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Viladin454
2011-03-26, 09:34 PM
I got a little bored after finishing Dragon Age 2 and decided to write up a Dragon Age d20 system (didn't see any, so I figured I would try), using a little of d20 D&D and d20 modern. I've written up the races (Dalish Elf, Dwarf, Human, and Qunari) and did up all the Warrior abilities (as talent trees from d20 Modern). I used a variation of a spell point system (for stamina and mana). The stamina point costs associated with some of the talents aren't set in stone and probably would require some playtesting. I mainly used Dragon Age 2 for reference, but might add some stuff from Dragon Age 1/Origins. If there are any interest in this, I'll start on the Mage and Rogue talent trees.

Anyways, enough babbling for me. Enjoy!

Viladin454
2011-03-26, 09:36 PM
Dragon Age d20 Races (http://www.finalfantasyd20.com/dad20/da_races.pdf)

Dalish Elf
Elves with the Dalish Elf Origin roam free in the forest, seeking to recover the lost lore of ancient Elvhenan. Many of them look down on the "flat-ears", the City Elves who live trapped in poverty and high walled Alienages amongst the shemlen - the humans or "quick children". They typically stand four inches shorter than their human companions and have a slender, lithe build and pointed ears. In Ferelden, Free Marches, and many other parts of Thedas, elves are second-class citizens, often referred to by humans as 'knife ears' as a racial slur.

Dalish Elf Racial Traits
• +2 Dexterity, -2 Constitution. Dalish Elves are very dexterous and agile, but not as hardy as other races.
• Medium: As Medium creatures, Dalish Elves have no special bonuses or penalties due to their size.
• Dalish Elf base land speed is 30 feet.
• Low-Light Vision: Dalish Elves can see twice as far as a Human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• +2 racial bonus on Listen and Spot checks. Dalish Elves are naturally alert, and generally have keen senses.
• Automatic Languages: Common, Elven.


Dwarf
Dwarves are one of the main humanoid races of the Dragon Age setting. They are a race in decline, once boasting an underground kingdom spanning much of Thedas, but devastated during the First Blight and still losing both lives and territory to the darkspawn every day. In the dwarven language, they refer to themselves as the dwarva.

Dwarf Racial Traits
• +2 Constitution, –2 Charisma: Dwarves are stout and tough but tend to be gruff and reserved.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or whose speed is reduced in such conditions).
• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against poison: Dwarves are hardy and resistant to toxins.
• +2 racial bonus on saving throws against spells and spell-like effects: dwarves have an innate resistance to magic spells.
• +1 racial bonus to attack rolls against darkspawn: Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively.
• Automatic Languages: Common and Dwarven.

Human
Humans are the most numerous, yet also the most contentious of all the intelligent races of Thedas. Only four times have they ever united beneath a single banner, the last being centuries ago. The monotheistic faith of the Chantry plays a major role in human society.

Human Racial Traits
• Medium: As Medium creatures, Humans have no special bonuses or penalties due to their size.
• Human base land speed is 30 feet.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Languages: Common.

Qunari
The kossith, better known as qunari, are a large humanoid race hailing from the island nations of Par Vollen and Seheron in northern Thedas. They have bronze-hued skin, white hair, pointed ears, and vivid eyes with colors like violet, red, or yellow. Qunari are considered physically more robust than humans.

Most qunari have horns. Some are born without them, but it is not considered a defect — on the contrary, those born without horns are considered special, as they are meant for a special role in Qunari society such as a Ben-Hassrath or an envoy to the other races. It is not uncommon for Qunari who betray their beliefs to remove their own horns, though the reason for this act is not yet clear.

Qunari don't use names to identify themselves, but titles. Their "names" are strings of genealogical information used by the Tamassrans for record-keeping. Qunari are rarely seen in Ferelden with the exception of some high-class mercenaries.

While all of Thedas identifies the race of horned giants as the qunari, this is inaccurate: qunari means "people of the Qun", and includes any who follow what the Qun teaches. Therefore, any and all who accept the teachings of the qunari, be it humans or elves, are themselves qunari.

