Sunday, January 30, 2022

Building Bhakashal - Character Creation - PCs



Art by Facezero at Artstation 

https://www.artstation.com/facezero


Today is another picture to PC entry for the January Character Creation Challenge. Some pieces of art just speak to you, and this one gives off big Bhakashal vibes. Warlocks in Bhakashal are showy and vain, arrogant and powerful. They are the opposite of the cowering pointy hat wizard that dominates the fantasy landscape. 


Bhakashal also randomizes magic allocation, so generating warlocks means that you get something unique every time. I'll be honest, I could generate NPC warlocks all day and never tire of it, it is always a process of discovery.


The warlock pictured here is the magician equivalent of Conan, half naked and ready to unleash eldritch forces and raze the place to the ground. I thought for today I would stat out a 6th level NPC warlock. There are several different roles that a warlock in Bhakashal can fulfill at their Noble House, from scribing scrolls to creating monsters to researching items to fighting in the arena. I have decided to stat out a warlock that the party might face in the arena as a representative of a rival Noble House. 


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)

Warlock, Title: Akhaada Combatant Primus (an "Akhaada" warlock is an arena warlock)


Faction - Rolled: House Magnar [LE]



B. Choose Playable Group  (3d12)

Emberi (human)



C. Generate Stats

  1. For each stat roll 3d6

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

S 13 / I 10 / W 16 / D 11 / C 9 / C 13


  1. Apply stat minimums

INT 15 DEX 10 CHR 16

S 13 / I 15 / W 16 / D 11 / C 9 / C 16


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

Switch WIS and INT

S 13 / I 16 / W 15 / D 11 / C 9 / C 16


  1. Apply playable group bonuses

+1 CON, +1 WIS

S 13 / I 16 / W 16 / D 11 / C 10 / C 16


  1. Apply Ability Modifiers

S -  13 [+2] 

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


D. Calculate Saving Throw Bonuses and HP

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


Paralyzation STR and CON [+6]

Poison CON and DEX [+5]

Death Magic WIS and CON [+7]

Petrification CON and CHR [+7]

Polymorph WIS and CHR [+9]

Breath Weapon DEX and INT [+7]

Spell WIS and INT [+9]


Hit Points 

Class based, roll or take the average (1/2 HD) - Rolled: 3, 3, 6, 1, 4 = 17 hp, at 6th level you get to re-roll any one of these results, so let’s re-roll the 1, and we get 3, so 19HP total


Bhakashal - Hit Points

Table 1 - Hit Point Progression by Class

Class-Type

HD

A. Beastial/Cavaral/Chimerist/Conjuror/Gyre/Jinx/Myrmidon/

Necromancer/Phantasmist/Seer/Spellbinder/Spider/Thaumaturge/

Theurgist/Vox/Warlock

d6


E.  Add Skills and Playable Group Abilities

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

Rolled: Shipwright

 

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

Heraldry, Gemologist, Gemologist so: shipwright, heraldry, gemologist [1]


  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, +4 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

Rolled: Maegela – Beauty, 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

Emberi, Saan, Rolled: Saan - roll again on Special Table 1 - Black Dragon, rolled - Garudin, Chitin


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 - 200 gp encumbrance, 10 gp cost


White robes


H. Pick Armor and Weapons and Assign Attack Bonuses

No armor - DEX bonus 1 point, AC: 9


Attack Bonus - +1 for every 4 levels of experience = +2


Initial number of weapons determined by class - 1, additional weapon at 6th.


Forfeiting a weapon proficiency slot allows a +1/+1 bonus with an existing weapon.


Since this particular warlock’s role is to fight in the arena, he should have more than a dagger and be somewhat competent with whatever weapon he picks. Also, Bhakashal has no weapons restrictions for classes, so we can take any weapon we want.I decide to go for something which would be useful in an arena context, a pole arm that keeps your opponents at bay. And we will take only one weapon, to get the proficiency bonus with the main. 


Weapons

Naginata [+5/+4], 1-8/1-10, WS: 4, WvrsAC: -1M/+1L/+2N, Critical: Dismount - weight 100gp, cost 8gp


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:

50gp, 130gp, 650gp, 500gp, 550gp gems, 550gp jewelry = 1330gp, 550gp gems, 550gp jewelry 


Since he is flush, I will purchase a mount + tack and harness:

Amaran (giant panther) + luxury saddle/tack+harness = 1100 gp  


  1. Deduct cost of equipment, armor and weapons - 1118gp, so final total:

30gp, 250gp ruby, 500gp diamond, 550 gp necklace


J. Calculate Encumbrance

  1. Weapon Weights are found in the weapon listings. - 100

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

  3. Equipment weight is precalculated for equipment packs, otherwise consult the Equipment Weights table - 200

  4. Deduct 50gp per point of CON and STR bonus - 150

  5. Total all weight and consult the Weight/Movement table - 150, so add 350 gp more 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

Since we have decided that this particular warlock is an arena warlock, rather than completely randomize spells we will assign spells weighted towards offensive and defensive options.


