Saturday, January 15, 2022

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

  1. 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


  1. Apply stat minimums

STR 15 WIS 15 DEX 15 CON 11

S 15 / I 12 / W 15 / D 15 / C 11 / C 12


  1. Switch any two stats (you cannot produce a result less than a minimum)

No switch


  1. Apply playable group bonuses

+1 WIS +1 CON

S 15 / I 12 / W 16 / D 15 / C 12 / C 12


  1. 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

Class-Type

HD

0-level NPCs/monsters - do not gain further HP beyond start

d6

A. Beastial/Cavaral/Chimerist/Conjuror/Gyre/Jinx/Myrmidon/

Necromancer/Phantasmist/Seer/Spellbinder/Spider/Thaumaturge/

Theurgist/Vox/Warlock

d6

B. Justiciar/Mercenary/Spartan/Slayer

d8

C. Monster

d8

Notes

All PCs/NPCs have the option of “taking the average” rather than rolling for each level of HP. The average normally rounds up, but in Bhakashal you round down, so a d8 is 4.5, which rounds to 4hp. There is NO CON bonus to HP.

All PCs and NPCs should record their roll for HP at each level. At 6th level and every level thereafter the player can reroll any one of those rolls

All animals/monsters have rolled HP based on their listed HD.


E.  Add Skills and Playable Group Abilities

  1. PCs get a skill(s) related to their playable group

Rolled: carpenter


  1. All PCs then get a roll on the Bhakashal Skill table once for every point of INT bonus

Rolled: Tinkerer

  1. 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

01-02: Alchemist

24-26: Chef

49-51: Herdsman

74-75: Scribe

03-05: Animal handler

27-28: Cobbler

52-54: Hunter

76-77: Shipwright

06-07: Artist

29-31: Farmer

55-56: Jeweler

78-79: Stoneworker

08-09: Armorer

32-34: Fisherman

57-58: Juggler/Entertainer

80-82: Tailor

10-11: Astrologer

35-37: Forester

59-61: Leatherworker

83-84: Teamster

12-13: Astronomer

38-39: Gambler

62-63: Miner

85-86: Tinkerer

14-16: Blacksmith

40-41: Gemologist

64-65: Musician

87-88: Trader

17-18: Bowyer/Fletcher

42-43: Glassworker

66-68: Navigator

89-91: Trapper 

19-20: Brewer

44-45: Heraldry

69-70: Painter

92-95: Roll an additional skill

21-23: Carpenter

46-48: Herbalist

71-73: Sailor

96 -100: Skill of your choice


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)

3-4. Chitin (insect people) 2

5-7. Garudin (bird people) 3

8-9. Humans (primate people) 2

10-12. Jugyi (turtle people) 3

13. Kutya (dog people) 1

14-17. Malu (fish people) 4 

18. Rakasta (cat people) 1

19-26. Saan (lizard people) 8

27-30. Togmu (frog people) 4

31. Urdyll (plant people) 1

32-33. Vodnik (castor people) 2

34-36. Yalan (snake people) 3

  1. Dragon, Black

  2. Dragon, Marsh

  3. Giant, Marsh

  4. Giant, Stone 

  5. Jackalwere

  6. Kobold

  7. Merpeople 

  8. Naga

  9. Ogre

  10. Sahuagin

  11. Wemic

  12. Roll on Special Table 2


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. 

Character Class

Initial Weapon Proficiency Slots

Non Proficiency Penalty

Added Proficiency Slots Per Level

Spartan

3

-2

1/2 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

  1. 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

  2. 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

  3. Deduct cost of equipment, armor and weapons - 20gp

  4. Total: 30gp, 300gp sapphire, 200gp ruby, 200gp necklace, 500gp emerald, 50gp pearl, 50gp earring


J. Calculate Encumbrance

  1. Weapon Weights are found in the weapon listings. - 75gp

  2. Armor Weights are found on the Armor Table

  3. Equipment weight is precalculated for equipment packs, otherwise consult the Equipment Weights table - 200gp

  4. Deduct 50gp per point of CON and STR bonus - 150gp

  5. Total all weight and consult the Weight/Movement table - 125 gp, 375gp can be added before changing movement categories


Weight/Movement Table

Weight Carried

Movement Rate Penalty


Less than 500 gp

None - movement normal for playable group


500 gp to 999 gp 

3” 


1000 gp to 1499 gp

6”


1500 gp +

9”



K. Assign Spells/Class Abilities

  1. Base AC: 8

  2. Move: 17”

  3. Open hand damage d6 - WvrsAC:  -1L/+2N

  4. +1 to hit/2 levels bonus on open hand attacks - [+6/+2]

  5. Jump: 13’ forward or 13’ up, jump and attack shifts damage up one category (e.g. 2d4)

  6. Climb Walls/Parkour - 86%

  7. 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:

  1. Refuse or re-roll a personality trait

  2. 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)


Brother Clane - 3rd level Emberi Spartan Devotee - Red Sun Monastery [LG]

MV:17”/14” - AC: 6 - HP: 9

 

Ability Scores

S -15 [+2] 

I - 12 [+1]
W - 16 [+3]
D - 15 [+2]
C - 12 [+1] 
C - 12 [+1]/+5%

Deity - Haeka – Peace, Contemplation

Languages - Emberi, Saan, Malu

Appearance - bald, 6’2”

Skills/Abilities - carpenter, tinkerer

- 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

- 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 

Saving Throws

Paralyzation [+6]

Poison [+6]

Death Magic [+7]

Petrification [+5]

Polymorph [+7]

Breath Weapon [+6]

Spell [+7]


Weapons - Class Attack Bonus: +2

  1. Short Sword [+5/+3] 1-6/1-8, WS: 2, WvrsAC: -1M/+2L/+3N, critical: Dual Wield/Remain/Stab

  2. Sling [+5/+3] 2-5/2-7, WS: 3, ROF: 1, Range 5/10/20, WvrsAC: -2M/+1L/+3N, Criticals: Remain

  3. Open Hand [+6/+2], 1-6/1-6, 3/2att/rd, WS:1, WvrsAC: -1L/+2N


Equipment: Backpack, 50’ rope, (3) iron spikes, flint and steel, (3) torches, waterskin, iron rations, blanket


Encumbrance: +375gp

Wealth: 30gp, 300gp sapphire, 200gp ruby, 200gp necklace, 500gp emerald, 50gp pearl, 50gp earring

Clothing: Red kilt 

Personality: Immaculate, curious, stoic


Magic Items: (4) +1 sling stones, +1 Luckstone











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