Elton Robb's Birthright Conversion to PATHFINDER


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Silver Crusade

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SUMMARY:

Before the Kingmaker AP, there was the Birthright Campaign Setting (BRCS). The BRCS is probably T.S.R.'s crowning Achievement during the 90s in published campaign settings. Although the Realms was, and still is, the most popular Campaign Setting in the TSR lineup, Birthright was the crown in the jewel for many different reasons.

FIRST and probably the best reason. The campaign feels the most real out of any campaign setting you can really get from TSR at the time. This is simply because humans were divided into six different cultures in different eras of play, all of which are based on REAL Earth Cultures. Five of these are playable.

They included the Anuireans - which are based on the French during the 15th Century with a lot of Norman English influence; the Brechts, which were based on the Holy Roman Empire with a strong Hanseatic League and Venetian influence; the Khinasi, which is based on the Spanish Moors; the Rjurik which are based on the Vikings with a lot of Scottish influence (think of a more SERIOUS approach to the Viking town in "How to Train Your Dragon"); and the Vos, which are based on the Russians (Ivan the Terrible's Russians) but have a strong Hun and Mongol influence. A sixth race, called the Masetians, are based on both Persian and Egyptian cultures, but don't really get into play much as a player character race.

The Elves call themselves the Sidhelien, and are an elder race and that all are not to be trusted. They are based on the Sidhe from Celtic myth. Conversely, the Dwarves were returned to their Tolkien roots as a sovereign race. Infact, they are so Tolkien-dwarf like that the Dwarves from the Hobbit movie would not be out of place.

The halflings are different from any other Halfling race since they are from the Shadow World, a word of fey that is the mirror image of the planet that the continent Cerillia is set upon; where the Plane of Shadow is spilling into (I'll get to why in a moment.) Goblins and Orogs (powerful orcs) have existed in Cerillia along side the elves and dwarves for years.

SECOND, in order to teach Tolkien a lesson, Rich Baker wrote a novel named, oddly enough, KINGSLAYER. It had a strong Highlander vibe as a theme. You could kill a king and absorb his legacy, his right to rule, within yourself and take upon yourself his Right to Rule. This is a central feature in the campaign setting. The novel itself wasn't ever published, but used as a backbone for Birthright.

Therefore, commoner, noble, or king; you can slay a king and absorb his birthright into you via Highlander when an Immortal kills another Immortal. The reason for this is that in the past, the Old Gods destroyed themselves to destroy a God of evil and their "bloods" was asborbed into the populace. The stronger amount of blood you have, the stronger your Divine Right to Rule.

When a commoner kills a king and absorbs his birthright, there is a strong chance that he will sit on the throne and become the realm's new king. It's as simple as that.

THIRD, Based on how much blood you have, your blood grants you certain Spell-like abilities which are related to the Blood of the Gods. This idea was translated into Eberron as in the form of Feats and into the Dragonmarks. There are five different legacies: Tainted, Minor, Major, Great, and True. Four of these you start out with: Tainted, Minor, Major, and Great.

Despite this, you have to have some kind of blood legacy in order to sit on the throne of a given kingdom. So, by now, you know that Players can play commoners, nobles, or kings. Although most of the mechanics are devoted to Kingly play (this is because all of AD&D 2nd Edition at the time was devoted to commoner play). and only a called shot to the heart releases the bloodline.

FOURTH, Magic worked differently. Arcane Magic was divided into minor, major, and Realm Magic, and Divine magic is divided into regular and Realm magic. In order to be a powerful Sorcerer or Wizard, you need to be Blooded. This allows you to cast Arcane spells of levels 3-9. In order to cast Realm Spells -- which are EPIC spells in and of themselves -- you need to have blood to manipulate the Arcane Magic inherent in the land. Commoners can cast spells, but they learn the lesser magic and are relegated to being magicians -- which means that they can learn divination magic to level 9, but their knowledge in other schools are cut off and limited to level 2.

Arcane Realm spells are dependent on how pristine and wild your land is. too much development and you can't draw on the magic in the land. Thus, if you are a Wizardly or Sorcerous Regent or King, you have an interest in maintaining the wild magical places in the Kingdom in order to be effective against other Wizardly regents in the area.

If you are a cleric, priest, or oracle; you need to be Blooded in order to cast Realm Spells (and Quest Spells from 2nd Edition), and that is if you are the head of a Church (so naturally, there are many Churches in the land: each with their own dogma, doctrine, and interpretation of scripture).

FIFTH, there are four different kinds of Regents. Law regents hold the crown upon their heads. They typically gain Regency from the populace. Law regents are primarily associated with the WARRIOR class group in AD&D. Fighters, Rangers, and Paladins gain regency from ruling the populace. For them, there is an incentive to develop a province. However, any class can gain Regency as Law regents.

The second kind of Regent is the Temple regent. Temple regents are associated with the PRIEST class group in AD&D. Surprise, surprise. Clerics, druids, and finally Oracles can lead as pontiffs over a religion or church. Temple regents gain regency on their Temple ratings, and so they have an incentive to evangelize the faith. All races in the game are religious except the elves, by the way. Paladins also benefit from gaining regency from a temple.

The third kind of Regent is the Source regent. Source regents are associated with the WIZARD class group in AD&D. Source regents depend greatly on the inherent magic of the land, and are tied to the land by Blood or by virtue of being an elf (elf commoners are the exception to the rule that all commoners that wish to cast magic must do so as a magician). Source regents gain Regency by drawing on the magical places in the land. So they have an incentive not to develop a provinces population rating but to spread out their populations. Despite this, a Source regent can forge a ley line to pump magical potential to his center of power.

The last kind of Regent is the Guild regent. Guild regents are associated with the ROGUE class group in AD&D and they gain their Regency through the control of trade routes. So they have an incentive to grow trade routes and participate in trade wars with other Guild regents. In Pathfinder, this includes the Rogue, the Gunslinger (which is in the Warrior group too), and a new class called the Guilder.

SIXTH, monsters are handled differently in Birthright. In birthright, there are monsters and then -- THERE ARE MONSTERS! These more powerful monsters are called Awnsheghlien and they mostly carry the blood of Azrai -- the evil god. For instance, there are probably gorgons in the land -- but only one Monster is the Gorgon (with a capital G). There are many basilisks in the south east of Cerilia, but only one is the Basilisk -- which represents perfect Hate.

The awnsheghlien are the foes that player characters must defeat. All of them are wicked, awful, and evil. From Rhoubhe Manslayer (an Elf), to the Gorgon, to the Magian (the token Lich King); the evil of the awnsheghlien know no bounds.

Silver Crusade

Conversion Antics:
This conversion works a lot like Tzizimine's conversion in the part that assumes you have at least the Birthright boxed set that contains: The Rulebook, the Atlas, and Ruins of Empire (among other things like the Birthright army cards). The conversion only converts from the Birthright books and how everything works.

This is a revisit to the conversion I did back in 2000 from AD&D 2nd Edition to D&D 3rd Edition.

PART I: RACES

There are four races you can officially play, although you can play goblins, beastmen (gnolls, wolfmen, catfolk, nagaji, and other unsavory folk), and orogs if the DM so allows it. Remember this is a conversion from the BIRTHRIGHT RPG. Refer to the BIRTHRIGHT Rulebook for flavor text and also for fun and profit (okay, not the profit part, but you get the idea).

HUMANS:

There are five human races that are playable as stated before. For ease of use, the game mechanics are the same in the ARG for all cultures (+2 to any one ability score, one extra feat at start, +1 skill rank every level) despite that AD&D differentiated the five cultures by assigning them ability score bonuses. We are going to differentiate the different cultures by using Archetypes. With the Khinasi people, the Humans represent the Dominate race in Cerilia.

Anuireans: The Anuireans are best represented by the English and the French during the Hundred Years War. Anuire's culture is that of Henry the V's England, and Emperor Sigisimund of France. Anuireans are a deeply religious people who hold the god Haelyn as their patron saint and protector (with the exception of a few churches dedicated to Rournil, Avanalae, Aeric, and Laerme). Despite their religousness, the Church of Haelyn has fractured and schismed into many different Churches and Sects.

They are situated in the Southwestern Quadrant of Cerilia. To deepen Anuirean Culture, the author suggests that DMs and players read: The Canterbury Tales, Le Morte d'Arthur; and watch: Henry V, King John.

Brechts: Brechts are thought of as a combination of German and Italian culture; i.e. the Hanseatic League of Europe. Not as religious as the Anuireans, the Brechts are great at trade, and their patron goddess -- Sera -- is big on trade. Despite this, even the Church of Sera is also fractured.

The Brechts are situated around Cerilia's northern bay, and share about half of Cerilia's southern part with the Khinasi. To get a deeper sense of Brechtish culture, the author suggests that DMs and Players watch: The Taming of the Shrew, As You Like It, and Much Ado About Nothing, with The Tempest.

The Khinasi: The Khinasi are a dark skinned people that have a lot in common with the Spanish Moors (in fact, thee Khinasi king looks a lot like Morgan Freeman). They too, are religious, but most of them have inherited the Masetian love of scholarship. The patron god of the Khinasi is Avani. Khinasi culture is a lot like Medieval Persia mixed with Moorish culture.

They dominate the southeastern part of Cerilia. To get a deeper sense of Khinasi culture, one suggests watching: Any movie having the name of Sinbad written with the title, even that stupid Canadian series is a great start. Also The Cid, Kingdom of Heaven and read anything about the Crusades from the Arabian perspective.

The Rjurik: The Rjurik have a lot in common with the Norse, except everyone speaks with a scottish accent (when they speak Anuirean) besides having a Norwegian name and have some Celtic cultural cues. The Rjurik are Vikings, that's the best way of putting it. They are a druidic people, but aren't as religious as their cousins in the south. Their patron is Erik, a god of Agriculture, the Wilds, and the Earth.

The Rjurik dominates the Northwest Quadrant of Cerilia. Ironically, the Author suggests one to watch: How to Train Your Dragon and Erik the Viking to get an understanding of the Rjurik. Mostly the first to understand the Rjurik accent. Watching Thor probably is better than Erik the Viking, but there are a number of RPG products you can buy.

The Author personally recommends the King Arthur Pendragon supplement: Giants of the North, followed by GURPS Vikings.

The Vos: The Vos are Russian; Russian with a heaping of Mongol and Hun influence. While some of the Vos looks like Russians, most resemble the huns and mongols. The Vos have adopted a culture that would shock an orc, for them -- life is brutish and short. Their barbarity have been known to put fear into the heart of an orc. The patron gods of the Vos are Belinik, Kriesha, and Livorka (Rournil).

The Vos dominate the Northeast Quadrant of Cerilia. To gain a deeper understanding of Vos culture, the Author recommends watching: The Conqueror with John Wayne as Tamerlaine, aka Genghis Khan; Atilla the Hun with Anthony Quinn; and Ivan the Terrible a film by Sergei Eisenstien.

THE ELVES:

The Elves, also called the Sidhelien, have a lot in common with the Sidhe. Some hate humans, some don't mind humans, and others embrace them. The Elves can either be represented by the Elves in the Pathfinder Core Rulebook. The Elves are the second dominating race with a kingdom in every region.

The goblins:

The Goblins are listed third because their are more goblins than Dwarves. Although NPCs (as players aren't supposed to play monsters), Birthright Goblins are more humanoid than Pathfinder Goblins and just as green skinned. Birthright goblins often work for many of the Awnsheghlien, but they have their own kingdom in Anuire. The Goblins are made per the ARG.

the Dwarves:

The Dwarves are listed fourth, because they are more numerous than Halflings. The Dwarves have a lot in common with the Dwarves of Erebor from Tolkien's Arda Mythos. Dwarven PCs are made per the Pathfinder Core Rulebook.

the Haflings:

The Halflings are listed fifth, because they are the least numerous of the PC races. The Halflings are from the Shadow World, and can detect portals to the Shadow World. The Halflings of Cerilia are considered to be fey, because they come from the fey realm. They are made per Halfling in the ARG, with one additional ability:
* They can sense portals to the Shadow Realm with in ten feet of such a portal. The halflings only have one "kingdom" to call their own -- the Burrows.

The Orogs:

The Orogs are orcs, except they are made stronger and more powerful. The Orogs are the second to the least populous race in Cerilia, the Beastmen. They are scattered throughout Cerilia and hide in places elves fear to tread. Orogs are made as orcs as per the ARG.

the Beastmen:

Ani-men, Catfolk, Kobolds, Gnolls, Nagaji, Ratfolk (Skavin), Lizardfolk, and Tengu; all of these are under "Beastmen." Most of these inhabit the lands of Aduria to the south, but in Cerilia its the Gnolls that are the best representatives of the Beastmen. The gnolls in Cerilia are made according to the ARG.

Silver Crusade

PART II: CLASSES

Each Class section is divided according to which type of Holding a King of that class gains regency. The Holdings are LAW, SOURCE, TEMPLE, and TRADE.

Classes of LAW:

Barbarian -> The PATHFINDER Barbarian class works well, but a better class is the Barbarian class from the CONAN RPG. Barbarians gain full regency from Law Holdings and half Regency from Source Holdings.

Archetypes by Culture
Anuirean --> Brutal Pugilist, Mounted Fury, Urban Barbarian
Brecht --> Drunken Brute, Urban Barbarian
Khinasi --> Brutal Pugilist, Invulnerable Rager, Urban Barbarian, Serene Barbarian
Rjurik --> Breaker, Savage Barbarian, Sea Reaver, Superstitious, Wild Rager
Vos --> All except Elemental Kin.
Elves --> Invulnerable Rager
Dwarves --> Breaker, Drunken Brute, Hurler, Serene Barbarian

Fighter -> The Fighter class is the defacto Kingly class when it comes to Law holdings. Fighters gain full regency from all Law holdings.

Archetypes by Culture
Anuirean --> Archer, Armor Master, Buckler Duelist, Corsair, Crossbowman, Swordlord, Shielded Fighter, Tactician, Two-Weapon Warrior, Weapon Bearer Squire, Weapon Master
Brecht --> Archer, Cad, Corsair, Freehand Fighter, Mobile Fighter, Swordlord, Tactician, Two-Weapon Warrior
Khinasi --> Archer, Buckler Duelist, Corsair, Dervish of Dawn, Swordlord, Shielded Fighter, Tactician, Two-Weapon Warrior, Weapon Master
Rjurik --> Archer, Armor Master, Crossbowman, Mobile Fighter, Shielded Fighter, Two-Weapon Warrior, Viking, Weapon Master
Vos --> Archer, Brawler, Corsair, Free Hand Fighter, Mobile Fighter, Polearm Master, Savage Warrior, Thunderstriker, Unarmed Fighter, Unbreakable
Elves --> Any.
Dwarves --> Any.
Goblins --> as Vos.
Haflings --> as Brechts.
Beastmen --> as Rjuriks.

Noble --> The Noble class from the CONAN RPG is used. The noble class gains full regency from any Law holdings.

Archetypes by Culture none.

Ranger -> The Ranger class is the same as in the Pathfinder RPG, and they gain full regency from Law holdings, and 1/2 regency from trade holdings.

Archetypes by Culture
Anuireans --> Battle Scout, Dragon Hunter, Falconer, Horse Lord, Trophy Hunter, Spirit Ranger, Warden
Brechts --> Battle Scout, Falconer, Freebooter, Groom, Skirmisher, Urban Ranger, Warden, Wild Stalker
Khinasi --> As Brechts.
Rjurik --> Battle Scout, Beastmaster, Foe Reaper, Groom, Spirit Ranger, Skirmisher, Witchguard, Woodland Skirmisher
Vos --> Battle Scout, Beastmaster, Foe Reaper, Spirit Ranger, Skirmisher, Witchgaurd, Woodland Skirmisher, Yokai Hunter
Elves --> All
Dwarves --> Battle Scout, Deep Walker, Dragon Hunter, Falconer, Horse Lord, Trophy Hunter, Spirit Ranger, Warden
Goblins --> As Vos.
Halflings --> As Brechts
Beastmen --> as Vos with Pack-Bonded Hunter (Gnoll)

Classes of the SOURCE:

Classes capable of Casting TRUE Magic include the following:

Wizard -- Wizards require formal study to learn magic and are more prevalent among the Humans, Dwarves, and Goblins. Few beastmen take up the study. Use the WIZARD class as listed in the Core Pathfinder Rulebook. Wizards gain full regency from Source holdings.