Qunari Racial Traits
• +2 Strength, -4 Charisma. Qunari are often very strong, but very intimidating because of their size and their general lack of sense of humor.
• Medium: As Medium creatures, Qunari have no special bonuses or penalties due to their size.
• Qunari base land speed is 30 feet.
• Powerful Build: The physical stature of a qunari lets him function in many ways as if he were one size category larger. Whenever a qunari is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the qunari is treated as one size larger if doing so is advantageous to him. A qunari is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A qunari can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
• Low-Light Vision: A Qunarin can see twice as far as a Human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
• +2 racial bonus to Intimidation checks due to surly disposition.
• Automatic Languages: Common, Qunari.

Viladin454
2011-03-26, 09:39 PM
The Warrior (http://ffd20.hosted.cz.cc/dad20/Warrior.pdf)

Battlemaster Talent Tree
When fighting solo, a battlemaster is an efficient killing machine. When fighting alongside allies, the warrior becomes a seasoned leader who can rally others to turn the tide of combat.

Bolster: As a move action, the warrior may activate this talent to regenerate Stamina Points equal to his warrior class level + Constitution modifier.

Rally: At a cost of 5 stamina points, as a move action, the warrior may activate this talent to rally fellow combatants, briefly regenerating other allies' mana or stamina points and lending them the benefits of Might, Control, Turn the Blade, or Elemental Aegis if the warrior currently has one of those sustained modes active within a 30-ft.-radius. Allies within the area of effect regenerate mana points equal to their Intelligence modifier or regenerate stamina points equal to their Constitution modifier per round as well as gaining any benefits from the warrior's sustained modes mentioned above. The duration for Rally lasts for a number of rounds equal to the warrior’s Constitution modifier.

Unite: This talent increases mana and stamina regeneration of the Rally talent. Allies within the area of effect regenerate mana points equal to double their Intelligence modifier or regenerate stamina points equal to double their Constitution modifier per round.
Prerequisite: Rally.

Battle Synergy: As a standard action, the warrior may activate this talent as a sustained mode. The warrior and allies within a 30-ft.-radius gain a +1 dodge bonus to Armor Class per four warrior class levels and a damage reduction of 1/- per four warrior class levels. This mode cannot be used at the same time as Bravery. This mode uses up 30% of the warrior's stamina pool.
Prerequisite: Rally.

Hero's Synergy: As an immediate action, the warrior may partially take some of the damage an adjacent ally suffers. The warrior can use Hero's Synergy a number of times equal to his Dexterity modifier but only once per ally per round. The warrior takes 25% of the damage an adjacent ally takes. (Battle Synergy must be active.)
Prerequisite: Rally, Battle Synergy.

Deep Reserves: The warrior's extensive combat experience grants great fortitude in battle. The warrior regenerates stamina points equal to his Constitution modifier per round.
Prerequisite: Bolster, Rally, Battle Synergy.

Second Wind: Once per day, as a swift action, a warrior can activate this talent to regenerate his stamina pool back to full (minus any stamina used up for any sustained modes).
Prerequisite: Bolster.

Deep Breath: This talent allows the warrior to use Second Wind talent one more time per day.
Prerequisite: Bolster, Second Wind.

Last Push: Once per day, as a swift action, a warrior can activate this talent to give another use of another talent that has a limited number of times per day (except Last Push).
Prerequisite: Bolster, Second Wind, Deep Breath.

Defender Talent Tree
Defenders specialize in survivability, taking everything the enemy throws at them and walking away unscathed.

Stonewall: At a cost of 10 stamina points, as a standard action, the warrior braces for impact, shrugging off damage for a brief moment. The warrior gains a damage reduction of 1/- per two warrior class levels for the round.

Bulwark: Stonewall now protects the warrior further, increasing the damage reduction by 1 and making the warrior temporarily immune to Bull Rush, Trip, or any effect that causes the warrior to be moved or knocked down.
Prerequisite: Bulwark.

