Building Bhakashal - Character Creation - PCs - Patrons - Jimnir the Garnet
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)
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 - Warlock - Faction - House Ghan [CN]
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
Choice - Human
C. Generate Stats
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
Apply stat minimums
Warlock and all subclasses (magic-user) INT 15 DEX 10 CHR 16
S10 / I 15 / W14 / D10 / C14 / C16
Switch any two stats (you cannot produce a result less than a minimum)
Switch INT and CHR
S10 / I 16 / W14 / D10 / C14 / C15
Apply playable group bonuses
+1 CON/+1 WIS
S10 / I16 / W15 / D10 / C15 / C15
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
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.
PCs also get a skill(s) related to their playable group, I pick shipwright
Bhakashal Skills
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)
Special Table 2 - (2d12)
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*
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
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
Weapon Weights are found in the weapon listings - 75gp
Armor Weights are found on the Armor Table - none
Equipment weight is precalculated for equipment packs, otherwise consult the Equipment Weights table - 235 gp
235 gp + 75 gp = 310 gp
Deduct 4 x 50 gp for ability score bonuses = 200 gp, leaving 110 gp
So he can carry an additional 390 gp in weight
Equipment Weights*
*“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
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.
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