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Flinn_Furious
2013-04-20, 02:52 AM
Though this is the first time I've posted such things to the site, this is but the latest in my homebrewed shenanigans. I love the universe, but most Dragon Age conversions are lackluster and the official RPG has quite a few problems. So here goes several new ways to play Dragon Age tabletop!


Races and Traits



Qunari

Size Medium

Speed 30 feet

+4 Strength, +2 Constitution, -2 Dexterity, -2 Charisma

Large Limbs- Qunari may use Large weapons without penalty.

Aptitude Assigned- You are considered always trained in a two skills of your choice.

Alternate Racial Traits

Saarebas- Mages are considered far too dangerous to not be kept under control. A Qunari mage is always controlled and has their mouth sewn shut.
Instead of Aptitude Assigned, gain a +2 racial bonus on Escape Artist and Cast Defensively checks.

Tal-Vashoth- Some Qunari abandon the Qun and attempt to make their way in the world, free from it’s influences. Most become mercenaries.
Instead of Aptitude Assigned, gain Weapon Focus as a bonus feat.


http://i872.photobucket.com/albums/ab284/BloodyAxe4/IRT/IRTQunari.jpg (http://media.photobucket.com/user/BloodyAxe4/media/IRT/IRTQunari.jpg.html)

Werewolves

Unlike standard lycanthropes, Werewolves in the Dragon Age universe are always in their hybrid form. Almost universally hated, few manage to maintain their human minds. Those that possess the strength of will to do so are uncommon, but do exist.

Size Large (Tall)

Speed- 40 ft

+2 Strength, +2 Dexterity, +2 Constitution, -2 Charisma, -2 Intelligence

Claws- Gain two claw attacks that deal 1d6 damage.

Stealth and Survival are always considered class skills.

All werewolves have lowlight vision and scent.

Unsuited for Weapons- Take -2 penalty on all attacks with non-natural weapons you do not have Weapon Focus with.

Languages- They began the game speaking common.

Alternate Racial Traits

Shadow- Some werewolves are even more skilled at hunting and tracking than usual. Those that are often bear the moniker shadow.
Do not gain a +2 bonus to Strength or Constitution, but do gain a +4 bonus to Dexterity. Gain a +4 racial bonus on stealth checks and +1d6 sneak attack damage. This damage stacks with any other sneak attack damage gained as part of a class.

Alpha- The leaders of a pack, Alpha werewolves are often the strongest, wisest, and most vicious of their number. Do not gain a +2 bonus to Dexterity and your base land speed is only 30 feet. Instead, gain a +2 bonus to Wisdom and your claw attacks deal damage as if they were one size larger.

http://i213.photobucket.com/albums/cc257/Weremoon1/Werewolf.jpg (http://media.photobucket.com/user/Weremoon1/media/Werewolf.jpg.html)


Regional Traits



Antiva- Living in Thedas’ economic center has turned you, like almost everyone else in Antiva, into a great haggler. By making an opposed Diplomacy-Bluff check against a merchant, sell an item for full price. If you fail this check once, it cannot be attempted against the same merchant.

Ferelden- Famous for being one of the few places in Thedas where birth matters less than skill, you’ve found life hard, but sheer determination has carried you far. Once per day when an enemy attacks you, make a fortitude save against their attack. If you succeed, heal a number of hit points equal to your fortitude save (max 12).

Nevarra- Tales of the famous Pentaghast family and their exploits against dragons has given you a better idea of how to fight them. Gain +1 attack and ac against creatures with the dragon type.

Orlais- Even the lowest Orlaisan peasants are capable of controlling a social situation, disassembling and manipulating with ease. You may re-roll an opposed check against someone using a charisma skill against you.

Tevinter Imperium- Magic is a fact of life in the Imperium. Use Magic Device is always a trained skill and you gain a +1 Knowledge Arcana checks.

Anderfels- Despite being one of the poorest nation in Thedas, it is possibly the most feared as every citizen is a trained soldier by the standards of most nations and their actual trained soldiers are some of the best in the world. Your combat training has you made strong, but not quite as skilled at daily life. Lose half skill points at first level, but do gain an extra combat feat from this list; Toughness, Weapon Focus, Weapon Specialization, Light Armor Training, Medium Armor Training, or Power Attack.

Free Marches- Freedom is a right that everyone should have and you’re willing to fight to protect it. Escape Artist is always a trained skill for you and you gain a +1 bonus on strength checks to burst entanglement.

Rivain- What race or religion you are matters very little in the free thinking nation of Rivain. Gain a +4 bonus on Diplomacy checks against characters of a different race.

Kocari Wilds- Life in the incredibly dangerous woods is a battle for survival, one you intend to win. Whenever the heat, cold, or fatigue would affect you, gain +2 on the Fortitude save against it.



Racial Traits

Elven

Dalish- Once a great and powerful nation, all that remains of true elves are the Dalish, a group of nomads that are desperately trying to regain some of their heritage. One with the wilderness, choose a single appropriate tiny animal. That creature functions as if you were a level 1 wizard and it your familiar.

City- The hardiest barbarian wouldn’t last three minutes in the life of an average City Elf. You are willing to do anything just to survive. Crowds do count as hindering terrain and you gain a +4 racial bonus on survival checks while in an urban environment.

Dwarven

Surface- Sure life underground isn’t bad, but there’s money to make and pleasure to have on the surface. Your charisma modifier has +1 for the purposes of skill checks.

Legion of the Dead- Current or former member, it doesn’t matter. You know how to kill Darkspawn. Gain a +1 bonus to attack or a +2 bonus to damage when fighting Darkspawn. This can be changed as a swift action.

Flinn_Furious
2013-04-20, 02:55 AM
Archetypes, Classes, and Specialties

As Thedas lacks a divine power source, Paladins, Clerics, and Inquisitors are not playable classes. (With the exception of the Templar archetype stated below.)

Barbarian- Chasind Wilders, Ayars, rogue Tal-Vashoth, and pretty much any dwarf would fit.

Bard- Common all over Thedas (with the exception of Qunari ruled nations) bards are especially important in Orlais, where they fulfill the role of entertainer, spy, and assassin, sometime all at once.

Cleric- The maker left the world centuries ago and the elder gods have no intention of granting healing powers.

Druid- Common among both the elves and most primitive forest dwellers, Druids draw power through the land and are at far less risk of demon possession.

Fighter- There is not a place in Thedas that doesn’t field some kind of soldier.

Monk- Fighting with nothing but your fists is highly uncommon, but the martial artist archetype would be appropriate.

Paladin’s- With no Divine power, there are no Paladin’s in the Dragon Age Universe, though the Templars do come close.

Ranger- From the freemen of Ferelden to the nomadic Dalish, rangers exist anywhere with sufficient woods to protect.

Rogue- Like the fighter, there isn’t a place in Thedas without its fair share of backstabbers.

Sorcerer- Almost universally distrusted, the one place where sorcerers are held in high esteem is the magocracy of Tevinter.

Wizard- In the Dragon Age universe, magic is in blood, not books.

Alchemist- There might be one or two wandering about, but there really isn’t an established alchemy practice. At least not to the extent needed for it’s own class.

Cavalier- Heavy armor and horseback will always be popular amongst those able to afford it, though the Chevaliers of Orlais really have to earn it.

Gunslinger- No guns, but the Qunari do have black powder.