Elemental Aegis: As a standard action, the warrior may activate this talent as a sustained mode. The secret to warding off the elements is to rely on your armor, keeping it between you and the blast. The warrior has learned this lesson well, and can anticipate magical attacks. The warrior gains an Elemental Resistance of 5 per four warrior class levels. This mode cannot be used at the same time as Turn the Blade. This mode uses up 15% of the warrior's stamina pool.

Elemental Shroud: Elemental Aegis's Elemental Resistance is increased by 1 per four warrior class levels.
Prerequisite: Elemental Aegis.

Turn the Blade: As a standard action, the warrior may activate this talent as a sustained mode. While many warriors choose to endure their foes' hits, some prefer to deflect the damage instead. The warrior gains a deflection bonus of +2 to Armor Class per four warrior class levels. This mode cannot be used at the same time as Elemental Aegis. This mode uses up 20% of the warrior's stamina pool.

Raise the Guard: Turn the Blade now grants a damage reduction of 1/- per four warrior class levels.
Prerequisite: Turn the Blade.

Steady the Foot: Turn the Blade also grants a +1 bonus per four warrior class levels to resist being Bull Rushed, Tripped, or any effect that causes the warrior to be moved or knocked down.
Prerequisite: Turn the Blade.

Resilience: Warriors trained in resilience have learned not to flinch from wounds. Warriors with this talent are immune to having to make a Fortitude save from massive damage.
Prerequisite: Elemental Aegis, Turn the Blade.

Adamant: The warrior's deep knowledge of the defensive arts grants a permanent resilience against damage of all type. The warrior gains a damage reduction of 5/- (that stacks with any current DR) as well as an Elemental Resistance of 5 (which also stacks with any current elemental resistance).
Prerequisite: Stonewall, Turn the Blade, Resilience.

Resolute: The warrior has faced more mages in battle than most denizens of Thedas even see in a lifetime. This experience has built a mental fortitude that any templar would envy. The warrior gains a Spell Resistance of 15 + 1 per two warrior class levels.
Prerequisite: Elemental Aegis, Elemental Shroud, Turn the Blade, Resilience.

Two-Handed Talent Tree
Warriors who wield two-handed weapons can reap tremendous damage through wide arcs of enemy flesh, although they forgo the protective benefits of a shield.

Mighty Blow: At a cost of 10 stamina points, as a standard action, the warrior leaps into the air, crashing down on foes with tremendous force. The warrior makes a standard attack at his highest attack bonus, if it hits, the warrior deals damage equal to double his weapon damage + Strength modifier against a foe within melee range and any other foes within 5 feet that are within the warrior's frontal arc.

Shattering Blow: Mighty Blow now has a 10% chance of destroying armor against a foe the warrior has targeted, but not the surrounding enemies.
Prerequisite: Mighty Blow.

Killer Blow: Mighty Blow now deals a considerable more damage. It deals triple damage instead of double.
Prerequisite: Mighty Blow.

Giant's Reach: The warrior's two-handed attacks rip through the air with such power that each generates a shockwave past the point of impact, effectively extending the weapon's reach. This affects basic attacks, Whirlwind, Mighty Blow and Scythe. The warrior can attack enemies 5 feet farther with a two-handed weapon.

Sunder: The warrior's strikes carry such weight that critical hits gain a chance to stunned the victim. Creatures affected by the warrior's critical hit must make a Fortitude save (DC 10 + Strength modifier) or be stunned for one round.

Scythe: At a cost of 5 stamina points, as a standard action, the warrior charges through enemy lines, attacking combatants in the way. The warrior makes a standard charge and is able to make a basic attack on any enemies within melee range along his charge route at his highest attack bonus.
Prerequisite: Mighty Blow.

Reaper: Scythe deals double damage to those who are dazed or stunned.
Prerequisite: Mighty Blow, Scythe.

Whirlwind: At a cost of 20 stamina points, as a standard action, the warrior cuts through foes, hitting all targets within melee range with a single sweeping arc. The warrior temporarily gains the ability to use Whirlwind Attack feat as a standard action instead of a full-round action.
Prerequisite: Mighty Blow, Giant's Reach.

