Building Bhakashal - Character Creation - PCs
Art by Chris Seaman - https://www.chrisseamanart.com/
Randomly Generate a PC
For today’s Character Creation Challenge I will generate a character randomly. No expectations, no preferences, just what the dice decide for as much as possible. Let’s assume I’m running a 1 shot game and I want to generate pregens, this is one. Pregens are usually 3rd level.
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)
Beastial (druid)
Cavaral (monk/magic-user - all/only evocation magic)
Chimerist (all/only alteration magic)
Conjuror (all/only conjuration magic)
Gyre (Generic magic)
Jinx (spider/druid - all/only plant magic)
Justiciar (paladin)
Mercenary (fighter)
Myrmidon (fighter/magic-user - potions only)
Necromancer (all only necromantic/abjuration magic)
Phantasmist (Illusionist)
Seer (cleric - all regular cleric spells and all divination magic)
Slayer (ranger/assassin)
Spartan (monk)
Spellbinder (druid/magic-user - all/only elemental and animal spells)
Spider (spider)
Thaumaturge (spider/magic-user - scroll spells only)
Theurgist (fighter/illusionist - all/only enchantment and illusion spells)
Vox (bard - all sound spells and sound based versions of other spells)
Warlock (magic-user)
Rolled: 11 Phantasmist
Rolled: 76 House Jin [NG]
B. Choose Playable Group (3d12)
3-4. Chitin (insect people)
5-7. Garudin (bird people)
8-9. Emberi (primate people)
10-12. Jugyi (turtle people)
13. Kutya (dog people)
14-17. Malu (fish people)
18. Rakasta (cat people)
19-26. Saan (lizard people)
27-30. Togmu (frog people)
31. Urdyll (plant people)
32-33. Vodnik (castor people)
34-36. Yalan (snake people)
Rolled: 18 - Rakasta
C. Generate Stats
For each stat roll 3d6
3 2 4 /6 6 4/ 4 6 3/ 1 2 1/ 4 5 4/5 5 6
S9 / I 16 / W 13 / D4 / C 13 / C 16
Apply stat minimums
INT 15 DEX 16 CHR 15
S9 / I 16 / W 13 / D16 / C 13 / C 16
Switch any two stats (you cannot produce a result less than a minimum)
Switch STR and CON
S13 / I 16 / W 13 / D16 / C9 / C 16
Apply playable group bonuses
+1 DEX / +1 CHA
S13 / I 16 / W 13 / D17 / C9 / C 17
Apply Ability Modifiers
S - 13 [+2]
I - 16 [+3]
W - 13 [+2]
D - 17 [+3]
C - 9 [0]
C - 17 [+3]/+15%
D. Calculate Saving Throw Bonuses and HP
All classes get a +1 bonus per level of experience, so that’s +3 base at 3rd level
Paralyzation STR and CON [+5]
Poison CON and DEX [+6]
Death Magic WIS and CON [+5]
Petrification CON and CHR [+6]
Polymorph WIS and CHR [+8]
Breath Weapon DEX and INT [+9]
Spell WIS and INT [+8]
Hit Points
Class based, roll or take the average (1/2 HD) - 3 rolls 5,3,2 = 10HP
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
Herbalist
Some classes (e.g. myrmidon) also get skills
Artist (sculptor)
All PCs then get a roll on the Bhakashal Skill table once for every point of INT bonus
Rolled: 13: astronomer, 66: navigator and 97: skill of your choice, I roll amongst the skills I already have and get astronomer [+1]
Playable groups also have abilities
Move at 15”, climb walls as a 1st level spider, 3 attacks per round (CCB) 1-3/1-3/2-4, if both claw attacks hit they get two additional raking back claw attacks for 1-3 each. They have infravision 120’, they are surprised on a 1 in 6 and surprise others on a 3 in 6, track as a Slayer.
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: 22. Nesig – Revenge, Loyalty, Duty - six arms, head of dragon, swords
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
Rakasta, Saan, + rolled 7,12 and 12 again, so roll on Special Table 1 and I get Wemic
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, (3) candles, (3) flasks of oil, lantern, small sack - 250 gp encumbrance, 20gp cost
H. Pick Armor and Weapons and Assign Attack Bonuses
For things like armor where they chose to wear none there is no need for randomization, but if it were a warrior I might roll between the viable armor options.
