Elton Robb's BIRTHRIGHT to Pathfinder revision


Conversions


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First, this conversion is a revision of the original conversion I did back in 2014. The conversion is pretty much "Fast and Loose" and relies on you having a copy of the original Birthright Core Rulebook. First, cue the epic music.

Conversion: by Elton Robb
Original Game Design: Richard Baker III and Colin McComb

Creating Characters: Character stats are generated by using the Point Buy system. Birthright is considered to be a tough campaign: so the GM is strongly encouraged to use 25 point buy.

Races of Cerilia:

You can play nine races in Birthright. These include dwarves, elves, halflings, half-elves, and humans with five distinct cultures. All characters are generated using the rules from the Advanced Race Guide (ARG). GMs are cautioned about allowing half-orcs and gnomes in the setting -- or just about any race except the above nine. Such races are rare. Please read the Birthright Rulebook, and the Atlas of Cerilia for a stronger overview of each human race.

Anuireans
Anuireans hail from Anuire. Anuireans are almost always imperious humans according to the ARG. They built the Anuirean Empire, and seek to remake it. Both Darien Avan and Aeric Boeruine are two examples of imperious humans. However, some rulers may be Anuirean and not be imperious. The Anuireans' culture resembles England and France during the 100 years war. Anuireans speak Anuirean (which is represented by English).

Brechts
Brechts hail from Brechtur. They are traders and sailors. Brechts may be Cosmopolitan Humans or Country Folk. Some are Imperious, like the rulers of Muden and Danigau. The Brechtur culture resembles German and Dutch cultures. Brechts speak either low Brecht (common German), or High Brecht (Old German).

Khinasi
The Khinasi are dark skinned humans who are very educated compared to the Anuireans. They hail from Khinasi, which is a land based off of Medieval Persia and the Moors of Spain. A Khinasi starts play (mostly) with the Focused Study trait. They speak Basarji, their native tongue.

Rjurik
The Rjuriks hail from Rjurik north of Anuire. Their culture is a combination of Scotland and Viking culture (I suggest a certain Pendragon supplement about Vikings if you are serious about playing a Rjurik). Rjurik start off with the Heart of the Snows trait. They speak Rjuven, their native tongue.

Vos
The Vos hail from Vosgaard. They live in the heartless wastes of Vosgaard and are forced to survive. Their culture is based off the medieval Russian and Cossack cultures. They also start with the Heart of the Snows trait, but they value physical strength.

Character Class

Warrior Group:

This group includes Fighters, Swashbucklers, Barbarians and Cavaliers. Most Regents in the land of Anuire are Fighters. Everywhere else its a different story. Fighters in Birthright follow the same rules found in the PATHFINDER core rulebook, except for Regents. Fighter Regents start off with Leadership as a bonus feat. This allows him to have a number of elite bodyguards. The Warrior Group usually controls law holdings.
Class by Culture
Anuire: Fighters, Cavaliers, Swashbucklers
Brechtur: Fighters, Swashbucklers
Khinasi: Fighters, Cavaliers
Rjurik: Barbarians, Fighters
Vosgaard: Barbarians, Fighters

Arcanist Group:

This group includes Sorcerers, Arcanists, Wizards, Witches, Magi, and Summoners. All of these practice magic. There are three kinds of Arcane magic: Lesser, True, and Realm Magic. Any one can be a magician (represented by the Wizard Class that primarily specializes in Divination and Illusion but can not learn the other schools); but you have to be blooded to wield true magic. Unless, of course, you are playing an elf.

Realm Magic is different altogether. Only regent wizards, etc. can command such great magic. There are only three score true wizards or sorcerers and their ilk in all the land. And Wizard regents are even rarer. See the Rulebook for details on Realm Magic. Wizard regents (and their ilk) assume Source Holdings.
Sorcerer Bloodlines by Culture:
Anuirean -- Arcane, Destined, Draconic, Elemental, Fey, Imperious
Brecht -- Arcane, Destined, Draconic, Fey
Khinasi -- Arcane, Djinni, Efrit, Fey, Marid
Rjurik -- Accursed, Boreal, Fey, Infernal
Vos -- Accursed, Boreal, Infernal, Shadow

Rogue Group:

This group includes: Rogues and Slayers. All of these can control guild holdings. Rogue regents can build trade routes between their realms and others. Players should read the Rulebook on how thief (Rogue) regents work.

Priest Group:

This group includes: Clerics, Oracles, Inquisitors, and Warpriests.


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Sorry for all the threads that I posted. I must have broken them somewhere. To continue:

Priest Group:
This group includes: Clerics, Oracles, Inquisitors, Paladins, and Warpriests. These are all priests of the church and can command great temples. A cleric must select one of the gods in the Anuirean pantheon.

