Building Bhakashal - Character Creation - PCs - The Spartan
I am a big fan of monks in D&D, but not necessarily in their original incarnation. One of the things that I have always disliked about D&D is the strong implied medieval setting. The presence of this as the setting for early D&D meant that everything was focused through this lens. So rather than giving us a martial artist character type, or an unarmed fighter, the “monk” was interpreted as a sort of combination between Asian martial artist and European aesthetic pilgrim. It was a weird mix.
Bhakashal doesn’t marry itself to a medieval model, so it is free to embrace a different type of “monk”. In Bhakashal monks, known as “Spartans” are part of an end times cult that believes in perfecting the sentient groups in body and mind to prepare them for the end of the world.
Today we will roll up a 3rd level spartan, who will be an NPC in my Wednesday game.
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)
Spartan - Faction - Red Sun Monastery [LG]
B. Choose Playable Group (3d12)
Emberi (human)
C. Generate Stats
For each stat roll 3d6
5 5 2 /3 5 4/ 6 4 2 /6 2 1/ 2 2 3/ 6 2 4
S 12 / I 12 / W 12 / D 9 / C 7 / C 12
Apply stat minimums
STR 15 WIS 15 DEX 15 CON 11
S 15 / I 12 / W 15 / D 15 / C 11 / C 12
Switch any two stats (you cannot produce a result less than a minimum)
No switch
Apply playable group bonuses
+1 WIS +1 CON
S 15 / I 12 / W 16 / D 15 / C 12 / C 12
Apply Ability Modifiers
S -15 [+2]
I - 12 [+1]
W - 16 [+3]
D - 15 [+2]
C - 12 [+1]
C - 12 [+1]/+5%
D. Calculate Saving Throw Bonuses and HP
All classes get a +1 bonus per 2 levels of experience, so for 3rd level that’s +2
Paralyzation STR and CON [+5]
Poison CON and DEX [+5]
Death Magic WIS and CON [+6]
Petrification CON and CHR [+4]
Polymorph WIS and CHR [+6]
Breath Weapon DEX and INT [+5]
Spell WIS and INT [+6]
Hit Points
Class based, roll or take the average (1/2 HD), I’ll take average, so 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: carpenter
All PCs then get a roll on the Bhakashal Skill table once for every point of INT bonus
Rolled: Tinkerer
Playable groups also have abilities
- selective vision control: infravision 120’, +4 on saving throws against blindness.
- selective hearing control: active hearing reduces surprise to 1 in 6, +4 on saves against sonic damage
Bhakashal Skills
F. Choose Deity and Languages
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
Rolled: Haeka – Peace, Contemplation
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
So Emberi, Saan and rolled: Malu
Bhakashal Languages - (3d12)* Special Table 1 - (d12)
G. Choose Equipment and Clothing
Backpack, 50’ rope, (3) iron spikes, flint and steel, (3) torches, waterskin, iron rations, blanket - 200 gp encumbrance, 10 gp cost
Red kilt
H. Pick Armor and Weapons and Assign Attack Bonuses
No armor, but as a 3rd level spartan they have a base AC of 8, DEX modifier reduces that to 6
Attack bonus for a 1st level PC is +1 to hit, and for a martial class like a spartan they get an additional +1 at 3rd.
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
Initial number of weapons determined by class, a 3rd level spartan gets 4 slots, and generally takes few weapons, so they will take a short sword and a sling, and take +1/+1 on both.
Short Sword [+5/+3] 1-6/1-8, WS: 2, WvrsAC: -1M/+2L/+3N, critical: Dual Wield/Remain/Stab
Sling [+5/+3] 2-5/2-7, WS: 3, Range 5/10/20, WvrsAC: -2M/+1L/+3N, Criticals: Remain
Open Hand [+4/+2], 1-6/1-6, 3/2att/rd, WS:1, WvrsAC: -1L/+2N
I. Assign Wealth
All PCs start with 50 gp, a 50 gp gem and 50 gp piece of jewelry, plus 10gp per ability score bonus point in whatever form they want: 150 gp, a 50 gp pearl and 50 gp earring
For PCs and NPCs above 1st level, add [100 gp + 100 gp gem + 100 gp jewelry]/level plus 50gp per ability score “+” to wealth. 200 gp + 200gp ruby + 200gp necklace + 500gp emerald
Deduct cost of equipment, armor and weapons - 20gp
Total: 30gp, 300gp sapphire, 200gp ruby, 200gp necklace, 500gp emerald, 50gp pearl, 50gp earring
J. Calculate Encumbrance
Weapon Weights are found in the weapon listings. - 75gp
Armor Weights are found on the Armor Table
Equipment weight is precalculated for equipment packs, otherwise consult the Equipment Weights table - 200gp
Deduct 50gp per point of CON and STR bonus - 150gp
Total all weight and consult the Weight/Movement table - 125 gp, 375gp can be added before changing movement categories
Weight/Movement Table
K. Assign Spells/Class Abilities
Base AC: 8
Move: 17”
Open hand damage d6 - WvrsAC: -1L/+2N
+1 to hit/2 levels bonus on open hand attacks - [+6/+2]
Jump: 13’ forward or 13’ up, jump and attack shifts damage up one category (e.g. 2d4)
Climb Walls/Parkour - 86%
Block missiles with a save versus petrification
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
Rolled: Immaculate, curious, stoic
M. Customize Playable Group Lore (Optional)
none
N. Name
Brother Clane
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
Note that Spartans cannot use potions or spell scrolls, so for “temporary” magic items they can have:
Protection scrolls
wands/staves/rods with limited charges
Magical missiles
Chosen: (4) +1 sling stones
Rolled: Luckstone (adds +1 to all saves)
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