Building Bhakashal - Character Creation - PCs - The Justiciar
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For the character creation challenge I am creating a NPC/PC for each class of PC in Bhakashal.
Today we will do the Justiciar.
This class is interesting as it is derived from the 1e AD&D paladin but it is tailored to the setting. AD&D presumed a medieval style, pseudo-Christian model similar to the knight, Bhakashal connects the Justiciar to the setting and it’s mythology through factions: the Temples and the Noble Houses.
You can skip this section and go to Process if you want to get to the mechanics of it.
Bhakashal is a city at the end of time, billions of years in the future, when the sun burns red in the sky. Bhakashal’s form of government is led by two Kojans, joint rulership means power is always shared. These Kojans rule over the Noble Houses, but the Kojans rule lightly, the Houses direct the city. Houses are ruled by Lords and Warlocks (both gender neutral terms in Bhakashal), other important factions include the Temples, the Red Sun Monastery, the Brass Blade Guild and the Craft Guilds. Bhakashal is ruled by a system of honor debts, essentially, at any point any Lord or Warlock can challenge or be challenged to combat to restore honor, or to contest a position held by another, those who rule must risk their own lives in combat in the process of executing political power.
Justiciars are an exemplification of the idea that all systems, no matter how they are set up, will need ground level monitoring. Laws can exist, and powerful people can rule, but there can still be injustices, both intentional and unintentional. What is needed is a truly impartial figure, on the ground, who can interpret the law and ensure when it is to be enacted, to be interpreted generously, and when it is necessary to use extrajudicial means to achieve justice.
Justiciars are thus directed to ensure the laws are followed, set aside or used generously, on the ground, for the people. Justiciars are part of a Noble House, as it is believed that all Noble Houses have the potential for corruption. Thus Justiciars serve both the people of their Ward but also the people of the House.
Justiciars dispense justice on the orders of their houses, including fighting monsters loose in the city, challenging and accepting challenges from fighters of other Houses, settling disputes within the House before they are taken to the arena, protecting the helpless members of their Ward and the city at large, resolving disputes within their Ward and outside, and maintaining the laws of the City and the House within House Ward. A justiciar will NEVER harm an innocent, not even for the “greater good”, part of their creed is that every innocent being deserves protection.
It is a tradition in the city that all justiciars are selected from warriors in the city arenas, they may never be warriors who have been part of a Noble House, so as to avoid nepotism. The warriors believed to be the bravest and best are recited the Justiciar credo, and asked if they will commit their life to it. All Justiciars can cast detect lie, if the warrior agrees to commit and pass the detect lie they are accepted into the ranks.
Justiciars spend their first three levels of experience patrolling in their ward, the marshes, other wards and the Raosk. As of 4th level they are in the city for their placements. There are Justiciars present in all city Wards, in addition to serving as local adjudicators of disputes, they certify challenges made in public (e.g. when a Lord challenges another Lord in public, a Justiciar is called to certify the challenge and record it). Local Justiciars are known for their fairness and impartiality and are intimately familiar with the laws of the city. They also become very familiar with the occupants of their ward as every Justiciar spends “boots on the ground” time in their Ward every day they are in the city.
A justiciar who lies, plays favorites or does not keep their word finds their powers desert them. Their power comes from serving their god and their Noble House.
Justiciar’s are regulars in the arena and boots on the ground in their ward at all levels, it’s part of the requirement of the position, they all get a level based chance to know people who are regulars in their ward as well
A high level Justiciar, a Justiciar Primus, is part of every Noble House, only issues that go beyond the local justiciars, ranking officers or warlocks with the city patrols are referred to the Justiciar Primus for final adjudication. Many justiciars work so that one day they will preside as Justiciar Primus over the Ward of their House.
I will stat out a 4th level Justiciar today, in the range of power for a one-shot.
