Building Bhakashal - Character Creation - PCs
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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
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
Apply stat minimums
INT 10 DEX 10 CHR 10
S 12 / I 11 / W 16 / D 10 / C 10 / C 16
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
Apply playable group bonuses
+1 DEX, +1CON
S 12 / I 11 / W 10 / D 17 / C 11 / C 16
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
Notes:
E. Add Skills and Playable Group Abilities
PCs get a skill(s) related to their playable group
Rolled: Farmer
All PCs then get a roll on the Bhakashal Skill table once for every point of INT bonus
Rolled: Shipwright
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
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)
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
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
Deduct cost of equipment, armor and weapons - 50 gp, 2x 50gp gems, 50gp armband
J. Calculate Encumbrance
Weapon Weights are found in the weapon listings.- 110gp
Armor Weights are found on the Armor Table - none
Equipment weight is precalculated for equipment packs, otherwise consult the Equipment Weights table - 210 gp
Deduct 50gp per point of CON and STR bonus - 100
Total all weight and consult the Weight/Movement table - 220gg, can carry 280gp before slowing
Weight/Movement Table
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:
Refuse or re-roll a personality trait
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
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