Wednesday, January 5, 2022

Building Bhakashal - Character Creation - PCs - Patrons - Jimnir the Garnet


Artwork by Wen-M at Deviantart -
https://www.deviantart.com/wen-m

Jimnir the Garnet was an NPC warlock I created in the early days of Bhakshal, he adventured with a party for a while, then he disappeared. For today’s September character creation challenge, I’m going to envisage Jimnir years later when he became a patron, a high level warlock in Bhakashal, as opposed to the 1st level PCs I’ve been working on so far. It is a good test for the character generation system, generating a high level spell caster is the most laborious work you will do in character creation, spells take time. Jimnir will be 9th level. 


Let’s get to work.


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 (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 - Warlock - Faction - House Ghan [CN]


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


Choice - Human


C. Generate Stats

  1. For each stat roll 3d6 

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

S10 / I 11 / W14 / D8 / C14 / C9


  1. Apply stat minimums

Warlock and all subclasses (magic-user) INT 15 DEX 10 CHR 16


S10 / I 15 / W14 / D10 / C14 / C16


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

Switch INT and CHR

S10 / I 16 / W14 / D10 / C14 / C15


  1. Apply playable group bonuses

+1 CON/+1 WIS

S10 / I16 / W15 / D10 / C15 / C15


  1. Apply Ability Modifiers

3: -3

4-5:-2

6-8: -1

9: 0

10-11:+1

12-14: +2

15-17: +3

18: +4


S - 10 [+1] 

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


D. Calculate Saving Throw Bonuses and HP

All classes get a +1 bonus per 2 levels of experience 

Paralyzation STR and CON [+9]

Poison CON and DEX [+9]

Death Magic WIS and CON [+11]

Petrification CON and CHR [+11]

Polymorph WIS and CHR [+11]

Breath Weapon DEX and INT [+9]

Spell WIS and INT [+11]


Hit Points 

D6 for HD, I will roll for each level. Bhakashal has you roll until 5th level, so:

6,3,2,2,4


Then you get to re-roll one result per level thereafter, the result cannot go down. 


So at 6th let’s reroll the first 2, and we get 4

6,3,4,2,4


At 7th we reroll the second 2 and get a 5 

6,3,4,5,4


At 8th we reroll the 3 and get a 2, so that does not change


At 9th we reroll the 3 again and get a 4

6,4,4,5,4 = 23HP


E.  Add Skills and Playable Group Abilities

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

Three rolls - 38,39 and 71, that gives me gamblerx2 and sailor. The gambler x2 gives us gambler [+1]. He may gain up to two skills between 1st and 9th (one every three levels, e.g. 4th, 7th, 10th…) I decide that he improved on his gambling skills in that time, so he now has gambler [+3], and sailor.


  1. PCs also get a skill(s) related to their playable group, I pick shipwright


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


Playable Group Abilities

- +4 on saves against brightness related blindness

- Infravision

- take an action and reduce surprise to 1 in 6


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: 15 - Xoam – Wealth, Happiness, Luck, Healing 


He get’s Human and Saan to start then I roll three times for each point of INT bonus: 

3 12 12/ 9 9 8/ 12 2 9 = 27 / 26 / 23 = Togmu / Saan / Saan, each duplicate gets you a roll on Special Table 1, rolls: 7 and 12, Merpeople and roll on Special Table 2. That gets an 18, Ogre Magi


I decide that since he took additional skill training he didn’t have time for any additional language training, so this is all he gets, Human, Saan, Togmu, Merpeople and Ogre Magi.


Note that these two final languages are role playing prompts, at some point in his past he learned to speak Merpeople, perhaps he allied with merpeople to defeat one of his House rivals, and the Ogre Magi was picked up to negotiate with a group of Ogre Magi who were in a dispute with his House. These are details that can come out in conversational role play. 


