Building Bhakashal - Character Creation - PCs
Today I will roll and see what comes up for a 1st level PC, I will also time the process, to see approximately how long it takes me to roll up a PC for this system. I used a Discord bot to roll all of the dice for each of these results. I only chose where dice rolls were not appropriate. The idea is that this is approximately how long it would take a new player to roll up a PC under my supervision (online or in person).
Of course, real PC creation takes longer as the player would want to read the options and understand what the different classes do in fair detail, ask questions, etc. This is an example of how long it would take if someone said, “I will roll up a randomized character and take whatever I get, I can ask questions later.” After the first attempt it should be possible for players to do this entirely unsupervised.
Here we go!
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 (2d20)
1-6: Beastial (druid)
7-10: Cavaral (monk/magic-user - all/only evocation magic)
11-14: Chimerist (all/only alteration magic)
15-18: Conjuror (all/only conjuration magic)
19-20: Gyre (Generic magic)
21-26: Jinx (spider/druid - all/only plant magic)
27-28: Justiciar (paladin)
29-36: Mercenary (fighter)
37-40: Myrmidon (fighter/magic-user - potions only)
41-44: Necromancer (all only necromantic/abjuration magic)
45-50: Phantasmist (Illusionist)
51-58: Seer (cleric - all regular cleric spells and all divination magic)
59-64: Slayer (ranger/assassin)
65-70: Spartan (monk)
71-72: Spellbinder (druid/magic-user - all/only elemental and animal spells)
73-80: Spider (spider)
81-86: Thaumaturge (spider/magic-user - scroll spells only)
87-88: Theurgist (fighter/illusionist - all/only enchantment and illusion spells)
89-92: Vox (bard - all sound spells and sound based versions of other spells)
93-100: Warlock (magic-user)
Rolled: 30 Mercenary
Faction Table
Houses of Bhakashal - House–Ward–Crest (foreground/background)-House Magus Warlock–House Ur Lord*
1-3. Xandal
4-6. Tollminder
7-8. Bharin
9-10. Uarnon
12-14. Zoon
15-17. Emarshil
18-19. Pentas
20-21. Horn
22-24. Omravos
25-27. Magnar
28-30. Viinos
31-32. Kesht
33-35. Klis
36-37. Kallost
38-40. Soronos
41-42. Joshan
43-45. Kolkan
46-47. Dhom
48-49. Ukant
50. Liat
51-52. Ghan
53-54. Acantus
55. Aerew
56. Bontill
57. Westrill
58-59. Himmenghost
60. Omander
61. Zaln
62. Griathon
63. Nintil
64. Ular
65-67. Quannar
68. Ain
69. Lantiller
70. Destwiller
71. Enos
72-73. Iastis
74-76. Jin
77-78. Hyin
79-80. Phars
81-82. Xixfarn
83. Fansall
84. Immasin
85. Omsan
86. Murgin
87-89. Ynris
90. Honan
91-92. Quintos
93. Jolcas
-95. Sinshal
96. Rostus
97-98. Rillen
99-100. Borasjin
Rolled: 21 House Horn [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: 20 Saan
C. Generate Stats
For each stat roll 3d6
1 6 1/ 6 5 1/ 5 1 4 /1 6 2/ 5 4 4/ 5 2 3
S 8 / I 12 / W 16 / D 9 / C 13 / C 10
Apply stat minimums
STR 10 DEX 10 CON 10
S 10 / I 12 / W 16 / D 10 / C 13 / C 10
Switch any two stats (you cannot produce a result less than a minimum)
Switch STR and WIS
S 16 / I 12 / W 10 / D 10 / C 13 / C 10
Apply playable group bonuses
+1 to CON, +1 to INT
S 16 / I 13 / W 10 / D 10 / C 14 / C 10
Apply Ability Modifiers
S - 16 [+3]
I - 13 [+2]
W - 10 [+1]
D - 10 [+1]
C - 14 [+2]
C - 10 [+1]/+5%
D. Calculate Saving Throw Bonuses and HP
All classes get a +1 bonus per level of experience
Paralyzation STR and CON [+5]
Poison CON and DEX [+4]
Death Magic WIS and CON [+4]
Petrification CON and CHR [+4]
Polymorph WIS and CHR [+3]
Breath Weapon DEX and INT [+4]
Spell WIS and INT [+4]
Hit Points
Class based, roll or take the average (1/2 HD) - I’ll roll - 6 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
Leather Worker
All PCs then get a roll on the Bhakashal Skill table once for every point of INT bonus
35 - Forester
37 - Forester
Duplicate rolls get a +1 bonus with the existing skill
So Forester [+1]
Playable groups also have abilities
Saan Move is 12” on land, 15” in the water, they get 3 natural attacks per round (CCB), 1-2/1-2/1-6, they have infravision, are amphibious, they have tough skin (WvrsAC: leather), they are surprised on a 1 in 6 and surprise others on a 3 in 6 in forested/marshland environments
Bhakashal Skills (d100)
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: Uvir – 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
Saan and Togmu to start
Rolled: 20/22 Saan/Saan, both now roll on Special Table 1
Rolled: 3,10
Marsh Giant, Sahuagin
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
Roll d10 for armor: Rolled: 6 - scale mail (250gp encumbrance, 50 gp cost)
Attack bonus for a 1st level PC is +1 to hit
Initial number of weapons determined by class (4) for mercenary
To hit and damage bonus +4/+3 melee, +2/+3 missile
Weapons rolled: One melee sharp, one melee blunt, one pole arm and one missile
3 - Bardiche {+4/+3], 2-8/3-12, WS:5, WvrsAC: -1M/+2L/+3N, Criticals: Cleave/Dismount /Sweep/Remain
- 125gp enc- 7gp cost
7 - Horseman’s Flail [+4/+3], 2-5/2-5, WS: 3, WvrsAC: +1L, Criticals: Bludgeon/Dual Wield
- 35gp enc- 8gp cost
25 - Bec de Corbin [+4/+3], 1-8/1-10, WS: 5, WvrsAC: +2M/+2L/+3N, Criticals: Set Against Charge / Sweep/Vault
- 100 gp enc - 6gp cost
3 - Composite Short Bow [+2/+3], 1-6/1-6, ROF:2, WS:3,Range:5/10/18, WvrsAC: -2M/+2L/+3N, Critical: Remain -
- 50 gp enc bow 18 arrows 36 gp total 86gp- 75gp cost
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 (100gp) - total: 150 gp, 50gp gem, 50gp jewelry
Deduct cost of equipment, armor and weapons - 166gp Remaining: 34gp, 50 gp gem
J. Calculate Encumbrance
Weapon Weights are found in the weapon listings. - 346
Armor Weights are found on the Armor Table - 250
Equipment weight is precalculated for equipment packs, otherwise consult the Equipment Weights table - 250 Total: 810 gp total
Deduct 50gp per point of CON and STR bonus -250 gp
Total all weight and consult the Weight/Movement table - 596 gp - Move down 1 category in movement rate, drop Bec de Corbin to move up one category in movement
Bhakashal Armor
Weight/Movement Table
K. Assign Spells/Class Abilities
Save versus all combat and weapon criticals (see below)
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: Forceful, Proud, Opinionated
M. Customize Playable Group Lore (Optional)
Rolled: Prefers groups, carves totems, generous
N. Name
Rondam Kliss
Note that this process took approximately 15 minutes, but there was no need to roll up spells and low level mercenaries have few non-combat abilities to record. Average time for a 1st level arcane PC is closer to 20.
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