Tuesday, January 4, 2022

Building Bhakashal - Character Creation - PCs - The Chimerist


Art by Render at Deviantart
https://www.deviantart.com/kbgumi124/art/Render-27-Anime-boy-644039902


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)

  1. Beastial (druid)

  2. Cavaral (monk/magic-user - all/only evocation magic)

  3. Chimerist (all/only alteration magic)

  4. Conjuror (all/only conjuration magic)

  5. Gyre (Generic magic)

  6. Jinx (spider/druid - all/only plant magic)

  7. Justiciar (paladin) 

  8. Mercenary (fighter)

  9. Myrmidon (fighter/magic-user - potions only)  

  10. Necromancer (all only necromantic/abjuration magic)

  11. Phantasmist (Illusionist)

  12. Seer (cleric - all regular cleric spells and all divination magic) 

  13. Slayer (ranger/assassin) 

  14. Spartan (monk)

  15. Spellbinder (druid/magic-user - all/only elemental and animal spells)

  16. Spider (spider) 

  17. Thaumaturge (spider/magic-user - scroll spells only) 

  18. Theurgist (fighter/illusionist - all/only enchantment and illusion spells)

  19. Vox (bard - all sound spells and sound based versions of other spells)

  20. Warlock (magic-user)


Choice: Chimerist - Faction - House Himmenghost [LE]


B. Choose Playable Group  (d12)

  1. Chitin - Insect People

  2. Garudin - Bird People 

  3. Humans - Primate People 

  4. Jugyi - Turtle People 

  5. Kutya - Dog People 

  6. Malu - Fish People

  7. Rakasta - Cat People 

  8. Saan - Lizard People 

  9. Togmu - Frog People  

  10. Urdyll - Plant People 

  11. Vodnik - Castor People  

  12. Yalan - Snake People


The image appears human, so human it is.


C. Generate Stats

  1. 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


  1. Apply stat minimums

INT 15 DEX 10 CHR 16

S11 / I15 / W 9 / D10 / C17 / C16


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

Switch INT and CON

S11 / I17 / W 9 / D10 / C15 / C16


  1. Apply playable group bonuses

+1 CON, +1 WIS

S11 / I17 / W10 / D10 / C16 / C16


  1. 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

  1. 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


  1. 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

  1. 12” move on land/ 9” through trees. 

  2. Infravision

  3. +4 on saving throws against brightness related blindness

  4. Take an action to enhance hearing, reducing the chance of surprise to 1 in 6 



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 – 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)

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


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

  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

So in this case I take 70gp, 50 gp gem, 100 gp gem, 50 gp jewelry


  1. Deduct cost of equipment, armor and weapons

49 gp, 50 gp gem, 100 gp gem, 50 gp jewelry


  1. 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

  1. Weapon Weights are found in the weapon listings - none

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

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

  4. 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

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. 76% chance to cast each listed spell, if the spell fails, 5% per level chance of reverse/harmful effect

  2. Chimerists read and speak bronze dragon

  3. Chimerists get a +20% on encounter reaction rolls with bronze dragons

  4. All chimerical creatures suffer a -2 on their saves versus spells cast by Chimerists

  5. Chimerists gain a +2 on all saves versus attacks from chimerical creatures

  6. Chimerists gain a +10% on encounter reaction rolls with chimerical creatures

  7. All Chimerists are sages with a major field in supernatural and unusual and a specialization in chimerical creatures

  8. 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 



Vin Bhas - 1st level Human Chimerist - House Himmenghost [LE]

MV:12”/9” - AC: 9 - HP: 3

 

Ability Scores

S - 11 [+1] 

I - 17 [+3]
W - 10 [+1]
D - 10 [+1]
C - 16 [+3] 
C - 16 [+3]/+15%

Deity - Poniar  – Plants, Earth, Spring, Growth

Languages - Human, Saan, Togmu, Chitin and Jugyi 

Appearance - 6’ tall, brown hair

Skills/Abilities - Carpenter [+1], Animal Handler and Tailor

- Infravision, +4 on saving throws against brightness related blindness, take an action to enhance hearing, reducing the chance of surprise to 1 in 6 

- read and speak bronze dragon, +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) 


Saving Throws

Paralyzation [+5]

Poison [+5]

Death Magic [+5]

Petrification [+7]

Polymorph [+5]

Breath Weapon [+5]

Spell [+5]




Weapons - Class Attack Bonus: +1

  1. Slingshot [+2] 2-5, 2-5, WS: 2, Range: 6/12/18, WvrsAC: -3M/+1L/+2N, 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: +350gp


Mount: Giant Lizard “Raka” - (MV:15”, AC:6, HD4, HP:25, NA:3, DA:1-4/1-4/2-8)

Wealth: 49 gp, 50 gp gem

Clothing: sandals, black pants, white shirt, black robe, rabbit mask

Personality: Perceptive, Hot Tempered and collects artwork



Spells Castable Per Day - [1] 76% Casting Odds, 5%/level failure odds

1st Level Spells - Ammon Marr’s Projectile Extension, Enlarge, Kurnadale's Graphic Rencounter


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