[C&C] Birthright

Across the ruined empires of Cerilia, the dogs of war are let loose. Somewhere on a muddy battlefield, a common man becomes a hero - and a hero becomes a king.

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rabindranath72
White Dragon
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[C&C] Birthright

Post by rabindranath72 » Fri Oct 30, 2009 4:05 pm

So, herewith some ideas for using Castles & Crusades with the Birthright setting.

Cerilian Elves
Racial traits and abilities
They have all the abilities of C&C elves except:
- Weapon training

They have also the following abilities:
- They are immune to all non-magical diseases and aging attacks. They are essentially immortal.
- Spot hidden doors: as standard C&C Elves, but they are not entitled to a check; secret doors must be actively searched.
- Woodland stride (like Druid). They can also ignore the ground characteristics when moving or marching; elves can move over heavy snow, soft sand or treacherous mountainside as easily as humans walk across smooth wooden floors.
- They do not need to sleep, but must rest quietly (studying spells, mounting watch etc. qualify as rest) for about as long as a human needs sleep.
- They are always of a non-lawful alignment.
- They do not follow any god or other supernatural power. They never use necromantic spells. They are never clerics, druids nor paladins.

Attribute modifiers: -1 str, -1 con, +1 dex, +1 int

Cerilian Dwarves
Racial traits and abilities
Cerilian dwarves have all the abilities of C&C dwarves except the following:
- Animosity

They gain the following abilities:
- Defensive expertise (Ogres, Orogs): +2 to AC when fighting ogres and orogs.
- Enmity (Orogs)
- Dense body: dwarves only receive half damage from bludgeoning and crushing attacks. Their base ER is 12 (this is cumulative with ER bonuses for Prime abilities).
- They cannot be Wizards (unless they are Blooded)

Attribute modifiers: +2 con, -2 dex

Half-elves
Racial traits and abilities
They have all the abilities of C&C half-elves, with the following modification:

- Spot hidden doors: as standard C&C Half-elves, but they are not entitled to a check; secret doors must be actively searched.

They gain the following abilities:

Partial immunity: +2 to saves vs. aging and diseases


Halflings
Racial traits and abilities
They have all the abilities of C&C Halflings except the following:
- Duskvision

They also gain the following abilities:
- Sure at the mark: due to their steady hands and sharp eyes, Halflings gain a +1 bonus to hit with slings and thrown weapons.

- Shadow sight (Wisdom): by concentrating for one round, and with a successful check (CL0), they can detect evil, detect undead and detect magic (necromantic effects only) at the 5th level of ability. These abilities can be used at will, and they can be used all three at once.

- Shadow stride (Wisdom): Three times per week, they can dimension door and shadow walk at the 10th level of ability. The CL of the check depends on the closeness of the Shadow World, from CL 0 on a cold winter night in a crypt, to CL 10 on a sunny summer day in a civilised place.

- They cannot be Wizards (unless they are Blooded)

Attribute modifiers
+1 dex, +1 wis, -2 str

Humans
Racial traits and abilities (Optional)
The different human cultures in Cerilia are treated as standard C&C humans, but each culture grants attribute modifiers and has a typical class, as follows.

Culture Attribute modifier Class
Anuirean +1 cha, -1 dex Knight
Brecht +1 dex, -1 wis Rogue
Khinasi +1 int, -1 con Magician
Rjurik +1 str, -1 cha Ranger
Vos +1 con, -1 int Barbarian

Bards

Cerilian bards have all the abilities of C&C bards, their abilities being based on elvish Spellsongs. Due to the cerilian bardic traditions, they often multi-class as Magicians.


Clerics

There are many faiths in Cerilia, and some of them require for their clerics to follow particular paths. If they are regents, they can also command the power of realm magic.

Haelyn
These clerics often multi-class as Paladins or Knights.
Special weapon: any sword
Prime: Strength, Charisma
Alignment: Lawful good
Realm spells: Investiture, Bless Land, Bless Army, Dispel Realm Magic, Honest Dealings
Paladins may worship Haelyn, and usually multiclass as Knight or Clerics.