Tornado: Whirlwind has a greater chance to land critical hits, increasing the warrior's critical threat range with any two-handed weapon by 1.
Prerequisite: Mighty Blow, Giant's Reach, Whirlwind.

Cyclone: Whirlwind becomes murderously effective and costs less Stamina to use. The warrior deals double the damage to those he hits and Whirlwind costs 5 less Stamina to use.
Prerequisite: Mighty Blow, Giant's Reach, Whirlwind.

Vanguard Talent Tree
A vanguard believes that a good offense is the best defense. Their powerful strikes are matched with ruthless technique.

Control: As a standard action, the warrior may activate this talent as a sustained mode. The warrior fights with discipline, not anger, making every swing count. The warrior gains a competence bonus to Attack Rolls of +1 per four warrior class levels. This mode cannot be used at the same time as Might. This mode uses up 15% of the warrior's stamina pool.

Command: Control now increases the critical threat range of any weapon the warrior uses by 1.
Prerequisite: Control.

Might: As a standard action, the warrior may activate this talent as a sustained mode. The warrior focuses on heavy swings that cleave through foes. The warrior gains a competence bonus to Weapon Damage Rolls of +1 per four warrior class levels. This mode cannot be used at the same time as Control. This mode uses up 20% of the warrior's stamina pool.

Muscle: Might now increases the critical hit damage multiplier by 1.
Prerequisite: Might.

Assail: At a cost of 5 stamina points, as a move action, the warrior throws more weight into each swing, significantly boosting his damage output. The warrior gains a +1 bonus to Damage Rolls per four warrior class levels for a number of rounds equal to the warrior's Constitution modifier.

Besiege: When using Assail, the warrior also damages nearby enemies within a 5-ft.-radius of his target doing half the damage.
Prerequisite: Assail.

Cleave: At a cost of 5 stamina points, as a swift action, the warrior can make an additional attack after he fells an enemy on an enemy within melee range at his highest attack bonus.
Prerequisite: Control, Might.

Claymore: Cleave now has a chance to daze an opponent that was struck by this talent. The enemy must make a Fortitude save (DC 10 + half of the warrior's class levels + Strength modifier) or be dazed for one round.
Prerequisite: Control, Might, Cleave.

Destroyer: The warrior is now an elite combatant, so experienced in battle that enemies suffer more pain from critical hits from the warrior than anyone else. The warrior deals 1 1/2 more damage with critical hits.
Prerequisite: Control, Command.

Massacre: The warrior culls the weak. In most cases, when the enemy falls below a certain health threshold, the next hit is fatal. When an enemy reaches 20% health, a warrior with Massacre that hits this enemy, that creature must make a Fortitude save (DC 10 + half of the warrior's class levels + Strength modifier) or die.
Prerequisite: Control, Might, Cleave.

Warmonger Talent Tree
The warmonger is a confident adversary, well-versed in taunting foes, cutting through them, and sending them to the dirt in a bloody heap. Warmongers are also experts in controlling enemy aggression, possessing abilities that draw foes toward them and that, through daze effects, cause enemies to forget who they were fighting.

Pommel Strike: At a cost of 5 stamina points, as a standard action, instead of leading with the fatal attack an enemy expects, the warrior strikes out with a weapon's blunt end to daze the opponent. The warrior makes a standard attack against an opponent, if it hits, the creature must make a Fortitude save (DC 10 + half of the warrior's class levels + Strength modifier) or be dazed for one round.

Pommel Blow: Pommel Strike now dazes an opponent longer for a number of rounds equal to the warrior's Strength modifier.
Prerequisite: Pommel Strike.

Taunt: At a cost of 10 stamina points, as a move action, the warrior makes a mocking cry, catching the attention of nearby foes within a 15-ft.-radius, causing them to immediately abandon attacks on other allies to concentrate on the warrior instead. Creatures within the area of effect must make a Will save (DC 10 + half of the warrior's class levels + Charisma modifier) or be forced to attack the warrior for the next round.