For warlocks higher than 1st level, assign Level + ([INT bonus] x 3) spells, so in this case, 15 spells.


Geneally the distribution is heavier on lower level spells, the default here is that you should not assign spells like this any higher than the caster’s level,  so in this case we can spread out the spell levels as follows:

Level 1-2 - 8 spells

Level 3-4 - 5 spells

Level 5-6 - 2 spells

I will alternate between offensive and defensive spells


1st - offensive - Burning Hands

2nd - defensive - Darkness 15' Radius

1st - offensive - Firewater

2nd - defensive - Pyrotechnics

1st - offensive - Shocking Grasp

2nd - defensive - Jinntar’s Rhythmic Stride

2nd - offensive - Strength

2nd - defensive - Detect Invisibility

4th - offensive - Evard’s Black Tentacles

4th - defensive - Rajmurangi’s Cunning Appendage

3rd - offensive -  Sjin’Saar’s  Corrosive Decay

3rd - defensive - Morshoggoth’s Evasive Lanyard

3rd - offensive - Phantasmal Force

5th - defensive - Distance Distortion

5th - offensive - Stavran’s Murderous Sinkhole


Spell Casting Odds: 77%

Spells per Day: 9 

He will not need material components for any of his 1st level spells


Material Components 

Belt Pouch front right - (5) bat fur and coal, (2) rope and burnt shoe heel

Belt Pouch back right - ape hair (3), giant squid tentacle (2) 

Belt Pouch front left - (3) talc and powdered silver, (2) sand and mercury

Belt Pouch back left - (2) lizard’s tail and iron spike, iron rod and drop of mercury


Bhakashal Spells

Jinntar's Rhythmic Stride (Alteration)

Level: 2 (also a 1st level illusionist spell)

Casting Time: 2 segments

Range: individual

Duration: 1 round/level

Area of Effect: individual

Components: V, S

Saving Throw: none


The warlock who casts Jinntar's signature spell must either be walking or start walking when it is cast. The warlock must then begin to whistle a familiar tune. While so walking and whistling onlookers will tend to look away from the warlock, making her -4 to hit for as long as she continues to whistle, and the spell duration is not up. It is possible to cast spells with only a somatic component while performing this spell.



Morshoggoth’s Evasive Lanyard (Alteration)

Level: 3

Casting Time: 3 segments

Range: 1”

Duration: 1 turn/level

Area of Effect: 1 rope

Components: V,S,M

Saving Throw: none


The evasive lanyard is designed to aid a mage on the run in an urban environment. When cast upon a 1 foot length of rope (or greater) it grows to 60’ and is given the following properties:

- For the duration of the spell it functions as a rope of climbing, it will be: “strong enough to support 3,000 pounds. Upon command the rope will snake forward, upward, downward, or in any other direction at 10’ per round and attach itself securely wherever desired. It will return or unfasten itself likewise. In any event, one end of the rope must be held by a character when it performs such actions. It can also be commanded to knot itself, and this will cause large knots to appear at 1 ' intervals along the rope; knotting shortens the rope to 50' length while so knotted.”  The rope may be used to climb walls, or to swing from place to place.

- The rope can be shrunk and held in one hand, and the warlock can then jump forward up to 30 feet (good for jumping roof to roof), and can run at charging speed for as long as desired for the duration of the spell.

- Once during the duration of the spell it can be used as a rope of entanglement for M or smaller opponents only. The rope has an AC of 5 and takes the warlock’s HP of damage to destroy.

The material component of this spell is the original length of rope and a piece of a burnt shoe heel.