Paladins must either be Anuirean or Khinasi. Inquisitors can be found in any faith. Warpriests may select Haelyn, Cuiraecen, or Belinik for their patrons; and oracles can choose any God to be the oracle of. Temple networks are usually headed by clerics or paladins.

There are many temples actually, of any god. And competition can be fierce.

Other Classes:

Bards:The birthright rulebook says that bards are neutral and hardly rule any domains. Bards are neutral and typically do not rule a domain. They are grouped into colleges where they are typically heralds for the domains they serve. Bards are found amongst the anuireans, Brechts, and Khinasi peoples.

Alchemists: Alchemists are typically grouped also in colleges where they divine the secrets of nature and also do not rule domains. They are usually employed by the court as court alchemists. Alchemy is a very scholarly pursuit.

Skalds: In Birthright, Skalds are also neutral and are found amongst the Rjurik and the Vos peoples.

Vigilantes: These are not usually regents. And regents are hero kings. None the less, if someone wants to play a regent vigilante, one must realize that the holdings he can hold are normally law holdings.

Psionics and Occult classes:

Psionics are unknown in Cerilia. If a player and DM agree, however, a player may run a psionicist character. A psionicist is likely to be regarded as a strange type of magician by those who know him, and as a dangerous mind-witch by those who don't.

A word of advice to the GM: Considering bloodlines and the special powers of regents, a BIRTHRIGHT campaign already has a lot going on. Psionics (and Occult classes) aren't suited to the mood of Cerilia and don't have any real place in this setting. However, should you decide to allow psionics or occult classes, keep in mind the need for psionic and occult villains and monsters for the psionicist character to confront.

New Uses for Old Skills

Birthright had introduced a number of non-weapon proficiencies into the game of AD&D. Here are the uses for these proficiencies into existing skills.

  • Administration: Still works as before (See the Birthright Rulebook, page 15), but is grandfathered under Profession (Administration).
  • Diplomacy: the Pathfinder skill Diplomacy has this non-weapon proficiency covered.
  • Intrigue: Paizo has come out with a whole book covering this non-weapon proficiency (Ultimate Intrigue). To make things simple, use the Bluff skill.
  • Law: This non-weapon proficiency is grandfathered under Profession (Law) and Knowledge (Law). Knowledge (Law) is considered a class skill for regents.
  • Leadership: This Non-weapon Proficiency is covered under a whole feat.
  • Siegecraft: In Birthright, they still use Siege tactics to do battle with. This non-weapon proficiency is covered under Craft(Siege Weapons).
  • Strategy: In Birthright, strategy is covered under knowledge (Strategy).


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    Languages
    Unlike in regular Pathfinder, the languages that can be learned are as follows:

  • Human Languages -- Andu, Anuirean, High and Low Brecht, Khinasi, Rjuven, and Vos.
  • Demi-human Languages: Shidhelien (elven), Karamhul (Dwarven)
  • Non-human languages: Draconic, Fey, Giant, Gnoll, Goblin, Orog, Ogrish, Troll

    Equipment
    Weapons Availability:

  • Arquebus: Not invented or known in Cerilia (thus no Gunslingers).
  • Blowgun: Not available
  • Composite Longbow: Khinasi
  • Composite Shortbow: Khinasi, Vos
  • Longbow: Rjurik, Anuireans, Elves
  • Hand Crossbow: Not Available.
  • Heavy crossbow: An, Br, Dwarves
  • Light crossbow: An, Br, Dwarves
  • Flail: An, Br, Vs, Dwarves
  • Pick: An, Br, Dwarves
  • Harpoon: Rj, Br
  • Javelin: Khinasi, Vosgaard, elves
  • Main-gauche: Anuire, Brecht
  • Polearms:
  • Pike: An,Rj,Br
  • Halberd: An,Kh,Br,Vos
  • Partisan: An, Kh
  • All others: Anuirean
  • Staff sling: none

    Swords

  • Bastard sword: An, Vs
  • Broad sword: Anuirean, Br, Rj
  • Claymore: Rj
  • Cutlass: Anuire, Brechtur, Khinasi
  • Khopesh: None
  • Long sword: An, Br, Vs
  • Rapier: Anuirean, Brechtur
  • Sabre: Kh, Vos
  • Scimitar: Kh
  • Two-handed sword: An, Brechtur
  • Double Bladed Sword: An, Br, Kh

    Trident: Br, Kh

    See the Birthright Rulebook, pages 18-19, on special mounts and armor availability.


