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Birthright conversion for non-Cerilian games
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<blockquote data-quote="Silveras" data-source="post: 1292783" data-attributes="member: 6271"><p><strong>Birthright Homebrew Conversion part 2: Classes</strong></p><p></p><p><strong>Classes</strong></p><p>----------------------------------------------------------------</p><p><em>Scion</em></p><p>The Scion is a modified Aristocrat, representing the noble families of the world. Use the Aristocrat from the SRD, and add the following special abilities at the indicated levels: </p><p> 1: Bloodline (equivalent to a free Tainted Bloodline feat); Scion Feat; Bloodmark</p><p> 5: Scion Feat</p><p>10: Scion Feat</p><p>15: Scion Feat</p><p>20: Scion Feat</p><p></p><p>Scion Feat: Many of the new feats I added are of a new type called Scion Feats. The Bloodline Feats are all Scion Feats, as are a few others. At levels 1, 5, 10, 15, 20 (and every 5 levels afterward) the Scion gets to select one as a bonus feat. </p><p></p><p>Special Rule: A Scion may trade in his/her next 2 or 3 Feats to begin play with a stronger bloodline. The Scion loses 1 more Feat than s/he gets to take "early" to compensate for the advantage. </p><p></p><p></p><p><em>Regent</em></p><p>The Regent is a 5-level Prestige Class meant to be usable for any type of Domain. </p><p></p><p>Requirements: Bloodline of any Strength, a Domain to rule over</p><p></p><p>Hit Dice: d8</p><p>Skill Points per Level: 6 + Int modifier</p><p>Class Skills: Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (history), Knowledge (law), Knowledge (nobility & royalty), Sense Motive</p><p></p><p>[Code]</p><p></p><p>Level BAB Fort Ref Will Special</p><p>---------------------------------------------------------------------------</p><p> 1 +1 +0 +0 +2 Regency Pool, Leadership Bonus, Regency Focus</p><p> 2 +2 +0 +0 +3 Regent Feat</p><p> 3* +3 +1 +1 +3 Regency Focus</p><p> 4 +4 +1 +1 +4 Regent Feat</p><p> 5 +5 +1 +1 +4 Regent Feat, Regency Focus</p><p></p><p>[*Note: I was working on an additional limitation such that the Regent level was</p><p> limited by the campaign scale. In a game played on the level that Birthright </p><p>depicts, 4th level would be the highest allowed.]</p><p>[/Code]</p><p></p><p>Weapons & Armor: Regents are proficient with all Simple and Martial Weapons, all types of Armor, and all Shields. </p><p></p><p>Regency Pool (SU): Unused Regency Points may be retained indefinitely in a Regent’s Regency Pool. The maximum number of Regency Points a Regent can keep in this pool is determined by the Regent’s bloodline strength: Tainted = 15, Minor =25, Major = 50, Great = 75, and True = 100. </p><p></p><p>Leadership Bonus (Ex): A Regent adds his/her Regent level to his/her Leadership score as a bonus. This bonus does not apply until the character selects the Leadership feat. </p><p></p><p>Regency Focus (Su): A 1st level Regent chooses what types of holdings will earn Regency for him/her. At 1st level, the Regent selects 2 areas of focus, one of which must be either Urban or Rural (representing settled civilizations or nomadic tribes, respectively) and the other being one of the options for Law, Temple, Guild, or Source. Some options give 1/2 value to each; Criminal focus, for example gives 1/2 Law and 1/2 Guild. Mercantile focus gives a full 1 point to Guild Holdings. At 3rd level, the Regent selects an additional area of focus. No Holding type may ever give more than 1 1/2 RP per level to a Regent. At 5th level, the Regent selects an additional are of focus, using the same limitations as at 3rd level.</p><p></p><p>Regent Feat (Ex): At 2nd level, the Regent may choose a bonus Feat from the Regent group. Regent Feats include the Scion feats, plus add some for managing Domains. </p><p></p><p></p><p></p><p></p><p><em>Herald</em></p><p>The Heralds are an organization of non-blooded individuals whose role in society is to know and record the ancestries and deeds of the Blooded. Since Bloodlines equate to nobility, the nobles need people who are free of their rivalries to be the record keepers and genealogists. Blooded characters, therefore, are barred from the Heralds. Heralds are a Prestige Class geared toward Bards. Their spell access revolves around Bloodlines. They have rights of free passage, as they serve as messengers between the noble families. The organization is scrupulusly neutral in its dealings with the Blooded families, and punishes harshly any Herald who takes sides. The College of Heralds is funded by the noble families through a registration fee. The same fee is charged of each family, and no family is allowed to donate more than others. </p><p></p><p>Requirements: </p><p>Alignment: Non-Chaotic (Integrity and good judgement are required to be the trusted confidante of a noble)</p><p>Skills: Diplomacy 5 ranks, Knowledge (nobility & royalty) 5 ranks, Knowledge (local) 5 ranks, Perform (any horn or pipe) 3 ranks</p><p>Special: Cannot be noble</p><p></p><p>Class Skills: Appraise, Bluff, Diplomacy, Escape Artist, Gather Information, Handle Animal, Intimidate, Knowledge (all, purchased individually), Perform, Profession, Read Lips, Ride, Search, Sense Motive, Spot, Use Magic Device</p><p></p><p>Skill Points per Level: 4 + Int modifier</p><p></p><p>[Code]</p><p> Spells Per Day</p><p>Level BAB Fort Ref Will Special 1st 2nd 3rd 4th</p><p>---------------------------------------------------------------------------</p><p> 1 +0 +1 +1 +0 Good Memory 0 - - -</p><p> 2 +1 +2 +2 +0 Bonus Feat 1 - - -</p><p> 3 +1 +2 +2 +1 Attn to Detail 1 0 - -</p><p> 4 +2 +3 +3 +1 Free Passage 1 1 0 -</p><p> 5 +2 +4 +4 +2 Bonus Feat 1 1 1 -</p><p> 6 +3 +4 +4 +2 1 1 1 -</p><p> 7 +3 +5 +5 +3 Total Recall 2 1 1 0</p><p> 8 +4 +6 +6 +3 Bonus Feat 2 1 1 1</p><p> 9 +4 +6 +6 +4 2 2 1 1</p><p> 10 +5 +7 +7 +4 2 2 2 1</p><p>[/Code]</p><p></p><p>Weapons & Armor: No additional proficiency. </p><p></p><p>Spells: Arcane, prepared like a Wizard. Heralds learn 1 new Herald spell per level, in addition to any they find. Bonus spells and DCs are based in Int. Heralds are taught Read Magic and 2 other Herald spells (player's choice) when first able to cast spells. </p><p></p><p>Good Memory (Ex): The Herald gains a Bardic Knowledge area about the nobility. </p><p></p><p>Bonus Feat: Choose from a list, mostly interpersonal or information gathering types. </p><p></p><p>Attention to Detail (Ex): +2 competence bonus to anything where small details may help: penetrating a disguise, searching for a secret door or trap, etc. </p><p></p><p>Free Passage (Ex): In their role as messengers among the nobility, Heralds may demand safe passage through any domain recognizing and employing Heralds. Most regents assume this as a matter of course, and do not force the Herald to make the demand; however, when relations are strained between the Heralds and the Regent, or the Herald’s lord and the Regent, the Herald sometimes must insist.</p><p></p><p>Total Recall (Ex): Heralds develop a phenomenal memory. They are capable of remembering minute details of events they experienced, whether or not they were paying attention at the time. In order to use this ability, however, the Herald must enter a trance-like state in which s/he is questioned by another person. This is most frequently done by a senior Herald as a form of reporting to the College of Heralds. As with all information given to the College, these reports are considered absolutely confidential, and are never shared with any noble house.</p></blockquote><p></p>
[QUOTE="Silveras, post: 1292783, member: 6271"] [b]Birthright Homebrew Conversion part 2: Classes[/b] [B]Classes[/B] ---------------------------------------------------------------- [I]Scion[/I] The Scion is a modified Aristocrat, representing the noble families of the world. Use the Aristocrat from the SRD, and add the following special abilities at the indicated levels: 1: Bloodline (equivalent to a free Tainted Bloodline feat); Scion Feat; Bloodmark 5: Scion Feat 10: Scion Feat 15: Scion Feat 20: Scion Feat Scion Feat: Many of the new feats I added are of a new type called Scion Feats. The Bloodline Feats are all Scion Feats, as are a few others. At levels 1, 5, 10, 15, 20 (and every 5 levels afterward) the Scion gets to select one as a bonus feat. Special Rule: A Scion may trade in his/her next 2 or 3 Feats to begin play with a stronger bloodline. The Scion loses 1 more Feat than s/he gets to take "early" to compensate for the advantage. [I]Regent[/I] The Regent is a 5-level Prestige Class meant to be usable for any type of Domain. Requirements: Bloodline of any Strength, a Domain to rule over Hit Dice: d8 Skill Points per Level: 6 + Int modifier Class Skills: Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (history), Knowledge (law), Knowledge (nobility & royalty), Sense Motive [Code] Level BAB Fort Ref Will Special --------------------------------------------------------------------------- 1 +1 +0 +0 +2 Regency Pool, Leadership Bonus, Regency Focus 2 +2 +0 +0 +3 Regent Feat 3* +3 +1 +1 +3 Regency Focus 4 +4 +1 +1 +4 Regent Feat 5 +5 +1 +1 +4 Regent Feat, Regency Focus [*Note: I was working on an additional limitation such that the Regent level was limited by the campaign scale. In a game played on the level that Birthright depicts, 4th level would be the highest allowed.] [/Code] Weapons & Armor: Regents are proficient with all Simple and Martial Weapons, all types of Armor, and all Shields. Regency Pool (SU): Unused Regency Points may be