Sjin’Saar’s  Corrosive Decay (Alteration)

Level: 3

Casting Time: 3 segments

Range: 1” per level

Duration: instantaneous

Area of Effect: up to a 1/2” rad sphere per level

Components: V,S,M

Saving’s Throw: special


Once described as the “battle mage’s fireball”, Sjin’Saar’s Corrosive Decay causes all metallic items in the area of effect (soft or hard) to save against lightning or be instantly corroded and fall apart. Note that the save versus lightning is switched, soft metal saves as hard and hard metal saves as soft, as soft metals are generally more resistant to corrosion. Iron based Magic weapons rust apart when they corrode. Magic metals weapons and armor gain a bonus on their save equivalent to plus of weapon or armor. Additional powers (e.g. magic swords) give +1 save bonuses for every power. Rings, amulets and other soft metals, being made of gold or silver, gain a +1 for every power. Iron wands/staves/wands are also impacted. Items that make their saving throws take no damage. The material component of this spell is a rod of iron and a drop of mercury, and it generally manifests as a swirling ball of dark green fire that explodes to fill the AOE.


Rajmurangi’s Cunning Appendage (Alteration)

Level: 4

Casting Time: 4 segments

Range: individual

Duration: 1 turn/4 levels

Area of Effect: individual

Components: V,S,M

Saving Throw: none.


The cunning appendage spell creates a lizard-like, prehensile tail of 14 feet in length behind the warlock. The tail has several functions, any one of which may be carried out once per round:


1. Lash – it can lash anywhere forward of the warlock up to 10’ and strike a victim, regular to hit with DEX and STR bonuses, damage 1-8.


2. Sweep – it can strike standing opponents in a 10’ radius and if they fail their save versus petrification they are knocked over, prone for one round


3. Deflect – it can strike out at incoming attacks, melee or missile, giving the warlock 1 point AC bonus against missiles and a 2 point AC bonus against melee weapons. Note that this bonus does not apply when the tail is attacking, and thus the warlock must state that she is defending with the tail that round and forfeits attacking to gain the defensive benefit. 


4. Grab – the tail can allow the magic-user and up to 100 lbs of other goods to hang, it can curl around objects as small as scrolls, wands, or staves. It can be used to attempt a disarming strike or a stealing strike on a critical hit to gain an enemy object, saving throw versus paralyzation (STR bonus applies) to remove.


The material component of this spell is a lizard’s tail and an iron spike.



Stavran’s Murderous Sinkhole (Alteration)

Level: 5

Casting Time: 5 segments

Range: 1” per level

Duration: permanent

Area of Effect: 1” radius circle per level

Components: V,S,M

Saving  Throw: neg.


This spell can be used to create an instant sink hole in the ground at any point in the range of the spell. The sink hole may be as wide and deep as the AOE indicates. Alternately, the warlock may split up the spell AOE into a number of smaller sink holes, e.g. a 10th level caster could make one sink hole 10” radius and 10” deep at the centre, or 10 sink holes 1” radius and 1” depth each, etc. These holes may be distributed in any fashion desired within the spell range. All creatures in the relevant AOE must save versus spell or fall into the sinkhole, sustaining falling damage from the appropriate height, and losing a full round recovering (during which they will be +4 to hit). A large enough hole can penetrate to the level below in a dungeon, or could be used to destroy a bridge, make an impenetrable gap in a road, etc. If cast on a ceiling in a dungeon this spell will cause the ceiling to collapse, doing damage proportional to the thickness of the floor material so dislodged. The material component of this spell is a handful of sand and a drop of mercury.


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

  • Curious, talkative, arrogant


M. Customize Playable Group Lore (Optional)

  • None

 

N. Name 

  • Mharal the Ivory


O. Magic Items

Level / 3 permanent, Level /2 temporary

Temporary:

Potion of Diminution

Scroll of 3 spells - Torubalt’s Mighty Tension, T'sin-Yil’s Munificent Shearing Blow, Whinroon’s Bladed Cobra, 

Scroll of 4 spells - Monster Summoning II, Globe of Invulnerability, Hold Monster, Mind Blank


Permanent:

Ring of Protection +2 - this will lower his AC by 2 and add a 2 point bonus to all saves

Keoghtom’s Ointment


Bhakashal Scroll Spells

Torubalt’s Mighty Tension (Alteration)

Level: 2

Casting Time: 2 segments

Range: 1” per level

Duration: 1 round/level

Area of Effect: 1 item per level

Components: V,S,M

Saving Throw: neg.


The mighty tension spell impacts bows and ropes and fabrics of all kinds. A number of items within the range must save versus spell or become marked by either extreme tension or extreme slackness. If the victim is willing no save is required. Bows made magically tense are +2 to hit and +2 to damage for the duration of the spell. Bows made slack are useless. Ropes made tense will snap under the addition of ¼ the weight that they can normally carry. Ropes made slack will extend in length 20% and have a 20% chance of becoming unraveled and breaking. Clothing made tense will give a 1 point penalty to AC and will make spell casting with somatic components require a saving throw versus breath weapon. In addition, robes or cloaks made tense will have a 10% chance per level of caster of leading to asphyxiation (save versus paralysation or unconscious for 1-4 rounds). Clothing such as boots or cloaks or gloves made slack will have a 10% chance per level of falling off. 