Attack bonus for a 3rd level arcane PC is +1 to hit
One weapon proficiency -
Rolled: 27 - Sword, Short [+3/2] Sword, short, 1-6/1-8, WS: 2, WvrsAC: -1M/+2L/+3N, Criticals: Dual Wield/Remain/Stab - Encumbrance 35, cost 7gp
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. For PCs and NPCs above 1st level, add [100 gp + 100 gp gem + 100 gp jewelry]/level plus 50gp per ability score “+” to wealth. Total: 130gp - 650gp - 200 gp, 200 gp gems, 200 gp jewelry
Deduct cost of equipment, armor and weapons - 27gp - total: 103gp, 400gp ruby, 450 gp sapphire, 200gp emerald, 200gp gold earring
J. Calculate Encumbrance
Weapon Weights are found in the weapon listings. - 35gp
Armor Weights are found on the Armor Table - none
Equipment weight is precalculated for equipment packs, otherwise consult the Equipment Weights table - 250gp
Deduct 50gp per point of CON and STR bonus - 100gp
Total all weight and consult the Weight/Movement table - 185 gp, so 315gp can be added before slowing down
K. Assign Spells/Class Abilities
Spell Casting Odds: 65+3= 68% chance to cast spell
For NPC/PC phantasmists from 2nd to 5th level, assign Level + [INT bonus] x 2 spells
3+6 = 9 spells
Spell spread - roll for individual levels
1-3rd: 6 - 1,2,3,2,31
4-6th: 3 - 4,5,5
For each roll randomly to determine offensive, defensive, miscellaneous
Spells Rolled Randomly:
1 - Def - Quen-Tharin’s Blazon of Vulnerability
1 - Off - Phantasmal Force
3 - Misc - Soromon’s Steps
2 - Off - Sharshan’s Hidden Hand
3 - Def - Phantom Steed
1 - Misc - Light
4 - Off - Raggelash’s Blackened Rain
5 - Off - Xantar’s Iridescent Sphere
5 - Def - Morreon’s Sonic Sentinel
Quen-Tharin’s Blazon of Vulnerabilty (Alteration)
Level: 2
Casting Time: 2 segments
Range: 1” per level
Duration: 4 rounds + 1 rd/lv
Area of Effect: individiual
Components: S
Saving throw: special
Quen-Tharin’s Blazon of Vulnerability allows the phantasmist to “see through'' objects/creatures to reveal their weak spots (the object appears semi-transparent to the phantasmist, and the weak spots appear as blackened areas). When the phantasmist has cast this spell, any attack against an object gets:
+1 to hit per level of the phantasmist
+1 to hit if the phantasmist is using a light blunt object (e.g. a staff)
+2 to hit if they are using a light edged weapon (e.g. a dagger or hand axe)
+3 to hit for a heavy edged weapon (e.g. a sword or battle axe)
+4 to hit for any heavy blunt weapon (e.g. a mace or hammer)
If the phantasmist scores a critical hit with these bonuses, the object will experience one of the following impacts:
A weapon or shield will shatter
Armor will take a penalty equal to the phantasmist’s level (e.g. a 4th level phantasmist’s blow would change AC 4 armor to AC 8 up on a critical), single or repeated blows that change the AC to 10 or higher destroy it
A wooden door would be shattered
A monster/NPC will take a penalty equal to the phantasmist’s level with respect to the area targeted by the phantasmist, e.g. if the 4th level phantasmist targets an NPCs arm with this spell, attacks with the arm would take a -4 to hit penalty, if a leg was targeted movement rate would slow -4”, etc.
Sharshan’s Hidden Hand
Level: 2
Casting Time: 2 segments
Range: caster
Duration: 1 hour per level
Area of Effect: individual
Components: S,M
Saving throw: none
Sharshan’s Hidden Hand “sits” for the duration of the spell until discharged, and covers one attack mode, unarmed, melee, missile or spell with an illusion to conceal it. If it was a thrust with a dagger, then the illusion would show the phantasmist, for example, holding their hands at their side while the attack occurred. Once the attack is successfully made the spell wears off. This spell gives the phantasmist a level/2 in 6 chance of surprising a target in full view, if surprise fails their initiative score is equal to their weapon speed or casting time, no roll is needed. The material component of this spell is a clear crystal worth at least 20 gp.