Inquisitor- Like the Cleric and Paladin, no divine power source.

Magus- Though it’s one of my favorite classes, the Magus still must prepare a spell book. The Arcane Warrior archetype below doesn’t though.

Oracle- Divine powered, but one could make the argument for them.

Summoner- They cast spells like sorcerers, but the eidolon aspect is a little iffy.

Witch- Morrigan and Flemeth. Nuff said.

Anti-Paladin- Still divine powered, but an Elder God or sufficiently powerful spirit may be able to swing it.

Ninja- No actual source for them, but they’re really just rogues with black pajamas and ki.

Samurai- Some warrior orders function like the samurai, so an argument could be made for them.

Keeper (Sorcerer Archetype)

Requirements- Must be an elf with the Dalish regional trait.

Skills- Keepers do not have Appraise, Bluff, or Intimidate as trained skills. Instead they have Survival, Handle Animal, and Knowledge Geography.

Diminished Casting- Keepers can cast 1 less spell per day in every level.

Bloodline- Keeper’s must select the Fey, Stormborn, or Verdant bloodline.

One With Nature (Replaces the Bloodline power gained at level 1)
You can control plant life. While in an area with ample plant growth (forests, garden, swamp, etc.) you may use the following spell like abilities. Each are usable a number of times per day equal to your charisma modifier.

1st level, Encourage Life
As a standard action, make up to 4 squares dense foliage. This counts as hindering terrain. You may only have 4 squares active at a time and they return to normal after an hour. You may reduce the growth to regain this power, but doing so is a swift action.

3rd level, Choking Vines
If an enemy is within hindering terrain caused by plant life, you may attempt to surround him with constricting vines. Make a grapple check against him, using your Caster level instead of your base attack bonus. If successful, he is grappled and suffers from the following effects depending on by how much your roll beat his.

1 or more- Target is entangle for 2 rounds.
3 or more- Target takes 1d6 bludgeoning damage while entangled.
5 or more- Target takes bludgeoning damage equal to your charisma modifier.
8 or more- Target is pinned instead of entangled.
11 or more- Target takes 3d6 instead of 1d6 bludgeoning damage.
15 or more- Target is pinned for an additional 2 rounds.

9th level, Nature’s Revenge
Any spells you cast with the plant descriptor are at caster level +1. You may use Encourage Life as a swift action and end it as a free action. For the purposes of deciding it’s affects, your grapple check with Choking Vines is +5. This does not affect whether or not the grapple check succeeds, only what happens if it does.

Power of the Forest (Optional Replacement for the Bloodline Spell gained at level 3, 5, 7, 9, 11, 13, 15, 17, 19.)

Instead of the normal Bloodline spells gained at these levels, instead learn a spell of the same level from the Druid spell list. However, your wisdom must be high enough to learn it, though you still use Charisma when casting it.

Templar (Paladin Archetype)



Skills- Replace Profession with Knowledge Arcana.

Spells- The Templar can learn and use any spell from his list, except for arcane spells.

Smite Caster (Replaces Smite Evil at level 1)
Functions the same as Smite Evil, except it only works against Casters and Outsiders. Relevant to this prestige class, any character with more than 1 spell like ability that is usable a number of times per day is considered a caster.

Detect Magic (Replaces Detect Evil at level 1)
Functions the same as Detect Magic except it also shows characters capable of casting and using spell like abilities.

Suppress Magic (Replaces Lay on Hands at level 2 and Aura of Justice at Level 11)
May use Dispel Magic as a spell like ability. This is a mental effect that does not require a hand free. You can use this ability a number of times per day equal to 1/2 your paladin level plus your charisma modifier. This replaces Lay on Hands.

At level 11, you may expend two use of Dispel Magic to use Greater Dispel Magic. This replaces Aura of Justice at level 11.

Magestrike (This replaces Mercy at level 3, 6, 9, 12, 15, 18)
At 3rd level and every 3 levels thereafter, a templar can select a single Magestrike. Each Magestrike adds an effect to your Smite Mage, Suppress Magic, or Divine Fire Class abilities. You may choose any that you are at a high enough level to know.

3rd level
Extended Suppress Magic- Dispel Magic, when used to dispel a magical item, lasts for 1d6 rounds instead of 1d4.

Demon Smite- Add your charisma modifier to damage rolls when targeting an evil outsider.

Smite Heretic- Your Smite Caster ability now works against characters directly opposed to the church of Andraste. They must be actively trying to harm or impede the Chantry, not simply belonging to another religion.

6th level
Crushing Fire- Divine Fire now knocks target back 5 ft. If the target succeeds on the reflex save, they are not pushed back.

Rapid Dispel Magic- By expending three uses of Suppress Magic, you may use Dispel Magic as a Counterspell as an immediate action rather than a readied one.

Spell Killing Smite- If you successfully smite an an enemy, you may use Suppress Magic as a swift action.

9th level
Blessed Flame- Holy Flame’s holy damage heals allies and you may now negate it’s fire damage for up to three characters.

Warden’s Pact- Smite Caster now also affects Darkspawn.

Magic Destruction- Whenever you successfully use Smite Caster, the enemy loses 1d4 levels of spells or spell like abilities they can cast per day. For example, if you hit a Blood Mage with Magic Destruction and rolled a 3 on the d4, they would lose a third level spell. If the enemy doesn’t have an appropriately high enough spell, they simply lose the highest they have. If they can only use certain spell or spell like abilities, the enemy chooses which ones they lose.

Devour Magic- Whenever you successfully use Suppress Magic to Counterspell, heal a number of hit points equal to the spells level + your charisma modifier.

12th level
Andraste’s Sword- By expending a use of Holy Flame, any target hit by Smite Caster is also hit by Holy Flame.

Inquisition- You may expend a use of Suppress Magic to instead create a Zone of Truth as a spell like ability. Unlike the regular Zone of Truth, characters inside are compelled to answer, but they may make the Will save again to avoid talking. They must make this save every time they’re asked a question, but not when asked the same question.

Focused Smite- Any character you designate as a Smite target has their relevant ability score modifier reduced to 0, for the purposes of casting spells. This does not make them lose spells, just makes them weaker and easier to overcome. A Will save negates this (10+your paladin level+your charisma modifier).

Holy Fervor- You may expend a use of Holy Flame to gain fast healing 3 for a number of rounds equal to your charisma modifier.

Holy Flame (Replaces Channel Energy and Spells at level 3rd)
You can produce a white flame in a 5 ft radius around yourself. It deals 2d6 fire damage and 2d6 holy damage plus your charisma modifier. This is a spell like ability and reflex saves (10+paladin level+charisma modifier).

At 3rd, 7th, 10th, and 13th level select an additional effect from the list below.

Increase the fire damage to 2d10.

Increase the holy damage to 2d10.

Increase the range by an additional 5 ft. You may select this ability twice.

You may target a single enemy with Holy Fire, dealing an additional die of damage with each type to a single enemy, instead of a radius. You may select this ability twice.

Deal your paladin level in additional damage to evil outsiders.

Expend a use of Suppress Magic to use Dispel Magic on a single target hit by Holy Flame.

Expend a use of Holy Flame to charge a weapon with it’s power as a standard action. The next successful attack with that weapon also makes the enemy hit suffer the affects of holy flame. Only if you are wielding the weapon will it have this effect.

Make an attack of opportunity against a single enemy hit by Holy Flame.