Variant Schools by Culture
Anuirean --> Sin Magic, Undead, Air mage, Enhancement, Infernal Binder
Brecht --> Arcane Crafter, Banishment, Manipulator, Scryer, Teleportation, Water mage
Khinasi --> Arcane Crafter, Controller, Counterspell, Forsight, Infernal Binder, Mage of the Veil, Sin Magic
Rjurik --> Rjurik do not trust Wizards as much they do sorcerers. This is mostly because of the Winter Witch -- who is a Sin Magic specialist of Vanity.
Vos --> Infernal Binder, Sin Magic, Undead
Elves --> The few Elven Wizards have no variant schools.
Dwarves --> Sin Magic
Goblins --> Infernal Binder
Halflings --> None.
Beastmen --> Sin Magic

Sorcerer
Sorcerers have bloodlines, and you need to be blooded to have a bloodline. So each bloodline is associated by the dead god that blew up at Mount Deismarr with the exception of Elves and Halflings. Sorcerers receive all their regency from Sources.

Andurias --> Celestial, Destined, Djinni, Imperious, Skyborne, Stormborn
Reynir --> Deep Earth, Elemental, Shaitan, Stone, Verdant
Brenna --> Destined, Maestro, Psionic, Shadow
Basaia --> Efreeti, Protean, Skyborne
Masela --> Aquatic, Marid, Kappa
Vorynn --> Arcane, Celestial, Dreamborn, Faerie Dragon, Starsouled
Azrai --> Abberant, Abyssal, Infernal, Draconic, Oni, Pestilence, Undead

Elves, Half-elves, and Halflings --> Fey.
Orogs --> Orc

Sorcerer Variants by Culture
Anuirean --> Crossblooded, False Priest, Seeker, Tattooed Sorcerer
Brecht --> Crossblooded, False Priest, Seeker
Khinasi --> Crossblooded, Seeker
Rjurik --> Seeker, Tattooed Sorcerer
Vos --> Crossblooded, False Priest, Tattooed Sorcerer

Magus
The Magus combines melee fighting with magic. Therefore, they gain all their regency from Sources and 1/2 their regency from Law holdings. Use the class from Ultimate Magic

Summoner
Summoners are rare, and more commonly found in Khinasi and Vosgaard. They receive all of their regency from Sources.

Silver Crusade

Classes of the TEMPLE:

Clerics

Clerics are the default Class that are associated with Temples. Clerics receive full regency from Temple holdings as well as 1/2 regency from Law holdings. The Cleric class is found in PATHFINDER core rulebook.

Cleric Archetypes by Culture:
Anuireans --> All
Brechts --> All
Khinasi --> All except Undead Lord
Rjurik --> All
Vos --> All
Elves --> Elves don't have clerics.
Dwarf --> All
Goblin --> Crusader and Undead Lord only
Halfling --> None, Halflings don't have clerics.
Beastmen --> Most Beastmen have shamans instead. Serpentfolk and Nagaji have All available to them.

Druids
Druids are dedicated to Erik, Nesirie, Rournil, or Kreisha. Druids full regency only from Temple holdings, but one half regency from Source holdings. The Druid class is found in the Pathfinder Core Rulebook

Druid Archetypes by Culture
Anuireans --> Aquatic Druid (Nesirie), Menhir Savant, Moon Caller (Ruornil), Mountain Druid, Eagle Shaman
Brechts --> Feral Child, Aquatic Druid, Menhir Savant, Moon Caller
Khinasi --> Feral Child, Cave Druid, Desert Druid, Jungle Druid, Lion Shaman, Moon Caller
Rjurik --> Feral Child, Mehir Savant, Packlord, Wolf Shaman
Vos --> As Rjurik including Shark Shaman
Elves --> No druids
Dwarves --> Cave Druid, Urban Druid
Goblins --> any Shaman
Halflings --> no Druids.
Beastmen --> any Shaman, Naga Aspirant (Nagaji)

Oracles
Oracles can receive visions from any god, although the most active in that department is Ruornil. Oracles receive regency from their Temple holdings as well as 1/2 regency from their law holdings. the Oracle Class is found in the APG.

Oracle Archetypes by Culture
Anuireans --> Enlightened Philosopher, Seeker, Seer
Brechts --> Enlightened Philosopher, Seeker
Khinasi --> Enlightened Philosopher, Seer, Stargazer
Rjurik --> Dual-Cursed Oracle, Stargazer
Vos --> Black-Bloodied Oracle, Possessed Oracle
Elves --> Stargazer
Dwarves --> Seeker, Seer
Goblins --> Black-Bloodied Oracle, Possessed Oracle, Seeker
Halflings --> Planar Oracle
Beastmen --> All.

PALADINS
Paladins are dedicated to Haelyn, Nesirie, Cuiraecen, Ruornil (Powered by Haelyn, although one is yet to appear), or Avani. Anti-Paladins are dedicated to Belinik or Kriesha. Paladins receive full regency from their Temple holdings, but only 1/2 regency from their law holdings. Paladins are in the Core Rulebook, and Anti-Paladins from the PRD.

Paladins according to Culture
Anuireans --> Divine Defender, Empyreal Knight, Holy Tactician, Hospitaler, Oathbound (usually Oath of Chastity or Charity), Shining Knight, Sacred Sword, Undead Scourge
Brechts --> Divine Defender, Empyreal Knight, Holy Tactician, Sacred Sword
Khinasi --> Divine Defender, Oathbound, Sacred Servant, Sacred Shield, Undead Scourge
Vos --> Oathbound, Sacred Servant, Shining Knight
Elves --> No paladins.
Dwarves --> Divine Defender, Oathbound, Sacred Sword, Sacred Shield
Goblins --> No paladins.
Halflings --> no paladins.
Beastmen --> as Dwarves.

Classes of the GUILD and TRADE:

Bard
Bards are found all around Cerilia. Bards receive 1/2 regency from their Guild holdings. The Bard class is detailed in the Core Rulebook. All bards can use the Masterpiece rules.

Bard Archetypes by Culture
Anuireans --> Arcane Duelist, Archivist, Court Bard, Dirge Bard, Street Performer
Brechts --> Arcane Duelist, Celebrity, Court Bard, Demagogue, Dirge Bard, Diva, Sea Singer
Khinasi --> Dervish of the Dawn, Dervish Dancer, Diva, Sea Singer, Street Performer
Rjurik --> Animal Speaker, Court Bard, Demagogue, Savage Skald, Songhealer
Vos --> Animal Speaker, Court Bard, Savage Skald, Thunderstriker
Elves --> Court Bard, Song Singer, Sandman, Street Performer
Dwarves --> Court Bard, Street Performer, Thunderstriker
Goblins --> Animal Speaker, Savage Skald, Sea Singer
Halflings --> Animal Speaker, Street Performer
Beastmen --> Animal Speaker, Savage Skald, Songhealer

Rogues
Rogues can set up guilds and trade routes, and are the only class that can gain regency from Trade Route holdings. Rogues gain full regency from Guild and Trade Route holdings. But are little trusted, this is why the Guilder (a combination of Noble and Rogue) exists.

Rogue Archetypes by Culture
There are no Rogue archetypes that fit any culture for this campaign except for Commoner archetypes, and they exist everywhere. Except for the Rake. The Rake exists only in Anuire.

THE GUILDER

the Guilder is a new class that will be setup, taking aspects of the noble and the Rogue. Guilders can only gain regency from Guild holdings.


I've always felt that druids got shortchanged in this setting. Ley lines are all about wilderness, druids are all about wilderness...

(Of course, those were second edition druids, who were much more rarely played.)


Note that hobgoblins and bugbears, while they should use their own stats, look like and are culturally considered to be different sizes of goblin without their own species names. (They may not even be a separate species, it's just that goblin size varies a lot.)

Silver Crusade

I thought about giving Druids source holdings. Just a second.

EDIT: Druids now receive 1/2 regency from Source holdings.


A few thoughts to consider:

I feel that Sidhelin ability score modifiers could be changed to +2 Dex, +2 Cha, -2 Con from the Pathfinder elves' usual +2 Dex, +2 Int, -2 Con. I think it could fit the Cerilian elves more as they are not as intellectually focused.

Also, I would consider having druids gain half regency from temples and half regency from sources to represent their link to the wilds and sources ' strength is tied to unspoiled nature. Certainly it would be as much fitting as granting RP from sources to barbarians. Or probably much more in my opinion.

I would probably go with all classes gaining either full RP from single type of holding or half RP from two holdings instead of having some classes getting a total of x1 RP and some classes getting a total of x1-1/2 RP (I know that in AD&D some classes were better at gaining regency than others, with paladins getting a total of x2 RP - x1 from Law and x1 from Temples but I'd prefer to let go of that).

Spoiler:
When I thought about the Regency Points in eventual conversion I noted that due to complete redesign of multiclassing rules basing the amount of RP gained on regent's class would be a bit off - in 3.5/PF it would be too easy to maximize regency gained by multiclassing once or twice. One of ideas I got how to avoid that was making a special set of regent feats that would determine the types of holding granting the RP.

Regent Of Law/Guilds/Temples/Magic [placeholder name]
Prerequisites: Regency.
Benefits: Character gains RP equal to half the level of holding of particular type.

Improved Regent Of Law/Guilds/Temples/Magic
Prerequisite: Regency and having Regent Of (the same holding type) feat.
Benefits: Character gains RP equal to level of the holding of particular type.

Each regent would gain two bonus feats - either Regent and Improved Regent of single holding type or Regent of two different holding types - based upon the class(es) possessed when the character became regent. Multiclass characters could pick a total of two feats from regency feats available to any of their classes.

Alchemist, Bard: Regent Of Guilds, Regent Of Sources.
Barbarian, Cavalier, Fighter, Noble: Regent Of Law, Improved Regent Of Law
Druid: Regent of Temples, Regent Of Sources.
Cleric, Oracle: Regent Of Temples, Improved Regent Of Temples.
Inquisitor, Paladin: Regent Of Law, Regent Of Temples.
Magus: Regent Of Law, Regent Of Sources.
Ranger: Regent Of Law, Regent Of Guilds
Rogue: Regent Of Guilds, Improved Regent Of Guilds
Sorcerer, Summoner, Witch, Wizard: Regent Of Sources, Improved Regent Of Sources.

I am still considering if the character should be able to select additional Regent Of/Improved Regent Of feats and if there should be restrictions on it (possible requirement could be that Regent could only pick Regent Of/Improved Regent Of with normal feats only once for every five full levels).

EDIT: This is clearly a night of me being ninja'd multiple times. Evil Midnight Lurker quickly posted about druids benefiting from sources while I was still laboring over spoilered section.

Silver Crusade

Classes of the Common People:

A few classes stand out for commoners only. These include the Magician, the Witch, the Inquisitor, and the Alchemist.

Magician
Masters of prestidigitation and divination, the Magician is a depowered Wizard. After all, they lack a bloodline to make them a sorcerer or wizard, or elvish blood. Magicians are automatically Specialists in Divination and Illusion; but can only cast other spells up to level two. They receive other benefits:
* Divination and Illusion spells can be learned up to level 9.
* Victims suffer a -2 penalty against any illusion spell cast against them. (level 2 benefit).
* Magicians receive a +2 save against any illusion or divination spell cast against them. (level 4 benefit).

Witch
Before Mount Diesmaar, a Witch sold her soul to Azrai as well as various demon princes to gain power. Now, the Witch approaches only the demon princes as well as the Cold Rider for power. As dangerous as any blooded wizard, the Witch can be a match with her hexes, but have no access to Realm Spells. Witches are found in the APG. All of Azrai's Lost are Witches.

Witch Archetypes by Culture
Anuireans --> special note: Anuireans view all witches with suspicion and alarm! Beast-Bonded, Dimensional Occultist, and White Haired Witch.
Brechts --> Gravewalker, Hedge Witch, Sea Witch
Khinasi --> special note: In Khinasi, the penalty for being a witch is having your tongue cut out! Beast-Bonded, Gravewalker
Rjurik --> Beast-Bonded, Hedge Witch, Sea Witch, Winter Witch
Vos --> Beast-Bonded, Sea Witch, White Haired Witch, Winter Witch
Elves --> no Witches
Dwarves --> None known (they are hidden very well).
Goblins --> Any
Halflings --> No witches
Beastmen --> none known.

The Alchemist
A commoner only class, Alchemists are often hired as court wizards or court philosophers. Alchemists who become blooded may start training as wizards, but do not receive any regency as alchemists. Alchemists can also be the match of any blooded arcane caster. Alchemists are detailed in the APG.

Alchemist Archetypes by Culture
Anuirean --> All except Beastmorph
Brechts --> All except Beastmorph
Khinasi --> All except Vivisectionist
Rjurik --> Beastmorph, Blazing Torchbearer
Vos --> Beastmorph, Blazing Torchbearer, and Vivisectionist
Elves --> All
Dwarves --> All
Goblins --> Beastmorph and Internal Alchemist only.
Halflings --> Any.
Beastmen --> none known

The Inquisitor
Grim and determined, the inquisitor roots out enemies of the faith, using trickery and guile when righteousness and purity is not enough. Although inquisitors are dedicated to a deity, they are above many of the normal rules and conventions of the church. However, if they become blooded and in charge of a temple, they are expected to stop being Inquisitors and lead the temple appropriately as Clerics. Inquisitors never receive Divine realm spells. Inquisitors are detailed in the APG.

Inquisitor Archetypes by Culture
Anuirean --> Exorcist, Heretic, Preacher, Witch Hunter
Brecht --> Exorcist, Preacher, Spellbreaker, Vampire Hunter
Khinasi --> Exorcist, Heretic, Iconoclast, Preacher, Sin Eater, Witch Hunter
Rjurik --> None known
Vos --> Heretic, Iconoclast, Preacher, Paladin Hunter (witch hunter, but hunts paladins of Haelyn instead)
Elves --> Iconoclast, Human Hunter (Vampire Hunter, but hunts humans)
Dwarves --> Exarch, Iconoclast, Witch Hunter
Goblins --> Exorcist, Iconoclast, Preacher, Spellbreaker
Halflings --> None known.
Beastmen --> None known.

Languages of Cerilia:

Human Languages:
Andu - Old Anuirean
This is equivalent to Norman French spoken in England.

High Anuirean -- The Anuirean of Kings is equal to the King's English.
Low Anuirean -- The Anuirean of the People is equal to American English.

High Brecht -- High Brecht is equal to High German.
Low Brecht -- Equal to Modern, common German.

Khinasi -- Equal to Arabic.

Rjurik -- the Rjurik speak Rjuven, which is equal to Old Norse pronounced with a Scottish accent. Finally, when speaking to Anuireans they speak Anuirean -- English with a Scottish Accent.

Vos -- Equal to Russian.

Sidhelien -- Sidhelien (elvish) is split. Those on the West speak Quenya, and those on the East speak Sindarin. (The Inhabitants of Taur Awn is the exception -- they speak Quenya and they are proud of it!)

Karamhul (Dwarvish) -- Equal to Finnish.

Non-Human tongues:
Giant Orog (Orcish)
Gnoll Ogrish
Goblin Troll

Abyssal (demons and other chaotic evil outsiders)
Aklo (derros, inhuman or otherworldly monsters, evil fey)
Aquan (aquatic creatures, water-based creatures)
Auran (flying creatures, air-based creatures)
Celestial (angels and other good outsiders)
Draconic (dragons, reptilian humanoids)
Druidic (druids only)
Halfling (halflings)
Ignan (fire-based creatures)
Infernal (devils and other lawful evil outsiders)
Orc (orcs, half-orcs)
Sylvan (centaurs, fey creatures, plant creatures, unicorns)
Terran (earth-based creatures)
Undercommon (drow, duergar, morlocks, svirfneblin)

Silver Crusade

Drejk wrote:

A few thoughts to consider:

I feel that Sidhelin ability score modifiers could be changed to +2 Dex, +2 Cha, -2 Con from the Pathfinder elves' usual +2 Dex, +2 Int, -2 Con. I think it could fit the Cerilian elves more as they are not as intellectually focused.

Also, I would consider having druids gain half regency from temples and half regency from sources to represent their link to the wilds and sources ' strength is tied to unspoiled nature. Certainly it would be as much fitting as granting RP from sources to barbarians. Or probably much more in my opinion.

I would probably go with all classes gaining either full RP from single type of holding or half RP from two holdings instead of having some classes getting a total of x1 RP and some classes getting a total of x1-1/2 RP (I know that in AD&D some classes were better at gaining regency than others, with paladins getting a total of x2 RP - x1 from Law and x1 from Temples but I'd prefer to let go of that).

** spoiler omitted **...

I might take those feats, thanks!! :)

Silver Crusade

PART III: RULES OF THE BLOOD

Blood abilities are a part of the Birthright Campaign and are an important part of playing the game. To play a Regent or Scion, one must generate a Bloodline and Blood score. In 2nd edition, all of this was handled by a roll of the dice. In my original conversion, the roll of the dice was used but PATHFINDER gives people more of a choice.