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    I'd simply ask for Knowledge (local) or (nobility) checks when knowledge of law is required. The first one is the default skill for law knowledge in Pathfinder, and the other deals with noble traditions which dominate law-related matters in Cerilia.

    Cerilian ogres have their own language separate from giant?


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    Drejk wrote:

    I'd simply ask for Knowledge (local) or (nobility) checks when knowledge of law is required. The first one is the default skill for law knowledge in Pathfinder, and the other deals with noble traditions which dominate law-related matters in Cerilia.

    Cerilian ogres have their own language separate from giant?

    Right there on page 17 of the BR Rulebook. Although if anyone bought Birthright (lock, stock, and barrel) and actually put something out that's official, it may change. Ogres might speak giant instead. But I think the distinction is because Cerilian Giants are elemental creatures.

    You maybe right on the skill choices, Drejk. But I'm going for a direct conversion right here. So, again things may change if someone buys all the rights to Birthright.


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    Blooded Scions

    All characters begin play as either a commoner (no one with divine grace in their blood), or as scions of the ancient bloodlines. Only blooded characters may rule as Regents in their own right. Commoners do not have the luxury or the burden of the Crown. Likewise, there are many scions that do not enjoy the burden of the crown.

    Also, characters who have common origins aren't automatically peasants just because they do not descend from an ancient bloodline. They can come from any level of society. In fact, great numbers of high-born nobles, courtiers, advisers, and government officials come from mundane heritages. There are two good reasons to play a common character: first, the character avoids the responsibilities of ruling a kingdom; second, role-playing a squire, adviser, wizard, or captain in the service of another player character can be fun.

    Bloodline Strength
    Bloodlines are handled by taking either a trait, and then upgrading it with a feat later; or by taking a feat at character creation. There are five orders of bloodline strength. These are discussed on page 20 of the Birthright rulebook.

    New Traits:

    Tainted Legacy: You have a bloodline that have been diluted by commoner blood or wasn't very strong to begin with. Your legacy may die out within a few generations. You have a bloodline strength that you figure by rolling 4d4.

    Minor Legacy: You trace your legacy to a non-hero who was present at Mount Diesmaar. The legacy you hold is minor and is figured by rolling 5d6.

    Major Legacy: You trace your legacy to one of the heroes at Mount Diesmaar. Your genealogy is famous enough to be known throughout Cerilia. You may also decend from a minor bloodline that has improved. Your legacy is figured by rolling 8d6.

    Bloodline Feats:

    Great Heritage [General]
    You have an exceedingly rare bloodline. So rare, it requires a feat to acquire it. You are descended from one of the great heroes at Mount Deismaar who were close to the Gods when they destroyed themselves and Azrai.
    Prerequisites: Cha 13.
    Benefit: You gain a Great bloodline. and can figure your bloodline with 8d8 points.
    Special: This can only be taken at character generation.

    Alternatively, the DM may assign you a bloodline and it's strength.

    Bloodline Abilities
    Acquiring blood abilities is figured by the table on page 22 of the Birthright Rulebook.


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    A revision sometimes has mistakes. The Khinasi do not speak Khinasi, they speak Basarji.

    -------------------------------------------------------------------------
    Blood Abilities are described on the Birthright.net page and it's still relevant. The link is here. It saves me quite a bit of time in doing this conversion, and of course if an official Birthright game comes out in the future, it may or may not use BR.net's fine work.
    --------------------------------------------------------------------------

    Regents
    Regency is considered to be the mystical power that ties a regent to his domain. To start, a player may decide to play as a regent. Thus the DM may recommend a certain domain to the player based on his alignment. Not necessarily his bloodline strength (though a DM has the right to assign bloodline strengths to the players, if he decides to do so).

    The Birthright Rulebook rules for regency is pretty much unchanged.


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

    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)
    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

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

    [b]HAELYN
    LG Greater God of Rulership and Redemption
    Aliases:[/i] Khinasi: Halaia, Rjurik: Holn
    Domains: Air, Glory, Good, Healing, Law, Nobility, War
    Patron of: Anuire
    Favored Weapon: Greatsword
    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

    [b]KRIESHA
    LE Lesser Goddess of Winter and Tyranny
    Aliases:[/i] Karasha (Rjurik), Kriestal (Brechtur)
    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

    [b]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)
    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

    [b]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.


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    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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    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
    Suggested skills for Clerics: 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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    cue other epic music.

    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


    Kartathok is the Greater power of goblins and hobgoblins (and bugbears, for that matter), not orogs. Moreover, as a 2nd Edition goblin deity, he is Lawful Evil. Suggested domains would be Evil, Law, Strength, Trickery and War.

    Torazan is said to be the deity of the orogs, but nothing is known about him.

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