Holy Flame targets characters with Evasion and Improved Evasion as if they didn’t possess those abilities.

If an enemy failed the Reflex save, they are also flat-footed for one round.

Holy Shield (Replaces Divine Bond at level 5)
Gain spell resistance 10 +your paladin level. Max of SR 28 at level 18.

Grand Templar (Replaces Grand Templar at level 20)

Choose two of the following effects.

Grand Smite Caster
Smite Caster now affects all evil characters. Any character hit by Smite Caster cannot cast spells or use spell like abilities for a number of rounds equal to your charisma modifier, fortitude save negates (10+paladin level+charisma modifier).

Grand Suppress Magic
Once per day you are considered to have rolled a natural 20 when using Dispel Magic.

Grand Holy Flame
All damage holy flame does is automatically doubled and you may choose how many dice each type deals. For example, you may choose to deal 3d6 holy damage and 1d6 fire damage or no holy damage and 4d6 fire damage.

Grand Holy Shield
Add your charisma modifier to the SR granted by Holy Shield and gain DR 5/Evil.

Lyrium Addiction (Replaces Code of Conduct)
Templars can be any non-evil/non-chaotic alignment, but they do suffer from lyrium addiction. They must somehow ingest lyrium or they cannot continue in this class. Furthermore, if they fail to ingest lyrium in over a month they suffer from withdrawal sickness. For 2d8 weeks, the Templar suffers from 2 points of charisma damage and are vulnerable to any effects their Auras usually protect them from.


http://i1183.photobucket.com/albums/x468/melca42/Dragon%20Age%20Screens/DAOrigins_Cullen_Templar.jpg (http://media.photobucket.com/user/melca42/media/Dragon%20Age%20Screens/DAOrigins_Cullen_Templar.jpg.html)


Crow of Antiva (Rogue Archetype)

This is an archetype for the Rogue class.

Prerequisite- Human or Elf, Antiva regional trait

Crow Training (Replaces Evasion at level 2, Uncanny Dodge at level 4, and Improved Uncanny Dodge at level 8)
Select one of the following Crow talents. These talents may also be selected instead of your standard rogue talents.
Quick Disguise- You take exactly 1 minute to change clothes, regardless of their complexity. This only applies to outfits, not armor. While wearing the appropriate outfit of an organization, gain a +4 bonus on Disguise checks against members of that organization.

Believable Disguise- While wearing the appropriate clothes, instead of making a bluff check to lie, make a disguise check.

Distracting Knife- If you are wielding a light slashing weapon in your off-hand you may distract an opponent with it, opening up their weak spots. While making a full round attack action, your second attack with your off-hand light slashing weapon deals no damage. Instead, if the attack was successful, your next attack also deals sneak attack damage against that enemy. This effect lasts until the end of your next turn.

Deadly Blow- When an enemy is reduced to 5 hit points or less, you may make a coup de grace attack against them as a full round action. If you would deal sneak attack damage, instead you may make the coup de grace as a standard action.

Crow Combat Training- Gain the use of both Two Weapon Fighting and Improved Two Weapon Fighting. This talent does not actually count as having either of those feats and it cannot be used to qualify for feats, prestige classes, etc.

Crow Stealth Training- If an enemy’s perception beats your stealth check, you gain partial concealment for 1 round against that enemy. This ability can only be used in a light low area and you must have succeeded on stealth check against that enemy in the past five minutes.

Merciless Crow Training- Gain a bonus on on Will and Fortitude saves equal to your 1/2 your stealth dice, rounded down. For example, a 13th level rogue would have a +3 bonus.

Flurry of Knives- As part of a full round ranged attack action, you may draw as many knives from their sheaths as you have attacks.

Mark of an Assassin- Gain a bonus on attack and damage rolls against an enemy you are being paid to kill. This bonus is equal to 1/2 your rogue level and may only apply to a single enemy at a time.

http://i937.photobucket.com/albums/ad214/Archangel_EPOB/DnD4e_Pics_project/People/MP1153-darkwandererrangerrogue.jpg (http://media.photobucket.com/user/Archangel_EPOB/media/DnD4e_Pics_project/People/MP1153-darkwandererrangerrogue.jpg.html)


Arcane Warrior (Magus Archetype)



Replaces the Spells class feature, Spell Recall at 4th level, Knowledge Pool at 7th level, Improved Spell Recall at 11th level, Counter Strike at 16th level, and Greater Spell Access at 19th level.

Spells (This the normal Spell class feature)

A Magus casts arcane spells drawn primarily from the Magus spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a Magus must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Magus's spell is 10 + the spell level + the Magus's Intelligence modifier.

Like other spellcasters, a Magus can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Magus. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

An Arcane Warrior's selection of spells is extremely limited. An Arcane Warrior begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new magus level, she gains one or more new spells, as indicated on Table: Arcane Warrior Spells Known. (Unlike spells per day, the number of spells an Arcane Warrior knows is not affected by her Intelligence score; the numbers on Table: Arcane Warrior Spells Known are fixed.) These new spells can be common spells chosen from the Magus spell list, or they can be unusual spells that the Arcane Warrior has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered Magus level after that (6th, 8th, and so on), a Magus can choose to learn a new spell in place of one she already knows. In effect, the Magus loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A Magus may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or standard Magus, an Arcane Warrior need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Latent Blood (This replaces Spell Recall at 4th level, Knowledge Pool at 7th level, Improved Spell Recall at 11th level, Counter Strike at 16th level, and Greater Spell Access at 19th level)
At 4th level the Arcane Warrior gains a bloodline, which functions differently than a normal sorcerer's. Levels in Magus count as levels in Sorcerer, but the Arcane Warrior has fewer bloodline benefits than the Sorcerer. Gain the following bonuses at the appropriate level. The Arcane Warrior cannot choose a bloodline power/feat/spell that a sorcerer of her level wouldn't have.
4th level
Gain a Bloodline Spell and either the bloodline power gained at 1st or 3rd level.
7th level
Gain a bloodline spell.
11th level
Gain the 9th level bloodline power and either the bloodline spell gained at 9th or 11th level.
16th level
Gain the 15th level bloodline power and either the bloodline spell gained at 15th or 13th level.
19th level
Gain a single bloodline spell, power, or feat.

Feats
An Arcane Warrior gains the Eschew Material feat at level 1.

This functions exactly as the Sorcerer Bloodline class feature. The bonus feats granted by the Magus class may only be used with the feats associated with your bloodline, but they do not have to be combat feats.


http://i418.photobucket.com/albums/pp262/aengus000/Elric/brom_elric.jpg (http://media.photobucket.com/user/aengus000/media/Elric/brom_elric.jpg.html)


Order of the Orlesian Chevaliers (Cavalier Order)

Prerequisite- Orlais regional trait, must belong to the nobility

Training to become a Chevalier is some of the toughest in the world and it produces warriors who are unstoppable on horseback.

Edicts- To serve the Orlesian empire and maintain their honor at all costs. To never accept an insult to themselves or their country. To protect their noble patrons. To always charge bravely forward in the face of danger and never falter when encountering adversity.

Challenge- Whenever an order of the Orlersian Chevaliers Cavalier issues a challenge, he receives a +2 morale bonus on damage if the target isn’t a member of the nobility. This bonus increases by +1 for every four levels of Cavalier.

