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Birthright conversion for non-Cerilian games
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<blockquote data-quote="Silveras" data-source="post: 1292801" data-attributes="member: 6271"><p><strong>Birthright Homebrew Conversion part 3: Skills & Feats</strong></p><p></p><p><strong>Skills</strong></p><p>--------------------------------------------------------</p><p>I did not add any new skills; I am against adding new skills unless there is a need for some ability not represented by the existing ones. Skills should be general while Feats are pretty specific. </p><p></p><p><strong>Diplomacy</strong></p><p><em>Improve the result of a Diplomatic Matter event by 1 grade</em>: DC 15</p><p></p><p><strong>Gather Information</strong></p><p>Successive checks can be used to assemble and process information related to an Intrigue. </p><p><em>Find partial evidence of an Intrigue</em>: DC 20 (+2 synergy bonus for 5+ ranks of Knowledge (steetwise)). </p><p><em>Identify the actors in an Intrigue from partial evidence</em>: DC varies (requires at least 5 ranks of Gather Information)</p><p><em>Detect an Intrigue as it unfolds</em>: DC 25 (+2 Synergy bonus for 5+ ranks of Sense Motive)</p><p></p><p><strong>Profession (lawyer)</strong> </p><p>The Regent can put his/her knowledge of the applicable law to use in handling a Matter of Justice. Likewise, s/he can use the Law to make it easier to Create a Holding, Decree, or Rule. </p><p><em>Improve a Matter of Justice result by 1</em>: DC 12</p><p><em>Improve an Action Check by 1</em>: DC 20</p><p></p><p>A character with 10 ranks in Profession (lawyer) can get a +2 bonus instead of a +1 bonus on actions. </p><p></p><p><strong>Knowledge (local)</strong></p><p>The Regent can put his/her knowledge of local matters to use in adjudicating a Matter of Justice. </p><p><em>Improve a Matter of Justice result by 1</em>: DC 12</p><p></p><p><strong>Knowledge (nobility and royalty)</strong></p><p>Includes knowledge of the membership of noble families, the derivation of its bloodline</p><p><em>Know family membership</em>: DC 20</p><p><em>Know bloodline derivation (Source deity)</em>: DC 25</p><p><em>Know bloodline derivation (Source Domains)</em>: DC 25</p><p><em>Know bloodline powers</em>: DC 30</p><p></p><p><strong>Knowledge (war)</strong></p><p>The character is able to mount a siege of a fortified holding or castle. S/he may be able to anticipate the actions of opposing war leaders in army battles, and may make an opposed roll to determine whose troops move first. </p><p><em>Negate the defensive benefit of a fortification</em>: 10 + (5 per level of Castle or 3 per level of Fortification) – (5 per week of siege). The character receives a +2 synergy bonus for having 5 or more ranks of Knowledge (architecture & engineering)</p><p><em>Gain initiative in war moves</em>: DC = opponent’s skill check (or 5 if opponent lacks this skill). </p><p></p><p><strong>Skills and the Intrigue Action</strong></p><p>An Intrigue may require multiple skill checks from the participants (NOT from the Regent), depending upon the plan. For example, if the plan calls for a document to be found on the person of a certain official … a Rogue may have to succeed at a Climb check to reach the window of the target, a Move Silently check to cross the room without waking the sleeping occupant, a Pick Pockets check to put the document in among the target’s daily papers without looking out of place, another Move Silently check to get back to the window, and another Climb check to get down again. </p><p>These checks are performed as part of the action’s resolution. Unless the Regent is going to personally enact the plan, the Regent’s skills don’t matter, and do not provide any benefit. </p><p>On the other hand, when it comes to noticing that such activity is going on, the Regent is eminently suited to put the clues together (presuming that the Regent pays attention to the reports of his underlings). The Gather Information skill is used for this, with Synergy bonuses from other skills. </p><p></p><p></p><p></p><p><strong>Feats</strong></p><p>--------------------------------------------------------</p><p>These new feats are of new types, Scion and Regent. The Regent feats include the Scion feats, but not the other way around. Scion feats relate to Bloodlines, while the Regent feats are related to Domain Management. </p><p></p><p><strong>EFFICIENT BUREAUCRACY [Regent]</strong></p><p>Pre-Requisites: Charisma 13+, Regent Level 1, Court of Adequate or better</p><p>Bonus: The Regent reduces the cost of general Maintenance for the Domain by 2 GB per turn.