Bellow: Taunt now affects enemies within a 30-ft.-radius instead.
Prerequisite: Taunt.

Bravery: As a standard action, the warrior may activate this talent as a sustained mode. The warrior's unwavering courage grants bonuses that increase proportionally to the number of enemies the warrior is engaging. The warrior gains a competence bonus to Attack Rolls equal to the number of enemies within a 5-ft.-radius. This mode cannot be used at the same time as Battle Synergy. This mode uses up 10% of the warrior's stamina pool.
Prerequisite: Taunt.

Bravera: Every enemy that swarms the warrior while Bravery is active, now increases the warrior's damage further. The warrior gains a competence bonus to Damage Rolls equal to the number of enemies within a 5-ft.-radius.
Prerequisite: Taunt, Bravery.

Tremor: Push a warrior and prepare to be pushed back. Nearby enemies are knocked down as the warrior slams a weapon into the ground. At a cost of 15 stamina points, as a standard action, the warrior makes a Trip attack to all enemies within a 5-ft.-radius.
Prerequisite: Pommel Strike.

Quake: The warrior can knock down a larger crowd of enemies and those knocked down have a chance to be dazed. When using Tremor, the warrior can trip foes within a 10-ft.-radius. Enemies knocked down must make a Fortitude save (DC 10 + half of the warrior's class levels + Strength modifier) or be dazed for one round.
Prerequisite: Pommel Strike, Tremor.

Weapon and Shield Talent Tree
Warriors who specialize in the shields trade damage for protection. Attacks made with one-handed weapons hit a smaller arc than two-handed weapons, although shield users have the perfect tool at hand for knocking foes around the battlefield.

Shield Defense: As a standard action, the warrior may activate this talent as a sustained mode. The warrior assumes a defensive stance, reducing damage taken. However, the warrior inflicts less damage against enemies. The warrior gains a damage reduction of 1/- per four warrior class levels and increases the shield bonus of his shield to Armor Class by 1 per four warrior class levels, but reduces damage done by his physical attacks by half. This mode uses up 15% of the warrior's stamina pool.

Shield Wall: Shield Defense now has a chance to deflect any physical attack except critical hits. All physical attacks that successfully hit the warrior has a 10% chance of deflecting and missing while Shield Defense is active.
Prerequisite: Shield Defense.

Shield Bash: At a cost of 10 stamina points, as a standard action, the warrior's shield arcs out, striking foes like a battering ram. The warrior makes a standard attack with his shield against each foe within his frontal arc. If it hits, the warrior deals normal damage with his shield and creatures struck must make a Fortitude save (DC 10 + half of the warrior's class levels + Strength modifier) or be dazed for one round.

Pummel: Shield Bash now stuns instead of dazes opponents that are struck by this talent.
Prerequisite: Shield Bash.

Assault: At a cost of 20 stamina points, as a standard action, the warrior spins into a vicious assault that inflicts significant damage and often throws enemies back. The warrior makes a standard attack against every foe within a 5-ft.-radius, dealing normal damage. If it hits, the warrior makes a Bull Rush attempt against each foe that was struck by this attack.
Prerequisite: Shield Bash.

Battery: Assault now has a chance to daze opponents that are struck by this talent. Enemies must make a Fortitude save (DC 10 + half of the warrior's class levels + Strength modifier) or be dazed for one round.
Prerequisite: Shield Bash, Assault.

Perception: The warrior maintains constant awareness of the battlefield. So long as the warrior has a shield equipped, enemies receive no bonus for attacking from flanking. This also prevents rogues from being able to sneak attack from flanking.
Prerequisite: Shield Defense.

Scatter: At a cost of 15 stamina points, as a standard action, the warrior clears a forward arc, throwing enemies back. The warrior makes a standard attack against each foe within his frontal arc, dealing normal damage. The warrior then makes a Bull Rush attempt against each foe struck with this attack with a +4 circumstance bonus to Bull Rush.
Prerequisite: Shield Defense, Shield Bash.