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)
Justiciar - Faction - House Soronos [Black wheel/orange] [LN]
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
Rolled: Rakasta
C. Generate Stats
For each stat roll 3d6
3 4 4/ 2 1 6/ 5 4 2/ 3 3 1/ 6 6 4/ 5 1 3
S11 / I9 / W11 / D7 / C 16 / C 9
Apply stat minimums
STR 14 DEX 10 WIS 13 CHR 17
S14 / I9 / W13 / D10 / C 16 / C 17
Switch any two stats (you cannot produce a result less than a minimum)
DEX and INT
S14 / I10 / W13 / D9 / C 16 / C 17
Apply playable group bonuses
+1 DEX/+1 CHA
In this case the CHA bonus disappears as you can’t get an 18 other than rolling it in Bhakashal, but the DEX bonus is helpful.
S14 / I10 / W13 / D10 / C 16 / C 17
Apply Ability Modifiers
S - 14 [+2]
I - 10 [+1]
W - 13 [+2]
D - 10 [+1]
C - 16 [+3]
C - 17 [+3]/+15%
D. Calculate Saving Throw Bonuses and HP
All classes get a +1 bonus per 2 levels of experience, so +2 base
Paralyzation STR and CON [+7]
Poison CON and DEX [+6]
Death Magic WIS and CON [+7]
Petrification CON and CHR [+8]
Polymorph WIS and CHR [+7]
Breath Weapon DEX and INT [+4]
Spell WIS and INT [+5]
Hit Points
Class based, roll or take the average (1/2 HD), a Justiciar is a martial class so has a d8 for HP, I will roll for HP, 6,4,2,8 = 20 HP
E. Add Skills and Playable Group Abilities
PCs get a skill(s) related to their playable group
Roll d3: Hunter
PCs get a roll on the Bhakashal Skill table once for every point of INT bonus
So one roll, I get 17 - Bowyer/Fletcher
Playable groups also have abilities
Move 15”
Can climb walls as a 1st level spider (85%+DEX/STR bonus)
3 attacks per round (CCB) 1-3/1-3/2-4, if both claw attacks hit they get two additional raking back claw attacks for 1-3 each.
Infravision 160’
Surprised on a 1 in 6, surprise others on a 3 in 6
Track as a Slayer
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: 38 Qonru – Sun, life, birth, creation
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. So, Rakasta, Saan and one rolled language - Malu
Bhakashal Languages - (3d12)* Special Table 1 - (d12)
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
Sleeveless white silk shirt and leather kilt - otherwise armor
H. Pick Armor and Weapons and Assign Attack Bonuses
Armor type determines Armor Class
Bhakashal Armor
Banded (e.g. Lorica Hamata) AC 6 - Weight 200, cost 40, they will also take a shield, dropping their AC by 1 to 5
Shield - 50 gp weight, 10gp cost
They also get a 1 point DEX bonus to AC for a total of AC 4
Defends against up to two attacks per round may be sacrificed after absorbing the full damage of two melee attacks
Attack bonus for a 4th level martial PC is +2 to hit
Initial number of weapons determined by class, 3 and one at 4th level.
Forfeiting a weapon proficiency slot allows a +1/+1 bonus with an existing weapon
So they will take the following, STR bonus is +2, DEX is +1, Attack bonus +2
Katana 60gp weight, 50 gp cost, Shortbow (20gp weight - 15 gp cost), Kama 20gp weight - cost 1 gp
And they have one further slot which they will take as a proficiency bonus, that’s +1/+1 on any weapon, they will take it on the Katana
Katana [+6/+4] 1-10/1-12, WS: 2, WvrsAC: -2M/-1L/+3N, Criticals - Remain/Stab
Shortbow [+3/+2] 1-6/1-6, WS:3, 2 att/rd, Range: 10/15/20, WvrsAC: -3M/+1L/+2N, Critical: Remain
Kama* [+4/+2] 1-6/1-4, WS: 2, WvrsAC: -3M/+1L/+2N, Critical: Dual Wield
*Weapon disarms on a regular “to hit”
Note that these bonuses might seem high for a 4th level PC, but keep in mind that they include their level based bonus, e.g. their target “to hit” number for any armor class is a 20, so they tend to have higher bonuses.