Generating A bloodline::

Choose a Derivation from one of the old gods they are:
Azrai -- Evil God of Pride. When an Azrai scion is slain by a blooded regent (in the heart of course) or a commoner with a Tighmaevril weapon; the killer is affected by bolts of lightning that strike his heart -- just like when the Highlander kills another Immortal. Azrai's blood creates the Awnsheghlien -- or the Blooded of Darkness -- which are monsters. So, if you want to play a MONSTER later, choose Azrai.

Andurias -- Righteous God of Justice and Law. When an Andurias scion is slain by a blooded regent (or a commoner as above) then a golden cloud leaves the slain and flows into the killer's heart.

Reynir -- God of the Land, Forests, and Wild Places. When a Reynir scion is slain as above, then a green light grows up from the slain and enters the killer's heart.

Masela -- Goddess of the Waters. When a Masela scion is slain as above, then water flows from the person into the heart of the killer.

Brenna -- Goddess of Trade. When a Brenna scion is slain as above, then a soft white light leaves the scion and enters the killer's heart.

Basaia -- Goddess of the Sun. When a Basaia scion is slain, then harsh rays of sunlight violently enters the killer's heart.

Vorynn -- God of Moon and Magic. When a Vorynn scion is slain, then moonlight envelopes the killer and flows into his heart.

Figure Bloodline Score:

In a System where points are devoted to the Ability Scores, how does one figure Bloodline score? Each of the Bloodline Feats that start out requires a certain bloodline score.

To figure Bloodline Score, it's probably best to roll 1d20, adding +2 to the roll if you are the scion of a particular Regent.

1-5: score is equal to 4d4.
6-10: score is equal to 5d6
10-15: score is equal to 8d6
16-20: score is equal to 8d8

FEATS OF THE BLOODED:

Yes, you have to spend a feat to get a particular Bloodline. These include:

TAINTED BLOODLINE
You have a Tainted bloodline derived from a ancient god that was killed at Mount Deismaar.
Requirements: Bloodline Score less than 20.
Benefit: Roll a 1d20, a roll of 20 means 1 minor blood ability.

MINOR BLOODLINE
You have a Minor Bloodline derived from an ancient god that was killed at Mount Deismaar.
Requirements: Bloodline Score of 20 to 35.
Benefit: you gain 1d4 minor blood abilities.

MAJOR BLOODLINE
You have a Major Bloodline Derived from an Ancient God that was killed at Mount Deismaar.
Requirements: Bloodline Score of 36 to 50.
Benefit: You gain 1d4 minor blood abilities, and 1d4 major blood abilities.

GREAT BLOODLINE
You have a legacy that is Great.
Requirements: Bloodline score of 51-90.
benefit You gain 1d4 minor blood abilities, 1d4 major blood abilities, and 1 Great ability.

TRUE BLOODLINE
You have a legacy as great as Roele or the Gorgon.
Requirements: Great Bloodline, Bloodline Score 100+
Benefit: you gain 1d4 great abilities, and probably Bloodform (if not of Azrai).


...too many limitations.

The setting should be expanded to welcome the new classes, not hedge them out and force them to be less awesome than the originals.

Silver Crusade

Evil Midnight Lurker wrote:

...too many limitations.

The setting should be expanded to welcome the new classes, not hedge them out and force them to be less awesome than the originals.

I'm thinking about it. Although, I'm dead set against witches being regents. Also, as for the Oriental Classes -- Including the Monk -- I'm thinking of an Oriental Expansion. But only after this is complete. :)


What, no Witch-Queens and Witch-Kings? ^.^

Silver Crusade

Abilities of the Blood:

Each blood ability has a derivation, and a description of what it does. They all count as spell-like abilities that can be used according to the text, but they are unique to spells. The blood abilities include:

MINOR ABILITIES
Alertness -- Gain the Alertness feat for free (wow).

Animal Affinity -- If of Andurias your affinity is to lions; If of Reynir, your affinity is to wolves; if of Masela the dolphin; if of Brenna, the cat; if of Vorynn, the lion; and if of Basaia, the Eagle; and if of Azrai, the Serpent. you can use this 1/day if minor, if Major 2/day, and if Great 3/day

Blood History -- you have the memories of your Ancestors. You can use this at will.

Bloodmark -- you get a birthmark.

Courage (andurias only) -- You are courageous in battle and gain a bonus against the effects of fear. minor: +2 bonus to only yourself, Major: the +2 bonus is extended to your allies within ten feet. This is a constant, passive ability.

Detect Lie -- This is essentially the spell Discern Lies. you can use the spell as a spell-like ability 1/day.

Detect Illusion -- Operates like Detect Magic, but only works with Illusions. Can be used at will.

Direction Sense -- This is essentially the psionic power know direction and location. You can use this as a psi-like ability 1/day.

Enhanced Sense -- Andurias scions gain the spell-like ability detect evil 3/day. Azrai scions gain Low Light Vision. Basaia's scions gain Eagle Sight and can spot detail in distances 10 times better than any human. Brenna's scions gain Darkvision and better hearing. Masela's scions have sight that is not hindered by fog, snow, rain, wind, or some other weather obscurement, and his hearing are not hampered by howling wind or driving rain. Reynir's scions gain the Tracking ability common to Rangers. Also, they are surprised in the wilderness only on a roll of 1.

Vorynn's scions gain Augury as a spell-like ability 1/day. As a major ability, Augury is replaced by the psi-like ability Danger Sense, a constant passive ability that trips when ever he is in danger.

Silver Crusade

Evil Midnight Lurker wrote:
What, no Witch-Queens and Witch-Kings? ^.^

No. The Winter Witch in Rjurik a Sin Specialist in Vanity.

Silver Crusade

Abilities of the Blood, prt 2:

More Minor Abilities:

Healing -- Gain Cure Light Wounds as a spell like ability usable 3/day.

Heightened Ability -- Gain +2 to a certain ability score. Andurias -- Charisma or Strength; Basaia -- Intelligence; Brenna -- Dexterity; Reynir -- Constitution; Vorynn -- Wisdom; Azrai -- Charisma or Intelligence.

Iron Will: Gain the Iron Will feat for free.

Poison Sense: Gain Detect Poison as a spell like ability to be used 3/day.

Resistance: Gain Spell Resistance against certain types of spells equal to 12. Andurias: SR 12/Enchantment school; Azrai: 12/Necromancy and negative levels; Basaia: 12/Fire school and light based attacks. Brenna: 12/Transmutation school; Masela: 12/Water school and has Water Breathing as a constant ability; Reynir: Gains protection from the Elements as a spell-like Ability 1/day. Vorynn: 12/Evocation school.

Unreadable Thoughts: Gain the psi-like ability Conceal Thoughts to use at will.

Major and Great Abilities:

Alter Appearance -- you gain Disguise Self as a spell like ability 2/day.

Animal Affinity -- as above.

Battle Wise -- You gain a +4 bonus to your Knowledge (Strategy) and Knowledge (Tactics) skills.

Character Reading -- you gain Read Thoughts as a psi-like ability you can use 3/day. Also makes you nearly impossible to fool (+4 bonus to Sense Motive checks).

Courage -- Your allies in 10 foot circle gain a +2 bonus to saves vs. Fear affects.

Divine Aura -- Gain +2 bonus to Diplomacy, Intimidate, and Bluff checks. The Great version increases this to +4.

Divine Wrath -- Scion gains the effects of a potion of Superheroism 2/day.

Elemental control -- Scions gain a spell like ability based on their bloodline. Andurias -- use Gust of Wind 3/day; Basaia -- use Endure Elements 3/day; Reynir -- use Meld into Stone 1/day; Masela -- use water walk only on self 3/day.

Enhanced Sense -- Andurias --Detect Evil at will.
Azrai -- See into the Shadow World as a halfling -- also use Detect Undead and Detect Magic 3/day.
Basaia -- use Light at will -- shining forth from your eyes up to 60 feet away.
Masela -- Hear your name spoken and what is said about you anywhere within 10 miles. As long as you are outside and they are outside. Enemies be aware!!
Vorynn -- as above.

Fear -- use Cause Fear as a spell-like Ability 3/day.

Healing -- as above, except: Major -- Cure Moderate Wounds; Great Cure Serious Wounds.

Persuasion -- Use Suggestion 3/day.

Protection from Evil -- gain Magic Circle against Evil as a Spell-like ability to use 3/day. Paladins have their Aura of Good ability increased into a circle that is 15 feet around them.

Resistance -- As above except: Major -- SR is increased to 14; Greater -- SR is increased to 16.

Shadow Form -- Scions may become Incorporeal, becoming shadow stuff. This lasts for 1 minute per level. Quirks means that the Scion can only be affected by spells with the Force descriptor, and the Undead ignore him.

Touch of Decay -- You gain Wither as a spell-like ability to use 3/day. Unlike the psionic power, you affect inanimate objects. More information is in the Birthright Rulebook on how this power works.

Travel -- You can Teleport under certain conditions according to your bloodline, once or twice per week.
Azrai --> you can Shadow Walk at sunset and at sunrise, like halflings.
Basaia --> You can teleport from flame to flame.
Brenna --> Standing on any road, you can teleport to any point on it or to any road that splits from it. This is a very versatile ability.
Masela --> You can teleport across most any body of water, except an ocean.
Vorynn --> you can teleport to any point at moonrise or moonset. Your timing is crucial, of course.

Silver Crusade

PART 3 -- FEATS OF COMMONALITY AND REGENCY

This section deals with Feats that is available only on the planet Aebyrnis; although they can be adapted to other settings using PATHFINDER quite easily. These feats include:

-- Martial Art Feats

-- Regency Feats (a couple are metamagic feats)

REGENCY FEATS
Improved Espionage
You gain better information of your Espionage action.
Requirement: Regent of Guild
Benefit: Espionage actions cost 1/2 GB.

Improved Ley Line (METAMAGIC)
You can improve the level of RP you can get from your Ley Line.
Requirement Regent of Source
Benefit: you gain +2 RP from a particular Ley Line.

Regent of Guild/Law/Source/Temple
Prerequisites: Regency.
Benefits: Character gains RP equal to half the level of holding of particular type.

Improved Regent Of Guild/Law/Source/Temple
Prerequisite: Regency and having Regent Of (the same holding type) feat.
Benefits: Character gains RP equal to level of the holding of particular type.

Each regent would gain two bonus feats - either Regent and Improved Regent of single holding type or Regent of two different holding types - based upon the class(es) possessed when the character became regent. Multiclass characters could pick a total of two feats from regency feats available to any of their classes.

Alchemist, Bard: Regent Of Guilds, Regent Of Sources.
Barbarian, Cavalier, Fighter, Noble: Regent Of Law, Improved Regent Of Law
Druid: Regent of Temples, Regent Of Sources.
Cleric, Oracle: Regent Of Temples, Improved Regent Of Temples.
Inquisitor, Paladin: Regent Of Law, Regent Of Temples.
Magus: Regent Of Law, Regent Of Sources.
Ranger: Regent Of Law, Regent Of Guilds
Rogue: Regent Of Guilds, Improved Regent Of Guilds
Sorcerer, Summoner, Witch, Wizard: Regent Of Sources, Improved Regent Of Sources.

METAMAGIC REALM SPELL (Metamagic)
You can apply a metamagic feat to your realm spell.
Requirement: Knowledge of any particular metamagic feat.
Benefit: You can apply a metamagic feat to your Realm Spell, but at a cost as it increases the Character Level by it's modifier. You have to pay increased RP according to the level the metamagic feat modifies the spell. For example:

Elton the White (a 10th level wizard) of Dhoesone wants to cast Mass Destruction on his enemies in Cariele. The Regency is 10/company. Elton the White wants to apply MAXIMIZE SPELL to his Realm Spell, increasing the Character Level from 3 to 6. He has to add 3 rp, making the regency cost 13/company. He casts the spell at Cariele's armies massing at the border, utterly destroying two units at maximum damage (and paying 26 RP to boot!).


GM Elton wrote:
Evil Midnight Lurker wrote:

...too many limitations.

The setting should be expanded to welcome the new classes, not hedge them out and force them to be less awesome than the originals.

I'm thinking about it. Although, I'm dead set against witches being regents. Also, as for the Oriental Classes -- Including the Monk -- I'm thinking of an Oriental Expansion. But only after this is complete. :)

I'm with EML on this one. And as a witch-lover your stance against witch-regents is interesting. Why reskin the Winter Witch as not-a-Witch - for reasons of mechanics? OK, I could see that. Or theme/fluff? Fair enough on that too. But don't make all witches "unregentable"...

Silver Crusade

Oceanshieldwolf wrote:
GM Elton wrote:
Evil Midnight Lurker wrote:

...too many limitations.

The setting should be expanded to welcome the new classes, not hedge them out and force them to be less awesome than the originals.

I'm thinking about it. Although, I'm dead set against witches being regents. Also, as for the Oriental Classes -- Including the Monk -- I'm thinking of an Oriental Expansion. But only after this is complete. :)
I'm with EML on this one. And as a witch-lover your stance against witch-regents is interesting. Why reskin the Winter Witch as not-a-Witch - for reasons of mechanics? OK, I could see that. Or theme/fluff? Fair enough on that too. But don't make all witches "unregentable"...

The Raven is the only Witch Regent in my mind. Since he's one of the lost, one of the few who gave his soul to Azrai for the power to cast high magic.

"The Raven is one of the ancient Lost now escaped from the Shadow World and ruler of a realm in Vosgaard. The Raven is a powerful wizard and brutal but exceptionally able ruler. The Raven proclaims himself the 'Son of Azrai', an affectation that disturbs even the other awnsheghlien in its arrogance."

http://www.birthright.net/forums/showwiki.php?title=The_Lost

the Raven is a powerful Witch King. He is able to control sources and to cast Realm Magic. He can also make Hexes. While Atar was made into a sorcerer, others of the Lost became witches. The Raven is one of these later Lost.


Actually, I find witch to be good class for Sidhelin, matching the fey and godless feel of their magic. I also see nothing wrong with possibility for witch regents - it seems to me that they could be equally fitting for regents as wizards or sorcerers, as few subjects beyond Khinasi scholars and other arcanists would be capable of discerning between memebers of those classes.

Silver Crusade

I'll think some more on it.


Drejk wrote:
Actually, I find witch to be good class for Sidhelin, matching the fey and godless feel of their magic. I also see nothing wrong with possibility for witch regents - it seems to me that they could be equally fitting for regents as wizards or sorcerers, as few subjects beyond Khinasi scholars and other arcanists would be capable of discerning between memebers of those classes.

Yup. Totally.

Also Witch or multiclass-witch awnsheghlien might totally benefit from Hexes (and more to the point, Major Hexes and Grand Hexes) as thematically baneful effects.

Silver Crusade

FEATS - PART 2

COMMON FEATS

On Birthright.net the common feats for the 3.5 version of the game included the following by culture:

ANUIREAN -:

Armor Proficiency (Any), Iron Will, Mounted Combat, Negotiator, Persuasive, Cultural Arms Training

BRECHT - :

Acrobatic, Agile, Deft Hands, Negotiator, Nimble Fingers, Cultural Arms Training, Two-weapon style

KHINASI -:

Deceitful, Diligent, Magical Aptitude, Mounted Combat, Skill Focus, Cultural Arms Training

RJURIK -:

Alertness, Endurance, Self Sufficient, Stealthy, Track, Cultural Arms Training

VOS -:

Athletic, Endurance, Great Fortitude, Self Sufficient, Toughness, Cultural Arms Training

=======================================================

BIRTHRIGHT SPECIFIC FEATS:

In addition to the feats above:

General Feats Prerequisites
Arcane Sanctum Scion level 1+, Arcane spell caster
Battle Caster Capable of casting 3rd level spells, Warcraft skill
Blood Focus Scion level 1
Bloodline Prodigy Scion level 2
Conqueror 1 -
Cultural Arms Training 1 Base attack bonus +1 or higher,
Proficient with cultural weapons/armor
Cultural Arms Focus 1 Base attack bonus +1or higher,
Cultural Arms Training, (see text)
Cultural Elite Arms Training 1 Base attack bonus +3 or higher,
Cultural Arms Training, (see text)
Cultural Rogue Training One rank in all listed cultural rogue skills.
Discipline -
Divine Sanctum Scion level 1 , Divine spell caster
Dwarven Artisan Craft skill 9 ranks
Elven Artisan Craft skill 9 ranks
Forestdweller -
Great Leader 1 Lead 9 ranks
Hardiness Con 13+
Highlander -
Leadership Character level 6+
Master Administrator Administrate 9 ranks
Master Diplomat Diplomacy 9 ranks
Master Merchant Profession (Merchant) 9 ranks
Master of the Arcane Knowledge (arcane) 9 ranks
Military Genius 1 Int 13+
Northerner -
Plainsrider Ride skill
Regent Focus -
Seafarer Profession (sailor) skill
Shadow Magic Spellcaster 1+
Spymaster Gather Information 9 ranks
Wilderness Savant Knowledge (nature) 9 ranks
Divine Feats Prerequisites
Daily Blessing Ability to turn/rebuke undead, ability to cast Bless, Cha 13+.
Item Creation Feats Prerequisites
Inscribe War Tattoo Wis 13+, Craft (Tattoo) skill, capable of casting 2nd level divine spells
Racial Feats Prerequisites
Elven Voice Elf, Perform (singing), Cha 13+
Spellsong Mastery Elven Voice, Still spell,
Shadow Walker Halfling , Wis 13+
Shadow Guide Shadow Walker
Improved Shadow Guide Shadow Guide


=============================
Regional Feats:

Certain feats within this chapter are denoted as tied to certain regions; generally, this means that only characters who hail from that culture may take these feats. However, a character that spends time in a certain area where a specific cultural feat is available may acquire feats from that region if he has at least two ranks in Knowledge (appropriate region).
A few basic feats from the Player's Handbook have been designated as cultural feats in the Birthright campaign ? some standard feats are not generally available in some cultures. These feats are noted in italic in tables below, and are subject to the same availability rules as other cultural feats.