Skills- An order of the Orlersian Chevaliers Cavalier adds Knowledge Nobility and Perception to their list of trained skills. Also, they receive a +4 bonus on intimidate checks if the target is not a member of the nobility.

Trained in Knightly Weapons
Every Chevalier is an expert in the use of traditional knightly weapons. Gain +1 attack and +2 damage with three of the following weapons. Gauntlet, Morningstar, Spiked Armor, Battleaxe, Longsword, Warhammer, Compound Bow, Lance, Greatsword, or Bastard Sword. Increase these bonuses to +2 attack and +4 damage at level 11.

Trained to Withstand Anything
Your training has made you almost inhumanly tough. At 8th level whenever the Cavalier defeats the target of his challenge, he gain a number of temporary hitpoints equal to his cavalier level. These do not stack with temporary hit points gained from other sources and last to the end of the encounter.

World’s Most Feared Cavalry
Your mount is perfect, taking every tiny cue to move in precision. While mounted, the Cavaliers melee reach is extended by 5 feet. Also, increase his AC by +4 against non-adjacent attacks.


http://i897.photobucket.com/albums/ac175/StrikeKnight42/mounted_black_knight.jpg (http://media.photobucket.com/user/StrikeKnight42/media/mounted_black_knight.jpg.html)

Flinn_Furious
2013-04-20, 02:56 AM
Each of these feats belong to a specific tree. Players who do not have one of the Grey Warden Prestige classes should be restricted to a maximum of 2 trees.


Master of the Hounds

Master of the Hounds Apprentice
Prerequisite: Character level 3rd, 3 ranks of Handle Animal
Gain a dog animal companion as the Druid class feature. It cannot share spells and remains at level 1.

Master of the Hounds Journeyman
Prerequisite: Character level 6th, Master of the Hounds Apprentice, 5 ranks of Handle Animal
Your dog animal companion is now level 3.

Master of the Hounds
Prerequisite: Character level 9th, Master of the Hounds Journeyman, 10 ranks of Handle Animal
Your dog animal companion’s level is now equal to ½ your’s.

True Master of the Hounds
Prerequisite- Character level 12, Master of the Hounds, 12 ranks of Handle Animal.
Your dog animal companion gains the Dire template.


Master of the Chant

Master of the Chant Apprentice
Prerequisite: Knowledge Religion 1 rank
Even without true divine magic, faith is it’s own kind of power. Once per day as a standard action, heal yourself or another 1d6 damage.

Master of the Chant Journeyman
Prerequisite: Master of the Chant Apprentice, Knowledge Religion 4 ranks
Increase the amount you may heal by an additional 1d6.

Shepherd Tending to the Makers Flock
Prerequisite: Master of the Chant Apprentice, Knowledge Religion 6 ranks, Heal 6 ranks
Though healing yourself is still a standard action, you may use the Master of the Chant healing ability on another as a swift action.

Shepherd Treating the Makers Flock
Prerequisite: Shepherd Tending to the Makers Flock, Knowledge Religion 8 ranks, Heal 8 ranks.
Increase the number of times you may use the Master of the Chant’s healing ability per day equal to your Charisma modifier.

Master of the Chant
Prerequisite: Master of the Chant Journeyman, Knowledge Religion 10 ranks.
Before using the Master of the Chant’s healing ability, make a knowledge religion check. For every 7 on the check (7, 14, 21, etc.) increase the amount it heals by 1d6.

Shepherd Leading the Maker’s Flock
Prerequisite: Shepherd Treating the Makers Flock, Knowledge Religion 10 ranks, Heal 12 ranks.
When using the Master of the Chant healing ability you may heal every character in a 5-foot range.


Lyrium Weapon Crafter (Does not take a tree)

Lyrium Weapon Crafter
Prerequisite: Craft Weapons 6 ranks
May imbed glyphs into slotted weapons.

Master Lyrium Weapon Crafter
Prerequisite: Lyrium Weapon Crafter, Craft Weapons 10 ranks
May remove imbedded glyphs from slotted weapons.


Imperium Experiment

Imperium Experiment
Prerequisite: Level 1, Tevinter Imperium Regional trait, Unable to cast spells
Choose one of the following schools. Gain a spell like ability from that school that you may use once per day, using your character level as the caster level and your highest mental ability score as the relevant ability score.
Abjuration- Shield (May only cast on self)
Conjuration- Icicle Dagger (May only cast on self)
Enchantment- Sleep
Evocation- Ear Piercing Scream
Illusion- Vanish (May only cast on self)
Transmutation- Mirror Strike (May only cast on self)

Advanced Imperium Expermiment
Prerequisite: Level 4, Imperium Experiment
You may use the following as a spell like ability once per day, but you must use the same school as the one chosen for Imperium Experiment.
Abjuration- Resist Energy (May only cast on self)
Conjuration- Fiery Shuriken
Enchantment- Hideous Laughter
Evocation- Shatter
Illusion- Invisibility (May only cast on self)
Transmutation- Badger’s Ferocity (May only cast on self)

Prime Imperium Experiment
Prerequisite: Level 7, Advanced Imperium Experiment
You may use the following as a spell like ability once per day, but you must use the same school as the one chosen for Imperium Experiment.
Abjuration- Protection from Energy
Conjuration- Ice Spears
Enchantment- Deep Slumber
Evocation- Force Punch
Illusion- Invisibility Sphere (May only cast on self)
Transmutation- Animal Aspect (May only cast on self)

Trained Imperium Experiment
Prerequisite: Level 7, Advanced Imperium Experiment
Once per day, you may re-use a spell like ability granted by Imperium Experiment you’ve already used. Also, you may sacrifice the use of higher level spell like ability for the use of a lower level 1.

Unprecedented Imperium Experiment
Prerequisite: Level 10, Prime Imperium Experiment
You may use the following as a spell like ability once per day, but you must use the same school as the one chosen for Imperium Experiment.
Abjuration- Stone Skin (May only cast on self)
Conjuration- Conjure Deadfall
Enchantment- Confusion
Evocation- Shout
Illusion- Invisibility, Greater (May only cast on self)
Transmutation- Animal Aspect, Greater

Mutated Imperium Experiment
Prerequisite: Level 12, Imperium Experiment, Cannot have any other feats in the Imperium Experiment Tree. Lose the effects of this feat if you do take another feat in the Imperium Experiment Tree.
You may use the following as a spell like ability once per day, but you must use the same school as the one chosen for Imperium Experiment.
Abjuration- Wreath of Blades
Conjuration- Teleport (May only cast on self)
Enchantment- Hold Monster
Evocation- Lightning Arc
Illusion- Nightmare
Transmutation- Telekinesis

Evolved Imperium Experiment
Prerequisite: Level 15, Unprecedented Imperium Experiment
You may use the following as a spell like ability once per day, but you must use the same school as the one chosen for Imperium Experiment.
Abjuration- Repulsion
Conjuration- Wall of Iron
Enchantment- Cloak of Dreams
Evocation- Forceful Hand
Illusion- Mislead (May only cast on self)
Transmutation- Fluid Form (May only cast on self)


Host to a Spirit

Host To a Spirit of Mercy
Prerequisites: Character Level 6, Heal 4 ranks, Good-Aligned
May channel positive energy as a cleric ¼ your level (Minimum 1) a number of times per day equal to your Charisma modifier. May not take Host To a Spirit of Justice or Host To a Spirit of Retribution.