Disperse: Scatter now has a greater chance to push enemies back. The warrior gains a +8 circumstance bonus to Bull Rush using Scatter.
Prerequisite: Shield Defense, Shield Bash, Scatter.

Safeguard: While a shield is equipped, the warrior is immuned to critical hits of physical attacks.
Prerequisite: Shield Defense, Shield Bash, Scatter, Perception.

Berserker Specialization Talent Tree
All warriors command respect, but the Berserker is an unrelenting physical force. The name of this specialization suggests rage, risk-taking, and that is certainly part of its effectiveness, but it would be a grave mistake to suggest that the Berserker is sloppy or undisciplined. It takes an incredible amount of control to know when to lose control. Battle momentum is the key: finding the balance between total commitment and over extending. The Berserker controls the pace of combat, setting a standard that the enemy can't match. In turn, they can be sustained by the mayhem they produce, and find new energy in every fallen foe. While they stand, while stamina remains, they have no match, but they can't stand back and let battle unfold. For the Berserker, battle always ends in glory, win or lose.

Berserk: As a standard action, the berserker may activate this talent as a sustained mode. The berserker flies into a rage, landing powerful blows for as long as this mode is active. The berserker gains a bonus to Damage Rolls of +1 per 10 stamina points left in his stamina pool. For each hit, the berserker loses 4 stamina points while this mode is active. This mode uses up 20% of the warrior's stamina pool.

Savage Berserk: Berserk now inflicts more damage, increasing Damage Rolls of +1 per 5 stamina points left in his stamina pool instead.
Prerequisite: Berserk.

Endless Berserk: Berserk rages are now less tiring to sustain. For each hit, the berserker only loses 2 stamina points while Berserk mode is active.
Prerequisite: Berserk.

Adrenaline: At a cost of 10 stamina points, as a swift action, the berserker taps into deep reserves of energy to make each strike more powerful. The berserker gains a bonus to Damage Rolls equal to his Constitution modifier and lasts for a number of rounds equal to his Constitution modifier. (Berserk must be active.)

Adrenaline Rage: Adrenaline’s damage bonus is now much larger. The berserker now gains double his Constitution modifier to Damage Rolls.
Prerequisite: Adrenaline.

Adrenaline Rush: Adrenaline now lasts longer, lasting a number of rounds equal to double his Constitution modifier.
Prerequisite: Adrenaline.

Barrage: At a cost of 5 stamina points, as a swift action, the berserker trades protection for speed, lashing out with rapid blows but decreasing his Armor Class. When making a full-attack action, the berserker may make an additional attack at his highest attack bonus, but suffers a -4 penalty to Armor Class. Barrage lasts a number of rounds equal to his Constitution modifier. (Berserk must be active.)

Unrelenting Barrage: Barrage now lasts longer, lasting a number of rounds equal to double his Constitution modifier.
Prerequisite: Barrage.

Controlled Barrage: Barrage’s penalty to Armor Class is reduced to a -2.
Prerequisite: Barrage.

Death Blow: Each time the berserker fells an enemy, the thrill of victory restores a larger than normal portion of the berserker's stamina. The berserker gains 5 stamina points for every enemy death.
Prerequisite: Berserk, Adrenaline.

Reaver Specialization Talent Tree
Life is power. Blood Mages know this, but they are not the only ones. Warriors can also command the energy that flows through blood and bone, but it is not an easy path. The Reaver specialization trades pain for strength in a constant balance of selfish sacrifice. At first it seems that Reavers are doing the work of their enemies, damaging themselves in gruesome fashion. But Reavers can transform their own living essence into raw damage, and then replenish that health by stealing the life from their foes. It's a dangerous gamble that counts on added strength to destroy enemies before incoming attacks or the Reavers' own abilities kill them. At its best, the Reaver specialization results in a brutal harmony. The closer they are to their own deaths, the more efficient they are at inflicting the same on others.

