special Table 1 instead
Saan to start. For second language I roll a 31 - Urdyll, for the three bonus languages I roll 19, 15 ,17, that’s Saan, Malu and Malu, so we get two duplicates, both send me to Special table 1, where I roll 7 and 12, Merpeople and roll on Special Table 2. I roll 8 for the Dragon subtable, roll a 7 for Pan Lung. So the final list is: Saan, Urdyll, Malu, Merpeople and Pan Lung.
Bhakashal Languages - (3d12)* Special Table 1 - (d12)
Special Table 2 - (2d12)
G. Choose Equipment and Clothing
Backpack, 50’ rope, (3) iron spikes, flint and steel, (3) torches, waterskin, iron rations, blanket, (3) candles, (3) flasks of oil, lantern, small sack - 250 gp encumbrance, 20gp cost
Clothing: Leather kilt, bandolier.
H. Pick Armor and Weapons and Assign Attack Bonuses
Armor type - None - AC: 8
ATTACK BONUS
+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
Initial number of weapons determined by class, 3 for a Myrmidon, and the next at 4th. So that’s 3.
I decide to take a bow and a sword, keep it simple, and take the third slot as a bonus on the bow
Attack bonus for a 3rd level Myrmidon is as a Martial/Arcane PC, so +1 to hit at 3rd
Broadsword [+2/+1] 2-8/2-7, WS: 3, WvrsAC: +2L/+3N, Critical: cleave
Shortbow [+4/+2] 1-6/1-6, WS: 3, ROF 2, Range 10/15/20, WvrsAC: -3M/+1L/+2N, Critical: Remain
For Shortbow, quick bonus unpack: flat +1 bonus to hit for ATTACK BONUS, missile weapons take the “to hit” of their DEX bonus, so that’s +2 more for a 13 DEX, and they used their third weapon proficiency slot to take a +1/+1 on the bow, so that raises the to hit one more. So +4 to hit. Damage doesn’t get the ATTACK BONUS, or the DEX modifier, damage is modified by STR. The +1 to damage from the weapon slot applies as well, so that’s +2.
For the broadsword, it’s base +1 to hit for ATTACK BONUS, +1 for STR (STR modifies “to hit” for melee weapons), damage bonus is also from STR, +1. So that’s +2/+1
Natural attacks: 3/round (CCB), [+1/+1], 1-2/1-2/1-6, WS:1, WvrsAC: -2M/+1L/+3N, Critical: Cleave/Stab
2. Weapon Proficiency Slots: Each class has an initial number of slots, a Non-Proficiency Penalty and gets new slots as they gain levels.
Forfeiting a weapon proficiency slot allows a +1/+1 bonus with an existing weapon
I. Assign Wealth
All PCs start with 50 gp, a 50 gp gem and 50 gp piece of jewelry, plus 10gp per ability score = 150 gp + 50gp gem + 50gp jewelry
For PCs and NPCs above 1st level, add [100 gp + 100 gp gem + 100 gp jewelry]/level to wealth.
= 200 gp, 200 gp gem, 200 gp jewelry
New total: 350gp, 200gp gem, 50gp gem, 200 gp jewelry, 50 gp jewelry
Deduct cost of equipment, armor and weapons - 30 gp, decides to buy a mount, a giant boar, “Bhogg” (MV:15”, AC:6,HD:5, NA:2 (gore/bite), DA:2-12, 2-8, SD: surprised on a 1 in 6, S:L-6’ at shoulder) cost: 500gp for trained, adult boar. Pays for it in all his jems and jewels, leaving 350gp. Buy a custom leather saddle for beast with full canopy (100gp), and a set of custom leatherworking tools with another 50gp. Leaving 200gp
J. Calculate Encumbrance
Weapon Weights are found in the weapon listings -
Arrows are 2 each, quiver is 30, 18 arrows in a quiver so that’s 66gp.
75 gp broadsword and 20 gp shortbow.
No armor
260gp encumbrance for equipment (includes 10gp for custom leather work tools)
Carries 20gp on his person, the rest in his saddle safe.
Total (rounded): 440gp
Deduct 50gp per point of CON and STR bonus (bonus total +3 so 150gp] = 290 gp
You have to hit 500 before shifting down a movement category, so they can carry up to 210 gp more before having to slow down.
Equipment Weights*
*“Small” generally means something that can be held in one hand, “large” means something that is larger than this. Heavy and light are as expected. Multiple very small light objects (e.g. candles, lockpicks) can be classified as a single small, light item.