</p><p></p><p><strong>EFFICIENT MILITARY [Regent]</strong></p><p>Pre-Requisites: 1 or more Armies</p><p>Bonus: The Regent reduces the total cost of Maintenance of the Domain’s armies by 2 GB. </p><p></p><p><strong>EFFICIENT NAVY [Regent]</strong></p><p>Pre-requisites: 1 or more Navies</p><p>Bonus: The Regent reduces the total cost of Maintenance of the Domain’s navies by 2 GB. </p><p></p><p><strong>EXTRA BLOOD ABILITY [Scion]</strong></p><p>You add another Blood Ability, or enhance one you already possess. </p><p>Prerequisite: Divine Bloodline</p><p>Benefit: You gain an extra minor power, or may increase the strength of a power you already possess by one grade. </p><p>Special: This feat may only be taken by a character once per 10 point increase in his/her bloodline score. </p><p></p><p><strong>GREAT BLOODLINE [Scion]</strong></p><p>You are a member of one of the most powerful families in the region, and have many powers. </p><p>Prerequisite: Tainted bloodline, Minor Bloodline, Major Bloodline</p><p>Benefit: You receive 2 major abilities, or 1 minor ability and 1 great ability, or you may receive 1 great ability and may upgrade 1 minor or major ability to its next tier. </p><p>Normal: </p><p>Special: This feat may only be selected under these conditions: the character is 1st level, or the character has increased his/her bloodline score above 48 (the maximum for the next lower strength). </p><p></p><p><strong>IMPROVED BLOOD ABILITY [Scion]</strong></p><p>You are able to coax your blood abilities to greater heights. </p><p>Prerequisite: At least one Blood Ability. </p><p>Benefit: The Caster Level of your blood ability rises with your Scion level until it reaches the cap for the next higher “grade” of blood ability. </p><p>Normal: Blood ability Caster Levels are fixed. Minor/5, Major/10, and Great/15</p><p>Special: This feat may be selected multiple times. Each time, it applies to a new blood ability. No blood ability may be improved beyond “True”. </p><p></p><p><strong>IMPROVED DOMAIN INITIATIVE [Regent]</strong></p><p>Pre-requisites: Domain </p><p>Bonus: The Domain’s Initiative receives a +4 bonus. </p><p></p><p><strong>IMPROVED REGENCY POOL [Regent]</strong></p><p>Bloodline Pre-requisites: Regency Pool</p><p>Benefit: A Regent may add 10 RP to the number of RP s/he is allowed to keep in the pool.</p><p>Normal: A Regent may keep a pool with a maximum number of Regency Points equal to 15, 25, 50, 75, or 100 points, depending upon bloodline strength. </p><p></p><p><strong>LEY MASTERY [Regent]</strong></p><p>You understand how the raw force of magic may be transferred among Provinces, and the methods of doing so. </p><p>Prerequisite: Source (1+) Holding</p><p>Benefit: You are able to work with Ley Lines. This includes the ability to create them with the Forge Ley Line action, as well as using or interfering with another character’s Ley Line(s). </p><p>Normal: You may only cast Realm spells from the Province in which the Source Holding that powers it is located. Characters without this feat are oblivious to the existence of Ley Lines. </p><p></p><p><strong>MAJOR BLOODLINE [Scion]</strong></p><p>You are a member of a powerful and well-established noble family, with a powerful bloodline. </p><p>Prerequisite: Tainted Bloodline, Minor Bloodline</p><p>Benefit: You receive 1 minor and 1 major power from the bloodline abilities set, or you may upgrade 1 minor power to its major version and receive a new major power as well. </p><p>Special: This feat may only be selected under these conditions: the character is 1st level, or the character has raised his/her bloodline score above 30 ( the maximum for a Minor bloodline).</p><p></p><p><strong>MINOR BLOODLINE [Scion]</strong></p><p>You are a member of a well-known noble family with a respectable bloodline. </p><p>Prerequisite: Tainted Bloodline </p><p>Benefit: You receive 2 minor powers, or 1 major power, from the bloodline abilities set. </p><p>Special: This feat may only be selected under these conditions: the character is 1st level, or the character has increased his/her bloodline score above 18 (the maximum for a Tainted bloodline).