Building Bhakashal - Character Creation - PCs - The Vox
Bhakashal unpacks the basic magic-user framework into parts and rearranges them, a magic-user whose spells are all verbal/ sound based is just one facet of that. A vox is initiated into the class by drinking a magical concoction that contains the essence of an air elemental. If the PC is a first level Vox, then the potion worked…
A Vox can cast a range of spells from all classes, but these are not the same as the spells written in the PHB. All Vox spells have verbal components only, and use sound, magically enhanced, to achieve their effects. Vox spells are written in a unique language known only to members of the class, and when they use their spells they use this language.
So, for example, a Vox casting spells that impact the mind (e.g. “charm person or mammal”) would sing the spell and the words would charm or otherwise mentally manipulate the target. If the target was deaf it would be immune to the effect.
Vox spells that involve force (push, shield, shatter, transmute rock to mud, wall of force, disintegrate) use sound to break or move things.
Detect invisibility and detect traps work like sonar to detect the presence of things.
Ray of enfeeblement is not a ray, it’s a sound that causes weakness in a target much like a Dragonne’s roar. Chant and Dispel Exhaustion work like inspiration, the sound of a Vox’s voice giving the target strength.
There are a number of “charm” spells, command, charm person, suggestion, etc. These spells all impact 1HD of targets per level of the Vox.
There are a number of “spoken word” or “speak” spells like power word, speak with animals, speak with dead, etc., these work as written.
Fear spells work by making sounds that terrify the listener.
Monster, animal and insect summoning spells, as well as animate dead, work by “calling” the monsters, animals, or dead, spells like “gust of wind’ work by summoning a minor air elemental.
Etc.
Let’s get started, we will stat up a 1st level Vox
Process
A. Choose Class (d20)
Vox - 1st level - Vox Chanter
Faction - - Red Sun Monastery [LG]
B. Choose Playable Group (3d12)
Rolled: Garudin (bird people)
C. Generate Stats
For each stat roll 3d6
3 6 6/ 1 5 2 /6 1 2/ 2 5 4 /3 2 5 /3 4 6
S 15 / I 8 / W 9 / D 11 / C 10 / C 13
Apply stat minimums
INT 15 CON 13 CHR 16
S 15 / I 15 / W 9 / D 11 / C 13 / C 16
Switch any two stats (you cannot produce a result less than a minimum)
No switch
Apply playable group bonuses
+1 to DEX and +1 to INT
S 15 / I 16 / W 9 / D 12 / C 13 / C 16
Apply Ability Modifiers
S - 15 [+2]
I - 16 [+3]
W - 9 [0]
D - 12 [+1]
C - 13 [+2]
C - 16 [+3]/+15%
D. Calculate Saving Throw Bonuses and HP
All classes get a +1 bonus per 2 levels of experience, so +1 at 1st
Paralyzation STR and CON [+5]
Poison CON and DEX [+4]
Death Magic WIS and CON [+3]
Petrification CON and CHR [+6]
Polymorph WIS and CHR [+4]
Breath Weapon DEX and INT [+5]
Spell WIS and INT [+4]
Hit Points
Class based, roll or take the average (1/2 HD), I’ll take the average for 3
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
Musician
All PCs then get a roll on the Bhakashal Skill table once for every point of INT bonus
Heraldry, Cobbler, Tailor
Playable groups also have abilities
- Dive attack = 2 point AC penalty, +4 to hit, x2 to damage,
- excellent vision
- when in air are surprised on a 1 in 6 and surprise others on a 3 in 6
- 9” walk and 36” fly,
- 3 natural attacks per round (CCB) 1-2/1-2/1-3
- SA: dive attack = 2 point AC penalty and +4 to hit, x2 to damage
F. Choose Deity and Languages
Uvir (god of the air, wind)
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
Garudin, Saan, rolled: Urdyll, Saan, Yalan, duplicate Saan gets a reroll on Special Table 1 and that gets marsh dragon. So: Garudin, Saan, Urdyll, Yalan, Marsh Dragon
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
Blue silk pants and shirt
H. Pick Armor and Weapons and Assign Attack Bonuses
No armor AC: 10
Attack bonus for a 1st level PC is +1 to hit
2 weapons:
(2) hand axes [+2/+2], 1-6/1-4, WS: 2, WvrsAC: -2M/+1N, Criticals: Dual Wield/Remain - 50gp encumbrance, 2 gp cost
Crossbow [+1/+2] 2-5/2-5, WS: 4, ROF:1, Range: 6/12/18, WvrsAC: -1M/+2L/+3N, Criticals: Remain - 20gp encumbrance, cost 12gp + 20 quarrels 2gp cost 20gp encumbrance
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: 60gp, 100gp ruby, 50gp emerald, 50 gp silver ring
Deduct cost of equipment, armor and weapons - 26gp
Total: 34gp, 100gp ruby, 50gp emerald, 50 gp silver ring
J. Calculate Encumbrance
Weapon Weights are found in the weapon listings. - 140 gp
Armor Weights are found on the Armor Table - none
Equipment weight is precalculated for equipment packs, otherwise consult the Equipment Weights table - 200 gp
Deduct 50gp per point of CON and STR bonus - 200gp
Total all weight and consult the Weight/Movement table - 140 gp, so 360 gp can be carried before slowing down a category of speed
K. Assign Spells/Class Abilities
Voxes, like all arcane casters, can cast any spell from a scroll, and can cast higher level spells from scrolls. Spells on their list they can use directly. The process is as follows. When they find a spell from the list on a scroll they must “translate” it into a song, all Vox spells are sung. To do this they roll their “to know+ CHA bonus” percentage, if successful they have translated the spell to song and can permanently memorize it.