Half-elves may select cultural feats from the elven list or from one human list of their choice; i.e., from the culture of their human parent, whichever location best typifies the character?s background (i.e., raised in elven or human culture). Halflings may select feats from one human list of their choice; i.e., from the region in which they have spent most of their time.

Cultural feats: Conqueror (Anuire, Vos), Discipline (Anuire, Dwarf), Dwarven Artisan (Dwarf), Elven Artisan (Elf), Forestdweller (Rjurik, Elf), Hardiness (Rjurik, Vos, Dwarf), Highlander (Rjurik), Inscribe War Tattoo (Vos), Master Diplomat (Anuire, Brechtür, Khinasi), Master Merchant (Brechtür, Khinasi), Mounted Archery (Khinasi, Elf), Northerner (Rjurik, Vos), Plainsrider (Khinasi), Seafarer (Brechtür, Khinasi), Spirited Charge (Anuire), Two Weapon Defense (Brechtür)

=====================================

Feat Descriptions are found on http://www.birthright.net/forums/showwiki.php?title=BRCS:Chapter_one_Feats_ New_feat_descriptions

Silver Crusade

Oceanshieldwolf wrote:
Drejk wrote:
Actually, I find witch to be good class for Sidhelin, matching the fey and godless feel of their magic. I also see nothing wrong with possibility for witch regents - it seems to me that they could be equally fitting for regents as wizards or sorcerers, as few subjects beyond Khinasi scholars and other arcanists would be capable of discerning between memebers of those classes.

Yup. Totally.

Also Witch or multiclass-witch awnsheghlien might totally benefit from Hexes (and more to the point, Major Hexes and Grand Hexes) as thematically baneful effects.

I'll tell you what I'll do. I'll start a Birthright Regent Campaign, and you can make a witch regent and we'll try it out. :)

Silver Crusade

FEATS, PART 3

LEADERSHIP

According to the Birthright Rulebook, regents of any class are given bodyguards at level 1. In Pathfinder, you gain leadership at level 7, and then attract cohorts and followers. The way to get around this to use the Scion PRC from Birthright net and add the following rules to LEADERSHIP.:

Leadership Modified:

BIRTHRIGHT characters may use this feat to attract military units as cohorts. A military cohort counts against the total cohort level to which the character is normally entitled. In order to attract a military cohort, a character must have a base attack bonus of +6 or higher. If a military cohort is selected, the character may muster an army consisting of units whose total muster value in GB does not exceed their cohort level (see the Dungeon Master's Guide).

There is no GB cost attached to recruiting a military cohort, but it does require a dedicated domain action to muster each unit. Thus, it would take three months of dedicated effort for a character to apply their leadership to muster a military cohort consisting of three units. The character can only muster units that could normally be raised in a particular province (see Chapter Six: Armies and warfare). Once mustered, the military cohort will remain standing until destroyed or disbanded. Even the most able of leaders must provide food and shelter for their men. However, the men of a military cohort follow primarily out of personal loyalty and thus maintenance costs for the units of a military cohort are reduced by 50%.

The total GB muster value of the units in a military cohort may never exceed the cohort level appropriate for your leadership score. If a unit in a military cohort is destroyed, the value of the destroyed unit counts against the military cohort for a full year. After a year passes, the leader may "re-spend" the muster value associated with the destroyed unit. The muster value associated with healthy units that are voluntarily disbanded are available again immediately.

Massive losses and/or impressive military victories may modify the character's leadership score.

Silver Crusade

NEW SKILLS

Birthright requires new skills. Although Diplomacy and Gather Information (i.e. Intrigue) were already added, the following new skills are added to the skill list:

Administrate:
- You are a capable administrator and understand the workings of the apparatus of government and the governmental hierarchy. You also have a practical, working knowledge of a government's legal system and codes. Administrate is a new class skill for aristocrats, clerics, nobles, and rogues.

Check: You can speed up (or slow down) any standard administrative or legal request through a bureaucratic system. The DC for this check is 15 unless the action is actively opposed (using an opposed check). A simple success causes the request to be processed in half (or double) the time. Extraordinary success (success by +10 or more) can further expedite (or slow) the process.

Reducing domain maintenance : You may use Administrate to cut down the maintenance costs for your domain by 25% (round down). This requires a successful check each domain turn against a DC of 10 + the base maintenance cost in GB. Larger domains are harder to administrate effectively.
Reducing domain action cost : You may use Administrate to attempt to reduce the GB cost for any standard domain action costing 2 GB or more. The DC for this check is 20 minus the planned GB cost of the domain action; the larger the budget, the easier to find places to "cut corners". If the check is successful, the cost of the action is reduced by 1 GB. If the check fails, no money is saved; furthermore, if the skill check fails by 10 or more then the domain action check receives a -2 circumstance penalty due to the mismanagement.
Resolving legal disputes : On a successful Administrate check, the outcome of a resolution of a Matter of Justice random event is automatically increased by one level. Most Matters of Justice should be considered "tough" questions with a DC of 15 or more.
Retry: In most cases, retries are not allowed.

Diplomacy (Cha) (new use) -- Use this skill to give others the right impression of yourself, to negotiate effectively, and to influence others. In addition to the description noted in the PATHFINDER core rulebook, the outcome of the resolution of the Diplomatic Matter random event is automatically increased by one level on a successful check against DC 15.

Special: 5 or more ranks of Diplomacy give a +2 bonus to Lead.

Knowledge (new use) -- The areas of Knowledge skills introduced in the Player's Handbook can be used with minor modification. Knowledge (Planes) should be considered extremely esoteric and discouraged or disallowed. Knowledge (appropriate region/local) (details below) and Knowledge (Nobility and Royalty) are particularly useful in this campaign setting. Two new areas of knowledge, Bloodlore and Shadow World, should be made available. Knowledge (Bloodlore) deals with blood abilities, the abilities and strengths associated with particular family lines or derivations, and methods for investing and destroying bloodline energy. Knowledge (Shadow World) is the equivalent of Knowledge (Nature) only pertaining to the Shadow World. Knowledge (Nature) gives no benefit in the Shadow World except when issues of a co-existence come to play.

Knowledge: Law:

Knowledge (Law) is one of the Knowledge skills that reflects the possession of information about legal systems of the domains where your character lives as well as the general theory of law.
A character can make skill checks to evaluate how the law applies to any situation or activity. Characters must be familiar with the code of law be applied though study or experience. Living under a law domain or being a member of a domain with law holdings is sufficient to assume familiarity. Otherwise a character can still be assumed to be familiar with general legal principles.

Characters who also have Knowledge (Nobility) can be assumed to know feudal law, while characters with Knowledge (Religion) can be assumed to know church law.
One interesting way to resolve a legal case or a debate in a legislative body is to use a Debate skill challenge.

Lead (Cha):

You are a born leader who draws great devotion from your followers. Use this skill to inspire followers, incite revolutions, increase morale, and otherwise motivate people on a large scale through inspired speech and rhetoric. This skill can be used untrained, and is considered a class skill for Barbarians, Clerics, Fighters, Paladins and any class for which Perform is a class skill (including Aristocrats, Bards, Nobles, and Rogues).

Your skill allows you to sway public opinion with your inspiring rhetoric. You may attempt to perform agitate as a free action (that is, it does not take up a character, court or domain action, but is performed in conjunction with another action) by making a small number of speeches and inspiring the masses. You do not need to have a holding in the province (or provinces) in which you perform the agitate action, but you must be physically present.

On a successful check, the outcome of a resolution of a Great Captain/Heresy random event is automatically increased by one level. Most Matters of Justice should be considered "tough" questions with a DC of 15 or more.

Lead can also be used to help train military units or to lead them into battle. Every 5 ranks of Lead provide a cumulative +1 morale bonus to any single military unit that you personally lead into combat (see Chapter Six: Armies and warfare). 5 or more ranks of Diplomacy gives a +2 bonus to this skill.

Synergies: 5 or more ranks of Diplomacy grants a +2 bonus to this skill.

Profession (New Use) - Profession skills should be strongly encouraged in Birthright characters. These skills should be used liberally to fill in "gaps" that are not covered by standard skills. For instance, a character who wishes to be particularly adapt at making trade agreements should not only have several ranks of Appraise, but also several ranks of Profession (Merchant). A character who wishes to crew an ocean-going vessel should use Profession (Sailor) to represent that fact. Furthermore, Profession skills can be used in determine the success of a characters attempt to make a profit using the "Ply trade" domain action.

Linguistics (New Use) - There is no common tongue in Cerilia. The five human tongues act as a de facto common tongue in each respective area of Cerilia. The most commonly spoken Cerilian languages include: Anuirean, Low Brecht, Basarji (Khinasi), Rjuven, Vos, Sidhelien (Elven), Karamhul (Dwarven), and Goblin. A wide variety of less common (or forgotten) tongues exist throughout Cerilian, including: Andu (Ancient Anuirean), High Brecht (Ancient Brecht), Draconic, Giant, Gnoll, Halfling, Orog, Ogrish, and Troll. Some of these languages have ancient or archaic forms that scholars often learn in order to read ancient writings. Sidhelien is the oldest commonly spoken language of Cerilia; the elvish tongue has remained remarkably unchanged over thousands of years (Lingual drift, however, created the Quenya and Sindarin dialects).

Warcraft (Int) [New:
]
You have been educated in the military sciences of strategy, tactics and logistics. You are skilled at commanding groups of soldiers at both land and sea, whether entire armies or just a small squad of soldiers. You have studied advanced techniques for defeating military fortifications. Warcraft can be used as an untrained skill and is a class skill for Fighters and Paladins.

Check: A skilled commander can have a significant impact upon the outcome of a war, campaign, or battle. Refer to Chapter Six: Armies and warfare for details on the use of this skill in mass combat.
Strategic Movement: When at war, a successful Warcraft check allows a commander to gain a potential advantage during the strategic adjustment phase of each war move. This check is an opposed check.
Tactical Movement: On the battlefield, Warcraft checks determine unit setup, control of terrain type, tactical initiative, success in taking a castle by storm or defending against such an assault, etc.
Retry: Generally, no. Retries are allowed each tactical round or strategic war move as described in Chapter Six: Armies and warfare.

Silver Crusade

PART IV

BLOOD AND REGENCY

These rules convert certain rules in the Birthright rulebook, and expand on the rule set found in Ultimate Campaign -- using the Kingdoms and War section as a new cornerstone.

The blood of Anuire, of Cerilia, flows through your veins, my son. Both you and the land share the same history, the same blood, and the same life. If you die, the land dies and the empire falls. Unite the land, nurture it, and care for it, because when a man is separated from the land, he is nothing.

--- Attributed to Roele.

Generating a bloodline has already been covered above. Choose a bloodline, roll 1d20 to discover it's strength, spend a feat to get certain blood abilities, its simple as that. However, Blood and your character's regency are not as simple.

VARIANT -- Generating your Blood Score as a seventh Ability Score.:

Extra points can be assigned to Birthright Regent characters at character generation (i.e. 30 points in the beginning) with the 5 points left over to determine your character's blood score. The result is that non-blooded characters will start out with stronger abilities, and Regent characters may start out with a tainted or minor bloodline.

VARIANT -- Determining Strength without Feats:

This table may be used without spending a feat to declare your score strength and to see how many blood abilities you get.

http://www.birthright.net/forums/showwiki.php?title=BRCS:Chapter_two_Blood_ and_regency_Bloodline_score see table 2-3.

INCREASING/DECREASING your Bloodline:

A scion may increase his bloodline ability score via usurpation, described later. Another method of increasing his bloodline score is through a ceremony of Investiture, described later also.

The remaining method of a scion increasing his bloodline score is through wise rulership. A scion's bloodline score can be permanently increased by one point by spending a number of RP equal to the character's target bloodline score, i.e., his current bloodline score plus one. This increase occurs automatically when a scion's regency reserve exceeds the amount necessary for the increase for two successive domain turns (six months). Such an increase is uncommon (many characters will never realize an increase in bloodline strength). A scion's bloodline cannot increase more than two points per year. A character's bloodline score may decrease if they are forced (or choose to) spend regency points exceeding the points in their current regency reserve. If a scion spends RP beyond their reserve, their bloodline score is permanently reduced by one point. This reduction, however, provides RP equal to the character's previous bloodline score. This process continues as necessary to pay the required RP debt.


Well you certainly went a different direction in your adaption than I did with mine.

Silver Crusade

meatrace wrote:
Well you certainly went a different direction in your adaption than I did with mine.

Some of the work has been done by Birthright.net. :) But the Domain rules are the ones impacted by Ultimate Campaign.

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DOMAIN RULES notice:

I've created a campaign to test Ultimate Campaign out: http://paizo.com/campaigns/v5748p75hoide/recruiting&page=last. The reason is to see how Ultimate Campaign stands up to Birthright play.

So the conversion of the Domain Rules is put on notice. And for certain respondents in this thread to offer up a Witch Regent.

BLOOD AND REGENCY continued

Usurpation
Usurpation of a bloodline happens when:

A noble scion or regent dies at the hands of a commoner:

Non-blooded creatures exposed to divine energies released during usurpation may spontaneously become blooded. This occurred on a massive scale at Deismaar and transformed its heroes into the first scions. If a non-blooded character absorbs RP from a source whose derivation agrees with their basic nature, they may become blooded.

The non-blooded character must make a character level check (d20 + character level) against a DC of 20 (15 if the derivation is Azrai). If successful, the character becomes blooded and gains a bloodline ability score of 5 or one half of the bloodline strength of the victim whichever is lower, with the bloodline strength and derivation of the victim. Newly created scions are not subject to a maximum regency collection - they absorb all available regency in their share of the burst. None of this regency is stored; it is immediately used to raise the new scion's bloodline score at the standard cost (twice the current bloodline score) up to a maximum of one less than the victim. This process is repeated until all RP are spent (the remainder are discarded).

For example, a scion of Anduiras (major, 16) is slain by a blow through the heart by a non-blooded character. A burst of divine energy with an intensity of 80 RP is released and absorbed in its entirety by the slayer. The non-blooded slayer makes a character level check against DC 20. If the check fails, the 80 RP are forever gone (the RP are not absorbed by the non-blooded character, but instead pass through him and into the land with no permanent effect to character). If the check succeeds, the slayer becomes a scion with a bloodline of Anduiras (major, 10). The bloodline score was calculated as follows. The scion gains a starting score of 5. The absorbed regency increases this total by +5; from 5 to 6 (10 RP spent, 70 remaining), from 6 to 7 (12 RP spent, 58 remaining), from 7 to 8 (14 RP spent, 44 remaining), from 8 to 9 (16 RP spent, 28 remaining), from 9 to 10 (18 RP spent, 10 remaining). The remaining 10 RP are discarded, and the newly created scion starts with a regency reserve of 0 RP. The newly created scion also has a major bloodline and is eligible to gain a single level of the Anduiras scion class.

Still, the rules are the same in this instance according to the Rulebook, page 31 as to who gets to sit on the throne of a kingdom.

If a blooded character is slain as the result of being pierced through the heart:

The rules for coupe de grace is used, as well as a called shot (-4 to strike at the heart) (both are used in different situations). In this instance: The victim's heir assumes the domain, but his predecessor's Regency Points are lost; having gone into the land. The slayer gains 1 point of his bloodline strength if his bloodline was stronger or equal than the victim's; or gains 2 points on his bloodline if his strength was weaker than the victim's.