Host To a Greater Spirit of Mercy
Prerequisites: Character Level 9, Heal 7 ranks, Host To a Spirit of Mercy, Good-Aligned
May cast either Aid or Cure Moderate Wounds a number of times per day equal to ½ your charisma modifier (rounded up). Use your character level as the caster level and Charisma as the relevant modifier.

Host To a Demon of Pain
Prerequisites: Character Level 9, Heal 7 ranks, Host a Spirit of Mercy, Evil-Aligned
May channel negative energy as a cleric 1/2 your level (Minimum 1) a number of times per day equal to ½ your Charisma modifier (rounded down). This negates the effect of Host To a Spirit of Mercy and you cannot take Host To a Greater Spirit of Mercy or Union With a Spirit of Mercy.

Union With a Spirit of Mercy
Prerequisites- Character level 12 Host To a Greater Spirit of Mercy, Heal 9 ranks, Good Aligned
May now channel positive energy as a cleric ½ your level.

Host To a Spirit of Justice
Prerequisites: Character Level 6, Perception 4 ranks, Lawful-Aligned

May Smite Evil as a paladin ¼ your character level a number of times per day equal to your Wisdom modifier.
Host To a Greater Spirit of Justice
Prerequisites: Character Level 9, Perception 7 ranks, Lawful-Aligned

May detect alignment as a swift action a number of times per day equal to ½ your character level.
Host To a Demon of Vengeance
Prerequisites: Character Level 9, Perception 7 ranks, Chaotic-Aligned
May cast Hellfire Ray as a spell-like ability once per day. Once per day, if you are reduced to half your hit points or less, gain another use of Hellfire Ray.

Union With a Spirit of Justice
Prerequisites: Character Level 12, Perception 9 ranks, Good-Aligned
May now Smite Evil as Paladin ½ your level. Expend all daily uses of Smite Evil to cast Holy Word as spell like ability.

Host To a Spirit of Retribution
Prerequisites: Character Level 6, Intimidate 4 ranks, Neutral Aligned (Either Axis)
May now use Judgement as an Inquisitor ¼ your level a number of times per day equal to ½ your intelligence modifier.

Host To a Greater Spirit of Retribution
Prerequisites: Character Level 9, Intimidate 7 ranks, Neutral Aligned (Either Axis)
May Expend a use of Judgement to cast either Inflict Critical Wounds or Infernal Healing.

Union With a Spirit of Retribution
Prerequisites: Character level 12, Intimidate 9 ranks, Neutral Aligned (Either Axis)
May now use Judgement a number of times per day equal to your intelligence modifier.


Calling of the Beast

Calling of the Beast, Fang
Prerequisite: Werewolf
Your Claw attacks increase in damage according to level. Adjust according to size.
1-4 1d8
5-8 1d10
9-12 1d12
13-16 2d6
16-20 2d8

Calling of the Beast, Blood
Prerequisite: Werewolf, Base Attack Bonus +4
Gain fast healing 1 or a +2 increase to natural armor. Choose one when you select this feat. At level 8 increase the fast healing by another 1 and increase the natural armor bonus by another +2. At level 14 increase the fast healing by another 1 and increase the natural armor bonus by another +2.

Calling of the Beast, Soul
Prerequisite: Werewolf, Base Attack Bonus +8, Claws deal at least 1d12 damage.
When you hit an opponent with two or more claw attacks deal 2d6 bleed damage.

True Calling of the Beast
Prerequisite: Calling of the Beast, Blood, Base Attack Bonus +12
Gain DR 10/Silver.

Calling of the Hunt, Eye
Prerequisite: Werewolf
Gain 60 ft of Darkvision.

Calling of the Hunt, Fur
Prerequisite: Werewolf, Stealth 4 ranks
Once per day cast Invisibility on yourself while in a forested area. This effect ends if you leave the forested area.

Calling of the Hunt, Instinct
Prerequisite: Werewolf, Stealth 8 ranks, Sneak Attack Damage 1d6
When an opponent is denied their dexterity bonus to their AC, deal extra damage equivalent to your wisdom modifier.

True Calling of the Hunt
Prerequisite: Werewolf, Stealth 12 ranks, Calling of the Hunt Instinct
A number of rounds per day equal to your wisdom modifier x2, channel the spirit of the Hunter. While this is active, gain a +10 bonus on stealth checks and deal an additional 2d6 sneak attack damage.

Spirit of the Wolf
Prerequisite: Werewolf, True Calling of the Hunt, True Calling of the Beast
You may change forms between that of a human, elf, or wolf. Changing is a swift action and has the following effects. While in human form, any melee slashing weapon you wield deals the same amount of damage as your claws. While in elf form, gain +4 bonus on Diplomacy checks and you may use Wisdom instead of Charisma for Charisma based skills. While in wolf form, increase you base land speed by 20 feet. Other than these changes, changing shape is purely cosmetic. Changing shape is a move action.


Under the Cover of Music

Under the Cover of Music, A Mask
Prerequisite: Orlaisan regional trait, Perform 1 rank
While performing, gain a +4 bonus to either Disguise or Bluff checks. Choose which one when you start to perform.

Under the Cover of Music, A Vial
Prerequisite: Orlaisan regional trait, Perform 1 rank
While performing, gain a +8 bonus on Sleight of Hand checks to poison someone without being noticed (slipping it into their food, palming a needle, etc.)

Under the Cover of Music, A Knife
Prerequisite: Orlaisan regional trait, Perform 1 rank,
While performing, a sudden attack deals additional precision damage equal to your performance check, with every five equaling two damage. If that attacks deals 15 or more precision damage, than the target remains flat footed until your next run and you may attempt the sudden attack again.


Gauntlet Boxing

Gauntlet Boxing, Rookie
Prerequisite: Medium Armor Proficiency, Improved Unarmed Attack, BAB +2
You deal additional damage when using the following weapons; Brass Knuckles, Cestus, Punching Dagger, Spiked Gauntlet, Scizore, Axe Knuckles, Rope Gauntlet, Thorn Bracers, Pata, Tekko-Kagi. Deal additional damage equal to the number of feats you have in this tree. (That includes Fists of Iron, Fists of Steel, and Fists of Destiny

Fists of Iron
Prerequisite: Gauntlet Boxing Rookie, BAB +6
When using an appropriate Gauntlet Boxing weapon, do not deal the standard weapon damage. Instead, you may deal damage equivalent to a monk of your level -4.

Gauntlet Boxing, Experienced
Prerequisite: Gauntlet Boxing Rookie, BAB +6
Add your unarmed or natural attacks to the list of Gauntlet Boxing weapons.

Gauntlet Boxing, Pro
Prerequisite: Gauntlet Boxing Experienced, Heavy Armor Prof., BAB +9
As part of a charge or standard attack, make an additional attack with a gauntlet boxing weapon, but at a -4 penalty to attack.

Gauntlet Boxing, Champion
Prerequisite: Gauntlet Boxing Pro, BAB +11
Whenever you would make more than one attack using a Gauntlet Boxing weapon, either through a full round action or Gauntlet Boxing Pro, you may not make that second attack in favor of temporarily granting one of the following effects onto your gauntlet boxing weapons. Only one effect from this last can be active at the same time.
Speed for two rounds
Impact for four rounds
+1 standard bonus for eight rounds

Fists of Steel
Prerequisite: Gauntlet Boxing Pro, Fists of Iron, BAB +11
You may change the damage type of any Gauntlet Boxing weapon, between Bludgeoning, Slashing, or Piercing. While Bludgeoning, a critical hit also paralyzes the enemy for 1 round, Fort save against the critical confirmation roll negates. While Slashing, the extra damage granted by Gauntlet Boxing Rookie turns into bleed damage that persists for an additional round. While piercing, Gauntlet Boxing weapons ignore five points of DR.

