Tuesday, January 25, 2022

Building Bhakashal - Character Creation - PCs


Art by Altair Saosin at DeviantArt

https://www.deviantart.com/altair-saosin/art/Arut-cha-the-Thri-kreen-112417528


Another randomized 1st level PC for today, I’m thoroughly enjoying this process as it surprises me as I go along. So far the average time to create a 1st level PC is staying below 20 min, and as I get the materials for Bhakashal together and properly laid out I assume it will speed up. 


The PC I created is a spider (thief), and Chitin (insect person), so it is an interesting result. Because Chitin have 4 arms, they get multiple attacks from 1st level, this can make them seem overpowered, but it can also allow you to play against type. If you are used to the “dark horse” rogue who is useless in a direct fight, this might be a refreshing change. Note that low level PCs have very few HP in Bhakashal, so it’s still advisable not to dive right into melee, it’s not THAT against type, but if a fight does start…


Let’s 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 and Faction (d100)

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: Spider 

 

Faction Brass Blade Guild [LE] - Cutpurse


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: Chitin


C. Generate Stats

  1. For each stat roll 3d6 

2 6 4 /2 3 6 /4 6 6/ 4 2 2/ 5 4 1/ 6 5 5

S 12 / I 11 / W 16 / D 8 / C 10 / C 16


  1. Apply stat minimums

INT 10 DEX 10 CHR 10

S 12 / I 11 / W 16 / D 10 / C 10 / C 16


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

Switch WIS and DEX

S 12 / I 11 / W 10 / D 16 / C 10 / C 16


  1. Apply playable group bonuses

+1 DEX, +1CON

S 12 / I 11 / W 10 / D 17 / C 11 / C 16


  1. Apply Ability Modifiers

S - 12 [+1] 

I - 11 [+1]
W - 10 [+1]
D - 17 [+3]
C - 11 [+1] 
C - 16 [+3]/+15%


D. Calculate Saving Throw Bonuses and HP

All classes get a +1 bonus per level of experience 


Paralyzation STR and CON [+3]

Poison CON and DEX [+5]

Death Magic WIS and CON [+3]

Petrification CON and CHR [+5]

Polymorph WIS and CHR [+5]

Breath Weapon DEX and INT [+5]

Spell WIS and INT [+3]


Hit Points 

Class based, roll or take the average (1/2 HD) - Take average - 3


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: Farmer


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

Rolled: Shipwright


  1. Playable groups also have abilities

Chitin abilities vary by type, there are hard carapaced Chitin and soft carapaced chitin, I roll and get ‘soft’. 1 in 6 soft carapaced Chitin have insect wings, I roll the 1 so this PC has wings. Movement 12”/15”, ultravision 120’, only be surprised on a 1 in 6. 5 natural attacks per round, CCCCB for 1-2x4/2-5. They may make two weapon attacks per round from level 1. 


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

Rolled:  Yult  –Strength, Loyalty 


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: Chitin, Saan, and rolled: Emberi


Bhakashal Languages - (3d12)* Special Table 1 - (d12)

3-4. Chitin (insect people) 2

5-7. Garudin (bird people) 3

8-9. Emberi (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, thieves tools - 210 gp encumbrance, 20 gp cost


Harness/bandolier and leather kilt


H. Pick Armor and Weapons and Assign Attack Bonuses

No armor, DEX modifier 3, so AC 7


Attack bonus for a 1st level PC is +1 to hit


Weapons: 


Initial number of weapons determined by class, 3 for a spider, this PC will take 2 weapons and get a +1/+1 bonus on one of them. 


Chosen:

(2) Short Swords [+3/+2] 1-6/1-8, WS: 2, WvrsAC: -1M/+2L/+3N, Criticals: Dual Wield/Remain/Stab

35gp encum, cost 8 gp


Crossbow (20) [+4/+1] 2-5/2-5, WS: 4, ROF: 1, Range: 6/12/18, WvrsAC:-1M/+2L/+3N, Critical: Remain

20gp (crossbow) + 20 gp (bolts) encumbrance 12 + 1 gp cost

Note that as a Chitin they get 2 melee weapon attacks per round, alternately they can designate one for attacking and one for defense, lowering their AC by 1.

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 (100gp) in whatever form they want - 50gp, 3x50gp gems, 50gp armband

  2. Deduct cost of equipment, armor and weapons - 50 gp, 2x 50gp gems, 50gp armband



J. Calculate Encumbrance

  1. Weapon Weights are found in the weapon listings.- 110gp

  2. Armor Weights are found on the Armor Table - none

  3. Equipment weight is precalculated for equipment packs, otherwise consult the Equipment Weights table - 210 gp

  4. Deduct 50gp per point of CON and STR bonus - 100

  5. Total all weight and consult the Weight/Movement table - 220gg, can carry 280gp before slowing


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

- Spiders get the regular chance to surprise targets (e.g. 2 in 6), if this fails they get their thieving percentage (MS) or (HIS) as appropriate, to try and surprise


- Spiders get a +5% bonus per point of DEX modifier to all skills but RL, CW and HN

PP: 45% OL: 40% FRT: 35% MS: 30% HIS: 25% CW: 90% HN: 10%


- Backstab: +4 to hit, x 2 to damage


- Pick Pockets: A spider can PP twice a round, failure by more than ½ of the remainder indicates detection (e.g. if they have a 30% chance, rolling higher than 65% indicates detection). Also Includes: cheating at cards, switching out, hiding or planting objects, distraction. Divide the PP percentage by 5, and add this to the encounter reaction roll on top of charisma for a confidence game or swindle, to fence an item or fleece a mark.


