Third Edition Birthright Rulebook

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Third Edition Birthright Rulebook Introduction Third edition dungeons & dragons The BIRTHRIGHT campaign setting allows players to ex- plore the grand scope of national politics as they guide d20 campaign rulebook their domains and influence the events of Cerilia. Al- though the line has been discontinued, the BIRTHRIGHT setting has continued to engage the imaginations of a small (but loyal) group of adherents who enjoy role- Third Edition playing in the rich tapestry of Cerilia. This is a resource for players and Dungeon Masters who play (or desire to play) BIRTHRIGHT under the third edition Dungeons & Dragons d20 rule system. Birthright What is this document? Rulebook The scope of this manual is a comprehensive treatment of the core BIRTHRIGHT rules (found in the box set) for third Version 3.0 draft 8 edition Dungeons & Dragons. Conversion rules for mate- November, 2001 rial from other BIRTHRIGHT material have not been com- prehensively covered. Furthermore, no attempt has been made to introduce BIRTHRIGHT specific prestige classes. Table of Contents The original version of this manual was a straightfor- Part I: BIRTHRIGHT Characters ward but adequate conversion of second edition mechan- Ability Scores…………………………. 2 ics into third edition mechanics. The straightforward Races……...........................…………... 2 conversions of the previous versions of this manual have Classes.......................………………… 4 been slowly replaced in this rulebook by rules which may Skills…………………………………... 9 be specific to the author’s interpretation of the BIRTH- Feats…………………………………... 10 RIGHT Campaign Setting material and the d20 system. Equipment…………………………….. 12 These modifications to the underlying game mechanics Bloodlines…………………………….. 13 are the result of over a year of fine tuning on the basis of Part II: Gods and Magic play testing, comments from its devotees, and the incor- Gods………………………………...… 22 poration of various “better ideas” from the net at large. Clerical Domains……………………… 25 You will almost certainly have rules interpretations that Birthright Spells………………………. 29 differ from those presented in this manual. I hope, how- Part III: Domains ever, that this manual can provide a standard framework Domains………………………………. 36 that you can easily modify for use in your campaign. Domain Actions………………………. 39 Armies and Warfare…..………………. 44 Part IV: Residents of Cerilia Contributions Cerilian Monsters……………………... 51 Many major contributions to this document were origi- Anuirean Awnsheghlien………………. 56 nally published in independent conversion manuals or Notable Personalities…………………. 57 house rules posted on the Internet by Travis Doom, Appendices Duane Eggert, Mark Aurel (Jan Erik Juvstad), and Terry Playtest House Rules………..………… 60 Keith or discussed by the members of the Birthright- Credits…………..……………………... 63 [email protected] listserv. Heading titles are in the BIRTHRIGHT-like font Bebris (v3.0) provided by Arjan Compiled and Edited by: Duijs on www.birthright.net. Special thanks to the many Travis Doom and Mike Spehar play testers and reviewers whose feedback has helped to create a more polished, balanced, and complete docu- This conversion manual is not for sale or resale. ment. A full list of credits can be found in the Appendex. AD&D, ADVANCED DUNGEONS & DRAGONS, DUNGEON MASTER, BIRTH- RIGHT, and the TSR logo are registered trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. TSR, Inc. is a subsidiary of Wizards of the Coast, Inc. 1 Character Race Part I: Cerilia is home to a number of races that differ slightly from the standard races described in the third edition PHB. The traits for Cerilian races are slightly more power- Birthright ful than their standard PHB equivalents. Human Racial Traits The humans of Cerilia were divided into several tribes of Characters people in the ancient past. These tribes founded nations that claim much of the continent. Most human Cerilian Character Ability Scores characters belong to one of the five common nationali- ties: Anuirean, Brecht, Khinasi, Rjurik, or Vos. IRTHRIGHT characters are generated in the same way as B • No racial ability adjustments. characters in other third edition Dungeons & Dragons • Medium-size; base speed of 30 feet. campaigns, with a few campaign-specific exceptions. New • Human bonus feat at first level (as per PHB). characters should be generated using the standard point • Human bonus skill points (as per PHB). buy system [DMG, pg. 19-20]. Characters receive 32 • Human cultural trait (see below). points with which to purchase their ability scores. In ad- • Automatic Language: Anuirean, Basarji, Low Brecht, dition to the basic six ability scores, BIRTHRIGHT charac- Rjuven, or Vos. Bonus Languages: None ters with the Blooded Scion feat must generate a seventh • Favored Class: Any (highest level class is favored). ability