Soromon’s Steps
Level: 3
Casting Time: 3 segments
Range: Special
Duration: 1 turn per level
Area of Effect: creature touched
Components: V,M
Saving throw: None
When Soromon’s Steps is cast the phantasmist may start moving as if they were climbing a set of stairs and they will find that small discs that combine negative and positive material plane energy will appear beneath their feet as they walk, supporting up to 400 lbs of weight. The phantasmist may then climb up or down (carrying no heavier a weight than the combined weight total limit of 400 gp), and move side to side or forward at their normal movement rate, they may also stand still above the ground and attack or spell cast from that position for the duration of the spell. If the phantasmist is successfully hit while under the influence of this spell he must save versus spell or the spell will be disrupted and they will fall. The material component of this spell is a small piece of variegated marble on a bracelet that must be worn around the phantasmist’s ankle, it is not consumed by the spell and should remain on at all times.
Raggelash’s Blackened Rain (Evocation)
Level: 4
Casting Time: 4 segments
Range: 1” per level
Duration: 1rd/level
Area of Effect: 1” rad globe for every 2 levels
Components: V,M
Saving throw: None
It must be raining for this spell to work. When cast the illusionist allows a small amount of negative plane energy to infuse each raindrop, which leads to all victims in the area of effect to experience 1 hp of cold damage for every level of the illusionist every round they are in the rain. Creatures vulnerable to cold will take double damage. Water under the rain will freeze in 4 rounds, cold blooded creatures will be slowed for the duration of the spell. Undead in the downpour will move at half regular speed and attack at -1 while in the AOE. The material component of this spell is an electrum piece.
Morreon’s Sonic Sentinel (Illusion/Phantasm)
Level: 5
Range: 0
Duration: 2 rounds/level
Area of Effect: 5" + l" /level radius sphere
Components: V,M
Casting Time: 5 segments
Saving throw: none
Morreon’s Sonic Sentinel allows the phantasmist to “read” changes in sound from their environment to detect any movement within the area of effect. For the duration of this spell the phantasmist has +2 on all surprise rolls, can target invisible or otherwise hidden opponents with no to hit penalty, and gains a +4 to hit against all opponents in the area of effect. In addition, the phantasmist can accurately estimate distances within the area of effect, and can use the sound energy of the spell to determine the thickness of walls and the relative density of materials. The material component of this spell is a custom made small silver wind chime set worth 20 gp.
Xantar’s Iridescent Sphere
Level: 5
Casting Time: 5 segments
Range: 1” per level
Duration: 1 round per level
Area of Effect: special
Components: S,M
Saving throw: special
Xantar’s Iridescent Sphere creates a whirling, multi-colored sphere of energy that rests in the phantasmist’s hands. When the phantasmist throws the sphere the victim must make a save at -1 for every 2 levels of the phantasmist. If they fail their save the sphere envelops them. While in this sphere, all victims take a 1 point AC and saving throw penalty for every 2 levels of the phantasmist, all of their attacks are at – 1 for every 2 levels of the phantasmist, and spell casting is not possible. The material component of this spell consists of a gem worth at least 50 gp.
Material Components
Left Belt Pouch (10) Fleece, (5) Clear crystals
Varigated marble bracelet (on ankle)
Right Belt Pouch - (10) electrum pieces, Small silver wind chime
Robe pocket - (4) 50gp gems
Phantasmist Abilities
Phantasmists have a 10% chance per level of knowing someone is using a mental/scrying spell on them or recognizing an illusion (in addition to a disbelief save if appropriate)
They have a 5% chance per level of resisting or deceiving a scrying/mind reading spell, or resisting or redirecting mind influencing spells against the attacker.
Phantasmists can cast 1 spell per day per level of experience + INT bonus, and have success/fail, reverse/harmful odds for casting all spells as a warlock, e.g. odds of successful casting equal to “to know” percentage +1% per level, reverse/harmful odds for failed casting are 5% per level of spell. Same rules as warlocks for the number of reverse/harmful results that can be resisted.
At different levels they get a selection of at will spells they can cast once per day, outside of their regular allocation of spells, as follows:
1st level - forget
3rd level - clairaudience
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
Curious, Dandyish, Loyal
M. Customize Playable Group Lore (Optional)
Patient, smokes pipe
N. Name
Rizzal Tarwan the Opal
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
I permanent, 2 temporary magic items, all rolled:
+ 1 Grasshopper Sword
Oil of Etherealness, Scroll of Wall of Fog and Phantasmal Killer
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