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


Special Table 2 - (2d12)

2. Crimson Ape

3. Demon

4. Devil

5. Djinn

6. Doppelganger

7-9. Dragon - Dragon (d12)

  1. Black Dragon

  2. Bronze Dragon

  3. Green Dragon 

  4. Gold Dragon

  5. Marsh Dragon 

  6. Mist Dragon 

  7. Pan Lung

  8. Red Dragon

  9. Shadow Dragon 

  10. Shen Lung 

  11. Yu Lung 

  12. Dragon Turtle

10. Efreet

11. Giant (d6)

1-2: Formorian

3-4: Firbolg

5-6: Verbeeg

12. Jann

13. Jackalwere

14. Ki-rin

15. Lammasu

16. Mind Flayer

17. Naga

18. Ogre Magi

19. Rakshasa

20. Sahuagin

21. Salamander

22. Sphinx

23. Voidon

24. Wemic


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

Add to that the following: bag of salt, bag of marbles, belladonna, wolfsbane, flask of vinegar, chalk, bag of flour. 


Equipment Weights*

Item 

Examples

Weight

Small light 

empty flask, empty waterskin

5 gp

Small heavy 

full flask/waterskin, iron rations

10 gp

Large light 

staff, lantern, blanket 

20 gp

Large heavy 

50’ rope, large musical instrument, small chest

100 gp

Large very heavy 

(large chest, tapestry) 

200+ gp


So that’s an extra 35 gp in encumbrance for a total of 235 gp for equipment.


H. Pick Armor and Weapons and Assign Attack Bonuses

No armor, AC will wait until magic items are considered.


Attack bonus for a 9th level arcane caster PC is +3 to hit


By 9th level he has two weapon proficiency slots. I decide to take a broadsword as his only weapon, and take the second slot in a proficiency bonus of [+1/+1] combined with his [+1/+1] STR bonus that gives us:


Broadsword [+5/+2] 2-8/2-7, WS: 3, WvrsAC: [+2L/+3N], Critical: Cleave

*Note that these stats might change upon generation of magic items


I. Assign Wealth

  1. We will not deduct wealth for armor and weapons as this is a 9th level PC. For PCs and NPCs above 1st level, add [100 gp + 100 gp gem + 100 gp jewelry]/level to wealth, so in this case:

900gp, 900gp in gems, 900gp in jewelry +  300 gp emerald, 400 gp diamond 


J. Calculate Encumbrance

  1. Weapon Weights are found in the weapon listings - 75gp

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

  3. Equipment weight is precalculated for equipment packs, otherwise consult the Equipment Weights table - 235 gp 

  4. 235 gp + 75 gp  = 310 gp 

  5. Deduct 4 x 50 gp for ability score bonuses = 200 gp, leaving 110 gp

  6. So he can carry an additional 390 gp in weight


Equipment Weights*

Item 

Examples

Weight

Small light 

empty flask, empty waterskin

5 gp

Small heavy 

full flask/waterskin, iron rations

10 gp

Large light 

staff, lantern, blanket 

20 gp

Large heavy 

50’ rope, large musical instrument, small chest

100 gp

Large very heavy 

(large chest, tapestry) 

200+ gp

*“Small” generally means something that can be held in one hand, “large” means something that is larger than this. Heavy and light are as expected. Multiple very small light objects (e.g. candles, lockpicks) can be classified as a single small, light item.


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

- Warlocks can cast 1 spell per level + INT bonus per day, so for a 9th level caster with a 16 INT, that is 12 spells per day.

- By 9th level Warlocks do not need material components for 1st to 4th level spells. 

- Casting odds - 16- INT - Success [65% +2% per caster level] - 83% - Failure - 5%/spell level

- For NPC/PC warlocks higher than 1st level, assign Level + ([INT bonus] x 3) spells, so in this case, 18 spells

- There is no need to assign more low level than high level spells, remember that casting odds are independent of spell level, only harm odds are based on that. Having said that, there are generally more low level spells on scrolls than high level spells, so Bhakashal uses the following distribution:


Level distribution: 

Level 1-3 - 50% - 9 spells

Level 4-6 - 30% - 6 spells

Level 7-9 - 20% - 3 spells

Roll randomly for each, so rolled: 

1-3rd level: 1 1 1 2 2 2 3 3 3 

4-6th level: 4 4 4 5 6 6 

7-9th level: 7 8 8


Bhakashal has both completely random tables for spells, and tables organized by offensive / defensive / miscellaneous. Since the spell numbers are in multiples of 3, let’s divide each collection by three and assign offensive, defensive and miscellaneous. 