score Bloodline (Bld) [see the bloodlines section for the rules on bloodline strength]. Characters generated Human Cultural Trait using the standard point buy system must purchase their Each of the Cerilian races has some a slight advantage bloodline ability (if any) along with their other ability over the equivalent races presented in the PHB. Cerilian scores using their initial 32 points. humans receive a slight bonus in the form of human cul- tural traits. These traits are only available to human char- Point Buy System acters of the appropriate race/region. Ability Stat Bonus Cost Anuirean: The Anuireans are a stubborn, proud, and Score Bonus Spells warlike people who respect social order and take great 8 -1 - 0 pains to maintain a demeanor appropriate to their rank 9 -1 - 1 and duties. Reserved and formal, Anuireans are sensitive 10 0 - 2 to even slight changes in body language and manner- 11 0 - 3 isms. Furthermore, the dealings and alliances of noble 12 1 -/1 4 families as these are favored topics of continuous dis- 13 1 -/1 5 cussion throughout Anuirean lands. [The Anuirean Em- 14 2 -/1/1 6 pire is in many ways a parallel of the Roman Empire.] You 15 2 -/1/1 8 gain a +1 bonus to all Will saves, Bluff checks, Sense 16 3 -/1/1/1 10 Motive checks, and to Knowledge (Nobility). Brecht: The Brecht society revolves around wealth. 17 3 -/1/1/1 13 The Brecht believe in free enterprise, sharp wits, and 18 4 -/1/1/1/1 16 nimble fingers. The Brecht are a fiery and quick-witted people and often act before others have had time to con- Some DMs may prefer to convert existing characters us- sider a matter thoroughly. [The Brecht culture most ing WotC’s official Conversion Manual or to generate closely resembles ancient Spain]. You gain a +1 bonus to new characters by rolling random ability scores. The rules initiative and to Reflex saves when wearing no armor or in this manual are not dependent upon a particular light armor. You also gain a +1 bonus to all Appraise method of character generation. Characters with blood- checks. Appraise is considered a class skill for you at lines generated under second edition BIRTHRIGHT rules first level. should calculate their third edition Bloodline ability score Khinasi: The Khinasi people are well-educated traders to be one-half of their second edition bloodline strength. and merchants that know that a individual’s decorum, [See the Bloodlines section for details ]. hospitality, and conduct are far more important than gross wealth. Unlike other cultures, the Khinasi have no 2 fear of magic; to them it is considered the noblest of call- Elven (Sidhelien) Racial Traits ings. [The Khinasi culture is most similar to ancient Per- The Sidhelien (SHAY-lean) are slender and graceful crea- sia.] You gain a +1 bonus to all Diplomacy and Spellcraft tures, gifted with immortality and powers beyond those checks. All knowledge skills are considered class skills of humankind. They are a force for neither good or evil – for you at first level. the elven heart is unfathomable to non-elves; they’re Rjurik: The Rjurik are a wild and hardy people that in- moved to wild delight, dark melancholy, or burning rage habit the taiga forests and highlands of the north. They with only the slightest cause. More than anything else, are taught from an early age a deep reverence and respect elves are unpredictable, doing what pleases them from for Cerilia’s wilds and are notable foresters. [The Rjurik one moment to the next. culture is quite similar to that of the dark age Celts]. You • +2 Dexterity, +2 Charisma, -2 Strength, -2 Constitu- gain a +1 bonus to all Fortitude saves, and have a +1 bo- tion. nus to all Wilderness Lore checks in forests and hills. • Medium-size (5’6” to 6” tall); base speed of 30 feet. Wilderness Lore is considered a class skill for you at first • Immunity to magic sleep spells and a +2 racial saving level. throw bonus against Enchantment effects. Vos: The Vos are a strong and warlike people with a • Low-light Vision: Elves can see by starlight twice as rigid code of face and honor. Almost all Vos men are war- well as humans. On a bright night, elves can see by riors and hunters – other professions are considered un- moonlight as well as a human can see by day. manly. The Vos know what it means to fight for survival – • Proficient with longsword, shortbow, longbow, com- both against their foes, and the bitter cold of their home- posite longbow, and composite shortbow. land. [The Vos culture is similar that of the Mongols.] • +2 racial bonus on Listen, Search, and Spot checks. You gain a +2 bonus to strength when determining carry- They do not gain the automatic search check within ing capacity or making a strength check, and a +1 bonus 5’ that standard PHB elves receive. on all Wilderness Lore checks in cold wasteland or tun- • Timeless: Gifted with immortality, elves do not suffer dra.
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