Fists of Destiny
Prerequisite: Gauntlet Boxing Champion, Fists of Steel
Instead of making two attacks with a Gauntlet Boxing weapon, use a single special technique provided by this feat. You may make more than one special technique, but only by using two additional attacks. For example, a character capable of making 6 attacks per round could use three special techniques instead, but a character only capable of making 5 could only use two, though he may also make that last attack. You may only use this feat a number of times per encounter equal to the number of feats you have in this tree. When you select this feat choose two of the following techniques. You may select this feat twice, choosing an additional two.
Mithral Fist- Make a standard Gauntlet Boxing attack. It ignores up to DR 10 and any AC granted by armor (including natural) or deflection.
Shadow Fist- Make a standard Gauntlet Boxing attack. If the enemy is flat footed, it also deals 6d6 sneak attack damage. If on your next Gauntlet Boxing attack the target of your first attack is still flat footed, deal them an additional 3d6 sneak damage.
Furious Fist- Make up to five Gauntlet Boxing attacks against a single enemy. Your attack remains the same for the first, takes a -2 penalty on the second, a -4 on the third, a -10 on the fourth, and a -15 on the fifth. If you fail to connect on any of these attack, you cannot act again in that round and you are considered flat footed until your next turn.
Shining Fist- Make a single Gauntlet Boxing attack. For that single attack, your weapon has Dispelling and Brilliant Energy. For the purposes of Dispelling, it’s enhancement bonus is either +5 or it’s usual, whichever is higher.
Righteous Fist- Make a single Gauntlet Boxing attack. That attack is also considered a smite, as a paladin would at 13th level with a +6 charisma modifier.
Slaying Fist- Make a single Gauntlet Boxing attack that deals no damage. If the target fails a saving throw (DC 10 + wisdom modifier + the number of feats you have in this tree) they die instantly. Once you use this technique you may not perform any other actions this turn.
Dragon Fist- Make a single Gauntlet Boxing attack that deals no damage. If it hits the target, for the next four rounds you may use Elemental Fist as a 12 level Monk of Four Winds against that target.
Demon Fist- Make a single Gauntlet Boxing attack. It deals bleed damage equivalent to damage dealt for 1 round and half the damage dealt for two rounds after that.
Bursting Fist- Make a single Gauntlet Boxing attack. Instead of targeting a single enemy, it hits every creature in a 20 ft cone. A reflex save against the attack halves damage.
Cannon Fist- Instead of requiring two attacks to use, Cannon Fist can use up to five attacks. Make a single Gauntlet Boxing attack. Multiply your damage for every attack used, except damage not normally multiplied on a critical hit. For every attack used, knock the enemy back five feet and deal extra damage equal to wisdom modifier.

God Fist
Prerequisite: Fists of Destiny, BAB +15
This feat function exactly like Fists of Destiny, except each technique requires an entire full round action. You may only use this feat once per encounter. You may not select this feat more than once.
Fists of Creation- By punching the ground, you may place up to six markers in squares. Each marker must be adjacent to either you or another marker. Each marker counts as hindering terrain and their effects reach 10 ft into the air. Choose one of the following; lava, stone, plant, or ice. Any character that starts their turn or moves through a lava marker takes 5d6 fire damage and moves for half speed the rest of their turn. Any character that starts their turn or moves through a stone marker takes 3d8 bludgeoning damage and you may make a pin attempt against them for free. Any character that starts their turn or moves through a plant marker is entangled and cannot move more than 10 ft away from the marker while still entangle. An entangled creature takes 3d6 constriction damage. Any character that starts their turn or moves through an ice marker takes 5d6 ice damage and any character within 15 feet of an ice marker takes 3d6 ice damage. Any damage from markers do not stack. These markers only last a number of rounds equal to your wisdom modifier (max 6).
Fists of Destruction- Your fists explode in a massive flurry of attacks, targeting a 35 ft cone. Make a single Gauntlet Boxing attack. Each character in that that cone takes double damage from that attack, reflex save against the attack halving the damage. Instead of dealing double damage against a target, you may instead only deal standard damage and make a single sunder attempt against that target with a +2 bonus on the combat maneuver.


Circle Mage Training

Basic Circle Mage Training
Prerequisite: Have one of the following region traits; Antiva, Ferelden, Orlais, Anderfels, The Free Marches, or Tevinter Imperium, Caster Level 3rd
A number of times per day equal to the number of feats you have in this tree, apply one of the following metamagic feats to one of your spells. None of the feats in this tree can apply a metamagic feat to a spell that already has one.
Enlarge Spell
Extend Spell
Lingering Spell
Intensifying Spell

Intermediate Circle Mage Training
Prerequisite: Basic Circle Mage Training, Caster Level 6th
A number of times per day equal to the 1/2 the number of feats you have in this tree, apply one of the following metamagic feats to one of your spells.
Persistent Spell
Empowering Spell
Sickening Spell
Thundering Spell

Specialized Circle Mage Training
Prerequisite: Basic Circle Mage Training, Caster Level 6th
A number of times per day equal to the 1/2 the number of feats you have in this tree, apply one of the following metamagic feats to one of your spells.
Concussive Spell
Burning Spell
Consecrate Spell
Umbral Spell

Advanced Circle Mage Training
Prerequisite: Intermediate Circle Mage Training, Caster Level 9th
Once per day apply one of the following metamagic feats to one of your spells.
Widen Spell
Echoing Spell
Maximize Spell

Circle Mage Harrowing
Prerequisite: Intermediate Circle Mage Training, Caster Level 9th
As a swift action, add one of the following metamagic effects to any spell you cast.
Silent Spell
Still Spell
Piercing Spell
Power of a First Enchanter
Prerequisite: Circle Mage Harrowing, Advanced Circle Mage Training, Caster Level 12
Add one to the number of times per day you may use any of the feats in this tree.


Power of Blood

Power of Blood, Magic
Prerequisite: 7th level Grey Warden Caster, Must have undergone Alchemical Blood Ritual
Replace Hunter of Darkspawn and Slayer of Darkspawn with the following spell like abilities.
Dark Sustenance- When using Legacy of the Warden’s, instead of sacrificing spells, inflict an amount of bleed damage on yourself equal to the spells level + your Grey Warden Caster level x3.
Bloody Grasp- Inflict bleed damage on yourself equal to (a number of your choosing, maximum 8)d8. As a touch attack, poison an enemy that deals 1d4 (physical ability score of your choosing) that lasts a number of rounds equal the number of bleed dice you inflicted on yourself. Using this ability is a standard action.