If the blooded victim was the last of his line, the killer's bloodline increases by 1 point for every 5 points of the victim's bloodline, plus he gains all of his regency points (in other words, he sits on the throne).

Tighmaevril:

Tighmaevril is a rare True Silver alloy, the invention of the elven smith Ghoigwnnwd ("Goy-goon-nood"), that can help the killer absorb half a scion's bloodline and sever the link between king and land. Fortunately, the metal alloy is so rare that only 12 weapons of the stuff exists anywhere. Because Tighmaevril has this property it is aptly called bloodsilver. Also fortunate still, no one knows how to make it. Ghoigwnnwd took that secret to his grave.

Silver Crusade

PART V: THE GODS THEMSELVES

"Against stupidity the very gods themselves contend in vain."
-- Friedrich Schiller, Die Jungfrau von Orleans

There are 11 human gods, 1 Dwarf god, something in the Shadow World, and a myriad of gods of the Humanoids (not including Beastmen). The human gods were the result of the battle of Mount Deismaar when the old Gods did battle against Azrai and sacrificed themselves to "kill" him. The most of their essences went into their champions, who became the new gods. 8 of the new gods were the results at Mount Deismaar; 3 of the new gods (cuiraecen, Eloele, and Laerme) are the result of childbirth. In Alphabetical order they are:

AVANI
LN Greater Goddess of the Sun and Reason
Aliases: Anuire: Avanalae, Brechtur: Lana,
Domains: Glory, Knowledge, Law, Magic, Nobility, Sun
Favored Weapon: Saber
Patron of: Khinasi
Major Churches: The Great Temple of Avani, the Life and Protection of Avanalae, Zikalan Temple of Avani, Ariyan Temple of Avani, Raging Heart of Avani, Fiery Dawn of Avani, Medecian Way of Avani, and the Wachen an Sonnlacht.

BELINIK
CE Intermediate God of Strife and Revenge
Aliases: Brectur: Alenecht
Domains: Chaos, Destruction, Evil, Strength, War
Favored Weapon: Battle-axe.
Patron of: Vosgaard
Major Churches: The One True Church of Vosgaard, Belenik Tsarevic, The Black Church of Alenecht, Vos of the Five Peaks, Vos of Meires, The Almighty Temple of Belinik, the Temple of Might

CUIRAECEN
CG Lesser God of Storms and Battle
Aliases: Khinasi: Kirdai, Rjurik: Kirken, Brechtur: Kirche
Domains: Good, Strength, War, Weather
Favored Weapon: Longsword
Major Churches: Church of the Storm's Height, Hidden Temple of Cuiraecen, Kirche's Tundarr, Stormlord Seerbrand, Unbrausen Temple of Kirche, The Fortress, Militant Order of Cuiraecen, Red Sword Striking, Chosen of Khirdai, White Sword of Khirdai

ERIK
N Greater God of the Forests
Aliases:[/i] Aeric (Anuire), Iraikhan (Vosgaard)
[b]Domains:
Animal, Earth, Healing, Plant, Protection, Strength
Patron of: Rjurik
Favored Weapon: Sickle
Major Churches: Emerald Spiral, Oaken Grove of Erik/Aeric, Old Father of Forests

ELOELE
CN(e) Lesser Goddess of the Night and Thieves
Aliases:[/i] Ela (Brechtur), Elyal (Vosgaard)
[b]Domains:
Chaos, Charm, Trickery
Favored Weapon: Dagger
Major Churches: Eloele of Mieres, Ela's Quick Fingers, the Nightwalkers

HAELYN
LG Greater God of Rulership and Redemption
Aliases:[/i] Khinasi: Halaia, Rjurik: Holn
[b]Domains:
Air, Glory, Good, Healing, Law, Nobility, War
Patron of: Anuire
Favored Weapon: Great Sword
Major Churches: The Orthodox Imperial Temple of Haelyn, The Northern Imperial Temple of Haelyn, The Western Imperial Temple of Haelyn, Haelyn's Aegis, Haelyn's Warriors, The Dragonsea Temple of Haelyn, Shield of Halaia, the Impregnable Heart of Haelyn, Haelyn's Bastion of Truth

KRIESHA
LE Lesser Goddess of Winter and Tyranny
Aliases:[/i] Karasha (Rjurik), Kriestal (Brechtur)
[b]Domains:
Darkness, Evil, Law, Water, Weather
Patron of: Vosgaard
Favored Weapon: Mace
Major Churches: The White Hand of Kriestal, The Winter Witches, the Great White Church of Karasha

LAERME
CG Lesser Goddess of Fire, Beauty, and Art
Aliases: Leira (Khinasi), Lara (Rjurik), Ayairda (Vosgaard)
Domains: Artifice, Community, Charm, Fire
Favored Weapon: Rapier
Major Churches: Ayairda's Cleansing Home, Binsadan Temple of Leira, Djiran Temple of Leira

NESIRIE
NG Intermediate Goddess of the Sea and Mourning
Aliases:[/i] Nasri (Khinasi), Narikja (Rjurik), Neira (Brechtur)
[b]Domains:
Darkness, Good, Healing, Repose, Travel, Water
Patron of: Masetia
Favored Weapon: Gladiator's Net
Major Churches: Eastern Temple of Nesirie, Peaceful Seas of Nesirie, The Sailing Song of Neira, Sailor's Home, Church of the Eternal Seas, Coastal Temple of Nesirie, Holy Temple of Nasri, Temple of the Ancients, Holy Covent of the Sisters of the Veil, Speakers

RUORNIL
N(g) Lesser God of the Moon and Magic, the Silver Prince
Aliases: Rilni (Khinasi), Lirorn (Rjurik), and Lirovka (Vosgaard)
Domains: Darkness, Knowledge, Magic
Patron of: Good aligned Vos, Medoere
Favored Weapon: Quarterstaff
Major Churches: Ruornil's Celestial Spell, Nachteben, Rournil's Silver Guard, the Tor of Lirorn, the Temple of Rilni

SERA
CN Intermediate Goddess of Wealth
Aliases: Sarimie (Anuire), Sarma (Khinasi), Sirova (Vosgaard)
Domains: Chaos, Earth, Luck, Travel, Trickery
Patron of:{/b] Brechtur
[b]Favored Weapon:
Rapier
Major Churches: Celestial Jewel of Sarimie, Northern Reformed Church of Sarimie, Sarimie's Temple of Fortune, Fortune's Forthought, Sera's Perfekt Symmetry, Sera's Blessing, Nuridian Temple of Sarma

Note on Subdomains: the subdomains of each god isn't listed because, to reflect the Schisms and differences of each Church; each Church grants a different set of Sub-domains.

Silver Crusade

PART V, Section 2:

NON-HUMAN GODS

MORADIN
LG Greater God -- the Dwarven All Father
Domains: Earth, Good, Law, Protection
Favored Weapon: Warhammer

The Cold Rider
NE Quasi-Power of the Shadow World
Domains: none.
Empowers: WITCHES!

KARTATHOK
CE Greater God of Orogs
Domains Chaos, Evil, Strength, War

DARK POWERS
demon powers of most humanoids
domains Chaos, Evil, Madness, Strength, Trickery
Favored Weapon Falchion (kukri)

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PART V, section 3:
HUMAN (and other) CHURCHES

Churches of Avani

Zikalan Temple of Avani
Suggested Skills for Clerics: Perform: Oratory, Knowledge: Law
Subdomains: Day, Divine, Thought

Ariyan Temple of Avani
Suggested Skills for Clerics: Perform: Etiquette, any one Knowledge skill
Subdomains: Day, Honor, Leadership

Life and Protection of Avanalae
Suggested skills for Clerics: Perform: Etiquette, any one Knowledge skill
Subdomains: Light, Purity, Thought

Great Temple of Avani
i]Suggested skills for Clerics:[/i] Knowledge: Heraldry, Knowledge: Ancient History of the Basarji people
Subdomains: Ancestors, Day, Divine

Fiery Dawn of Avani
Suggested skills for Clerics: Riding (horses)
Suggested feats for Clerics: Martial Weapon Proficiency (Dagger, Spear, and Bow)
Subdomains: Ash, Day, Divine, Thought

Wachen an Sonnlacht
Suggested skills for Clerics: Riding (horses)
Suggested feats for Clerics: Martial Weapon Proficiency (Dagger, Spear, and Bow)
Subdomains: Day, Divine, Thought

Raging Heart of Avani
Suggested skills for Clerics: Survival
Suggested feats for Clerics: Endurance
Subdomains: Defense, Heroism, Light

Medecian Way of Avani
Suggested skills for Clerics: Disguise, Knowledge: Astrology (see Occult Lore)
Subdomains: Arcane, Day, Heroism

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Churches of ERIK

The Oaken Grove of Eric/Aeric
Suggested skills for Druids: any one Craft, Profession: Sailor, Knowledge: Nature
Suggested skills for Clerics: same.
Sub-Domains: Decay, Fur, Growth

The Emerald Spiral
Suggested skills for Druids: Survival, Knowledge: Nature
Sub-Domains: Feather, Growth, Seasons

Old Father of Forests
Suggested skills for Druids: Survival, Knowledge: Nature
Sub-Domains: Feather, Growth, Seasons

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Churches of HAELYN

The Othodox Imperial Temple of Haelyn
Suggested skills: Knowledge: Bureaucracy, Knowledge Law
Sub-domains: Archon, Honor, Loyalty, Restoration, Tactics, Wind

The Northern Temple of Haelyn
Suggested Skills: Knowledge: Religion [Haelyn], Perform: Oratory
Sub-Domains: Agathion, Archon, Cloud, Leadership, Restoration

The Western Imperial Temple of Haelyn
Suggested Skills: Perform: Etiquette, Administrate
Sub-domains: Honor, Leadership, Loyalty, Restoration, Wind

Haelyn's Aegis
Suggested Skills: Knowledge: Strategy
Suggested Feat: Leadership
Sub-domains: Archon, Cloud, Heroism, Leadership, Resurrection, Tactics

Haelyn's Warriors
Suggested Skills: Knowledge: Strategy
Suggested Feat: Leadership
Sub-domains: Archon, Cloud, Heroism, Leadership, Resurrection, Tactics

The Dragonsea Temple of Haelyn
Suggested Skills: Ride (Horses), Profession: Sailor
Suggested Feats: Weapon Proficiency - Lance, saber, scimitar, longsword, bastard sword
Sub-domains: Azata, Honor, Loyalty, Martyr, Restoration, Wind

Shield of Halaia

Suggested Skills: Ride (Horses), Profession: Sailor
Suggested Feats: Weapon Proficiency - Lance, saber, scimitar, longsword, bastard sword
Sub-domains: Azata, Honor, Loyalty, Martyr, Restoration, Wind

The Impregnable Heart of Haelyn
Suggested Feats: Endurance, Leadership
sub-domains: Cloud, Heroism, Loyalty, Leadership, Restoration, Tactics

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Churches of BELINIK
Suggested skills: Riding (Horses), Intimidate

the One True Church of Vosgaard
sub-domains: Demon, Rage, Fear, Ferocity, Blood

Belinik Tsarevic
Sub-domains: Fear, Ferocity, Rage, Tactics

Vos of the Five Peaks
Sub-domains: Catastrophe, Demon, Devil, Resolve, Blood

Vos of Meires
sub-domains: Catastrophe, Demon, Devil, Resolve, Blood

the Almighty Temple of Belinik
subdomains Demon, Fear, Resolve, Torture, Tactics

the Temple of Might
Sub-domains: Demon, Fear, Ferocity, Torture, Tactics

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Churches of NESIRIE

Eastern Temple of Nesirie
Suggested Skills: Profession - Farmer, Blacksmith,Brewer, Carpenter, Cobbler, Fisherman, Leatherworking, Potter, Tailor, Stonemason, Weaver, Armorer, Bowyer, Fletcher, Vintner, Weaponsmith; Craft -- associated with above; Heal, or Knowledge: Herbs
sub-domains: Agathion, Resurrection, Souls, Exploration, Oceans

Peaceful Seas of Nesirie, The Sailing Song of Neira, Sailor's Home, Church of the Eternal Seas, Coastal Temple of Nesirie, Holy Temple of Nasri
Suggested Skills: Perception, Profession: Sailor, Survival, Swimming
Sub-domains: Ancestors, Azata, Exploration, Loss, Restoration, Oceans

Temple of the Ancients
Suggested Skills: Knowledge: Ancient History, Linguistics (Masetian)
Sub-domains: Ancestors, Archon, Exploration, Loss, Resurrection, Oceans

Holy Convent of the Veil
Suggested Feats: Martial Weapon Proficency (any martial weapon)
Sub-domains: Agathion, Ancestors, Resurrection, Souls, Oceans

Speakers
Suggested Feats Perform: Etiquette, Diplomacy
Sub-domains: Ancestors, Azata, Loss, Souls, Oceans

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Churches of Sera

Celestial Jewel of Sarimie
Suggested skills: Appraise, Administrate
Sub-domains: Azata, Fate, Metal, Trade

Northern Reformed Church of Sarimie, Sarimie's Temple of Fortune, Fortune's Forethought, Sera's Perfekt Symmetry, Sera's Blessing
Suggested Skills: Appraise, Administrate, Perform: Gamble, Survival
Sub-Domains: Curse, Fate, Protean, Trade

Nuridian Temple of Sarma
Suggested skills: Appraise, Craft: any fine art, cobbling, leatherworking, pottery, tailoring, or weaving.
Sub-domains: Curse, Fate, Protean, Trade

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Churches of Cuiraecen

Stormlord Seerbrand, Red Sword Striking, Chosen of Khirdai
Suggested skill: knowledge: Strategy
Suggested Feat: One extra weapon proficiency.
Sub-domains: Azata, Ferocity, Tactics, Seasons

Church of Storm's Height, The Fortress, Hidden Temple of Cuiraecen, Kirche's Tundarr, Unbrausen Temple of Kirche, White Sword of Khirdai
Suggested skills: Craft: Stonemasonry, Craft: carpentry, Profession: the latter including Engineer; Knowledge: Engineering, Warcraft
Subdomains Azata, Blood, Resolve, Storms

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Churches of Eloele

Eloele of Meires
Suggested Feat:[/b] blind fighting
[i]Suggested Skill:
Knowledge: herbs, Profession: Herbalist
Sub-domains: Deception, Lust, Protean

Ela's Quick Fingers
Suggested Skill: disguise, Appraise
Subdomains: Demon, Lust, Theivery

The Nightwalkers
Suggested Skill: Diplomacy, Perception
Subdomains: Deception, Demon, Lust

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Churches of Kriesha

Suggested skills for all: Appraise, Survival

Note: Typically, your average cleric of Kreisha is a woman who is jealous of the traditional patriarchal roles for men, and want to fill those roles. Darnov is an exception, he's a man. The White Witch, an awnshegh, is also an exception.

The White Hand of Kreisha
Sub-domains Devil, Ice, Night, Seasons, Tyranny

The Winter Witches
Sub-Domains: Loss, Demon, Ice, Slavery, Storms
Special: Women who seek power from Kriesha can adopt the Witch class after joining this church/cult.

the Great White Church of Karasha
Sub-Domains: Demon, Ice, Loss, Slavery, Seasons

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Churches of LAERME
Artifice, Community, Charm, Fire

Ayairda's Cleansing Home
Suggested Skills: Disguise, Perform: Acting, Profession: Actor/Actress
Subdomains: Ash, Home, Love,Toil

Binsadan Temple of Leira, Djiran Temple of Leira
Alternate Favored Weapon: because the Khinasi uses the best steel available, Laerme's favored weapon in Khinasi is the saber.
Suggested skills: Any one craft skill, any artistic perform skill, Perform: Etiquette
Subdomains: Construct, Family, Love, Smoke

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Churches of RUORNIL

Ruornil's Celestial Spell
suggested skills: Adminstrate, Knowledge: Arcana, Spellcraft
Subdomains: Moon, Spell (new), Thought

Spell Subdomain
The following granted power replaces the hand of the acolyte power of the Magic domain.

Any Spell -- Allows the caster to read and prepare any arcane spell like a magician 1/2 his level. The cleric must have arcane magical writing (a scroll or spellbook) on hand to use this power. During the spell's 15-minute casting time, the caster could scan the spells available and choose one to read and prepare.