Blood Frenzy: The Reaver knows no pain, but is no stranger to vengeance. For every wound the Reaver sustains, attack damage increases. For every 10 points of damage the reaver sustains, he gains a +1 bonus to Damage Rolls.

Sacrificial Frenzy: At a cost of 10% of hit points, as a swift action, the reaver sacrifices health to increase the effect of Blood Frenzy. Sacrificial Frenzy lasts a number of rounds equal to the reaver’s Constitution modifier and the reaver gains double the bonus to Damage Rolls for Blood Frenzy.
Prerequisite: Blood Frenzy.

Sustained Frenzy: Sacrificial Frenzy now lasts longer, lasting a number of rounds equal to double his Constitution modifier.
Prerequisite: Blood Frenzy, Sacrificial Frenzy.

Aura of Pain: As a standard action, the reaver may activate this talent as a sustained mode. Radiating an aura of psychic pain, the reaver takes constant spirit damage while this mode is active, as do all enemies nearby. The reaver and any enemies within a 15-ft.-radius take 4 points of spirit damage per four warrior class levels per round while this mode is activated. Enemies can make a Will save (DC 10 + half of the warrior’s level + Constitution modifier) to reduce damage by half. This mode uses up 20% of the warrior's stamina pool.

Frenzy of Pain: Aura of Pain now consumes less stamina to maintain, decreasing to 15% of the warrior’s stamina pool.
Prerequisite: Aura of Pain.

Torrent of Pain: The Aura of Pain now causes greater harm to enemies without increasing the reaver's own health loss. Enemies now take an additional 2 points of spirit damage per round.
Prerequisite: Aura of Pain.

Fervor: The death of a foe quickens the reaver's actions for a short time. Enemies within a 30-ft.-radius that die causes the reaver to become hasted for the round, temporarily gaining a +1 dodge bonus to Armor Class, +1 bonus to Reflex saves, +1 bonus to Attack Rolls, a +30 ft. movement speed, and an additional attack at his highest attack bonus.
Prerequisite: Blood Frenzy, Sacrificial Frenzy, Aura of Pain.

Devour: At a cost of 10 stamina points, as a standard action, the reaver tears into an enemy, consuming its life force to heal the reaver. The reaver makes a standard attack at his highest attack bonus, if it hits, it deals normal damage and heals the reaver for half of the damage dealt.

Voracious: Devour becomes so vicious that an enemy affected by Devour have a chance to be stunned. The creature hit by Devour must make a Fortitude save (DC 10 + half of the warrior's class levels + Strength modifier) or be stunned for one round.
Prerequisite: Devour.

Insatiable: Devour is now much more effective, the reaver heals for the full amount of damage dealt.
Prerequisite: Devour.

Templar Specialization Talent Tree
It takes incredible focus to wield magic, but even greater will to withstand it. The Templar specialization originated in the Chantry with the establishment of the order, and their mandate remains the restriction and containment of mages. But the abilities Templars command are not divine; they are the product of intense training and rigorous devotions. These are achievable by any warrior, although the discipline required may seem just as much a calling. Templars don't just endure magic, they deny it, and deny others the use of it. At the height of ability, a Templar simply shrugs off most harmful effects, and can completely suppress a mage's ability to cast. They are warriors of singular focus, and none can match their dedication or effectiveness at taming those who would abuse the magical energies of the Fade.

Cleanse: At a cost of 15 stamina points, as a standard action, the templar purges the area of hostile magic, removing hostile magical effects from the party and disabling sustained magical abilities from enemies across an area of the battlefield. The templar makes a 1d20 + character level roll against a DC of 10 + the mage’s character level for each hostile spell effect and magical sustained modes within a 15-ft.-radius of the templar. For each successful roll, each hostile spell effect and magical sustained mode are dispelled.

Cleansing Wave: Cleanse now purges a larger area of effect, increasing the radius by another 15 feet.
Prerequisite: Cleanse.