- Open Locks: Includes removing a component of a mechanism without breaking it, extracting jammed objects, tieing-untieing knots (escaping bonds), reinforcing existing locks, fastening something against removal. NOTE: A successful OL roll means that a binding done by the spider (e.g. tying up a victim in rope) will reduce any chance of breaking the binding by half (e.g. if you have a 2 in 6 chance of untying yourself from the ropes, it is reduced to 1 in 6). 

- Finding and Removing Traps: includes disassembling objects, small item and weapon repair, locate secret doors (passive). Also, thieves can use complex technology (up to and including up “developed” technology e.g. basic firearms) with a FRT roll, and if they keep the firearm and study it for at least a month they can make a FRT roll to be able to then repair it, and if they continue to study it for an additional month they can use their FRT roll to build firearms. If they fail their FRT roll when trying to use, repair or build, their odds of harm from the attempt are ½ of the failure odds.


- Move Silently -  If a spider is trying to avoid tripping weight traps give them their regular roll to avoid tripping the trap, if it fails they get their MS roll to avoid.  


- Hide in Shadows - includes both hiding in the dark and hiding behind objects in daylight. Combo Move: spider distracts a target or becomes hidden while in combat with a successful HIS roll (the PC must identify a hiding spot or a distraction method), then makes a MS attempt next round, if successful, the spider can backstab.


- Climb walls - includes acrobatic and parkour moves, e.g. tumbling rolls to avoid damage from being dismounted or knocked prone, tightrope walking, pole vaulting (20’+1’ per point of RAA or Str damage bonus), high jumping (5’+1’ per point of RAA or Str damage bonus), broad jumping stand (10’+1’ per point of RAA or Str to damage bonus), broad jump running (20’+1’ per point of RAA or Str to damage bonus), and dive attacks (same damage profile as backstabs, minimum 20’ above ground)


- Read Languages - Includes: reading magic (not casting spells), assessment of jewelry and gems, magic item values, reading of command words on objects, “street lore” if the spider is familiar with the area (e.g. knowledge of who is influential, who is beholden to who, who has pulled off big jobs recently) and knowledge of magic item properties or cursed magic items.


 - Hear Noise - Hear noise actively reduces chances of being surprised, e.g. if the spider applies the skill and surprise is indicated against the spider, they get their hear noise roll to avoid surprise. Active listening requires the spider to be stationary and silent, e.g. cannot be done in melee. Hear noise includes: identify composition and number of unseen group, recognize accents and dialects, hear and remember command words for items used in presence


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

- Rough appearance, carless, aloof, collects books


M. Customize Playable Group Lore (Optional)

- does not eat in front of others, avoids debt


N. Name 

Joggekulan the Quick



Joggekulan the Quick - 1st level Chitin Spider Cutpurse - Brass Blade Guild [LE]

MV:12”/15” - AC: 7  - HP: 3 

 

Ability Scores

S - 12 [+1] 

I - 11 [+1]
W - 10 [+1]
D - 17 [+3]
C - 11 [+1] 
C - 16 [+3]/+15%

Deity - Yult  –Strength, Loyalty

Languages - Chitin, Saan, Emberi 

Appearance - 8’ tall, soft carapace, insect wings 

Skills/Abilities - Farmer, Shipwright

- ultravision 120’, surprised on a 1 in 6

PP:45 OL:40 FRT:35 MS:30 HIS:25 CW:90 HN: 10

Backstab: +4 to hit, x 2 to damage

Saving Throws

Paralyzation [+3]

Poison [+5]

Death Magic [+3]

Petrification [+5]

Polymorph [+5]

Breath Weapon [+5]

Spell [+3]


Weapons - Class Attack Bonus: +1 — 2 weapon att/rd 

  1.  5 natural attacks/rd, CCCCB for 1-2x4/2-5, WS:1, WvrsAC: -2M/+1L/+3N, Criticals: Cleave/Stab

  2. (2) Short Swords [+3/+2] 1-6/1-8, WS: 2, WvrsAC: -1M/+2L/+3N, Criticals: Dual Wield/Remain/Stab

  3. Crossbow (20) [+4/+1] 2-5/2-5, WS: 4, ROF: 1, Range: 6/12/18, WvrsAC:-1M/+2L/+3N, Critical: Remain


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


Encumbrance: +280gp


Wealth: 50 gp, 2x 50gp gems, 50gp armband

Clothing:  Harness/bandolier and leather kilt 

Personality: does not eat in front of others, avoids debt, rough appearance, carless, aloof, collects books


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