Replacement Domain Spells: 1st level - Mage armor, 4th level - arcane eye, 6th Level - break enchantment

Nachteben, Ruornil's Silver Guard, the Treucht Chauchen
Suggested skills: Survival, Spellcraft
Subdomains: Arcane, Memory, Moon

Temple of Rilni
Suggested Skills: Knowledge: Astrology, Spellcraft
Extra Domain clerics of the Temple of Rilni have access to the Law Domain, this is so Wizards can make the 5 oaths and they will be binding.
subdomains Arcane, Loyalty, Moon, Thought


Realm spells. They are currently wizard and cleric only. Would that change to arcane and divine, and the character levels change to spell levels for the hybrid casters like inquisitor, bard, etc.

For example, Demagogue requires a Wizard Character Level of 3, so that would change to an arcane spell level 2, right?
_______________________________

I just flipped through the Ultimate Campaign book with the mature Kingmaker rules. The hex sizes are similar. Do you want to incorporate as much of those rules as possible, instead of converting Birthright domain actions?
_______________________________

When do you think you will be able to put your evolving rules into a posted PDF?
_______________________________

Feel free to delegate...

cheers

Silver Crusade

PART V, Section 4:

CHURCHES OF THE OTHER POWERS

MORADIN'S Forge
note This is a good example of a Dwarven Church
Suggested Skills: Craft: Stonemasonry, Profession: Stonemasonry, any other craft skill, Perform: Oratory
Subdomains: Archon, Caves, Defense, Loyalty

Approved Temple of Markazor
Suggested Skills: Survival, Warcraft
Subdomains: Blood, Demon, Fear, Resolve

Goblin's Triumph
Suggested Skills: Bluff, Diplomacy
Subdomains: Demon, Fear, Resolve, Tactics

Minions of Kartathok
Suggested Skills: Survival, Warcraft
Subdomains: Blood, Demon, Fear, Resolve

Celestial Caves of Moradin
Note: This dwarven church is found in Khurin-azur
[Suggested Skills: Profession: Administrate, Caving, any Craft skill
Subdomains: Caves, Friendship, Inevitable, Purity

Swords of Kartathok
Suggested Skills: Bluff, Diplomacy
Subdomains: Blood, Demon, Fear, Ferocity

Silver Crusade

Jubal Breakbottle wrote:

Realm spells. They are currently wizard and cleric only. Would that change to arcane and divine, and the character levels change to spell levels for the hybrid casters like inquisitor, bard, etc.

For example, Demagogue requires a Wizard Character Level of 3, so that would change to an arcane spell level 2, right?
_______________________________

I just flipped through the Ultimate Campaign book with the mature Kingmaker rules. The hex sizes are similar. Do you want to incorporate as much of those rules as possible, instead of converting Birthright domain actions?
_______________________________

When do you think you will be able to put your evolving rules into a posted PDF?
_______________________________

Feel free to delegate...

cheers

No need to go smaller. :)

Every Realm Spell is as powerful or more powerful than Wish or Miracle, so they are all epic spells in scope. The Realm Spells will be divided into Divine and Arcane.
---------------------------------------

Some of the Birthright domain actions need to be added, as well as some events. :) Like Forge Ley Line for example.
-------------------------

When I'm finished. :)

Silver Crusade

PART VI:
SPELLS OF DIVINE RIGHT, SPELLS OF REALM'S MIGHT

Divine right of kings means the divine right of anyone who can get uppermost.
-- Herbert Spenser

There are certain aspects of Realm Spells you need to know.

NUMBER ONE -- A realm spell is more powerful than the spell Wish. They are epic level spells.

NUMBER TWO -- A Realm spell takes a Domain Turn to cast. You just can't fire and forget these things and memorize them later.

NUMBER THREE -- they are few in number and don't correspond to a level. But you do need to be a character level to cast them.

NUMBER FOUR -- All Realm Spells require an investment of Regency Points and GB -- with the cost of needed reagents represented by the cost of gold bars.

Number of realm spells known
All spellcasters have a limit to the number of realm spells that they may know. An arcane spellcaster may learn a number of arcane realm spells equal to the number of ranks that they possess in Knowledge (Arcana). Likewise, a divine spellcaster may learn a number of divine realm spells equal to the number of ranks that they possess in Knowledge (religion). Realm spells do not count against the "maximum spells known" for sorcerers or other spell casters that have such a limit.

Casting a realm spell

All realm spells are subject to the rules noted in this section unless the exception is explicitly noted in the spell description.

Casting Time
Realm spells are a form of ritual magic. The preparations are lengthy and involved; the spellcaster must spend a domain action (one full month) engaged in the rituals necessary to cast the realm spell. Casting a realm spell leaves the regent spellcaster physically exhausted. The spellcaster is fatigued (-2 to Strength, -2 to Dexterity, can't charge or run) for the entire month. A realm spell will automatically fail if the caster leaves the province, engages in any other time consuming activity, or is reduced to less than 25% of his normal hit point total during the casting period.

Level
Like conventional spells, all realm spells have a level. The level of a realm spell is not dependent on class, but may differ between arcane and divine spellcasters. A character may not cast a realm spell unless they are capable of casting conventional spells of that level. For example, a 3rd level wizard regent could cast spells of level Arcane 2. A 3rd level wizard could not cast spells of level Arcane 3 or Divine 1.

Target
A realm spell is always centered on the province in which the ritual magic is cast. Realm spells generally target one or more provinces or characters, military units, or other domain assets within the target province.

The targets of a realm spell must be in the same province as the caster throughout the casting of the spell. Spells that affect military units only affect military units that are stationed in the target province for the entire month. Spells that target characters require that the characters remain within the target province and regularly participate in brief rituals. The target is free to take any normal or domain actions within the province.

Spells that target multiple provinces must include the province in which the spell is cast. Each additional affected province must be adjacent to the initial province or another affected province. Furthermore, the spellcaster must have an appropriate holding of at least level 0 or a ley line connection in order to provide the link to the adjacent province necessary to including it in the spell's effect.

Duration
The effects of a realm spell begin to be felt several days before the ritual's completion. Once the ritual is complete, the effect of a realm spell is generally immediate.
The effects of instantaneous realm spells come and go the instant the spell is complete, though the consequences of the spell might be long lasting. For example, the completion of an Alchemy realm spell increases the value of a unit of trade goods. Once the spell is complete, the resultant change in value is permanent and can not be dispelled.

Many durations are measured in seasons (a domain turn consisting of 3 action rounds), months (1 action round), or weeks (1 war move). When the time is up, the spell ends and the magic goes away. If the duration line ends with a "(D)," the caster can dismiss the realm spell at will.

Saving throws and Spell resistance
If the spell affects individuals, spell resistance and/or a saving throw may apply. Spell resistance applies normally except that the spell resistance check is not rolled. Over the intensive and lasting period of a realm spell effect, the caster gets an average result. The spell resistance check is made as if the regent spell caster had rolled a "10" on the check. Thus, spell resistance succeeds only for creatures having SR greater than 10 + caster level.

Realm spells that allow saving throws have a DC 10 + realm spell level + the caster's spell-casting attribute. Spells that affect military units may receive unit saving throws (refer to Chapter Six: Warfare).

Special requirements
Some spells require more power than others, and therefore must be supported by stronger holdings. Arcane spell casters can use ley lines to effectively increase their source level in a province for the purpose of spell casting.

In addition, some realm spells may have additional prerequisites, such as the worship of a particular deity, or the ability to turn undead.

RP and GB cost

The materials needed to cast a realm spell are often expensive and hard to find. In addition, casting a realm spell requires the regent caster to tap the power of this domain. Therefore all spells list a cost in regency points (RP) and gold bars (GB) to cast the spell. Note, however, that the caster is not expending regency point to power the spell; in truth, the regency is being spent to channel and control the actual principle power of the ritual, mebhaighl (arcane) or focused faith (divine).

Variant: Regency maximums on spell casting

Like a stream of water, mebhaighl and the power of faith are seemingly endless in supply, but limited in current. Minimum source requirements for spells represent the necessary minimum flows of power that are required to cast a realm spell; difficult realm spells require a strong and constant single source of power. Increasing the power of a spell beyond its minimum effect, however, requires that the caster expend regency in order to channel more arcane/divine power from his domain into the spell.

Using this variant, the maximum amount of power that a caster can add to a realm spell is limited by the power of her domain. Specifically, a regent caster is limited in the amount of regency that she can use to increase the effect of a realm spell. The maximum regency that can be spent on a spell is equal to the total power of the caster's domain holdings of the appropriate type (i.e. the sum of all source holdings in the domain of an arcane spellcaster or the sum of all temple holdings in the domain of a divine spellcaster).
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ARCANE REALM SPELLS

Arcane Realm Spells can be cast by any Blooded Regent who controls Sources, except Druids and Alchemists. To cast a realm spell, the blooded Arcane Regent draws on his sources. Wizards, Magi, and Summoners require a Realm Spellbook, Sorcerers and Witches can cast these Realm Spells intuitively.

New Arcane Realm Spells need to be researched with the Research Domain Action. In the case of Wizards, Magi, and Summoners they write the spell formulae into their spellbooks; for Sorcerers and Witches it comes as a revelation after meditating in their sources.

More Information on how Arcane Realm Spells work can be found in the Book of Magecraft and the Birthright Rulebook.

Alchemy

Transmutation
Level: Sor/Wiz 1
Target: Personal
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
Special Requirements: Source (3)
You can invoke a small-scale, permanent transmutation effect to turn lead into gold. Casting this spell transforms enough lead to create 1 GB worth of gold. For every additional 4 RP spent during the casting of this spell, an additional 1 GB worth of gold is transformed.
Special: The number of GBs worth of gold produced by this spell cannot exceed the level of the source used to empower the ritual. Thus, a wizard casting this spell with a source (3) and spending 12 RP can produce no more than 3 GB worth of gold per casting (for a net profit of 2 GBs as the spell costs 1 GB in components).
Regency Cost: 4 RP / 1 GB created.
Material Components: 1 GB worth of expendable ritual components and base materials.
[hide] - [top] - [edit]Battle Armor

Abjuration
Level: Sor/Wiz 4
Target: 1 unit
Duration: 1 week/level (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (4)
The unit upon which the spell is cast is magically protected from harm. The unit receives a +4 bonus to its defense and morale ratings.
Regency Cost: 4 RP.
Material Components: 2 GB worth of expendable ritual components.
[hide] - [top] - [edit]Battle Arms

Transmutation
Level: Sor/Wiz 1
Target: 1 unit/level
Duration: 3 months (D)
Saving Throw: Unit [harmless]
Spell Resistance: Yes [harmless]
Special Requirements: Source (2)
This spell adds a +2 bonus to the offensive ratings of the affected units.
Regency Cost: 1 RP/unit.
Material Components: 1 GB/unit worth of expendable ritual components.
[hide] - [top] - [edit]Battle Bless

Enchantment (Compulsion)
Level: Clr 1
Target: 1 unit/level
Duration: 2 weeks + 1 week/level
Saving Throw: None
Spell Resistance: No
Special Requirements: Temple (3)
Your blessing fills an army's soldiers with courage. Each affected unit gains a +1 to all its offensive ratings for the duration of the spell.
Regency Cost: 1 RP/unit
Material Components: 1 GB worth of expendable ritual components.
[hide] - [top] - [edit]Battle Fury

Enchantment (Compulsion) [Mind-Affecting]
Level: Clr/Drd 2
Target: 1 units/level
Duration: 12 weeks
Saving Throw: Unit negates
Spell Resistance: Yes
Special Requirements: Temple (2)
Whenever engaged in mass combat, the soldiers of the affected units become enraged and fight passionately with little regard for personal safety. Affected units gain a +2 bonus to their melee ratings. The units also gain a +1 to their movement rating and an additional hit. The unit becomes fearless and never fails rout checks. Due to the soldiers? lack of regard for their personal safety, the units receive a ?2 penalty to their defense rating. The enraged units must engage opposing units whenever possible. They may only use missile attacks if they are unable to engage an enemy unit in melee.
Regency Cost: 1 RP per unit.
Material Components: 1 GB per unit worth of expendable ritual components.
[hide] - [top] - [edit]Battle Seeming

Illusion (Glamer)
Level: Sor/Wiz 5
Target: 1 unit/level
Duration: 1 week/level (D)
Saving Throw: Special
Spell Resistance: Special
Special Requirements: Source (4)
The appearance of an entire army is changed as if through the use of the change self spell. The troops resume their normal appearance if slain. Thus, a unit's true nature is revealed if it receives a hit on the battlefield.
Regency Cost: 1 RP/unit.
Material Components: 1 GB worth of expendable ritual components.
[hide] - [top] - [edit]Bless Land

Transmutation
Level: Clr/Drd 1
Target: 1 province/2 levels
Duration: One season (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Temple (1)
You can invoke a province-wide blessing. The increase in prosperity brought by this blessing temporarily increases the province level by one for the purposes of determining taxation and holding income collection. Furthermore, all temple holdings belong to you are increased by one level for the purposes of determining holding income collection. For example, a temple (4) in a province (5) would collects regency and gold as if it were a temple (5) in a province (6).
Bless land lasts for one season. Regardless of the month in which it is cast, the spell effect counts during only the first collection period occurring after the spell is cast ? if the spell duration crosses a domain turn boundary, the regent effectively gets early credit for the remainder of their increased prosperity. If this spell is countered, affected regents earn 1/3 of the total additional income that they would have received for each month in which the spell was active.
Bless land counters and is countered by blight land.
Regency Cost: The regency cost of this spell for each province affected by the spell is equal to difference of the target province level's and the caster's temple holdings in that province. A priest that controls a temple (3) in a province (5) and a temple (3) in a province (4) must spend 3 RP to bless both provinces. Each province has a minimum cost of 1 RP.
Material Components: 1 GB worth of incense, oils, sacrifices, and other expendable ritual components.
[hide] - [top] - [edit]Blight Land

Transmutation
Level: Clr/Drd 1
Target: 1 province/2 levels
Duration: One season (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Temple (1)
You curse the target province(s) and all of the holdings in it. Blight land temporarily decreases the province level and all holding levels within the province by one for the purposes of determining taxation and holding income collection. Your temple holding level is unaffected by the curse. If your temple represents the state religion in a province, the province loses one loyalty grade.
Blight land lasts for one season. Regardless of which month in which it is cast, the spell effect counts during only the first collection period occurring after the spell is cast ? if the spell duration crosses a domain turn boundary, the regent effectively gets early credit for the remainder of their decreased prosperity. If this spell is countered, affected regents lose only 1/3 of the total additional total loss that they would have suffered for each month in which the spell was active.
Blight Land counters and is countered by bless land.
Regency Cost: The regency cost of this spell for each province affected by the spell is equal to difference of the target province level's and the caster's temple holdings in that province. A priest that controls a temple (3) in a province (5) and a temple (3) in a province (4) must spend 3 RP to bless both provinces. Each province has a minimum cost of 1 RP.
Material Components: 1 GB worth of incense, oils, sacrifices, and other expendable ritual components.
[hide] - [top] - [edit]Bloodline Destruction

Transmutation
Level: Clr/Drd 6
Target: 1 scion
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Special Requirements: Temple (1)
This spell allows the caster to permanently sunder the connection between a scion and his bloodline. The subject must be present (usually as a prisoner) during the entire period of the realm spell casting. At the completion of the ritual, the subject of the spell must make a Fortitude save (DC 19). If this spell succeeds, the scion?s bloodline and all blood powers vanish permanently. The character loses the scion template, the ability to cast true magic without elven blood, and all other scion advantages/disadvantages. This spell cannot be reversed, but the character is eligible to claim a new bloodline in the same manner as any other unblooded character.
Regency Cost: RP equal to the targeted bloodline score.
Material Components: 10 GB worth of expendable ritual components.
[hide] - [top] - [edit]Bloodline Ward