retained indefinitely in a Regent’s Regency Pool. The maximum number of Regency Points a Regent can keep in this pool is determined by the Regent’s bloodline strength: Tainted = 15, Minor =25, Major = 50, Great = 75, and True = 100. Leadership Bonus (Ex): A Regent adds his/her Regent level to his/her Leadership score as a bonus. This bonus does not apply until the character selects the Leadership feat. Regency Focus (Su): A 1st level Regent chooses what types of holdings will earn Regency for him/her. At 1st level, the Regent selects 2 areas of focus, one of which must be either Urban or Rural (representing settled civilizations or nomadic tribes, respectively) and the other being one of the options for Law, Temple, Guild, or Source. Some options give 1/2 value to each; Criminal focus, for example gives 1/2 Law and 1/2 Guild. Mercantile focus gives a full 1 point to Guild Holdings. At 3rd level, the Regent selects an additional area of focus. No Holding type may ever give more than 1 1/2 RP per level to a Regent. At 5th level, the Regent selects an additional are of focus, using the same limitations as at 3rd level. Regent Feat (Ex): At 2nd level, the Regent may choose a bonus Feat from the Regent group. Regent Feats include the Scion feats, plus add some for managing Domains. [I]Herald[/I] The Heralds are an organization of non-blooded individuals whose role in society is to know and record the ancestries and deeds of the Blooded. Since Bloodlines equate to nobility, the nobles need people who are free of their rivalries to be the record keepers and genealogists. Blooded characters, therefore, are barred from the Heralds. Heralds are a Prestige Class geared toward Bards. Their spell access revolves around Bloodlines. They have rights of free passage, as they serve as messengers between the noble families. The organization is scrupulusly neutral in its dealings with the Blooded families, and punishes harshly any Herald who takes sides. The College of Heralds is funded by the noble families through a registration fee. The same fee is charged of each family, and no family is allowed to donate more than others. Requirements: Alignment: Non-Chaotic (Integrity and good judgement are required to be the trusted confidante of a noble) Skills: Diplomacy 5 ranks, Knowledge (nobility & royalty) 5 ranks, Knowledge (local) 5 ranks, Perform (any horn or pipe) 3 ranks Special: Cannot be noble Class Skills: Appraise, Bluff, Diplomacy, Escape Artist, Gather Information, Handle Animal, Intimidate, Knowledge (all, purchased individually), Perform, Profession, Read Lips, Ride, Search, Sense Motive, Spot, Use Magic Device Skill Points per Level: 4 + Int modifier [Code] Spells Per Day Level BAB Fort Ref Will Special 1st 2nd 3rd 4th --------------------------------------------------------------------------- 1 +0 +1 +1 +0 Good Memory 0 - - - 2 +1 +2 +2 +0 Bonus Feat 1 - - - 3 +1 +2 +2 +1 Attn to Detail 1 0 - - 4 +2 +3 +3 +1 Free Passage 1 1 0 - 5 +2 +4 +4 +2 Bonus Feat 1 1 1 - 6 +3 +4 +4 +2 1 1 1 - 7 +3 +5 +5 +3 Total Recall 2 1 1 0 8 +4 +6 +6 +3 Bonus Feat 2 1 1 1 9 +4 +6 +6 +4 2 2 1 1 10 +5 +7 +7 +4 2 2 2 1 [/Code] Weapons & Armor: No additional proficiency. Spells: Arcane, prepared like a Wizard. Heralds learn 1 new Herald spell per level, in addition to any they find. Bonus spells and DCs are based in Int. Heralds are taught Read Magic and 2 other Herald spells (player's choice) when first able to cast spells. Good Memory (Ex): The Herald gains a Bardic Knowledge area about the nobility. Bonus Feat: Choose from a list, mostly interpersonal or information gathering types. Attention to Detail (Ex): +2 competence bonus to anything where small details may help: penetrating a disguise, searching for a secret door or trap, etc. Free Passage (Ex): In their role as messengers among the nobility, Heralds may demand safe passage through any domain recognizing and employing Heralds. Most regents assume this as a matter of course, and do not force the Herald to make the demand; however, when relations are strained between the Heralds and the Regent, or the Herald’s lord and the Regent, the Herald sometimes must insist. Total Recall (Ex): Heralds develop a phenomenal memory. They are capable of remembering minute details of events they experienced, whether or not they were paying attention at the time. In order to use this ability, however, the Herald must enter a trance-like state in which s/he is questioned by another person. This is most frequently done by a senior Herald as a form of reporting to the College of Heralds. As with all information given to the College, these reports are considered absolutely confidential, and are never shared with any noble house. [/QUOTE]
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