Saturday, January 29, 2022

Building Bhakashal - Character Creation - PCs



Image by Chris Achilleos - https://downthetubes.net/in-memoriam-artist-chris-achilleos/


Today’s January Character Creation Challenge PC is another picture to character entry. This year saw the passing of one of the greatest fantasy artists in the business, Chris Achilleos, and I have always been taken with this particular piece. It immediately made me think of Bhakashal because the character design has flourishes, Bhakashal PCs and NPCs have attitude and style, they are bold, showy and look the part. It also made me think, “slayer”, so this entry will be a pre-gen 3rd level slayer that might be used for a one-shot game.


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)

Title: Slayer (Slayer Hunter)


Faction - Temple of Worlu  – Purification, winter 


B. Choose Playable Group  (3d12)

Emberi


C. Generate Stats

  1. For each stat roll 3d6

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

S 10 / I 12 / W 14 / D 12 / C 7 / C 15


  1. Apply stat minimums

STR 13 INT 13 WIS 14 CON 14

S 13 / I 13 / W 14 / D 12 / C 14 / C 15


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

No Switch


  1. Apply playable group bonuses

+1 CON +1 WIS

S 13 / I 13 / W 15 / D 12 / C 15 / C 15


  1. Apply Ability Modifiers

S - 13 [+2] 

I -  13 [+2]
W - 15 [+2]
D - 12 [+1]
C -  15 [+2] 
C - 15 [+2]/+10%


D. Calculate Saving Throw Bonuses and HP

All classes get a +1 bonus per level of experience, so +3 to start


Paralyzation STR and CON [+7]

Poison CON and DEX [+6]

Death Magic WIS and CON [+7]

Petrification CON and CHR [+7]

Polymorph WIS and CHR [+7]

Breath Weapon DEX and INT [+6]

Spell WIS and INT [+7]


Hit Points 

Class based, roll or take the average (1/2 HD) - Rolled: 4,5,3 = 12hp


Bhakashal - Hit Points

Table 1 - Hit Point Progression by Class

Class-Type

HD

B. Justiciar/Mercenary/Spartan/Slayer

d8


E.  Add Skills and Playable Group Abilities

  1. PCs get a skill(s) related to their playable group

- Weaponsmith


  1. Sage: Major field: Supernatural, Special Category: Demons

 

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

Astrologer, Astronomer


  1. Playable groups also have abilities

- move: 12”- land, 9” - trees 

- vision: infravision 120’, +4 on saving throws against brightness related blindness. 

- hearing: action - enhance hearing, reducing surprise to 1 in 6, on saves against sonic damage


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

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


Chosen: Worlu  – Purification, winter 


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


Emberi, Saan, Garudin, Vodnik



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

3-4. Chitin (insect people) 2

5-7. Garudin (bird people) 3

8-9. Humans (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, (3) candles, (3) flasks of oil, lantern, small sack - 250 gp encumbrance, 20gp cost


As Illustration


H. Pick Armor and Weapons and Assign Attack Bonuses


Bhakashal Armor 

AC

Name - (example) - Material

Weight

Cost*

Initiative 

Penalty

10

No armor- none - regular clothing/animals

0

0

0

9

Padded Leather (e.g., gambeson) - soft leather 

100

1

0

8

Leather (e.g. cuir bouilli) - hardened leather 

150

3

0

7

Breastplate (e.g., Samnite armor) - metal plate

200

30

0

6


Banded (e.g. Lorica Hamata) - Metal bands on leather

Scale (e.g., Lorica Squamata) - metal scales on leather

200

250

40

50

0

0

5

Breastplate/Greaves (e.g., Hoplite armor) - metal plate

300

75

0

4

Chain (e.g. byrnie) - metal links over leather

300

100

1

3

Lamallar (Byzantine armor) - overlapping small  metal plates over leather

350

200

1

2

Plate (Conquistador armor) - segmented metal plates over chain**

450

300

1

1

Full Plate*** (e.g., panoply)- uniform metal plate over chain

500

500

2


Chain Mail + sheild - AC: 3, Weight 300gp, cost 100gp, Initiative Penalty - 1

Note that the PC can have the shield absorb the full damage from any two attacks before being destroyed


Attack bonusL +1 to hit for every 2 levels of experience for martial characters, e.g. +1 at 1st, 3rd, 5th, so +2 base


Initial number of weapons determined by class.

Slayer - 3 weapons / -2 non proficiency penalty / 1weapon /3 levels


So three weapons.


Forfeiting a weapon proficiency slot allows a +1/+1 bonus with an existing weapon, she will take this on the katana


Weapons

Katana [+4/+3], 1-10/1-12, WS:3*, WvrsAC: -2M/-1L/+3N, Criticals: Remain/Stab - weight 60gp, cost 20gp


Crossbow [+2/+2], 2-5/2-5, WS:5*,ROF: 1, Range: 6/12/18, WvrsAC: -1M/+2L/+3N, Critical: Remain - 20gp weight, 12gp cost - 20 quarrels - 1 gp cost 20gp weight

*Note that the PC has a 1 point initiative penalty for her armor, so these weapon speeds are adjusted to include the penalty


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 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. So:

160gp, 50gp gem, 50gp jewelry, 200gp, 200gp gem, 200gp jewelry, 550gp

  1. Deduct cost of equipment, armor and weapons - 20 - 100 - 20 - 12 - 1 = 153gp, so new total:

250gp ruby, 250 gp ruby ring, 500gp diamond, 200gp emerald, 50gp


J. Calculate Encumbrance

  1. Weapon Weights are found in the weapon listings. - 60 + 20 + 20 = 100gp

  2. Armor Weights are found on the Armor Table - 300

  3. Equipment weight is precalculated for equipment packs, otherwise consult the Equipment Weights table - 250

  4. Deduct 50gp per point of CON and STR bonus - 200

  5. Total all weight and consult the Weight/Movement table - 450gp, so 50gp can be added 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

1. Chosen Foe - Slayers have a chosen kind of enemy, general and specific. The specific foe in this case is demons, the general foe is infernal/extradimensional creatures (e.g. ghosts, devils, shadows, ebon tigers)


2. Damage Bonus: A slayer gains +1 to hit and +1 to damage for every level of experience against their specific foe, and +1 to hit and + 1 to damage every 3 levels against their general foes, so +3/+3 against specific, +1/+1 against general


3 - Slaying: When attacking creatures of the target type, the slayer makes regular to-hit and damage rolls. However, on successful attacks, if the slayer exceeds their natural “to hit” by 5 they have the option to try for a slay, an instant kill, the odds of success are 50% + 10% X (slayer level- target level/HD) , they do half regular damage. Opponents of more HD than the slayer’s level get a saving throw versus death.


4 - Surprise: the Slayer has a 3 in 6 chance to surprise others and only a 1 in 6 chance of being surprised. 


5 - Tracking: Slayers track like PHB rangers, in wilderness, underground or urban environments, same odds. 


6 - Disguise: Slayers get the disguise and spying abilities of the assassin 


7 - Languages: If the Slayer gets any extra languages because of high intelligence, one of those languages is that of the target creature; so we will swap out Vodnik for Demon. 


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

  • Aloof, hard-hearted and brave


M. Customize Playable Group Lore (Optional)

  • None

 

N. Name 

  • Liath Mossun


O. Magic Items

Permanent - ⅓ levels of experience

Temporary - ½ levels of experience

Rolled:

+1 Sword of Confusion

Potion of Protective Circle

Potion of ESP



Bhakashal Magic Items

Sword of Confusion 

A sword of confusion is a +1 sword, twice per day the wielder may activate a special power.  When the wielder is in a melee with multiple opponents, the sword can force any attackers in that melee to randomly target their foes for one attack round, e.g. if the wielder activates the power while being faced by 6 bandits in battle, each bandit who targeted the thief would have to roll a d6 to see who was the recipient of their attack (a “to hit” roll is still required). Conventionally, the high roll is the wielder, any other roll is one of the intervening enemies. So in our case, a roll of 6 would direct the attack at the wielder (“to hit” is still required).  


Potion of Protective Circle

Consuming this potion is equivalent to casting a protective circle spell, as follows:

The imbiber is surrounded by an unseen barrier at 1’ distance, this barrier has several effects:

  1. All attacks against the imbiber are at -2

  2. All saving throws by the imbiber  are at +2

  3. The circle protects the imbiber from bodily contact from creatures of an enchanted or conjured nature such as aerial servants, demons, devils, djinn, efreet, elementals, imps, invisible stalkers, summoned animals, etc. 


Liath Mossun - 3rd  level Emberi Slayer Hunter - Temple of Worlu [LN]

MV:12”/9” - AC: 3 (chain and shield*)  - HP: 12

*Shield can absorb full damage from 2 melee attacks before being destroyed


Ability Scores

S - 13 [+2] 

I -  13 [+2]
W - 15 [+2]
D - 12 [+1]
C -  15 [+2] 
C - 15 [+2]/+10%

Deity - Temple of Worlu  – Purification, winter 

Languages - Emberi, Saan, Garudin, Demon

Appearance - 6’ tall, red hair

Skills/Abilities - Weaponsmith, astrologer, astronomer

- vision: infravision 120’, +4 on saving throws against brightness related blindness. 

- hearing: action - enhance hearing, +4 on saves against sonic damage

Saving Throws

Paralyzation [+7]

Poison [+6]

Death Magic [+7]

Petrification [+7]

Polymorph [+7]

Breath Weapon [+6]

Spell [+7]


Slayer Abilities

  1. Chosen Foe: Demons (+3/+3) - infernal/extra dimensional creatures (+1/+1)

  2. Slay: exceed natural “to hit” by 5 attacking chosen foe, odds: 50% + 10% X (slayer level- target level/HD) . Failure does half regular damage. Opponents of more HD than the slayer’s level get a saving throw versus death.

  3. Surprise on 3 in 6, surprised on 1 in 6

  4. Tracking

  5. Disguise


Weapons - Class Attack Bonus: + 2

  1. Katana [+4/+3], 1-10/1-12, WS:3, WvrsAC: -2M/-1L/+3N, Criticals: Remain/Stab 

  2. Crossbow [+2/+2], 2-5/2-5, WS:5,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, (3) candles, (3) flasks of oil, lantern, small sack

Encumbrance: + 50gp


Wealth: 250gp ruby, 250 gp ruby ring, 500gp diamond, 200gp emerald, 50gp

Clothing: Feathered headdress, leather boots and gloves

Personality: Aloof, hard-hearted and brave


Magic Items - +1 Sword of Confusion, Potion of Protective Circle, Potion of ESP






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