Weight/Movement Table
K. Assign Spells/Class Abilities
Myrmidons can improve one of STR, DEX or CON by 1 point at 3rd level, I’ll assign to STR
S - 11 [+1]
I - 16 [+3]
W - 12 [+1]
D - 13 [+2]
C - 13 [+2]
C - 9 [0]
The Myrmidon has access to the House Jin laboratory of their patron, and the library, this means that their costs for brewing potions will be 100gp per spell level duplicated, it requires a fantastic component of a sympathetic kind, and takes 4 days to complete. Failure and harm odds, as well as repeat odds of success, are detailed elsewhere.
When the myrmidon has completed their research and their preparation, they will cast a Dolejain’s Union of the Sympathies on the concoction, and roll for a successful brewing. The odds of successfully brewing a potion are ½ the myrmidon’s “to know” percentage, plus 5% per level of myrmidon minus 2% per level of the closest spell effect the potion will duplicate, and requires 1 week of work, - 1 day for each point of intelligence above 14.
Myrmidons get a +2% per level bonus on their rolls on the potion miscibility table
A 3rd level Myrmidon is known as a Myrmidon Quartus , their responsibilities include: participating in hunt under command as scout, hound or chaser, researching, organizing and maintaining potion making materials in laboratory
At third level they can cast 3 of the following spells per day, each one can be cast more than once:
1st Level - Dolejain’s Union of the Sympathies
2nd Level - Seig Torson’s Expedited Elixir
3rd Level - Merreonath’s Amazing Transforming Draught
Myrmidon’s may cast any regular warlock spell from a scroll
Myrmidon Spells
Dolejain’s Union of the Sympathies
Level: 1, Casting Time: 1 segment, Range: 1”, Duration: permanent, Area of Effect: 1 potion, Components: V,S, Saving Throw: special
When cast, Dolejain’s Union of the Sympathies takes the components of a potion and brings them together (details above). It cannot be cast immediately on the same batch of components immediately after a previous failure, the batch must be re prepared.
Sieg Torson’s Expedited Elixir
Level: 1, Casting Time: 1 segment, Range: 1”, Duration: permanent, Area of Effect: 1 potion
Components: V,S, Saving Throw: special
When potions are consumed it normally takes 1 segment to take out the potion, one to drink the potion, and 2-5 segments for the potion to take effect (so 4-7 segments total). When the Expedited Elixir is cast 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 remove potion, 1 to cast spell, 1 segment to consume).
Merreonath’s Amazing Transforming Draught
Level: 2, Casting Time: 2 segments, Range: touch, Duration: instantaneous, Area of Effect: one potion, Components: V,S, Saving Throw: special
When this spell is cast upon a potion the potion must make a save versus magical fire, with a modifier of +1 for every level of the caster. If the save is successful the potion has been converted to a gas, and this confers 2 benefits. First, the myrmidon (or others) may inhale the potion rather than drinking it, causing it to take effect instantly. Secondly, potions that normally have more than one “dose” in them have an extra 1-2 doses added. The spell may only be cast on a potion once.
L. Assign Personality Traits (Optional)
Up to four, rolled on DMG tables. Note that players should always get to:
Refuse or re-roll a personality trait
Interpret a personality trait
Careless, compassionate, opinionated
M. Customize Playable Group Lore (Optional)
Generous, prefers large groups, carves wooden totems
N. Name
Chambrace the Tayl
O. Magic Items
For PCs and NPCs being made above 1st level, assign magic items as follows:
Level / 3 in permanent magic items
Level / 2 in temporary magic items
Since this particular PC is a myrmidon, they will have double the number of temporary magic items, + their INT bonus, the extra being all potions. So for a 3rd level myrmidon, that’s 1 permanent magic item, 1 scroll and 6 potions. Since they have the first three myrmidon spells to cast on these potions, those that have Merreonath’s cast on them (and have a total initiative modifier of 1) have an “M” beside them with a number for total doses available.
Permanent Item - Bracers of Defense, AC 7 with DEX bonus of +2 this lowers AC to 5
Scroll of 3 spells - Unseen Servant, Detect Invisibility, Mordenkainen’s Faithful Hound
Potion of Heroism (M4}
Potion of Levitation (2)
Potion of Fire Resistance (3)
Potion of Lightning bolt (M4)
Potion of Extra Healing (3)
Potion of Polymorph Self (M5)
No comments:
Post a Comment