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.

  1. 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:
  2. Racial adjustments are as follows:
    Dwarf +2 Con, -2 Dex  
    Elf +2 Dex, +2 Cha, -2 Con, -2 Str  
    Half-elf +2 Dex, -2 Con  
    Halfling +2 Dex, -2 Str  
    Anuirean +1 Wis, -1 Dex Sense Motive is considered a class skill.
    Gain a +1 bonus to all Will saves
    Brecht +1 Dex, -1 Wis

    Gain a +1 bonus to Reflex saves
    Appraise is considered a class skill.

    Khinasi +1 Int, -1 Con Khinasi receive a +1 on Will saves.
    A Knowledge skill is a class skill.
    Rjurik +1 Con, -1 Cha Rjurik receive a +1 on Fortitude saves.
    Survival is considered a class skill.
    Vos +1 Str, -1 Int Vos recive a +1 on Fortitude saves.
    Intimidate is considered a class skill
  3. Allowed Classes are: Barbarian, Bard, Cleric, Druid, Fighter, Magician, Noble, Paladin, Ranger, Rogue and Wizard.
    Information about how to advance all of these can also be fund directly on
  4. 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 (rounded down).
  5. In addition to the normal 3.5 feats (I again point you to, the following BR spesific feats are allowed (a change also noted at the bottom).
  6. 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.
  7. 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).
  8. 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 three.
    [As people keep requesting outlandish items, as a guide to the max cost of an item(s) for your domain see here: Wealth]
  9. 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...
  10. 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).
  11. 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 material.
    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).
  12. Make note of this rule about your family and offspring.
  13. Check out and read the FAQ before asking questions to the GM :)
  14. 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 on.

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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