The following is the rules which I am using in the BR Campaign I am
running. Comments, and suggestions are both desired and requested.



Ability Scores:

Roll 4d6 rerolling up to one of any ones rolled. Drop the lowest number.
This is your score.

Do this six times, and arrange as desired.

You may lower a score by two to raise another score by one(You may do
this as many times as you wish, but be advised against running a stat to
the ground, it may be the one you need to save you in a pinch, likewise,
folks with a 3 Charisma get in A LOT of barfights).

This will be done in the presence of the DM, unless the player wishes to
play ludicrously low scores. In that event, submit your ludicrously low
scores to the DM for approval. As a note on this, a character with low
scores can be fun to role-play, and that, after all, is the name of the

Accepted Races:

Dwarf, Elf, Half Elf, Halfling, Human(5 Subraces)

To select one of the demi-human races, your scores must fall into the
Racial limits prior to making any racial adjustments.

Accepted Classes:

Fighter, Paladin, Ranger, Priest, Wizard, Magician, Thief, Bard

Subject to Racial and Ability Score restrictions.

Accepted Kits:

All Kits listed in the Birthright Rulebook are acceptable except for
those listed from the Complete Book of Humanoids.

Accepted Alignments:

All non-evil alignments are acceptable. Please note that the Birthright
Rulebook allows for nonstandard alignments for certain character classes.
Most notably, Paladins need not be LG, and Druids need not be N
depending on which God is chosen.

Blood Abilities:

Players can choose to be blooded or not. If a player chooses to be
unblooded, he/she will be given a single point to add to any of his/her
ability scores subject to racial, class, and kit restrictions in addition
to a 10% bonus on beginning and earned experience.

Blooded characters can choose to have only a "Tainted" bloodline.

If players wish to have more than a "Tainted" bloodline, then a roll on
Table 10 will be made in the presence of the DM.

Blooded characters can choose the derivation of their blood abilities, or
they can roll for them on Table 11.

Rolls on Tables 12 and 13 will be made in the presence of the DM, unless
for some reason the player wishes to be blooded, but have no abilities.

At the beginning, no characters will be Regents. If after a while, it is
decided to have players be regents, existing blooded characters can
become regents, or new characters can be created as regents.

Beginning Experience:

All characters will begin with 6000 XP. For multi-class characters this
is divided evenly between the classes. For Dual-class characters, this
can be divided any way. Consider this 6000 XP to not yet have had any XP
modifiers. Remember to note the XP advantage for unblooded characters
and ability scores.

Beginning Equipment:

Characters can start with all (non-magical) equipment appropriate to
their character, plus starting monetary resources as per the PH(subject
to the DM's veto if necessary).

Beginning Magic Items:

Each player will be allotted 1500 XP which can be spent in any
combination of three ways:

Add XP to the character's total, including ability modifiers
Spend XP for magic items according to DMG's XP rating on items
Give XP to another player at a 2 for 1 rate(give 500 and they get 250)

Players receiving XP from another player's option 3, cannot indulge in
options 1 or 3 themselves. What this means is that the party can choose
to funnel all, or some, of their XP into one character for a huge magic
item, but not to increase one character's level.

Any magic items chosen which have charges of some sort will be assigned
charges by the DM. Also, the DM reserves the right to disallow the
choice of specific magic items, or transfers of XP in the event that they
might really upset the game.(But that's common sense isn't it?)

Role Playing:

As D&D is a Role Playing Game, players shall develop backgrounds for
themselves, and to role-play their characters. It will be required that
players play their characters within the limits of any alignment, racial,
ability score, or kit restrictions.

Players should not choose their character's equipment solely to minimize
AC and maximize damage potential. This defeats the purpose of the game.
Choose equipment to enhance your character's personality. Be advised
that not all magic weapons found will be longswords, and bows. Since not
everyone carries these it makes sense that magical sabers, slings, and
everything else would also exist in the world.

