Creating a New Regent
The rules here are fairly straight foward. Follow them step by
step, and you shall be up and running in no time.
- All new (PC) regent characters get either a total of 38 points to distribute amongst
their ability scores, or they roll their stats (4d6 remove lowest die). No scores may exceed racial maximum and all must comply with racial
minimums. Remember though that if you choose to roll, and then get bad
stats, there is no change to change your mind and stat up using points.
Lieutenants and Cohorts starts with 33 points, and hencemen and advisers you
do not need to worry about stat wise on your end at least to start with.
Point Buy Costs:
8=0 9=1 10=2 11=3
12=4 13=5 14=6 15=8 16=10 17=13 18=16
For those with some problems calculating, here is a point buy calculator:
- Racial adjustments are as follows:
||+2 Con, -2 Dex
||+2 Dex, +2 Cha, -2 Con, -2 Str
||+2 Dex, -2 Con
||+2 Dex, -2 Str
||+1 Wis, -1 Dex
||Sense Motive is considered a class skill.
Gain a +1 bonus to all Will saves
||+1 Dex, -1 Wis
Gain a +1 bonus to Reflex saves
Appraise is considered a class skill.
||+1 Int, -1 Con
||Khinasi receive a +1 on Will saves.
A Knowledge skill is a class skill.
||+1 Con, -1 Cha
||Rjurik receive a +1 on Fortitude saves.
Survival is considered a class skill.
||+1 Str, -1 Int
||Vos recive a +1 on Fortitude saves.
Intimidate is considered a class skill
- Allowed Classes are: Barbarian,
Rogue and Wizard.
Information about how to advance all of these can also be fund directly on
- Hitpoints are calculated as follows; Full hitpoints in first level, then
"average" there after (example for Fighter; 10,5,6,5,6 etc). Regent bonus
equals half of whatever is least of your bloodline score and your domain power
- In addition to the normal 3.5 feats (I again point you to
d20srd.com), the following BR spesific
feats are allowed (a change also noted at the bottom).
- Blood Abilities. Blood lines,
strengths and abilities will be determined by the GMs for competly new
characters. However, should your backstory include a good reason as to why
your character should have a specific blood ability then we will consider your
proposal. Strengths and derivasions will be as noted in published materials.
If a completly new character, it will either be provided, or if you wish
perhaps an opertunity to roll for it will be provided instead. To know how
many bloodabilities you approximately will
start with, I send you to the following table. It
might be higher or lower if you rolled.
- All characters must come with a background story and description, this
aids us in making the game more interesting. For those who have characters
with any kind of background/description in any published material, these might
do. If you prefere for the GMs to provide you with this, that might also be an
option. Doing these things yourself though will grant a starting bonus (more
XP and/or the like).
- All items are granted at the GMs behest only! You
may thought give an indication of what sort of item(s) you might want (Stat
bonus, save bonus, weapon, armour, or some Wondrous Item). While the
characters are in the 3.5e version, Birthright is a low-magic world, so we do
not follow the standard 3.5e overflow of magical items. This means most will
perhaps have one item, and the oldest and wealthiest families perhaps as much
[As people keep requesting outlandish items, as a guide to the max cost of an
item(s) for your domain see here: Wealth]
- No characters may begin as awnshegh or ehrshegh (unless
especially recruited to play such), however there is no
reason that scions cannot become either, should they play their cards right...
- Priest and Wizard regents start with one realm spell at 1st level and receive another
every 3rd level after (1,3,6,9...). Additional spells may be gained via the Research
action. Battle Spells are done in the same fashion. Some extra spells/realm
spells/battle spells might be supplied to some based on various things after
character and common knowledges are supplied.
Wizards Realm Spells and Battlespells
Priests Realm Spells and Battlespells
Wizards starts with the following amount of normal spells: 5+int mod on first
level, int mod on each level thereafter (that's for the starting levels, note
that normal rules follows thereafter).
- Writeing up your Character and Realms "Common Knowledge". This is the text
that tells the other players the things they all should have heard/know about
them. Needs to especially deal with any changes from the standard canon
Already accepted Common Knowledges (those you'll find posted when you join)
will be considered part of the game, and later made Common Knowledges cannot
contradict these (well what they say can, but not the real truth behind them).
- Make note of this rule about your family
- Check out and read the
FAQ before asking questions to the GM :)
- Check out the "Info Page" for further
things that might be useful to know, like the history of the empire, notes
about your family, what bloodlines means, what is considered high level and so
If anyone would like to use PCGen, then
here you can find modifications for
Birthright and this game.
(Please if you do, don't send me the file, but a PDF instead :D
Note: For Regency Points gain, classes are used not skills. Contrary to what
any domain sheet we give you might indicate =D
And also if you do not want your GM to go even more insane, please submit
your skills in alphabetic order and with how many ranks in each (do not just
provide the total).
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