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
470gp, 350gp gems, 350gp jewelry
Deduct cost of equipment, armor and weapons
Armor - banded - 40gp
Shield - 10gp
Equipment - 10gp
Katana - 50gp
Kama - 1gp
Bow - 15gp
They will also get a mount, in this case a giant lizard (in Bhakashal, a giant lizard is called a Gess), they will have a large Gess, and one that is battle trained, so that’s going to be 300 gp cost (normally 100gp). They will also invest in a high quality Saan saddle with canopy, and saddlebags, total cost 200gp.
So that’s total costs of: 626 gp
So they have left 194 gp, a 300 gp ruby and a 50 gp emerald
J. Calculate Encumbrance
Weapon Weights are found in the weapon listings. [100gp total]
Armor Weights are found on the Armor Table [250 gp]
Equipment weight is precalculated for equipment packs, otherwise consult the Equipment Weights table [200gp]
Deduct 50gp per point of CON and STR bonus [-250gp]
Total all weight and consult the Weight/Movement table: [300gp total] - no weight penalty, 200 gp can be carried before shifting down a speed category
Bhakashal Armor
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
NOTE: all justiciar abilities are premised on them maintaining their commitment to justice, fairness and teh protection of the innocent. If they fail to do these things they will find their powers stop working, if it is a minor transgression, their powers disappear for a day, repeated minor transgressions will cause loss for a week or month. Any significant transgression causes immediate loss and a quest to repair the relationship and regain powers. Any deliberate attempt to harm a known innocent causes permanent loss of powers.
1. Detect Lie - Justiciars are empowered to dispense justice in the name of their god, to aid with this they can cast detect lie and detect intent at will at a 60’ radius, 1x per level per day each. So a 3rd level Justiciar can cast detect lie and detect intent 3x per day each
2. Divine Favor - The favor of their deity gives them a +2 on all saving throws, so we can adjust our previous results:
Paralyzation STR and CON [+9]
Poison CON and DEX [+8]
Death Magic WIS and CON [+9]
Petrification CON and CHR [+10]
Polymorph WIS and CHR [+9]
Breath Weapon DEX and INT [+6]
Spell WIS and INT [+5]
3. Divine Protection - Their deity protects them from extraplanar and summoned/conjured creatures as the Justiciar emanates a Protective Circle 1’ Radius at all times
4. Diving Healing - A Justiciar is empowered to protect the innocent and just, and as such can heal 2 hp per level per day on themselves or others.
5. Holy Weapon - All Justiciars have a holy weapon, this weapon allows them to channel the power of their god in their quest for righteousness. A 1st level Justiciar is generally given their weapon by their mentor. It will be the finest quality weapon of its kind and if their god has a favored weapon the Justiciar will take that weapon for their holy weapon. They must take their first weapon proficiency slot in that weapon. All future improvements to that weapon listed below occur outside of the weapon proficiency progression and regular additional weapon proficiency slots may not be spent on it.
At 1st level the Justiciar is +1 to hit / +1 to damage with their holy weapon
At 3rd level the Justiciar can hit creatures only hit by +1 magical weapons with their holy weapon
ties
6. Special Creed - Each Justiciar serves a god, and that god will have several domains. The Justiciar will receive a special creed from their god when they are called to serve related to one or more of those domains. That creed must be adhered to carefully or they will find their power wanes. Their god is Qonru – god of the Sun, life, birth and creation, whose creed is the defense of innocent life, particularly children. This means they will be reluctant to engage in needless violence, e.g. they will be most likely to use violence when threatened or when innocents are threatened.
7. Special Creed Power - The Justiciar will receive one spell like power associated with their creed, at 1st, 5th, 7th and 9th level. The 1st level power will be equivalent to a 1st level spell, the 5th level power to a 3rd level spell, the 7th level power to a 5th level spell and the 9th level power to a 6-8th level spell. The spell can be from any class, and will work as an at will power once per day per level
Special Creed Power - Sanctuary 4x day
L. Assign Personality Traits (Optional)
Immaculate, optimist, altruist, brave
M. Customize Playable Group Lore (Optional)
Curious about practices and customs, patient, smokes pipe
N. Name
Jajemi Halameer
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 that’s one permanent and two temporary magic items, I’ll roll for both:
Permanent - Rolled - Boots of Striding and Springing
Temporary - Potion of Climbing, Potion of Speed
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