Building Bhakashal - Character Creation - PCs
Art by JK Roots at Deviantart https://www.deviantart.com/jkroots/art/Jungle-Passage-888288458
Today’s entry into the January Character Creation challenge is another completely randomized PC. This time I rolled up a Urdyll Spartan, the Urdyll are a unique playable group of sentient humanoid plants, and the Spartan is a martial PC, so the splinters will be flying.Game on!
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 - 66 - Spartan
Faction- Red Sun Monastery [LG]
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: 31 - Urdyll
C. Generate Stats
For each stat roll 3d6
5 4 2 /3 3 4 /1 3 6/ 3 4 2/3 5 5/ 3 4 5
S 11 / I 10 / W 10 / D 9 / C 13 / C 12
Apply stat minimums
STR 15 WIS 15 DEX 15 CON 11
S 15 / I 10 / W 15 / D 15 / C 13 / C 12
Switch any two stats (you cannot produce a result less than a minimum)
No switch
Apply playable group bonuses
+1 WIS +1 CON
S 15 / I 10 / W 16 / D 15 / C 14 / C 12
Apply Ability Modifiers
S - 15 [+2]
I - 10 [+1]
W - 16 [+3]
D - 15 [+2]
C - 14 [+2]
C - 12 [+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 [+5]
Death Magic WIS and CON [+6]
Petrification CON and CHR [+4]
Polymorph WIS and CHR [+5]
Breath Weapon DEX and INT [+4]
Spell WIS and INT [+5]
Hit Points
Class based, roll or take the average (1/2 HD) - roll d8 and get 4 hp
Bhakashal - Hit Points
Table 1 - Hit Point Progression by Class
E. Add Skills and Playable Group Abilities
PCs get a skill(s) related to their playable group
Rolled: Blacksmith
All PCs then get a roll on the Bhakashal Skill table once for every point of INT bonus. Duplicate rolls get a +1 bonus with the existing skill
Rolled: Brewer
Playable groups also have abilities
A Urdyll can breathe underwater, and can heal naturally at 1 HP per day and if they are in a forested area or area with rich soil (e.g. a marsh, a farmer’s field) and they can connect to it they can triple their rate of natural healing while in that spot. A Urdyll can root to the spot temporarily, requiring a full round to disconnect. While rooted the Urdyll will have +2 on all saves, and can only be surprised on a 1 in 6.
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: 21 - Olapp – Fertility, Growth, Healing
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
Urdyll, Saan
Rolled: 28 - Togmu
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
Custom shirt and kilt, green and gold striped pattern, silver earrings
H. Pick Armor and Weapons and Assign Attack Bonuses
No Armor, AC: 9 (spartan) 7 (DEX)
Attack bonus for a 1st level PC is +1 to hit
Spartan gets 3 proficiency slots, roll randomly for weapons:
Rolled Tetsubo [+3/+2],1-8/1-8, WS:4, WvrsAC: +2M/+1L/-1N, Criticals: Bludgeon/Sweep - Weight 75 gp, cost 2gp
Rolled: (2) Hand Axes [+3/+2], 1-6/1-4, WS: 2, WvrsAC: -2M/+1N, Criticals: Dual Wield/Remain - 50 gp weight, 2gp cost
Rolled: Combat Chain [+3/+2], 2-5/1-4, WS: 3, WvrsAC: NONE, Criticals: Entangle - weight 80 gp, cost 1 gp
Criticals
Tetsubo
Bludgeon - Weapon knocks opponent prone or back 10’
Sweep - weapon trips victim, fall prone and lose next attack, +4 to hit against them
Hand Axes
Dual Wield - On a critical hit the second weapon also strikes, otherwise it is assumed to be blocking (gives one point AC bonus)
Remain - Weapon stays imbedded in opponent, does minimum dice damage each round until removed
Combat Chain
Entangle - ChainAC3/HP8, weapon entangles target, 2 rounds to disentangle, additional critical hit against AC10 to maintain the entangle for additional rounds or to dismount, drag or pull over.
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, so 160gp, 50gp gem/ 50gp jewelry
Deduct cost of equipment, armor and weapons - 145 gp, 50gp gem/ 50gp jewelry
J. Calculate Encumbrance
Weapon Weights are found in the weapon listings. - 205gp
Armor Weights are found on the Armor Table - none
Equipment weight is precalculated for equipment packs, otherwise consult the Equipment Weights table - 200gp
Deduct 50gp per point of CON and STR bonus - 200gp
Total all weight and consult the Weight/Movement table - 295 gp can be added before slowing
Weight/Movement Table
K. Assign Spells/Class Abilities
A. +3” to move - Move 15”
B. 3/2 open hand attacks per round at d6/2 damage - WvrsAC modifiers of +1L / +2N.
C. +1 to hit/2 levels bonus on open hand attacks
Jump - jump 10’ forward or 10’ up, jump and land on opponent, making an open hand attack, damage is shifted up two levels (d6 instead)
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
Generous, cautious, joyful
M. Customize Playable Group Lore (Optional)
Prefers small groups, sings conversation, values honor, 8’ tall, purple back and crown flowers
N. Name
Brother Jothin
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