There are no "Magic Stores" around, so buying and selling magic items is
an iffy business. Certainly, some potions can be found at local
alchemist shops, but you cannot just go buy a +5 sword at the corner
knife shop. This makes it more advisable for a party to have characters
capable of employing a wide range of weapons and equipment.


Experience will be granted at the end of a gaming session, or at
appropriate stop points in a given session. For example, the dungeon is
cleared, and characters are healing up in town. Experience will be
granted based on monsters killed by the party, obstacles overcome, goals
attained, treasure accumulated and role-playing.

What this means is that even if your character didn't kill the monster,
he/she can still share in the XP.

XP for treasure will be earned in the following manner: 1 XP per gp of
monetary treasure claimed by the party. XP for magic items will be as
per the DMG, unless a magic item is sold(see comments under Role
Playing), then the sale value of the item is used to figure XP.

Role-playing XP will be solely at the discretion of the DM. Example
would be, a thief practicing his skills, a warrior defending the party,
or a cleric selflessly using her powers for the greater good of
mankind(or the party).


When a character acquires the necessary number of XP to go up a level,
he/she will immediately gain any additional hit points. The character
will be able to try to self train for the next level with a 10% chance of
success per level already attained. If self-training fails, then a
character (PC or NPC) of two levels higher must be found to train the

Proficiency Rules:

Weapon proficiencies will be recorded and their rules abided by. Weapon
proficiencies can be chosen from the PH, or any of the Handbooks, or
other sources. Fighters(and some specific kits of other classes) can
specialize in weapons. The effects (and costs) of specialization are as

Melee Weapon: 1 slot for proficiency, 1 slot for specialization, 1 slot
for double specialization. Specialization gives +1/+2 with the weapon.
Double specialization gives either +2/+4, or +3/+3 with the weapon,
player's choice made at the time of specialization.
Crossbows: 1 slot for proficiency, 1 slot for specialization.
Specialization gives +2 to hit at all ranges, and the addition of the
point blank range category for double damage.
Bows: 1 slot for proficiency, 2 slots for specialization. Specialization
gives +2 to hit at all ranges, and the addition of the point blank range
category for double damage.

In addition to the above, Table 35 in the PH shows how many attacks per
round a specialist gets. No character can start specialized in more than
one weapon, or double specialized in a weapon. This must be done as time
goes by, and additional proficiencies are earned.

Non-weapon proficiencies will be recorded and their rules abided by.
Characters get bonus non-weapon proficiencies based on their Intelligence
scores. Non-weapon proficiencies can be chosen from the PH, or any of
the Handbooks, or other sources.


All characters will know their native tongue, and such other languages as
their Intelligence score permits. It is recommended that all characters
know the Anuirean language as a common tongue with which to communicate.
Remember you need to spend a language slot to read/write your native


Spell abilities will be done using a points system.

Spellcasters can cast spells up to their level.

Magic users will have at a minimum: spell points equal to the total level
strength the character could cast under the normal spell rules.
Additionally, as a character goes up in level, he/she will gain d4 -1
additional spell points. To cast a spell, the character expends spell
points equal to the level of the spell. Spells points will be
regenerated at a rate of Xd4 per day, where X is the spellcaster's level.
The ability to know a spell will be rolled based on intelligence when
the spell is first encountered. Magic users will keep track of all of
the spells they have in their books. They will also be kept on the honor
system as regards spell components and remaining spell points.

For clerics, available spells can be chosen from the list of available
spells, but the DM reserves the right to select a cleric's spells on any
given day as the God's see fit. For the most part, the cleric will have
available the number of spells that the normal spell chart signifies plus
any wisdom adjustments. Each day clerics will start with Xd6 spell
points where X is their level (to be rolled each day). If their god is
especially happy, or upset with them, this total will be adjusted to
reflect that fact.


Character's will heal at the rate of 1/3 of their Constitution per
day(rounded down). Except for characters with Constitution less than 6,
this is an improvement over the normal 2 per day.

Omnibus Clause:

When in doubt, the DM's word is law.