Rolls:  

Level 1 - Shocking Grasp, Feather Fall, Unseen Servant

Level 2 - Knock, The Sinister Smoke Serpent of Illyig the Corpulent, Thessalin’s Emancipatory Enchantment 

Level 3 - Crayne Mistboru’s Devious Closure, Phantasmal Force, Protective Circle 10’ Radius

Level 4 - Cestir’s Leaden Load, Monster Summoning 2, Wall of Fire

Level 5 - Monster Summoning 3

Level 6 - Enchant an Item, Extension 3 

Level 7 - Firrwin Hollinshae’s Release the Beast

Level 8 - Monster Summoning 6, Permanency


Bhakashal spells:


The Sinister Smoke Serpent of Illyig the Corpulent (Evocation)

Level: 2, Casting Time: 2 segments, Range: 2” per level, Duration: 1 round/level, Area of Effect: 2” radius column, Components: V,S,M, Saving Throw: special


For this spell to work there must be a source of fire at least as big as a bonfire. The spell magically enhances this fire, and produces a thick roiling black smoke. The magic user can then make a smoke column emerge, 2” in radius across and as long as the range of the spell. The magic user can make one attack per round with the column anywhere in the range, and it has two possible effects (roll d4, 1-2 = a), 3-4 = b)):

a) Victims must save versus spell or be temporarily blinded for 2 rounds

b) Victims must save versus spell or be temporarily asphyxiated, spending 2 rounds coughing and gasping for breath (no dex bonus to AC, no other actions possible)


Thessalin’s Emancipatory Enchantment (Alteration)

Level: 2, Casting Time: 1 segment, Range: touch, Duration: 1 turn/level, Area of Effect: special

Components: V, Saving  Throw: none


When cast the Emancipatory Enchantment allows a magic user to cast any 1st to 3rd level spell while mounted and moving. Range, AOE, etc. otherwise stay the same.


Crayne Mistboru’s Devious Closure (Alteration)

Level: 3, Casting Time: 3 segments, Range: Touch, Duration: permanent, Area of Effect: Creature touched, Components: V,S, Saving Throw: none


When a potion or potions have been consumed and the caster is under the influence of their magic, Crayne Mistboru’s signature spell ends the magic immediately, so another potion may be consumed with no risk of harm to the imbiber. If used on someone else who has consumed a potion its effects are neutralized. If used on a potion its magic is neutralized. 


Cestir’s Leaden Load (Alteration)

Level: 4, Casting Time: 4 segments, Range: 1” per level, Duration: 1 round/level, Area of Effect: 1 individual per level, Components: V,S,M, Saving  Throw: neg.


When cast upon the user of an item the user must make a successful save versus spell or the item in question (armor, weapon, wand, etc.) will become enormously heavy. If the item is held by a victim it will be immediately dropped, and may only be picked up again for the duration of the spell with a successful saving throw versus paralyzation (STR bonus applies) roll. If the spell is cast on an unmoving object, it gets no save. If it is cast on armor, the victim must make a saving throw versus paralyzation (STR bonus applies) roll every round or have their move and rate of attacks slowed by half, as well as giving all attacks a -1 to hit for the duration of the spell. 