Transmutation
Level: Clr/Drd 4
Target: 1 scion
Duration: 1 week/level
Saving Throw: Special
Spell Resistance: Special
Special Requirements: Temple (1)
This spell allows the caster to forge a connection between the spiritual essence of a willing scion's bloodline and a focus. Due to the protective nature of the magic that creates this channel, attempts to drain or suppress the character's bloodline score are impossible. Any successful attempt to transfer or destroy a character's bloodline causes the divine essence of the bloodline to retreat into the focus (regardless of distance) instead.
This spell can only be cast on a willing scion that is present and touching the object during the final ceremony of the spell. Once the spell is in place, a priest regent can recast this spell to extend the spell's duration. In this case, it is sufficient for either the focus or the regent to be present during the final ceremony.
Bloodtheft is nearly impossible while this spell is in effect. Instead, the dying scion's bloodline is immediately transferred to the focus (regardless of distance). Only bloodtheft with a tighmaevril weapon can successfully penetrate this spell's protection. Bloodline ward also prevents a dying scion's essence from passing to his invested heir ? the bloodline instead retreats to the focus.
If the scion's essence should be transferred into the focus, he loses all benefits of their bloodline including blood abilities, bonus hit points due to the scion template, and the ability to perform true magic without elven blood. If the scion survives, he can reclaim their bloodline by taking possession of the focus (ending the spell immediately). Furthermore, a rightfully invested heir can claim the scion's bloodline through the focus through a normal investiture as if the regent was alive, present, and willing to pass his bloodline in full to his heir.
If the focus contains a divine essence and is destroyed (or if the spell ends), the contained bloodline erupts from the focus in a burst of power identical to that released by a slain scion.
Focus: The physical object that serves as the focus for this spell is a gem of no less than 1,000gp value. This gem must be of a type sympathetic to the nature of the target's bloodline derivation: the bloodline of Anduiras manifests in red rubies; Azrai's power pulses within black sapphires; Basaïa's energy lies in bright yellow topaz; Brenna's bloodline is embedded in deep orange jacinths; Masela's bloodline sympathizes with blue sapphires; Reynir's essence can be channeled through green emeralds; and Vorynn's power lies in diamonds. This gem is often set in a ring, pendant, sword, or other object.
Regency Cost: 4 RP.
Material Components: 1 GB worth of expendable ritual components.
[hide] - [top] - [edit]Bloodline Investiture

Transmutation
Level: Clr/Drd 1
Target: Two willing regents touched
Duration: See text
Saving Throw: None
Spell Resistance: No
Special Requirements: Temple (1)
This spell allows the priest to transfer the bloodline of a willing regent to another character. A bloodline investiture transfers the donating scion?s entire bloodline, including strength, derivation, and score, to the designated recipient. The donating scion?s regency reserve is not transferred to the recipient. This change is permanent and cannot be reversed unwillingly.
Bloodline investiture is often used to elevate a ruler?s heir to the same blood strength that the ruler himself enjoys. However, both characters must be present and willing for the ceremony to be effective.
If the target character is already a scion, then the bloodlines are combined in exactly the same manner as if the character with the stronger bloodline had performed bloodtheft on the character with the weaker bloodline.
A priest regent may cast this realm spell on two regents without completing its final stages. The uncompleted investiture can be completed at any time and only requires a single action to complete. The priest and both targets must be present and willing to finalize the ceremony. Incomplete investitures are a commonly undertaken as part of a Ceremony of Designation or before major battles/threats as they allow the priest to finalize the investiture on the battlefield should the regent take a mortal wound.
Regency Cost: None
Material Components: 1 GB worth of expendable ritual components.
[hide] - [top] - [edit]Cure Unit

Evocation
Level: Clr/Drd 4
Target: up to 1 unit/3 levels
Duration: Instantaneous
Saving Throw: Unit (half)
Spell Resistance: Yes
Special Requirements: Temple (1), ability to turn undead.
You channel a massive amount of divine energy that you release in a single burst. For every three levels of the caster, one battle card unit may be targeted. All targets must in the same province and traveling as a single army or garrisoned in the same location. Normal units affected by this spell heal two hits. Undead units targeted by this spell take two hits. Undead units may make a unit saving throw against a DC 16 to take half-damage.
Unlike most realm spells, the final rituals need not be completed during the month in which this spell is cast. After the casting is complete, the spell's energies are available for the caster to tap during the final war move of the month in which it was cast, or in any of the four war moves of the following month. If, during this time, the spellcaster leaves the province in which the spell was cast, the spell is lost. The final rituals for this spell require that the caster be within visual range of the targeted units. The final rituals that complete the spell require approximately the same amount of time as casting a battle spell and may be completed upon the field of battle.
Regency Cost: 5 RP per unit affected.
Material Components: 1 GB worth of expendable ritual components.
[hide] - [top] - [edit]Death Plague

Necromancy
Level: Sor/Wiz 3
Target: up to 1 province/2 levels
Duration: Instantaneous, one province per month (see text) (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
Special Requirements: Source (5)
You create a magical pestilence of epidemic proportions. Residents of affected provinces are exposed to Slimy Doom (see the Dungeon Master's Guide: Disease. Any province affected by the death plague suffers massive population loss and loses one province level.
The death plague affects one province in the month in which it is cast. In each following month, the plague moves to an adjacent province as directed by the caster. For every two levels of experience past the minimum caster level (5th level for wizards), you affect an additional adjacent province. For the purposes of resolving timing conflicts, the effects of the death plague are instantaneous. Dispelling a death plague after it has taken its toll in a province will not bring the dead back to life, but it will prevent the plague from spreading further.
Death plague dispels and counters bless land.
Regency Cost: The Regency Cost is equal to the sum of the total levels of all provinces affected. Thus, a 7th level wizard casting the spell starting in a province (4) and spreading to a province (3) must pay 7 RP.
Material Components: 2 GB worth of expendable ritual components.
[hide] - [top] - [edit]Demagogue

Enchantment (Compulsion)
Level: Sor/Wiz 2
Target: up to 1 province/2 levels
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Special Requirements: Source (3)
You influence the loyalty of a province. This pervasive, subtle enchantment plays upon the fears and loyalties of the population of a province, permanently influencing the attitudes of its peoples toward its ruler.
For every two levels of experience past the minimum caster level (3rd level for wizards), you affect an additional province adjacent to the initial province.
Regency Cost: The mage must pay 5 RP for each grade of loyalty affected in each province; casting a stable domain into rebellion would be very costly.
Material Components: 1 GB worth of expendable ritual components.
[hide] - [top] - [edit]Dispel Realm Magic

Abjuration
Level: Sor/Wiz 1, Clr/Drd 1
Target: 1 province
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (1) or Temple (1)
Powerful magical effects require powerful counters. This spell allows a mage regent to counter the effects of any other realm spell in the same manner that a greater dispel magic works against routine spells. A dispelled spell ends as if its duration had expired. Note: The effect of realm spells with instantaneous duration can't be dispelled, because the magic effect is already over before the dispel realm magic takes effect. Thus, you can't use dispel realm magic to reverse the effects of demagogue any more than you could use dispel magic to reverse the fire damage caused by fireball. As with normal combat, effective use of readied domain actions and careful consideration of initiative order can be of vital importance in realm-level magical confrontation. Dispel realm magic can be cast in one of two ways:
Targeted dispel: One ongoing realm spell is the target of the spell. You must make a realm dispel check against the realm spell. A realm dispel check is 1d20 + 1 per caster level (maximum +20) + RP spent by the caster to support the check. The DC of a realm dispel check is 11 + opposing spell caster's level + the RP cost of the target spell + RP spent by the spell's caster to oppose the check. RP spent to oppose/support the realm spell follow the standard bidding rules for spending RP on domain actions.
For example, the (Second) Swamp Mage, a 10th level wizard, targets dispel realm magic against a one company legion of dead (casting cost 4 RP, 1 GB) summoned by the Sword Mage, a 10th level wizard. Before spending RP, the Swamp Mage's dispel check is 1d20+10 against a DC of 25. The Swamp Mage bids 4 RP to support the check to make the odds of success even. The Sword Mage counters with 5 RP against. The Swamp Mage matches with 5 RP. The Sword Mage, low on regency, decides to stop the bidding. Thus, the final dispel check would be 1d20+19 (10 + 4 + 5) against a DC of (11 + 10 + 4 + 5).
Counterspell: The spell targets an incoming realm spell before it takes effect. If a regent spellcaster readies his domain action (using the hold action), he is allowed to respond to other domain actions. In this case, a regent mage can use dispel realm magic to counter an incoming hostile realm spell before it takes effect. As with dispel magic, this is not a true counterspell. You must make a realm dispel check to counter the other spellcaster's realm spell.
Regency Cost: The regency cost of this spell is determined by the caster during the bidding process (minimum 1 RP). Generally speaking, this spell requires a large amount of regency unless you are significantly more powerful than the caster of the target spell. If the casters are of equal level, for instance, this spell will require RP at least equal to the cost of the spell targeted in order to have a 50% of success (possibly more if the targeted caster bids RP against the dispel).
Material Components: 1 GB worth of expendable ritual components.
[hide] - [top] - [edit]Disrupt Mebhaighl

Transmutation
Level: Sor/Wiz 9
Target: 1 province
Duration: 1 month/4 levels
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (7)
By sending a exceptionally powerful surge of raw mebhaighl into the target province the caster disrupts the regular flow of mebhaighl in the province. While this spell is in effect, no one, not even the caster of this spell, can draw upon the magical energy of the province's sources or use any ley lines passing through the province. A disrupted source is treated as a healthy source for all purposes save casting realm spells.
Regency Cost: 5 RP x target source level.
Material Components: 1 GB worth of expendable ritual components.
[hide] - [top] - [edit]Honest Dealings

Enchantment (Compulsion) [Mind-Affecting]
Level: Clr/Drd 3
Target: 1 province/2 level
Duration: One season + 1 season/3 level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Special Requirements: Temple (3)
You create a realm-wide zone of truth effect that prevents citizens from speaking any lies or engaging in dishonest practices. Agitate and espionage actions cannot succeed and diplomacy actions suffer a ?4 penalty. This spell also interferes significantly with the normal rhythm of mercantile business in a realm ? customers take no joy trying to "find a good deal", foreign merchants tend to avoid the realm, etc. While this spell is in effect, guild holdings are reduced two levels for collection purposes. Characters are entitled to a Will save (DC 14) each time they attempt to tell a lie or act dishonestly.
Regency Cost: 3 RP per province level.
Material Components: 2 GB worth of expendable ritual components.
[hide] - [top] - [edit]Imbue with Blood Ability

Transmutation
Level: Clr/Drd 3
Target: 1 character/level
Duration: 1 week/ level
Saving Throw: Fortitude negates [harmless]
Spell Resistance: Yes [harmless]
Special Requirements: Temple (2)
This spell allows a priest to focus divine energy to temporarily strengthen the divine essence of the target. The target of the spell temporarily gains an enhancement of their bloodline strength. Minor scions become major scions, major scions become great scions. All scions receive a bonus to their bloodline score equal to the caster?s level/2.
Unblooded characters temporarily gain the minor scion template and a bloodline score of 8 + the caster's level/2. The derivation of this temporary bloodline is appropriate to the religion of the caster's deity. [Anduiras ? Haelyn, Cuiraécen; Reynir ? Erik, Laerme; Masela ? Nesirie, Cuiraécen; Vorynn ? Ruornil, Eloéle; Brenna ? Sera, Eloéle; Basaïa ? Avani, Laerme; Azrai ? Kriesha, Belinik.]
The target immediately gains any blood abilities that would normally be associated with their new bloodline strength and score. This enhancement is temporary and ends when the spell's duration expires or at the death of the scion (prior to determining bloodtheft).
Regency Cost: 5 RP/character
Material Components: 1 GB/character worth of expendable ritual components.
[hide] - [top] - [edit]Interdiction

Transmutation
Level: Clr/Drd 3
Target: 1 regent
Duration: Special
Saving Throw: None
Spell Resistance: No
Special Requirements: Temple (5)
An interdiction is perhaps the most fearsome realm spell of which a priest is capable. Through this realm spell, the priest excommunicates the regent and all of his vassals. Within the interdicted domain, clergy of the interdicting sect are forbidden to perform blessing or ceremonies for the populace, including marriages, last rites, healing, investitures, etc.
In any month the interdiction is in effect, every temple holding belonging to the caster must make a contest action against each of the target regent's holdings in the same province. These contest actions do not count as the caster's normal domain action for the month, but the caster must pay the regency cost to maintain the spell. Thus, this spell should be used with great caution, for it can be very damaging to the caster's regency reserve.
Furthermore, the regent may find it difficult to collect province taxes. The province's level, for the purpose of collecting both regency and gold, is reduced by the level of the caster's temple holdings in each province. This represents portions of the populace loosing confidence in the sovereign rights of the regent due to the church's interdiction.
This spell ends if the subject of the spell ceases to be an enemy of the faith by performing an appropriate atonement or when the target holdings are entirely destroyed. Otherwise, the spell continues contesting the target regent's holdings each month, until the caster withdraws the spell or runs out of resources to continue it. Once an Interdiction declared a temple is expected to continue the spell (casting this realm spell once each season) until the target regent atones or is utterly removed from power. Relenting on an excommunication may cause a loss of face (and thus regency) for the temple regent.
Regency Cost: RP equal to the total level of the target holdings. This cost is incurred each month the interdiction is in effect.
Material Components: 1 GB per target province/holding affected worth of expendable ritual components.
[hide] - [top] - [edit]Legion of Dead

Necromancy [Evil]
Level: Sor/Wiz 5, Clr 3
Target: up to 1 unit of dead plus 1 unit/level above minimum caster level
Duration: 4 weeks + 1 week/level
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (3) or Temple (3)
You raise the buried and unburied bones or bodies of the dead of a province into a legion of undead skeletons and zombies that do your bidding. For every level above the minimum caster level (7th for wizards) you may summon an additional unit.
The legion of dead is mindless and entirely under the control of the caster. The caster must travel with the army at all times or the spell will be broken and the army will collapse. Each unit of the legion consists of enough skeletons and zombies to be roughly equivalent to CR 15. A standard legion consisting of medium-sized skeletons or zombies requires approximately 200 corpses. The magical power required to animate small-sized corpses is less per corpse, thus additional corpses are raised - keeping the relative strength of the unit the same regardless of the nature of the corpses. Each unit in a legion of dead has the following battle card statistics: Melee +8, Defense 22, Hits 3, Morale: N, Hits: 3. Undead legions never fail morale checks, and ignore all Fallback and Rout results except those generated with the support of divine battle spells.
Regency Cost: 4 RP/unit summoned.
Material Components: 1 GB/unit worth of expendable ritual components.
[hide] - [top] - [edit]Ley Line Mask

Illusion (Glamer)
Level: Sor/Wiz 2
Target: 1 ley line/level
Duration: 12 months (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (2)
This powerful illusion misdirects any attempts to trace, sunder or otherwise interact with your ley lines. The affected ley lines do not need to be in the same province as the caster, but do need to be connected to the source province. This spell must end or be dispelled before your ley lines can be traced, sundered, or otherwise tampered with.
Regency Cost: 1 RP per line.
Material Components: 1 GB worth of expendable ritual components.
[hide] - [top] - [edit]Ley Line Sunder

Evocation
Level: Sor/Wiz 3
Target: 1 ley line in target province
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: No
Special Requirements: Source (4)
This realm spells allows you to temporarily disrupt or permanently destroy a ley line that passes through your domain. The target ley line must initiate, terminate, or pass through the targeted province. The caster attempts to disrupt the target ley line by disturbing the mebhaighl in the area through which the target ley line passes, causing an eddy or break that will destroy the line.
You must make a domain action check against the ley line. A check is 1d20 + 1 per caster level + RP spent by the caster to support the check. The DC is 11 + the sum of the two sources which the ley line connects + RP spent by the target to oppose the check. The RP spent to oppose/support the domain action follow the standard bidding rules for spending RP on domain actions or dispel realm magic. If this check fails, the ley line is unaffected by the sundering attempt. If the sunder check succeeds, then the line is disrupted and cannot be used for 3 months. If the check succeeds by 10 or more, the ley line is destroyed (although it can be reforged again with a new forge ley line action).
Regency Cost: RP equal to the sum of the two sources that the ley line connects.
Material Components: 1 GB worth of expendable ritual components.
[hide] - [top] - [edit]Ley Line Trace

Divination
Level: Sor/Wiz 1
Target: 1 province
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (1)
This spell enables a wizard to sense disturbances in the natural flow of mebhaighl such as those created by ley lines. This spell informs the caster of the number of ley lines that initiate in the studied province, terminate in the province, or pass through the province. For lines that simply pass through the province, the caster is aware only of the lines? existence and the direction of the flow. If a line both begins and ends in provinces in which the caster has source holdings or ley line connections, she is also aware of which regent controls the ley line. If the line is in use during the casting of the spell, the caster is aware of that fact as well as the source level to which the ley line is attached.
Regency Cost: 1 RP.
Material Components: 1 GB worth of expendable ritual components.
[hide] - [top] - [edit]Ley Line Ward

Evocation
Level: Sor/Wiz 2
Target: 1 ley line/level
Duration: 12 months (D)
Saving Throw: Special
Spell Resistance: Special
Special Requirements: Source (3)
You can place arcane traps on your ley lines to discourage others from attempting to sunder or otherwise tamper with your ley network. This spell allows the caster to place a very specific form of contingency on one or more connected ley lines in their ley network. The caster may choose any one spell that they are capable of casting as the trap. The level of the trap spell cannot exceed the level of the maximum source in the ley network. Furthermore, although you can set triggers on up to one ley line per level, there is only one trap per casting. Multiple traps can be associated with a ley line through the multiple uses of this spell. The affected ley lines do not need to be in the same province as the caster, but do need to be connected to the source province.
Anyone attempting to deactivate, sunder, or otherwise tamper with your ley line is immediately subjected to the trap. The trap spell effect is resolved normally, as if you had cast the spell upon the victim. You must pay the normal costs associated with the casting of the trap spell.
Regency Cost: 1 RP per line.
Material Components: 1 GB worth of expendable ritual components.
[hide] - [top] - [edit]Mass Destruction