A vox can cast 1 spell per day per level of experience from any of the spells they have memorized. Voxes follow the 1/2 level spell rule, e.g. a 5th level vox can cast up to 3rd level spells from memory.
For a 1st level Vox, their patron will give them up to 4 spells, the Vox must roll their “to know + CHA bonus” to determine if they can memorize the spell. If they are unsuccessful, move on to another spell until 4 are memorized. It is up to the player what spells to try. Since Voxes have a restricted list, rather than choosing from their patron’s list of spells choose from the complete 1st level spell list, the assumption being that their patron would have copies of spells that they had failed the “to know” on around, as well as spells they had memorized, so the complete list is available.
Once they have those initial spells they will get a spell at “level up” from their patron, and any further spells must either be purchased, scribed or found.
For Voxes above 1st level, assign the number of memorized spells as follows:
For NPC/PC voxes from 2nd to 5th level, assign Level + [INT bonus+CHA bonus] x 2 spells
For NPC/PC voxes from 6th to 9th level, assign Level + [INT bonus+CHA bonus] x 3 spells
For NPC/PC voxes from 10th+, assign Level + [INT bonus] x 5 spells
Spell distribution is up to the Referee, as in principle a warlock can cast spells of any level, no matter what their level is. However, lower level spells are more common on the scroll lists, so Bhakashal recommends that you take the total number of spells and divide it into three bands, give the most spells to the first band, the second most to the second band, and the least to the third (highest level) band, with the caveat that no spell should be of a level more than 2x the caster’s level.
So for example, for a 5th level caster with 10 spells
1-3rd: 5
4-6th: 3
7-9th: 1
Once you have determined the ranges, roll to see levels and then roll for each spell. You can either roll completely randomly or use the Bhakashal spell tables by type (offensive, defensive and miscellaneous)
So for our PC Vox, let’s take the 1st level spell list:
1st Level
Audible Glamer
Command
Charm Person or Mammal
Hagellen’s Thunderous Staff
Hypnotism
Loshner’s Weird Words
Message
Push
Remove Fear
Shield
Sleep
Speak with Animals
Ulan’s Cacophonous Clap
Ventriloquism
They try successfully for hypnotism, command and Ulan’s Cacophonous Clap, they are unsuccessful with Speak with Animals, but successful with Shield
Bhakashal Spells
Ulan’s Cacophonous Clap
Level: 1, Casting Time: 1 segment, Range: 0, Duration: special, Area of Effect: 1” per level, Components: V, Saving throw: special
When the caster claps their hands together all creatures who can hear other than the caster and 1 other individual designated by the caster per level are impacted by the spell as follows:
Level of Caster - Effect of Spell
1st – clapping noises come from all directions, save or distraction* (-1 to hit) for 1 round
2nd – clapping noises come from all directions, save or distraction (-1 to hit) for 2 rounds.
3rd – clapping noises come from all directions, distraction (-2 to hit) for 1 round, no save
4th – loud noise, save versus spells or deafness for 2 rds (-1 to hit, +1 to AC)
5th – loud noise, save versus spells or deafness for 2 rounds (-1 to hit, +1 to AC), save at –1
6th – loud noise, deafness for 2 rounds (-1 to hit, +1 to AC), no save
7th – booming noise, save versus spells or stunned for 1 round (unable to act)
8th – booming noise, save versus spells or stunned for 2 rounds (unable to act), save at –1
9th – booming noise, stunned for 1 round (unable to act), no save
10th – explosive noise, save versus spell or unconscious for 2 rounds, items must save versus normal blow
11th – explosive noise, save versus spell or unconscious for 2 rounds, items must save versus normal blow, both saves at –1
12th – explosive noise, unconscious for 2 rounds, no save, items must save versus normal blow at -2
13th – shockwave, save versus spell or knocked down, 1-6 damage, prone for 1 round, 30% + caster level chance to blow open doors, items must save versus crushing blow
14th – shockwave, save versus spell or knocked down, 1-6 damage, prone for 1 round, save at -1, 40% + caster level chance to blow open doors, items must save versus crushing blow at -1
15th - shockwave, save versus spell at -2 or knocked down, 1-6 damage, prone for 1 round, 50% + caster level chance to blow open doors, items must save versus crushing blow at -2
1. A vox has a 10% chance per level of “breaking” a silence spell or penetrating a gag when casting a spell.
2. A vox can imitate any sound they have heard before using an Audible Glamer spell, only casual acquaintance with the sound is needed.
3. A vox can identify voices and animal sounds well enough to identify animal / monster types with a 10% per level accuracy, and can identify the size of a group of NPCs/monsters with 20% per level accuracy, based on what can be heard.
4. A vox saves against any vocally based attack (sonic breath weapon, siren’s charm) like a monk, a failed save means half damage / effect, a successful save means no damage / effect.
5. Vox’s may combine their vocal spell powers, when two or more vox’s are together, if they use the same spell there will be the following effects:
If the spell has a saving throw, each casting is saved against at a -1 per vox, e.g. if there are two vox’s then the targets save versus each spell at -2, if there are three vox’s -3, etc.
If the spell does not have a saving throw, then duration, range or AOE is increased by 20% per vox beyond 1, e.g. if two vox’s are casting, each vox can increase the specific parameter of the spell by 20%, if three were casting then each could increase the parameter by 40%, etc.
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
Dandyish, proud, jealous, foolhardy
M. Customize Playable Group Lore (Optional)
values clever wit and wordplay, elaborate jokes, mocking the powerful and humor that highlights hypocrisy
N. Name
Virridin Jamu
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