DM Changes to BIRTHRIGHT Canon
This DM is using the Birthright.net's Ruins of Empire wiki, mostly because he wrote a fair share of Anuire on Birthright.net (this DM gave Boeruine and Avanil a history, explaining their eternal feud against one another; and consequently -- their rulers histories as well).
Changes: The Vampire's Hold has become Barovia, ruled by none other but Count Strahd von Zarovich. Strahd -- a true Vampire -- has become an Awnshegh in his own right, and unlike Britter Kalt; deigns not to form alliances with the Gorgon or the Swordhawk, but plays one against the other.
Cariele's ruler might face some tough times ahead. The forces of seven are against her (Seven against Cariele).
Thurazor is much more friendly than Markazor or Urgaz-Hai.
Rhoubhe still want your heads on pikes.
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Players will be playing in Anuire. The goal of the campaign is to put the rules in Ultimate Campaign through their paces. So, there is going to be a lot of Domain play ("a lot" is relative. There will be chances to role-play more than to just play the domain turn).
The campaign will take place mostly on the Southern Coast but some heartland play as well. Players are encouraged to take the following realms: Elinie, Endier, Roesone, the Sielwode, Ilien, Medoere, Arwenwe. Your enemies will be: Ghoere, Diemed, The Spiderfell, Markazor, and possibly Avanil and/or Boeruine.
Barovia (a.k.a the Vampire's Hold) is out of your reach and Count Strahd's influence won't be felt unless you all plan to march against him.
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Creating your characters:
1. Point buy SEVEN stats with 30 points. The stats are: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, and Bloodline (if playing a scion). Double your blood score and this will be your Bloodline.
2. You may pick any Birthright Race. Humans have five sub-races: Anuireans, Brechts, Khinasi, Rjuriks, and the Vos.
3. Choose a Class.
4. Choose a realm.
6. Choose two traits. Equivalents from Humans of Golarion: Anuireans are equal to Taldans; Brechts have no equals but traits revolve around Trade; Khinasi are equal to the Keleshites; the Rjuriks are equal to the Ulfens; and the Vos are equal to the Varisians.
Elves use Elves of Golarion to determine their traits; and almost so on (Halflings use the APG and ARG).
7. Regents get bodyguards. For now, use the bodyguard count from the Birthright Rulebook.
8. Regents may get the Leadership feat at level 1. The PrC Scion of- is found on Birthright.net and can raise your score.
9. Regents must spend a feat to collect Regency from a holding other than a province holding. This is to prevent rampant multi-classing.
10. Divine regents receive starting realm spells equal to their bonus in Knowledge: Religion; Arcane regents receive a number of starting Realm Spells equal to their bonus in Knowledge: Arcana. From then on, your realm spells have to be researched using the Research domain action.
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Q1. A. Leading is different than intimidation. Moses, Joshua, Solon, Buddha, and Jesus proved this (many historical personalities also proved this, but all leaders used Intimidate at one time or another). So, no, I'm not rolling it into Intimidate -- Lead is a different skill.
Q2. A. You roll normally for personal funds, but multiply that by 20. Then you use the results to buy your equipment. Equipment is culturally based, though. On page 17 through 19 gives you the proper equipment list.
As for items, Anuireans, Brechts, Khinasi, the Elves, and the Dwarves are the equivalent of Renaissance culture. As for the Rjurik and Orogs -- they represent Middle Ages culture. Finally the Vos, the goblins, and the beastmen (Gnolls) are considered to be in the Dark Ages.
New Armor:
Improved Mail (AC 14, 50 lbs).
Half Plate (AC 14, 40 lbs.)
Breastplate and Leather (AC 16, 25 lbs.)
Weapons:
Claymore (great sword) -- Rjurik great sword.
Cutlass (Gladius) -- Popular among sea-farers.
Crossbow -- Critical threat is 18-20 because of their penetration power.
Rapier (rapier) popular among the Brechts.
saber (longsword) -- favored weapon of Khinasi.
Mounts:
Varsk -- A lizard with fur all over it, big enough to ride. A trained Varsk costs 250 gp, and an exceptional animal might cost twice that much.
Regular Items: Ultimate Equipment doesn't differentiate the equipment according to periods of history. I suggest downloading the Second Edition Arms and Equipment Guide to navigate what is available and what isn't.
3. Yes, they are unknown. I think Rich and Colin did that so to say that the Sielwode is a mysterious place. You may use the Domain build rules to assign Law and Source ratings.
4. Interesting you should say they should be similar to paladins. you get 4d6x10 body guards. roll on table 4 to find out what you get.
5. The bloodline Strength Feats that I came up with is used for Method I, and I thought it was logical. But we are using Method III: you assign points to your bloodline. you do roll for blood abilities. But you choose which blood abilities you do have.
6. Yes.
7. Maybe (i'd rather you just roll but most people want to point buy their abilities, so I'm letting them point buy their score).