Power of Blood, Might
Prerequisite: 7th level Grey Warden Warrior, Must have undergone Alchemical Blood Ritual
Replace Hunter of Darkspawn and Slayer of Darkspawn with the following spell like abilities.
Blood Thirst- As a swift action, activate this ability. Gain a +10 bonus to speed, a +2 bonus to attack, and a bonus equal to your Grey Warden Warrior level to damage. Also while this ability is active, take 1.5 (rounded up) damage from weapons and natural attacks equal to the ability score bonus to the damage. For example, if a werewolf with a +5 strength modifier hit you with it’s claw attack (1d8+5), you would take an extra 3 damage from that attack. This ability lasts a number of rounds per encounter equal to your Grey Warden Warrior’s class level x2.
Blood Fury- As a standard action, activate this ability. Spray blood in a 10 foot radius around yourself. The blood deals either 2d10+your dexterity modifier or 2d6+double your strength modifier in damage. Hit characters take your Grey Warden level in bleed damage and are knocked back 5 ft from you (Large or bigger characters are not knocked back). You take the standard damage. Reflex against your CMD saves.

Power of Blood, Mystery
Prerequisite: 7th level Grey Warden Rogue, Must have undergone Alchemical Blood Ritual
Replace Hunter of Darkspawn and Slayer of Darkspawn with the following spell like abilities.
Dark Passage- This functions exactly as Blood Thirst, instead you gain a +20 bonus to speed and a bonus equal to 1/2 your Grey Warden Rogues Class level to AC. This ability lasts a number of rounds equal to your Grey Warden Rogues Class level x2.
Tainted Blade- As a standard action, spread your tainted blood over your weapon. For as long as this ability is active, your weapon is considered poisoned. Choose a single poison that works regardless of it’s usual method of application, though you may choose a different one another time you activate this ability. Deal yourself bleed damage equal to 2 for every 100 gp that poison costs. Until you deactivate this ability as a free action, that bleed damage cannot be healed.

Flinn_Furious
2013-04-20, 02:58 AM
saved for equipment and whatnot

Blueiji
2013-04-20, 10:08 AM
I'm a huge fan of Dragon Age as well, so I'm happy to see someone working on this sort of thing.

Unfortunately I'm about to head out, but when I get back I'll try to review your current material more closely and PEACH it.

Flinn_Furious
2013-04-21, 05:49 AM
Grey Warden Prestige Class
The biggest issue with doing any game to tabletop transition is how much to take from the strictly ordered videogame and add to the relatively free formed tabletop. I think I did a decent job with the following prestige classes.


Grey Warden

Grey Warden Warrior


Hit Dice D10

Grey Warden Warrior’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 2 + Int modifier.

Requirements- BAB +6, Must be a member of the Grey Warden tradition

1st BAB +1 Fort +2 Ref +0 Will +0 Weapon Master
2nd BAB +2 Fort +2 Ref +1 Will +0 Dragon Age Feat
3rd BAB +3 Fort +3 Ref +1 Will +1 Hunter of Darkspawn
4th BAB +4 Fort +3 Ref +1 Will +1 Armor Master
5th BAB +5 Fort +4 Ref +3 Will +1 Dragon Age Feat
6th BAB +6 Fort +4 Ref +3 Will +1 Slayer of Darkspawn
7th BAB +7 Fort +5 Ref +3 Will +2 True Weapon Master + Dragon Age Feat
8th BAB +8 Fort +5 Ref +4 Will +2 True Armor Master
9th BAB +9 Fort +6 Ref +5 Will +2 Dragon Age Feat
10th BAB +10 Fort +6 Ref +5 Will +2 Grey Warden Vanguard

Weapon Master- At 1st level choose a single weapon to become master of. Choose one of the following abilities. Each effect only occurs once per day.
When you hit an enemy with all of your attacks as part of a full round action (minimum 2) it becomes a speed weapon for 2 rounds.

When you roll max damage on a two or more dice rolls in single round, it becomes an impact weapon for 3 rounds.

When you succeed on a critical hit, it becomes a keen weapon for 4 rounds.

At 7th level, once per round your weapon deals maximum damage for a single attack. This does not count toward it becoming an impact weapon.

Dragon Age Feat- At 2nd, 5th, 7th, and 9th levels select a single feat from the Dragon Age feat list. You must meet all the requirements for the feat. However, you are considered 6 levels higher for the purposes of meeting BAB, Class Level, and Caster Level requirements.You may have an additional feat tree.

Hunter of Darkspawn- At 3rd level you are able to sense the presence of Darkspawn. This acts as a psychic ability that warns you when Darkspawn are within 400 ft, plus 40 ft per Grey Warden Class Level.

Armor Master- At 4th level, choose a single armor type, light, medium, or heavy. If you chose light armor all light armor you wear is considered Balanced. If you chose medium armor all medium armor you wear is considered Defiant (against Darkspawn). If you chose heavy armor all heavy armor you wear is considered to have Light Fortification.

At 8th level your inherent abilities while wearing armor become even better. If you chose light armor all light armor you wear is considered to have Invulnerability. If you chose medium armor all medium armor you wear is considered to have Spell Resistance 15. If you chose heavy armor all heavy armor you wear is considered to have Fortification Medium.

Slayer of Darkspawn- At 6th level gain your Grey Warden class level on damage rolls against Darkspawn. Heal an amount equal to HD of any Darkspawn you kill.

Grey Warden Vanguard- At tenth level choose one of the following.
Your Weapon Master weapon is considered vorpal (even if it doesn’t qualify), but only against Darkspawn.

Your Armor Master armor type is always considered to have Determination.


http://i959.photobucket.com/albums/ae75/halfer92/Greywardenwarrior.png (http://s959.photobucket.com/user/halfer92/media/Greywardenwarrior.png.html)


Grey Warden Rogue


Hit Dice D8

The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 8 + Int Modifier

Requirements- Sneak Attack 3d6, Must be a member of the Grey Warden tradition

1st BAB +0 Fort +0 Ref +2 Will +0 Sneak Attack +1d6
2nd BAB +1 Fort +0 Ref +2 Will +1 Dragon Age Feat
3rd BAB +2 Fort +1 Ref +3 Will +1 Hunter of Darkspawn
4th BAB +3 Fort +1 Ref +3 Will +1 Sneak Attack +2d6
5th BAB +3 Fort +2 Ref +4 Will +2 Dragon Age Feat
6th BAB +4 Fort +2 Ref +4 Will +2 Slayer of Darkspawn
7th BAB +5 Fort +3 Ref +4 Will +3 Shadow Runner + Dragon Age Feat
8th BAB +6 Fort +3 Ref +5 Will +3 Sneak Attack +3d6
9th BAB +6 Fort +3 Ref +7 Will +3 Dragon Age Feat
10th BAB +7 Fort +3 Ref +7 Will +3 Grey Warden Assassin

Sneak Attack- At 1st level gain +1d6 sneak attack damage. This functions the same as the rogue class feature and stacks with any other sneak attack damage you might have from any other sources.

At 4th level gain +2d6 sneak attack damage.

At 8th level gain +3d6 sneak attack damage.

Dragon Age Feat- At 2nd, 5th, 7th, and 9th levels select a single feat from the Dragon Age feat list. You must meet all the requirements for the feat. However, you are considered 6 levels higher for the purposes of meeting BAB, Class Level, and Caster Level requirements. You may have an additional feat tree.

Hunter of Darkspawn- At 3rd level you are able to sense the presence of Darkspawn. This acts as a psychic ability that warns you when Darkspawn are within 400 ft, plus 40 ft per Grey Warden Class Level.

Slayer of Darkspawn- At 6th level whenever you successfully hit a darkspawn with a sneak attack, use d8’s for the damage instead of d6’s. Heal an amount equal to HD of any Darkspawn you kill.