Firrwin Hollinshae’s Release the Beast (Alteration)

Level: 7, Casting Time: 7 segments, Range: individual, Duration: 1 turn/level, Area of Effect: individual, Components: V,S,M, Saving Throw: none


This spell can only be cast at night. The spell transforms the caster into a lycanthrope for the duration of the spell. The caster gains 1 HP per HD of the lycanthrope they change into, all damage comes off those HP first. Their AC changes to that of the lycanthrope plus any applicable magical bonuses, if this is not better than their current AC, their current AC drops by 1. Their move also changes to that of the lycanthrope. Roll a d12:

1-4 Wererat 3HD, AC 6, MV 12”, NA 1, DA 1-8, SA – Surprise on a 1-4

5-7 Werewolf 4HD, AC 5, MV 15”, NA 1, DA 2-8, SA – Surprise on a 1-3

8-9 Wereboar 5HD, AC 4, MV 12”, NA 1, DA 2-12

10-11 Weretiger 6HD, AC 3, MV 12”, NA 3, DA 1-4,1-4,2-12, SA – Rake for 2-5,2-5

12 Werebear 7HD, AC 2, MV 9”, NA 3, DA 1-3,1-3,2-8, SA – Hug for 2-16


Damage done by the caster while transformed does not run the risk of making the victim into a lycanthrope. The magic user gains the protection from all but silver and magical weapons. The material component of this spell is a silver dagger that has been left out under a full moon


Material Components

Note that as they level Bhakashal warlocks stop needing material components for lower level spells, by 9th level a warlock does not need material components for 1st to 4th level spells


So he only needs material components for the following spells - 

Monster Summoning 3 & 6 - bag and a candle

Firrwin Hollinshae’s Release the Beast - silver dagger


L. Assign Personality Traits (Optional)

  • Opinionated, arrogant, cheerful, energetic


M. Customize Playable Group Lore (Optional)

  • none

N. Name 

Jimnir the Garnet


O. Magic Items

For PCs and NPCs being made above 1st level, assign magic items as follows:

Level / 3 in permanent magic items

Level / 2 in temporary magic items


So 3 permanent and 5 temporary magic items. Given that Jimnir has Enchant an Item as one of his spells, I will add two extra permanent magic items to his total from the Bhakashal Magic Items listings, which he made for himself.


I will roll randomly for these as well, if I get a result that doesn’t “fit”,  I will reroll.


Five permanent items:

Ring of Fire Resistance

Ring of Protection +2

Dust of Disappearance

Ring of Convention 

Blade of the Steed


Bhakashal Magic Items


Ring of Convention

A ring of convention will be made of the finest silver and will house a black pearl in a setting of a grasping hand. The ring has two primary functions. 

a)Once a day the ring will do a low level ESP scan of all living creatures in a maximum of 10” radius and learn the social conventions they use. The wearer will be aware of all customs and be able to navigate complex social arrangements easily. This would also include things like passwords for the watch, special handshakes or hand signals for communication, etc.

b)Once a day the ring can be used to determine the command word for a magic item (e.g. wand), base chance of 20% + 1% per level of wearer. The ring can only be used once for this purpose on any given magic item.

3000XP/25,000GP

Blade of the Steed

The blade of the steed is a +1 magical weapon. Once per day it allows the wielder to locate all animals of sufficient size to serve as mounts in a 1 mile radius and if one of these is approached within 1 hour of identification the wielder can cast an animal friendship spell upon one of them as a 12th level caster to persuade them to act as a steed for up to 24 hours. 25% of these swords identify monsters that can serve as steeds as well, and have a charm monster power also cast at 12th level. Note that the wielder need not locate the potential steed using the sword, if the thief is fleeing pursuit in a busy city and views a tethered horse he could cast the spell upon that horse as he approached. To determine the type of sword found roll d8: 1-3 short,4-6, broad, 7-8 long. 1% of these swords are cursed and will cause the animals/monsters to attack the wielder. 1500xp/7000gp


5 temporary items

Potion of Longevity

Potion of Plant Control

Scroll of Protection from Elementals

Scroll of 4 spells - Levitate, Leomund’s Tiny Hut, Wall of Stone, Reincarnation 

Scroll of 3 spells - Mind Blank, Incendiary Cloud,  Mohrgrim’s Magnificent Mount III