</p><p></p><p><strong>POPULAR SUPPORT [Regent]</strong></p><p>Pre-requisites: Charisma 13+, Regent level 1</p><p>Bonus: The Regent adds a +2 morale bonus to any attempts to support or oppose Domain Actions (including his/her own) in any province s/he rules where the morale is High. </p><p></p><p><strong>REALM SPELL [General]</strong></p><p>You learn the secret of casting a small number of Realm Spells</p><p>Prerequisite: Source or Temple Holding of level 1 or better; spellcasting ability</p><p>Benefit: Select a number of Realm spells equal to 1 + your Intelligence modifier (for Arcane) or Wisdom modifier (for Divine). You now know how to cast these spells. </p><p>Normal: </p><p>Special: This feat may be taken more than once. Each time it is selected, the Regent gains the knowledge of how to cast additional Realm Spells. </p><p></p><p><strong>SOURCE SENTINEL [Regent]</strong></p><p>Your sources are watched over by friendly fey. </p><p>Prerequisite: Source holding of level 0+</p><p>Benefit: Your Source holdings in a number of provinces equal to your Charisma adjustment (minimum of 1) are protected by creatures friendly to you. The type of creatures depends upon the nature of the Source. </p><p>Normal: </p><p>Special: This feat may be selected more than once; each time, its benefits are applied to a different Source(s). If this feat would protect more sources than you have unprotected, the additional protection is lost. </p><p></p><p><strong>TAINTED BLOODLINE [Scion]</strong></p><p>You have a trace of divine heritage. </p><p>Prerequisite: </p><p>Benefit: You have a divine bloodline, and are eligible for the Regent class. You are now considered a member of a noble family. You receive 1 minor power from the bloodline abilities list. </p><p>Special: This feat may only be selected under these conditions: the character is 1st level, or the character has just committed bloodtheft with a Tighmaevril weapon on a scion with a bloodline.</p><p></p><p><strong>TRADE MASTERY [Regent]</strong></p><p>Pre-requisites: Charisma 13+</p><p>Bonus: The Regent may add 1 GB to the income from a number of Trade Routes up to his/her Charisma bonus. Alternatively, the Regent may forego the benefit on Trade Routes and instead add the same bonus to the amount of Gold Bars generated by a Trade Voyage action, before the results of that action are determined. </p><p></p><p><strong>TRUE BLOODLINE [Scion]</strong></p><p>You are a member of a family who served at the side of an avatar and received a tremendous amount of divine power. You have many abilities from your bloodline.</p><p>Prerequisite: Tainted Bloodline, Minor Bloodline, Major Bloodline, Great Bloodline</p><p>Benefit: You receive 2 major abilities, 1 major and 1 great, 2 minor and 1 great, or you may choose to “trade in” up to 3 abilities and improve them one step. </p><p>Special: This feat may only be selected when the character has increased his/her bloodline score over 60 (the maximum for a Great bloodline).</p></blockquote><p></p>
[QUOTE="Silveras, post: 1292801, member: 6271"] [b]Birthright Homebrew Conversion part 3: Skills & Feats[/b] [B]Skills[/B] -------------------------------------------------------- I did not add any new skills; I am against adding new skills unless there is a need for some ability not represented by the existing ones. Skills should be general while Feats are pretty specific. [B]Diplomacy[/B] [I]Improve the result of a Diplomatic Matter event by 1 grade[/I]: DC 15 [B]Gather Information[/B] Successive checks can be used to assemble and process information related to an Intrigue. [I]Find partial evidence of an Intrigue[/I]: DC 20 (+2 synergy bonus for 5+ ranks of Knowledge (steetwise)). [I]Identify the actors in an Intrigue from partial evidence[/I]: DC varies (requires at least 5 ranks of Gather Information) [I]Detect an Intrigue as it unfolds[/I]: DC 25 (+2 Synergy bonus for 5+ ranks of Sense Motive) [B]Profession (lawyer)[/B] The Regent can put his/her knowledge of the applicable law to use in handling a Matter of Justice. Likewise, s/he can use the Law to make it easier to Create a Holding, Decree, or Rule. [I]Improve a Matter of Justice result by 1[/I]: DC 12 [I]Improve an Action Check by 1[/I]: DC 20 A character with 10 ranks in Profession (lawyer) can get a +2 bonus instead of a +1 bonus on actions. [B]Knowledge (local)[/B] The Regent can put his/her knowledge of local matters to use in adjudicating a Matter of Justice. [I]Improve a Matter of Justice result by 1[/I]: DC 12 [B]Knowledge (nobility and royalty)[/B] Includes