Lasting Cleanse: Cleanse also has a chance to block enemies from using spells or talents for a short time. Enemies within the area of effect must make a Will save (DC 10 + half of the warrior’s class level + Wisdom modifier) or be unable to cast any spells or use any talents for the round.
Prerequisite: Cleanse.

Silence: At a cost of 10 stamina points, as a standard action, the templar surrounds a foe within 30 ft. in negative energy, preventing the enemy from activating abilities for a short time. Enemy targeted with this talent must make a Will save (DC 10 + half of the warrior’s class level + Wisdom modifier) or be unable to cast any spells or use any talents for a number of rounds equal to the templar’s Wisdom modifier.

Lingering Silence: Silence now lasts longer, lasting a number of rounds equal to double his Wisdom modifier.
Prerequisite: Silence.

Holy Smite: At a cost of 10 stamina points, as a standard action, the templar strikes out with condemning fire, inflicting spirit damage on nearby enemies within a 15-ft.-radius. Enemies within the area of effect take 1d6 points of spirit damage per two warrior class levels, a Reflex save (DC 10 + half of the warrior’s class level + Wisdom modifier) for half damage.

Righteous Smite: Holy Smite becomes more effective against mages, dealing double damage.
Prerequisite: Holy Smite.

Staggering Smite: Holy Smite now has a chance to stun foes. If enemies fail the initial Reflex save, they must make a Fortitude save (DC 10 + half of the warrior’s class level + Wisdom modifier) or be stunned for the round.
Prerequisite: Holy Smite.

Righteous Strike: The templar's weapon is instilled with righteous energy. Each strike has a chance to prevent the enemy from activating abilities for a short time. Creatures affected by the templar’s attacks must make a Will save (DC 10 + Wisdom modifier) or be unable to cast any spells or use any talents for the round.
Prerequisite: Silence.

Annulment: The lyrium infusing the templar's blood protects the templar from the Fade's influence. The templar gains a spell resistance to all forms of hostile magic equal to 15 + 1 per two warrior class levels.
Prerequisite: Cleanse, Silence, Righteous Strike.

TheGeek
2011-06-13, 09:10 AM
This is wonderful! I was just looking for a dragon age conversion. Do you plan on converting the rogue and mage classes as well? I feel that the d20 Modern system works well with Dragon Age, given the obvious talent progression.

Perhaps consider adapting some of the Blood Magus class features for a Bloodmage specialization. Oriental Adventures has a shapeshifter class that could be similarly adapted. Assassin, Bard, Duelist and Ranger are easy to convert, since they are prestige classes on the SRD (check Variant Rules for the Prestige Bard and Ranger).

Arcane Warrior could be Eldritch Knight, Abjurant Champion, or a mix.

The spirit healing specialization seems problematic, however. I can't think of an appropriate PrC off the top of my head, since I'm AFB now. If I find something, I'll post it.

Trodon
2011-06-13, 01:21 PM
http://www.greenronin.com/dragon_age/

Dragon Age RPG.

Mayhem
2011-06-14, 04:21 AM
First of all, doing fantasy talent trees is a great idea.

For stamina point abilities, do you really need to make them cost 10 etc? Keep the numbers as low as possible. It seems that 5 is the lowest, and everything is in increments of 5, so how about setting it to 1?

A random formatting critique, could you bold the names of the abilities? It would make it easier for me to read, I would be grateful.

Alright on to the qunari:
-Low charisma makes you a robot, not so much humourless and your writeup makes it seem like they have lots of charisma if their mere presense is unsettling. Consider making it a -2, because -4 doesn't give it any balance at all since it's gonna be a dumpstat anyway. Also, their racial bonus to intimidate only negates their charisma penaty so they're actually no more intimidating than a human despite their racial bonus.
-Powerful build is too strong for a LA+0 race without some drawbacks, of which it has none(charisma doesn't count, as said above). You could just give it stability and some grapple bonuses and call it a day if you really want to make them seem big.
-A dexterity penalty would help offset the strength bonus and powerful build. A dexterity penalty hurts warrior classes, making it a like-drawback to other physical boosts.