Building Bhakashal - PC Generation - the Caveral
As part of the September character creation challenge, I present a new class from Bhakashal, the Caveral. The caveral is a monk/magic-user subclass, one that uses only somatic (movement) components to cast their spells.
I will be creating 1st level PCs for a while to give people a sense of what playing in Bhakashal will be like.
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)
Cavaral - Faction - Red Sun Monastery - [LG]
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 - 5. Kutya (dog people)
C. Generate Stats
For each stat roll 3d6
5 3 6 /3 5 3 /1 5 6/ 5 4 3/ 3 6 2/ 5 4 1
S14 / I11 / W12 / D 12 / C 11 / C10
Apply stat minimums
STR 12 INT 15 DEX 12 CON 14
S14 / I15 / W12 / D 12 / C 14 / C10
Switch any two stats (you cannot produce a result less than a minimum)
Switch WIS and CON
S14 / I15 / W14 / D 12 / C 12 / C10
Apply playable group bonuses
+1 STR, +1 CON
S15 / I15 / W12 / D12 / C13 / C10
Apply Ability Modifiers
S - 15 [+3]
I - 15 [+3]
W - 12 [+2]
D - 12 [+2]
C - 13 [+2]
C - 10 [+1]/5%
D. Calculate Saving Throw Bonuses and HP
All classes get a +1 bonus per 2 levels of experience
Paralyzation STR and CON [+6]
Poison CON and DEX [+5]
Death Magic WIS and CON [+5]
Petrification CON and CHR [+4]
Polymorph WIS and CHR [+4]
Breath Weapon DEX and INT [+6]
Spell WIS and INT [+6]
Hit Points
Class based, roll or take the average (1/2 HD). I’ll take average in this case, and that’s 3
HP:3
E. Add Skills and Playable Group Abilities
PCs get a skill(s) related to their playable group
I roll for that, and get hunter.
PCs get a roll on the Bhakashal Skill table once for every point of INT bonus
Three rolls, I get herdsman, chef and chef again, which means they get a +1 on chef
Bhakashal Skills
Playable group abilities -
16” move
Move at double movement rate for 2x as long, one reroll on every exhaustion save, charge 2x as many times per day)
Excellent smell, only surprised on a 1 in 6 and surprise on a 3 in 6.
They have a natural attack routine of CCB for 1-2/1-2/1-3, and if both claw attacks hit they can rake with back claws for 2x 1-2 extra damage.
Infravision
Track like slayer
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 18 - 18. Jannak – god of time
Bhakashal Languages - (3d12)* Special Table 1 - (d12)
Special Table 2 - (2d12)
PC automatically gets Kutya, for the second language chooses Saan, for the rolled languages we get Chitin, Yalan and Togmu.
G. Choose Equipment and Clothing
A - Backpack, 50’ rope, (3) iron spikes, flint and steel, (3) torches, waterskin, iron rations, blanket - 200 gp encumbrance, 10 gp cost + staff (circle tracer) 100 gp weight
Yellow sleeveless silken shirt, black and red checker pantaloons, long black hat, 3 gold earrings on right ear.
H. Pick Armor and Weapons and Assign Attack Bonuses
Cavorals do not generally wear armor. AC:8
Attack bonus for a 1st level PC is +1 to hit
Three Piece Rod* 1-6/1-4 WS 3 WvrsaC -2M/+1N - Critical: Bludgeon
*Disarm on a regular hit
I. Assign Wealth
50 gp, 50 gp gem, 50 gp piece of jewelry, plus 130gp in any form desired, in this case taken in the form of two 50gp emerald rings, 20 gp and 100sp
Deduct cost of equipment, armor and weapons: 11gp, deduct from 20gp leaving 9, so total wealth = 59gp, 100 sp, 50gp gem, 50 gp bracelet, two 50gp emerald rings
J. Calculate Encumbrance
300 gp equipment and 50 gp weapon, deduct 150 gp for STR, so 200 gp encumbrance and 300 gp can be picked up before slowing
Encumbrance: +300 gp
K. Assign Spells/Class Abilities
Open-hand attacks - 1 per round, 1-3 damage, WvrsAC: +1L / +2N
Caverals get a +1 to hit/2 levels bonus on open hand attacks to increase the likelihood of a combat (non-weapon) critical (tripping, stunning, knocking prone, disarming, etc. )
Caverals can roll a save versus breath weapon to knock aside/dodge missiles, and if a cavaral makes a saving throw versus a “save for half” spell they take NO damage, if they fail they take 1/2 damage
1st Level - Jump: First level Spartans can jump 10’ forward or 10’ up from a running start. Spartans can jump and land on an opponent, making an open hand attack, if they are successful, their damage is shifted up to the next level.
Caveral’s gain spells like warlocks, from scrolls and from their patrons. A 1st level caveral has Trace the Circle automatically, and three more spells, rolled randomly from the first level spell list*.
1st Level Caveral Spells (d12)
1. Hagellan's Thunderous Staff
2. Kansharr’s Darting Wasps
3-4. Magic Missile
5. Mar Kassan’s Awesome Armadillo
6. Morlan’s Dagger of Darkness
7. Rillistan’s Shadow Weapon
8. Rinnimar’s Chilling Touch
9-10. Shield
11. Sinshara’s Astounding Salt Spray
12. Tenser's Floating Disc
* Note that several of these spells are weapon specific, so you can either re-roll or go back and change the selection of weapons if they come up.
I roll 3, 5 and 11, for Magic Missile, Mar Kassan’s Awesome Armadillo and Sinshara’s Astounding Salt Spray. They can cast 1 spell per day at 1st level.
Bhakashal Spells
Mar Kassan’s Awesome Armadillo
Level: 1, Casting Time: 1 segment, Range: individual, Duration: 5 rounds/level, Area of Effect: 1’x1”x1” cube, Components: V,S, Saving Throw: none
The awesome armadillo works like a shield spell but it covers the rear, flanks and above the magic user, leaving the front exposed. The armadillo works like a regular shield spell, it will totally negate magic missile attacks, it gives AC2 against hand hurled missiles (axes, darts, javelins, spears, etc.), AC 3 against small device-propelled missiles (arrows, bolts, bullets,manticore spikes, sling stones, etc.), and AC 4 against all other forms of attack. It also adds +1 to the caster's saving throw versus attacks which are non-frontal.
Sinshara’s Astounding Salt Spray (Evocation)
Level: 1, Casting Time: 1 segment, Range: 0, Duration: instantaneous, Area of Effect: special, Components: V,S, Saving Throw: neg.
When cast Sinshara’s signature spell creates a fan-like spray of salt that distributes itself in the same way as a burning hands spell (3' length in a horizontal arc of about 120 degrees in front of the caster). Unlike the burning hands spell the caster can cast this spell one handed, swinging her hand in an arc while the magical salt flies out in a horizontal arc. All victims in the area of effect must save versus spell or be blinded by the salt for 1-4 rounds, requiring their eyes to be washed out with water and unable to attack, defend or cast spells. If water is not available the blindness lasts for an additional 1-8 rounds. If the victim makes her saving throw then they have managed to close their eyes before the salt hit but they will still be unable to spell cast for the remainder of the round as they must remove the salt from their face or risk it blinding them in the next round (additional save required if it is not wiped off).
L. Assign Personality Traits (Optional)
Rolled: studious, diplomatic, proud
M. Customize Playable Group Lore (Optional)
Prefers sleeping outdoors, optimistic, tattoo of Jannak on right arm (skull for head, bloody crown, 4 arms, 4 falchions, riding a giant lizard), black fur, no mane
N. Name - Omalo Brome
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