Shadow Runner- At 7th level whenever you are in or start your turn in an area of dim illumination or darkness, increase your movement speed by 10ft and gain a +4 bonus on stealth checks.

Grey Warden Assassin- At 10th level choose one of the following.
Use the death attack ability as an 8th level Assassin, but only against Darkspawn.
Increase the bonus movement speed granted by Shadow Runner by an additional 10 ft and whenever you use both Shadow Runner and a Sneak Attack in the same round, gain a bonus on your sneak attack damage equal to twice your Grey Warden class level.


http://i959.photobucket.com/albums/ae75/halfer92/GreyWardenRogueAvatar.jpg (http://s959.photobucket.com/user/halfer92/media/GreyWardenRogueAvatar.jpg.html)


Grey Warden Caster


Hit Dice D6

The Grey Warden Caster’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Requirements- Caster Level 6, Must be a member of the Grey Warden tradition

1st BAB +0 Fort +0 Ref +0 Will +2 Legacy of the Wardens 3/day
2nd BAB +1 Fort +0 Ref +1 Will +2 Dragon Age Feat
3rd BAB +1 Fort +0 Ref +2 Will +3 Hunter of Darkspawn
4th BAB +2 Fort +0 Ref +2 Will +3 Legacy of the Wardens 4/day
5th BAB +2 Fort +1 Ref +3 Will +4 Dragon Age Feat
6th BAB +3 Fort +1 Ref +3 Will +4 Slayer of Darkspawn
7th BAB +3 Fort +1 Ref +3 Will +6 Legacy of the Wardens 6/day + Dragon Age Feat
8th BAB +4 Fort +2 Ref +3 Will +6 Legacy of the Wardens 7/day
9th BAB +4 Fort +2 Ref +4 Will +7 Dragon Age Feat
10th BAB +5 Fort +2 Ref +4 Will +7 Grey Warden Battlecaster

Spellcasting- For every level you have in Grey Warden Caster, gain the number of spells per day cast and number of spells known in a spell casting class you formally belonged to. If you have a bloodline, your levels in Grey Warden Caster count as levels in Sorcerer in regards to that.

Legacy of the Wardens- At first level, 3 times a day you may cast a spell from the following list. Doing so requires you sacrifice a number of spells, the total levels of which must equal or exceed the level of spell that you cast. For example, to cast an 6th level spell you must sacrifice 6 level 1 spells, 3 level 2 spells, 2 level 3 spells, or any combination thereof.

3rd
Badgers Ferocity
Chain of Perdition
Inflict Serious Wounds
Magic Vestment
Searing Light (Treats Darkspawn as Undead)
4th
Crusaders Edge (Instead of Evil Outsiders, Use Darkspawn)
Greater Infernal Healing
Shadow Barbs
Ward Shield
Freedom of Movement

At 4th level you may use Legacy of the Wardens 4/day and cast the following spells with it.
5th
Boneshatter
Constricting Coils
Slay Living
Smite Abomination (Against Darkspawn, instead of Undead)
6th
Blade Barrier
Cold Ice Strike
Mass Inflict Moderate Wounds
Eaglesoul (Substitute Evil Outsider for Darkspawn)

At 7th level you may use Legacy of the Wardens 5/day and cast the following spells with it.
7th
Destruction
Regenerate
Holy Word (Affects Darkspawn only)
8th
Firestorm
Stormbolts
Holy Aura (Only works against Darkspawn attacks/abilities/spells)

At 8th level you may use Legacy of the Wardens 6/day and cast the following spells with it.
9th
Implosion
Resurrection (Only works on targets slain by Darkspawn)

Dragon Age Feat- At 2nd, 5th, 7th, and 9th levels select a single feat from the Dragon Age feat list. You must meet all the requirements for the feat. However, you are considered 6 levels higher for the purposes of meeting BAB, Class Level, and Caster Level requirements. You may have an additional feat tree.

Hunter of Darkspawn- At 3rd level you are able to sense the presence of Darkspawn. This acts as a psychic ability that warns you when Darkspawn are within 400 ft, plus 40 ft per Grey Warden Class Level.

Slayer of Darkspawn- At 4th level, whenever you target Darkspawn with a harmful spell that has a variable damage, a number of dice equal to your Grey Warden level -2 always roll max damage. You may only use this ability on the same Darkspawn once per encounter.

Grey Warden Battlecaster- At tenth level select one of the following abilities.
By spending a full round action to cast a harmful spell with variable damage, all of it’s dice roll max damage.

All spells granted by Legacy of the Warden that have darkspawn only in their descriptions, now function as they usually do without that description.


http://i7.photobucket.com/albums/y271/skgang/Females/Sorceress-5.jpg (http://media.photobucket.com/user/skgang/media/Females/Sorceress-5.jpg.html)

Kish
2013-04-21, 04:21 PM
Lyrium Addiction (Replaces Code of Conduct)
Templars can be any non-evil/non-chaotic alignment, but they do suffer from lyrium addiction. They must somehow ingest lyrium or they cannot continue in this class. Furthermore, if they fail to ingest lyrium in over a month they suffer from withdrawal sickness. For 2d8 weeks, the Templar suffers from 2 points of charisma damage and are vulnerable to any effects their Auras usually protect them from.
Buh?

Aside from the fact that lyrium addiction doesn't seem to be necessary for templar powers, just for the Chantry to control them (see Alistair), surely the alignment should be "can be any alignment." There are a lot of evil templars in the games.

No non-Grey Warden blood magic?

Flinn_Furious
2013-04-29, 04:04 PM
Buh?

Aside from the fact that lyrium addiction doesn't seem to be necessary for templar powers, just for the Chantry to control them (see Alistair), surely the alignment should be "can be any alignment." There are a lot of evil templars in the games.

No non-Grey Warden blood magic?

Lyrium addiction primary purpose is the same as the Paladin's code of conduct. While it doesn't fit 100% with the game, it does provide a good replacement for the code of conduct. My personal opinion is that when converting something to an entirely new medium, you should try to stay close to the spirit of the work, but not be afraid to make a few minor alterations so that it works in that new medium.

As for the alignment requirement, it's just the starting alignment requirement. Templars are raised and trained to defend people, be it eliminating dangerous mages or defending the mages themselves from a distrustful populace. They do not need to maintain that alignment and, like all alignment requirements, DM's are encouraged to disregard them.

I didn't include blood magic for one reason and one reason only; no idea how to do it in a unique way. The Bloodmage already exists and there are so many bloodlines I didn't know how to make it different from all those that already existed. Also, there's the problem regarding them being more susceptible to demon possession and I haven't quite decided how I'm going to do that yet. The blood power possessed by the Grey Warden is based on the additional powers you get when doing the dlc.

Kazen169
2014-12-05, 04:01 AM
Now i like what i'm reading :) good job!!
but why are the Grey Wardens a class at all? i mean why not make it a template or something i mean if you survive the joining all you really get (from what i have seen, i could be wrong) is you can detect when Darkspawn are near, immunity from the blight, and you have nightmares. all that if you survive which is a huge IF! lol
And um are you going to stat out the Dark Spawn? cause that would be AWESOME!!!

Zenogod
2017-02-04, 11:16 PM
This reminds me of a bunch of stuff I did trying to make a D20 conversion for DA (https://drive.google.com/drive/folders/0B7OsVxQYIVabdnVVZlk0VVB1UnM) a while back.