Evocation
Level: Sor/Wiz 2
Target: 1 unit/3 levels
Duration: Instantaneous
Saving Throw: Unit (half)
Spell Resistance: Yes
Special Requirements: Source (5)
You summon a single awesome barrage of devastating fire, lightning, ice, force, or acid vapor (caster?s choice). For every three levels of the caster, one battle card unit may be targeted. All targets must be in the same province and traveling as a single army or garrisoned in the same location.
Unlike most realm spells, the final rituals need not be completed during the month in which this spell is cast. After the casting is completely, the spell's destructive energies are available for the caster to tap during the final war move of the month in which it was cast, or in any of the four war moves of the following month. If, during this time, the spellcaster leaves the province in which the spell was cast, the spell is lost. The final rituals for this spell require that the caster be within visual range of the targeted units. These final rituals which complete the spell require approximately the same amount of time as casting a battle spell and may be completed on the field of battle.
Each unit affected takes two hits. The unit may make a unit saving throw against a DC 13 to take half-damage. Mass destruction usually causes significant coincidental property damage, such as fires, flooding, or other environment damage. This damage is not significant enough to damage a fortification and is generally too minor to cause any permanent damage to any major domain asset.
Regency Cost: 10 RP/unit affected.
Material Components: 5 GB worth of expendable ritual components.
[hide] - [top] - [edit]Protection from Realm Magic

Abjuration
Level: Sor/Wiz 1, Clr/Drd 1
Target: 1 province
Duration: 1 month/level (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (1) or Temple (1)
This spell suppresses realm magic for a period of time. The caster creates long lasting warding over a province to protect it from future realm spells. All realm spells cast against the province must immediately make a dispel realm magic check against the area dispel. A realm dispel check is 1d20 + 1 per caster level (maximum +20) + RP spent by the caster during the casting of this spell against a DC of 11 + opposing spell caster's level + the Regency Cost of the targeted spell + RP spent by the spell's caster to oppose the check. The caster may spend any amount of RP he wishes during the casting, but he does not get to bid further RP in the dispel magic check as per dispel realm magic. Regardless of the results, the protection remains in effect until its duration expires or until dispelled.
The protection has no effect on any realm spell already in progress. Sustained realm spells that affect mobile units (such as legion of dead or bless army) that move into the area are not also not affected. However, realm spells with repeating instantaneous effects, such as death plague, are affected by the protection. Protection from realm magic does not interfere with routine (non realm) spells.
Regency Cost: The regency cost of this spell is determined by the caster during casting (min 1).
Material Components: 1 GB worth of expendable ritual components.
[hide] - [top] - [edit]Raze

Evocation
Level: Sor/Wiz 3
Target: 1 fortification
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (5)
Castles, fortifications, and other buildings can be reduced to rubble by means of this spectacular realm spell. The caster may attempt to simply reduce a fortification in level, or they may attempt to destroy it outright. Unfortified buildings should be treated as having one level of fortification for the purpose of destruction. Although this spell can also be used to destroy cathedrals, warehouses, and other buildings, such destruction does not do any permanent harm to the political power represented by the holdings that these buildings represent. If a significant non-fortified building of a holding is destroyed, the holding is treated as being temporarily one level lower than normal for one season.
Regency Cost: 10 RP per level of fortification damage.
Material Components: Expendable ritual components worth 2 GB per level of fortification damage.
[hide] - [top] - [edit]Regent Sight

Divination
Level: Sor/Wiz 2
Target: 1 province
Duration: 3 months
Saving Throw: No
Spell Resistance: No
Special Requirements: Source (1)
This spell allows the caster to continuously pinpoint the location of any regent within the affected province. The movement of regents, due to their connection to their realm, produces small ripples in the mebhaighl. This spell detects these ripples and allows the caster to sense the presence, strength, and general location (within a few miles) of all regents within the affected province. The identities of the regents are not known, but their power (measured by their monthly regency collection) can be roughly determined by the size of the ripple that they produce. Several regents traveling together are indistinguishable from a single powerful regent. As this spell detects changes in the mebhaighl itself, the subjects do not receive any saving throw. Furthermore, the detected regents are completely unaware of the spell.
Regency Cost: 1 RP
Material Components: 1 GB worth of expendable ritual components.
[hide] - [top] - [edit]Shadow Block

Abjuration
Level: Sor/Wiz 4, Clr [Ruornil] 4
Target: 1 province/3 levels
Duration: 3 months (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (4) or Temple [Ruornil] (4)
This spell strengthens the barrier between Cerilia and the Shadow World. All spells or effects that involve the Shadow World are blocked. This includes dimension door, summoning spells, shadow walk, and the halfling ability to enter or leave the Shadow World.
Regency Cost: 2 RP/province.
Material Components: 1 GB/province worth of expendable ritual components.
[hide] - [top] - [edit]Scry Province

Divination [Scrying]
Level: Sor/Wiz 1, Drd 1
Target: 1 province
Duration: 1 month
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (1)
You can see and hear events throughout the effected province. You may use this spell to gather information about events taking place in the target province. You must succeed at a scry check to do so. The difficulty of the task depends on how well the knowledge that you seek is concealed. This spell has no chance of revealing, for instance, a never discussed secret known to only a single person.
This spell creates many magical sensors that move throughout the province. Any creature with an Intelligence 12 or higher may have moments during which they feel that they are "being watched". Scions and their agents may become uneasy and take steps to increase security. In game terms, the regent or regents whose activities are being scryed may spend RP to oppose the scry check. This is similar to the way in which RP are spent to oppose an espionage action. Regent spellcasters are fully aware of the scry province spell and may spend RP to oppose the scry check even if they are not the target of the scrying.
You may only attempt one goal per scry province and must clearly state the intent of your studies before rolling. Also, before rolling, you may spend RP to support your roll and any regent whose interests are compromised by your scrying attempts may spend RP to oppose your roll.

Goal
DC

Gather common rumors and information
5

Catalogue troop position and strength
10

Reveal the domain statistics of a province (loyalty level, regents, holding levels, etc.)
15

Reveal the nature of diplomatic talks taking place between two domains
20

Reveal the specifics of an existing diplomatic agreement between two domains
25+

Reveal battleplans for troop movement during the next war move
25+

Find the location of prisoners, criminal in hiding, etc.
25+

Trace the responsibility for an assassination, corruption, heresy, or other covert intrigue
30+
If you are in possession of an object (an assassin's knife), body part (blood, hair clipping), or other mechanism for providing a physical connection to the location of the information which you search, you may receive a +5 to +10 circumstance bonus to your scry check. As with the normal scry spell, this realm spell is highly subject to abuse and requires careful DM adjudication.
Focus: The regent must have access to a large polished or reflective surface, often a part of the manifestation or an ornate mirror or pool located in their stronghold.
Regency Cost: This base spell costs 5 RP plus an additional 3 RP for each province of separation. Scrying on an adjacent province, for instance, would cost 8 RP. Additional RP may be spent to affect the scry check.
Material Components: 1 GB worth of expendable ritual components.
[hide] - [top] - [edit]Stronghold

Conjuration (Creation)
Level: Sor/Wiz 3
Target: Personal
Duration: 3 months/level (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (7)
By means of this spell, the wizard brings into being a castle, tower, fortification, or other building of any kind. The building functions as a normal building of its type. The magic sustaining the stronghold fades at the end of the spell, at which point the stronghold falls into ruin. Additional castings of this spell extend its duration. Such extensions stack without limit.
An existing stronghold can be made self-sustaining by creating a connection between the stronghold and the mage's source within the province. This connection is created by either building the stronghold about the source manifestation or through the construction of a special local ley line for that purpose. A stronghold requires a connection to source levels equal to one tenth of the normal construction cost of the building in order to be self-sustaining. These source levels committed to sustaining the stronghold produce no regency for the regent mage and cannot be used to cast realm spells. If the connection between the source and the stronghold is severed (if the source holding should become contested or the ley line severed by an enemy mage), the stronghold resumes its remaining normal duration. For example, a mage with the required source (7) uses a ley line to cast stronghold in a province in which they claim a source (3). The stronghold constructed is a castle (2), normally costing 20 Gold Bars. The mage permanently allocates 2 source levels to the maintenance of the stronghold. For the purposes of regency collection and spell casting, their source (3) now acts as a source (1).
Regency Cost: The initial regency cost for this spell is equal to the normal base construction cost (in Gold Bars) of the created stronghold. Terrain modifiers or other modifiers to construction cost do not apply to the summoned stronghold. For example, assume some building normally costs 30 Gold Bars; this realm spell can create an equivalent building for 30 RP. The regency cost is halved if the realm spell is simply used to increase the duration of an existing stronghold.
Material Components: 10 GB worth of expendable ritual components for the initial construction. Casting the spell to simply increase the duration of an existing stronghold requires only 1 GB worth of expendable ritual components.
[hide] - [top] - [edit]Subversion

Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 1
Target: Special
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
Special Requirements: Source (1)
By employing a magical campaign of long-distance charms and suggestions, you can utilize the assets of another regent to perform a domain action. You can use the holdings and agents of another regent to agitate loyalty, contest the holdings of your enemies, or any other normal domain action that the rightful regent of the asset could utilize. You could force the army units in a province to invade an adjacent province (in which you also have a source (1) or ley line) or cause them to occupy the province and perhaps raze the holding of your enemies. In effect, the asset is considered yours (instead of belonging to its true regent) for the purpose of one action.
Subversion is limited to one discrete domain action. If the mage is before the asset's rightful regent in the domain initiative order, then the rightful regent cannot use the asset for his domain action. Likewise, if the rightful regent is before the mage in the domain initiative order, then the asset cannot also be used to perform a domain action under subversion. You can only use the asset to perform an action that you could perform with it if you were its rightful regent (for example, a wizard cannot cast divine realm spells with a subverted temple holding). Furthermore, the spell does not allow you to control the asset as an automaton; it is a subtle spell. You cannot cause the asset to act suicidal or follow obviously harmful orders, such as attempting to assassinate the rightful regent, contesting itself, or being invested to another regent. Generally, however, an asset will perform any task that it would ordinary perform if requested to do so by its rightful regent.
Regency Cost: The regency cost for this spell is dependent on the asset subverted. The cost is equal to three RP per level of the holding subverted. Subverting an army costs 2 RP x the muster cost (in GB) of the units in the subverted army (elite, highly trained units are thus more expensive to subvert). Subverting mercenary units costs only 1 RP x the units' muster cost (in GB).
Material Components: 2 GB worth of expendable ritual components for the initial construction.
[hide] - [top] - [edit]Summon Monstrous Unit

Conjuration (Summoning)
Level: Sor/Wiz 2
Target: up to 1 unit/3 levels
Duration: 4 weeks + 1 week/level (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Source (3)
Tapping into the power of the Shadow World, you conjure terrible monsters to come forth and do battle on the world of Cerilia These monsters are quasi-real seemings ? life-like manifestations of the caster?s imagination. These magical creations are quasi-real and can not be disbelieved, but can be identified as being summoned creatures with a successful Spot check (DC 20). Any summoned monster that is slain fades into nothingness.
All members of a unit generally fade into nothing whenever a summoned unit is disbanded (due to being destroyed or through normal completion of the spell duration). There is a chance, however, that any troops surviving at the completion of the spell fully bridge the gap between the shadow world and Cerilia and become free. When the spell ends, the DM should roll a d20 against a target of 20 minus the maximum source level rating of the province in which the units disband. This roll receives a bonus of +2 in the winter and a penalty of ?2 in the summer.
Freed units are not under the caster's control and immediately fall into normal behavior for their monster type. These monsters have normal statistics and can be slain as normal members of their species, but they cannot age or reproduce. They are outsiders and can be returned to the Shadow World by means of a banish (and similar spells), limited wish, wish, or the realm spell transport. They cannot be dispelled.
The strength of the summoned units is dependent on the caster's level. The composition of each of the troops in each unit is chosen by the summoner from the appropriate summon monster table (Player's handbook, pg. 258).
Regency Cost: 5 RP/unit summoned.
Material Components: 2 GB/unit summoned in expendable ritual components.
[hide] - [top] - [edit]Summon Nature's Army

Transmutation
Level: Drd 3
Target: up to 1 unit/3 levels
Duration: 4 weeks + 1 week/level (D)
Saving Throw: None
Spell Resistance: No
Special Requirements: Temple (1), Druid
By calling upon Erik, druids may call forth the power of nature. Normal animals in the region answer the call to defend their homes and fight as directed by the druid. At high levels, the druid has the power to animate the very trees themselves to aid the defense of the province. Units summoned by this realm spell cannot leave the province. A province can muster a number of units equal
Table 7-2: Summon monstrous unit

Caster lvl

Unit Type

Mv

Mel

Mis

Chg

Def

Hit

Mrl

3-4

Summon Monster II

1

+4

-

+ 6

12

2

+ 2

5-6

Summon Monster III

2

+ 6

-

+ 8

14

2

+ 4

7-8

Summon Monster IV

2

+ 8

-

+10

16

3

+ 6

9-10

Summon Monster V

2

+10

-

+12

16

3

+ 8

11+

Summon Monster VI

2

+12

-

+14

16

4

+10
Table 7-3: Summon nature's army

Potential

Unit Type

Mv

Mel

Mis

Chg

Def

Hit

Morale

0-3

Small animals

2

+4

-

-

12

1

+2

4-5

Large animals

3

+8

-

-

14

2

+4

7+

Forest Legion

0.5

+14

-

-

22

4

(+8)
The strength of the summoned units is dependent upon the maximum potential source level of the province.
Regency Cost: 4 RP/unit.
Material Components: 1 GB/unit worth of expendable ritual components.
[hide] - [top] - [edit]Transport

Transmutation
Level: Sor/Wiz 4
Target: Special
Duration: Instantaneous
Saving Throw: Unit negates
Spell Resistance: Yes
Special Requirements: Source (5)
You open a massive dimension door through which an entire army may move instantly to a destination province in which you also have a magical source or ley line. You can transport units a distance that is equivalent to a number of movement points equal to your level. For example, a 10th level mage can move ten units 1 province, five units 2 provinces, or one unit 10 provinces. Terrain does not affect this magical movement, and all units arrive fresh and eligible to move during any war moves following the action round in which this spell is cast.
It costs an additional 5 RP per unit to use this spell on unwilling units.
Unlike most realm spells, the final rituals need not be completed during the month in which this spell is cast. After the casting is complete, the spell's transportation energies are available for the caster to tap during the final war move of the month in which it was cast, or in any of the four war moves of the following month. If, during this time, the spellcaster leaves the province in which the spell was cast, the spell is lost. The final rituals for this spell require that the caster be within visual range of the targeted units. These final rituals that complete the spell require approximately the same amount of time as casting a battle spell and may, at the caster's wish, be completed upon the field of battle.
Regency Cost: 2 RP for each movement point equivalent used. Thus, a 10th level mage can spend no more than 20 RP. There is an additional cost of 5 RP per involuntary unit.
Material Components: 1 GB worth of expendable ritual components.
[hide] - [top] - [edit]Warding

Abjuration
Level: Sor/Wiz 6
Target: 1 province/4 levels
Duration: 3 months + 1 month per level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Special Requirements: Source (5)
You can weave a barrier of impenetrable mists and fog to prevent entry or egress from the affected provinces. A mile-wide guards and wards bounds the warded provinces, obscuring all sight and utterly confusing the direction sense (regardless of equipment) of any who attempt to pass through the warding boundary. Small parties may attempt to pass the barrier together by following a designated leader. The leader may navigate the warding by making a Will save (DC 19) at a ?1 penalty for each party member that he guides.
Life may continue as normal within the warded provinces, but normal interaction with the rest of the world becomes impossible. All trade routes leaving the warded areas become contested. Military units cannot enter or leave the warded provinces. Diplomacy with the affected nation is next to impossible.
Regency Cost: 5 RP/province warded.
Material Components: 2 GB/province worth of expendable ritual components.

Silver Crusade

That's it.

Domain Actions will be converted through play. Players who want to convert a certain spell from the Books of Magecraft and Priestcraft may do so. :)


I did a load of stuff for Birthright Pathfinder, including tweaking the Cerilian races using the Advanced Race Guide. I'll have to see about posting them here. :)

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