T'sin-Yil’s Munificent Shearing Blow (Alteration)

Level: 3

Casting Time: 3 segments

Range: touch

Duration: 1 round/level

Area of Effect: 1 weapon

Components: V,S,M

Saving Throw: none


The munificent shearing blow can only be used on a long weapon like a staff or a sword. When the spell is cast on the weapon it can strike shearing blows, side to side blows delivered to upright objects (striking the side of a pillar with a staff would be a shearing blow). When it makes a shearing blow the weapon is treated as + 3 to hit, +3 to damage, and the object must save versus crushing blow or be shattered. The weapon may only be used once in a round. The material component of this spell is a short stick that should be snapped when the spell is cast.


Whinroon’s Bladed Cobra (Alteration)

Level: 3

Casting Time: 3 segments

Range: touch

Duration: 1 round/level

Area of Effect: one weapon/3 levels

Components: V,S,M

Saving  Throw: None


The Bladed Cobra can be cast on one bladed weapon of any kind for every 3 levels of the magic-user casting the spell. Each of the weapons so enchanted will have the following properties: 

- The weapon’s speed will be increased 50% to a maximum of 1.

- Any melee combat with the weapon will ignore considerations of initiative and directly compare weapon speeds to determine first attack

- Any spell casting against the weapon user in melee range will ignore considerations of initiative and compare casting times directly to weapon speed to determine first strike

The material component of this spell is a strip of snake skin, a silver piece and a drop of water.



Mharal the Ivory - 6th level Emberi - Akhaada Combatant Primus Warlock - House Magnar [LE]

MV:12”/9” - AC: 7 - HP: 19


Ability Scores

S -  13 [+2] 

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

Deity - Maegela – Beauty, Loyalty

Languages - Emberi, Saan, Black Dragon, Garudin, Chitin

Appearance - 6’-2” black hair

Skills/Abilities - shipwright, heraldry, gemologist [1]

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

- hearing: action - enhance hearing, reducing surprise to 1 in 6, +4 on saves against sonic damage

Saving Throws

Paralyzation [+8]

Poison [+7]

Death Magic [+9]

Petrification [+9]

Polymorph [+11]

Breath Weapon [+9]

Spell [+11]


Weapons - Class Attack Bonus: +2

  1. Naginata* [+5/+4], 1-8/1-10, WS: 4, WvrsAC: -1M/+1L/+2N, Critical: Dismount

*gives a 1 point AC bonus 


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

Encumbrance: +350gp


Mount: Amaran “Julki” - (MV:15”/12”, AC:6, HD:7, NA:3 CCB, DA: 2-5/2-5/2-12, SA:two claw attacks hit, additional 2 back claw attacks 2-8/2-8, Climb as 1st level Spider, surprised 1 in 6/ surprises 3 in 6, INT: Semi, Size:L5’ at shoulder, 12’ long)

Wealth: 30gp, 250gp ruby, 500gp diamond, 550 gp necklace

Clothing:  white robes and shoulder piece

Personality: Curious, talkative, arrogant


Material Components 

Belt Pouch front right - (5) bat fur and coal, (2) rope and burnt shoe heel

Belt Pouch back right - ape hair (3), giant squid tentacle (2) 

Belt Pouch front left - (3) talc and powdered silver, (2) sand and mercury

Belt Pouch back left - (2) lizard’s tail and iron spike, iron rod and drop of mercury


Spells Per Day [9] - Spell Casting Odds: 77%

1st level - Burning Hands, Firewater, Shocking Grasp

2nd level - Darkness 15' Radius, Detect Invisibility, Jinntar’s Rhythmic Stride, Pyrotechnics, Strength

3rd level - Morshoggoth’s Evasive Lanyard, Phantasmal Force, Sjin’Saar’s  Corrosive Decay

4th level - Evard’s Black Tentacles, Rajmurangi’s Cunning Appendage

5th level - Distance Distortion, Stavran’s Murderous Sinkhole


Magic Items

Potion of Diminution, Scroll of 3 spells - Torubalt’s Mighty Tension, T'sin-Yil’s Munificent Shearing Blow, Whinroon’s Bladed Cobra, Scroll of 4 spells - Monster Summoning II, Globe of Invulnerability, Hold Monster, Mind Blank, Ring of Protection +2,Keoghtom’s Ointment




 

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