Erik
Druids are considered priests of Erik. They usually multiclass as Rangers.
Realm spells: Investiture, Bless Land, Blight, Dispel Realm Magic

Cuiraécen
These clerics often multi-class as Fighters or Knights
Prime: Strength
Special weapon: any sword or spear
Alignment: Chaotic good
Realm spells: Investiture, Bless Land, Bless Army, Dispel Realm Magic
Paladins may worship Cuiraécen, and usually multiclass as Fighters or Knights. They are of chaotic good alignment.

Nesirie
They will favor light armor and shields since swimming is easier with these
Special weapon: harpoon, net, sling, any spear or trident
Alignment: Chaotic good
Realm spells: Investiture, Bless Land, Bless Army, Dispel Realm Magic, Honest Dealings
Paladins may worship Nesirie. They may only be female.

Ruornil
These clerics often multi-class as Magicians
Prime: Intelligence
Special weapon: javelin, sling, any spear or short sword
Alignment: Neutral
Realm spells: Investiture, Bless Land, Bless Army, Blight, Dispel Realm Magic, Honest Dealings
Turn undead: turn

Sera
These clerics often multi-class as Rogues
Prime: Charisma
Special weapon: none
Alignment: Chaotic neutral
Realm spells: Investiture, Bless Land, Bless Army, Dispel Realm Magic, Honest Dealings
Turn undead: turn

Avani
These clerics often multi-class as Wizards
Prime: Intelligence
Special weapon: any spear or bow
Alignment: Lawful neutral
Realm spells: Investiture, Bless Land, Dispel Realm Magic, Honest Dealings
Paladins may worship Avani. They hunt all who misuse the power of magic. They usually multiclass as Clerics or Wizards

Eloéle
These clerics often multi-class as Rogues or Assassins
Prime: Dexterity
Special weapon: dart, any crossbow, sling or short sword
Alignment: Chaotic Neutral (Evil)
Realm spells: Investiture, Bless Land, Honest Dealings
Turn undead: command

Laerme
These clerics often multi-class as Bards
Prime: Charisma
Special weapon: any bow
Alignment: Chaotic good
Realm spells: Investiture, Bless Land, Dispel Realm Magic, Honest Dealings

Kriesha
Among the Vos these clerics are always female
Prime: Constitution
Special weapon: none
Alignment: Lawful evil
Realm spells: Investiture, Bless Army, Dispel Realm Magic

Belinik
These clerics often multi-class as Barbarians
Prime: Strength, Constitution
Special weapon: any axe
Alignment: Chaotic evil
Realm spells: Investiture, Bless Land, Bless Army, Dispel Realm Magic, Honest Dealings

Moradin (dwarves)
They will prefer weapons crafted by themselves, and metal armor.
Prime: Strength
Special weapon: none
Alignment: Lawful good

Kartathok (goblins)
Prime: Strength
Special weapon: any axe
Alignment: Lawful evil

Torazan (orogs)
Prime: Strength
Special weapon: any sword
Alignment: Neutral evil

Druids

In Cerilia, druids are priests of Erik, the god of nature and the hunt. They are especially prominent in the Rjurik lands, but can be found throughout the rest of Cerilia. If they are regents, they can also command the power of realm magic.

Magicians

Magicians practice lesser magic, and it is the only arcane spellcasting profession accessible to characters which are not Blooded, or are not of elven descent. Magicians are usually human. Magicians are equivalent to Illusionists. If they are regents, they can also command the power of realm magic.

Wizards

Cerilian wizards are wielders of true magic, but only blooded humans, elves and half-elves can command its arcane power. They have the same abilities of C&C Wizards. If they are regents, they can also command the power of realm magic.

Classes and Regency
Guild Rogue, Assassin*, Ranger*, Bard*
Law Fighter, Knight, Paladin, Ranger, Barbarian*, Monk*, Cleric*, Druid*, Rogue*, Assassin*
Source Wizard
Temple Cleric, Druid, Paladin
Province All
Trade route Rogue, Assassin*

* Collected Regency equals half the holding's level (round up)

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