knowledge of the membership of noble families, the derivation of its bloodline [I]Know family membership[/I]: DC 20 [I]Know bloodline derivation (Source deity)[/I]: DC 25 [I]Know bloodline derivation (Source Domains)[/I]: DC 25 [I]Know bloodline powers[/I]: DC 30 [B]Knowledge (war)[/B] The character is able to mount a siege of a fortified holding or castle. S/he may be able to anticipate the actions of opposing war leaders in army battles, and may make an opposed roll to determine whose troops move first. [I]Negate the defensive benefit of a fortification[/I]: 10 + (5 per level of Castle or 3 per level of Fortification) – (5 per week of siege). The character receives a +2 synergy bonus for having 5 or more ranks of Knowledge (architecture & engineering) [I]Gain initiative in war moves[/I]: DC = opponent’s skill check (or 5 if opponent lacks this skill). [B]Skills and the Intrigue Action[/B] An Intrigue may require multiple skill checks from the participants (NOT from the Regent), depending upon the plan. For example, if the plan calls for a document to be found on the person of a certain official … a Rogue may have to succeed at a Climb check to reach the window of the target, a Move Silently check to cross the room without waking the sleeping occupant, a Pick Pockets check to put the document in among the target’s daily papers without looking out of place, another Move Silently check to get back to the window, and another Climb check to get down again. These checks are performed as part of the action’s resolution. Unless the Regent is going to personally enact the plan, the Regent’s skills don’t matter, and do not provide any benefit. On the other hand, when it comes to noticing that such activity is going on, the Regent is eminently suited to put the clues together (presuming that the Regent pays attention to the reports of his underlings). The Gather Information skill is used for this, with Synergy bonuses from other skills. [B]Feats[/B] -------------------------------------------------------- These new feats are of new types, Scion and Regent. The Regent feats include the Scion feats, but not the other way around. Scion feats relate to Bloodlines, while the Regent feats are related to Domain Management. [B]EFFICIENT BUREAUCRACY [Regent][/B] Pre-Requisites: Charisma 13+, Regent Level 1, Court of Adequate or better Bonus: The Regent reduces the cost of general Maintenance for the Domain by 2 GB per turn. [B]EFFICIENT MILITARY [Regent][/B] Pre-Requisites: 1 or more Armies Bonus: The Regent reduces the total cost of Maintenance of the Domain’s armies by 2 GB. [B]EFFICIENT NAVY [Regent][/B] Pre-requisites: 1 or more Navies Bonus: The Regent reduces the total cost of Maintenance of the Domain’s navies by 2 GB. [B]EXTRA BLOOD ABILITY [Scion][/B] You add another Blood Ability, or enhance one you already possess. Prerequisite: Divine Bloodline Benefit: You gain an extra minor power, or may increase the strength of a power you already possess by one grade. Special: This feat may only be taken by a character once per 10 point increase in his/her bloodline score. [B]GREAT BLOODLINE [Scion][/B] You are a member of one of the most powerful families in the region, and have many powers. Prerequisite: Tainted bloodline, Minor Bloodline, Major Bloodline Benefit: You receive 2 major abilities, or 1 minor ability and 1 great ability, or you may receive 1 great ability and may upgrade 1 minor or major ability to its next tier. Normal: Special: This feat may only be selected under these conditions: the character is 1st level, or the character has increased his/her bloodline score above 48 (the maximum for the next lower strength). [B]IMPROVED BLOOD ABILITY [Scion][/B] You are able to coax your blood abilities to greater heights. Prerequisite: At least one Blood Ability. Benefit: The Caster Level of your blood ability rises with your Scion level until it reaches the cap for the next higher “grade” of blood ability. Normal: Blood ability Caster Levels are fixed. Minor/5, Major/10, and Great/15 Special: This feat may be selected multiple times. Each time, it applies to a new blood ability. No blood ability may be improved beyond “True”. [B]IMPROVED DOMAIN INITIATIVE [Regent][/B] Pre-requisites: Domain Bonus: The Domain’s Initiative receives a +4 bonus. [B]IMPROVED REGENCY POOL [Regent][/B] Bloodline Pre-requisites: Regency Pool Benefit: A Regent may add 10 RP to the number of RP s/he