Building Bhakashal - Character Creation - PCs - The Chimerist
Today I will do something a bit different, rather than rolling for everything, I have found a piece of artwork that represents a character and I will build the PC to match the image. In this case I have decided to make a spell-caster, specifically a warlock, but in this case a chimerist, a warlock that specializes in alteration magic.
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
A. Choose Class (d20)
Beastial (druid)
Cavaral (monk/magic-user - all/only evocation magic)
Chimerist (all/only alteration magic)
Conjuror (all/only conjuration magic)
Gyre (Generic magic)
Jinx (spider/druid - all/only plant magic)
Justiciar (paladin)
Mercenary (fighter)
Myrmidon (fighter/magic-user - potions only)
Necromancer (all only necromantic/abjuration magic)
Phantasmist (Illusionist)
Seer (cleric - all regular cleric spells and all divination magic)
Slayer (ranger/assassin)
Spartan (monk)
Spellbinder (druid/magic-user - all/only elemental and animal spells)
Spider (spider)
Thaumaturge (spider/magic-user - scroll spells only)
Theurgist (fighter/illusionist - all/only enchantment and illusion spells)
Vox (bard - all sound spells and sound based versions of other spells)
Warlock (magic-user)
Choice: Chimerist - Faction - House Himmenghost [LE]
B. Choose Playable Group (d12)
Chitin - Insect People
Garudin - Bird People
Humans - Primate People
Jugyi - Turtle People
Kutya - Dog People
Malu - Fish People
Rakasta - Cat People
Saan - Lizard People
Togmu - Frog People
Urdyll - Plant People
Vodnik - Castor People
Yalan - Snake People
The image appears human, so human it is.
C. Generate Stats
For each stat roll 3d6
6 3 2 /1 6 1 /6 2 1/ 3 2 2 /6 5 6/ 4 6 1
S11 / I8 / W 9 / D 7 / C 17 / C 11
Apply stat minimums
INT 15 DEX 10 CHR 16
S11 / I15 / W 9 / D10 / C17 / C16
Switch any two stats (you cannot produce a result less than a minimum)
Switch INT and CON
S11 / I17 / W 9 / D10 / C15 / C16
Apply playable group bonuses
+1 CON, +1 WIS
S11 / I17 / W10 / D10 / C16 / C16
Apply Ability Modifiers
S - 11 [+1]
I - 17 [+3]
W - 10 [+1]
D - 10 [+1]
C - 16 [+3]
C - 16 [+3]/+15%
D. Calculate Saving Throw Bonuses and HP
All classes get a +1 bonus per 2 levels of experience
Paralyzation STR and CON [+5]
Poison CON and DEX [+5]
Death Magic WIS and CON [+5]
Petrification CON and CHR [+7]
Polymorph WIS and CHR [+5]
Breath Weapon DEX and INT [+5]
Spell WIS and INT [+5]
Hit Points
Class based, roll or take the average (1/2 HD) - Take average - 3HP
E. Add Skills and Playable Group Abilities
PCs get a roll on the Bhakashal Skill table once for every point of INT bonus
Rolls: 23 2 97 - Carpenter, Animal Handler and my choice, I’ll take Tailor
PCs also get a skill(s) related to their playable group
I’ll take carpenter, which I already have, so I can get a +1 bonus on that skill. So I now have:
Carpenter [+1], Animal Handler and Tailor
12” move on land/ 9” through trees.
Infravision
+4 on saving throws against brightness related blindness
Take an action to enhance hearing, reducing the chance of surprise to 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 – 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: Poniar – Plants, Earth, Spring, Growth
Bhakashal Languages - (3d12)* Special Table 1 - (d12)
PC gets Human and chooses Saan, three rolls on the table for the INT bonus of 3 give Togmu, Chitin and Jugyi
G. Choose Equipment and Clothing
Standard Pack B - 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
Clothing - as illustration, sandals, black pants, white shirt, black robe, rabbit mask
H. Pick Armor and Weapons and Assign Attack Bonuses
No armor - AC: 9
Attack bonus for a 1st level PC is +1 to hit
1 weapon to start - Slingshot [+2] 2-5, 2-5, WS: 2, Range: 6/12/18, WvrsAC: -3M/+1L/+2N, Critical: Remain
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 in this case I take 70gp, 50 gp gem, 100 gp gem, 50 gp jewelry
Deduct cost of equipment, armor and weapons
49 gp, 50 gp gem, 100 gp gem, 50 gp jewelry
In this case I decide that the PC will also purchase a mount, giant lizards run approximately 100 gp for a standard mount, he will spend 150gp and get a good quality, trained giant lizard mount, leaving him with 49 gp, 50 gp gem
J. Calculate Encumbrance
Weapon Weights are found in the weapon listings - none
Armor Weights are found on the Armor Table - none
Equipment weight is precalculated for equipment packs, otherwise consult the Equipment Weights table - 250 gp
Total all weight, deduct based on bonuses, and consult the Weight/Movement table - 250 gp - 50gp (STR bonus) - 50 gp (CON bonus) = 150 gp, so he can carry an additional 350gp before slowing down to 9” from 12” base movement rate.
Weight/Movement Table
K. Assign Spells/Class Abilities
76% chance to cast each listed spell, if the spell fails, 5% per level chance of reverse/harmful effect
Chimerists read and speak bronze dragon
Chimerists get a +20% on encounter reaction rolls with bronze dragons
All chimerical creatures suffer a -2 on their saves versus spells cast by Chimerists
Chimerists gain a +2 on all saves versus attacks from chimerical creatures
Chimerists gain a +10% on encounter reaction rolls with chimerical creatures
All Chimerists are sages with a major field in supernatural and unusual and a specialization in chimerical creatures
A Chimerist has an effective magic resistance equal to their “to know” percentage versus any magical attempt to change their form against their will (e.g. polymorph other, petrification)
Spells per day - 1
Initial spells rolled randomly:
- Ammon Marr’s Projectile Extension
- Enlarge
- Kurnadale's Graphic Recounter
Bhakashal Spells
Ammon Marr’s Projectile Extension (Alteration)
Level: 1, Casting Time: 1 segment, Range: touch, Duration: 1 round per level, Area of Effect: 1 missile per level, Components: V,S,M, Saving Throw: none
The projectile extension can be applied to one missile of any kind per level of the MU. That missile, for the duration of the spell, will have it’s range penalties removed. This will add a +2 to hit at short range, and a +1 at medium range. If shot within the duration of this spell the missile cannot be destroyed or lost. The material component of this spell is a feather from a bird of prey like a kestrel, hawk, eagle or falcon.
Kurnadale's Graphic Recounter (Alteration)
Level: 1, Casting Time: 1 segment, Range: 2”, Duration: 3 turns / level, Area of Effect: special
Components: V,S,M, Saving throw: none
The graphic recounter creates a map of the route taken by the caster from the time the spell starts to the time the duration is complete. The map will not reveal hidden doors or traps, though if they are found or sprung they will then appear on the map. The map is created as the caster moves along, and will “pause” while she pauses, and does not require the caster to draw, or even hold the map paper while it is being created. Scale adjusts as the map is created, if the mapping reaches the edge of the paper it will resize the map and continue, keeping everything in the proper relation. If the spell finishes it is possible to cast it again and the map will continue from where it left off (or an entirely new map can be created). The material component for this spell is a piece of material for the map to appear on (e.g. parchment, paper, a piece of flat stone, etc.) and a piece of charcoal.
L. Assign Personality Traits (Optional)
Perceptive, Hot Tempered and collects artwork
M. Customize Playable Group Lore (Optional)
Likes to travel
N. Name
Vin Bhas
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