Bhakashal Spell

Mohrgrim’s Magnificent Mount III (Conjuration)

Level: 9, Casting Time: 9 segments, Range: special, Duration: 1 hour + 1 turn/level, Area of Effect: special, Components: V,S,M, Saving Throw: none


This spell summons 1 monster that will act as a mount and attack while being ridden. Mohrgrim’s Magnificent Mount 2 summons either a chimera, a 7 headed hydra, a dragon turtle or a remorhaz, depending on the environment. The material component for this spell is a 300 gp ruby and a custom made small round platinum cup worth 300 gp that are not consumed in the casting.


Two final things. 


As he has the spell permanency I decide he has cast it once, lowering his CON by 1, but giving him a permanent protection from normal missiles on his body.


Secondly, all warlock’s have a level based title in Bhakashal, given that he has enchant an item in his spells, I decide he is a Fabricus Warlock, one who creates magic items for his House, as he is 9th level, his formal title is Fabricus Magus Warlock Jimnir the Garnet.


Jimnir the Garnet - 9th level Human Fabricus Magus Warlock - House Ghan [CN]

MV:12”/9” - AC: 7 - HP: 23

 

Ability Scores

S -10 [+1] 

I -16 [+3]
W -15 [+3]
D -10 [+1]
C -14 [+2] 
C -15 [+3]15%

Deity -  Xoam – Wealth, Happiness, Luck, Healing 

Languages - Human, Saan, Togmu, Merpeople & Ogre Magi 

Appearance - Black hair with red tips, 6’ tall

Skills/Abilities - Sailor, Shipwright, Gambler [+3], infravision

- +4 on saves against brightness related blindness

- take an action and reduce surprise to 1 in 6

- Permanent Protection from Normal Missiles

Saving Throws

Paralyzation [+10]

Poison [+10]

Death Magic [+12]

Petrification [+12]

Polymorph [+13]

Breath Weapon [+11]

Spell [+13]


Weapons - Class Attack Bonus: +3

  1. Broadsword [+6/+3] 2-8/2-7, WS: 3, WvrsAC: [+2L/+3N], Critical: Cleave


Equipment: Backpack, 50’ rope, (3) iron spikes, flint and steel, (3) torches, waterskin, iron rations, blanket, bag of salt, bag of marbles, belladonna, wolfsbane, flask of vinegar, chalk, bag of flour

Encumbrance: +340gp

Material components - bag and candle, silver dagger 

Wealth: 900gp, 900gp ruby, 400 gp silver bracelet, 500 gp ring, 300 gp emerald, 400 gp diamond 

Clothing: Leather coat, high leather boots   

Personality: Opinionated, arrogant, cheerful, energetic


Spells Castable Per Day - [12] Casting odds: 83% - Failure Odds - 5%/spell level

Level 1 - Shocking Grasp, Feather Fall, Unseen Servant

Level 2 - Knock, The Sinister Smoke Serpent of Illyig the Corpulent, Thessalin’s Emancipatory Enchantment 

Level 3 - Crayne Mistboru’s Devious Closure, Phantasmal Force, Protective Circle 10’ Radius

Level 4 - Cestir’s Leaden Load, Monster Summoning 2, Wall of Fire

Level 5 - Monster Summoning 3

Level 6 - Enchant an Item, Extension 3 

Level 7 - Firrwin Hollinshae’s Release the Beast

Level 8 - Monster Summoning 6, Permanency


Magic Items

Ring of Fire Resistance, Ring of Protection +2, Dust of Disappearance, Ring of Convention, +1 Blade of the Steed, Potion of Longevity, Potion of Plant Control, Scroll of Protection from Elementals, Scroll of 4 spells - Levitate, Leomund’s Tiny Hut, Wall of Stone, Reincarnation, Scroll of 3 spells - Mind Blank, Incendiary Cloud,  Mohrgrim’s Magnificent Mount III



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