is allowed to keep in the pool. Normal: A Regent may keep a pool with a maximum number of Regency Points equal to 15, 25, 50, 75, or 100 points, depending upon bloodline strength. [B]LEY MASTERY [Regent][/B] You understand how the raw force of magic may be transferred among Provinces, and the methods of doing so. Prerequisite: Source (1+) Holding Benefit: You are able to work with Ley Lines. This includes the ability to create them with the Forge Ley Line action, as well as using or interfering with another character’s Ley Line(s). Normal: You may only cast Realm spells from the Province in which the Source Holding that powers it is located. Characters without this feat are oblivious to the existence of Ley Lines. [B]MAJOR BLOODLINE [Scion][/B] You are a member of a powerful and well-established noble family, with a powerful bloodline. Prerequisite: Tainted Bloodline, Minor Bloodline Benefit: You receive 1 minor and 1 major power from the bloodline abilities set, or you may upgrade 1 minor power to its major version and receive a new major power as well. Special: This feat may only be selected under these conditions: the character is 1st level, or the character has raised his/her bloodline score above 30 ( the maximum for a Minor bloodline). [B]MINOR BLOODLINE [Scion][/B] You are a member of a well-known noble family with a respectable bloodline. Prerequisite: Tainted Bloodline Benefit: You receive 2 minor powers, or 1 major power, from the bloodline abilities set. Special: This feat may only be selected under these conditions: the character is 1st level, or the character has increased his/her bloodline score above 18 (the maximum for a Tainted bloodline). [B]POPULAR SUPPORT [Regent][/B] Pre-requisites: Charisma 13+, Regent level 1 Bonus: The Regent adds a +2 morale bonus to any attempts to support or oppose Domain Actions (including his/her own) in any province s/he rules where the morale is High. [B]REALM SPELL [General][/B] You learn the secret of casting a small number of Realm Spells Prerequisite: Source or Temple Holding of level 1 or better; spellcasting ability Benefit: Select a number of Realm spells equal to 1 + your Intelligence modifier (for Arcane) or Wisdom modifier (for Divine). You now know how to cast these spells. Normal: Special: This feat may be taken more than once. Each time it is selected, the Regent gains the knowledge of how to cast additional Realm Spells. [B]SOURCE SENTINEL [Regent][/B] Your sources are watched over by friendly fey. Prerequisite: Source holding of level 0+ Benefit: Your Source holdings in a number of provinces equal to your Charisma adjustment (minimum of 1) are protected by creatures friendly to you. The type of creatures depends upon the nature of the Source. Normal: Special: This feat may be selected more than once; each time, its benefits are applied to a different Source(s). If this feat would protect more sources than you have unprotected, the additional protection is lost. [B]TAINTED BLOODLINE [Scion][/B] You have a trace of divine heritage. Prerequisite: Benefit: You have a divine bloodline, and are eligible for the Regent class. You are now considered a member of a noble family. You receive 1 minor power from the bloodline abilities list. Special: This feat may only be selected under these conditions: the character is 1st level, or the character has just committed bloodtheft with a Tighmaevril weapon on a scion with a bloodline. [B]TRADE MASTERY [Regent][/B] Pre-requisites: Charisma 13+ Bonus: The Regent may add 1 GB to the income from a number of Trade Routes up to his/her Charisma bonus. Alternatively, the Regent may forego the benefit on Trade Routes and instead add the same bonus to the amount of Gold Bars generated by a Trade Voyage action, before the results of that action are determined. [B]TRUE BLOODLINE [Scion][/B] You are a member of a family who served at the side of an avatar and received a tremendous amount of divine power. You have many abilities from your bloodline. Prerequisite: Tainted Bloodline, Minor Bloodline, Major Bloodline, Great Bloodline Benefit: You receive 2 major abilities, 1 major and 1 great, 2 minor and 1 great, or you may choose to “trade in” up to 3 abilities and improve them one step. Special: This feat may only be selected when the character has increased his/her bloodline score over 60 (the maximum for a Great bloodline). [/QUOTE]
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