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  1. - Top - End - #1
    Halfling in the Playground
     
    GreataxeFighterGuy

    Join Date
    Nov 2013

    Default Dragon Age - Pathfinder E6

    I thought a bit about how you might make Dragon Age work as a d20 based RPG.
    I then started writing a bit. Like all homebrew creations, it could surely use some reviewing. Anyone feel like peaching?

    A thanks must go to giantitp's Gnorman, whose E6 compendium has been an inspiration.

    As to the design proccess: I started from the lore, and went from there. The codex has been an amazing resource. The decisions I'm the least happy with are the one that mimic the origins mechanics.

    Dragon Age for pathfinder

    Base System: PF, E6 variant. No optional rules from e6 are in use. Gain one feat for every 6000 xp beyond 6th level, as pathfinder grants more xp than D&D.

    Classes
    Everyone will be fighters, rogues or mages, relying on specializations for additional diversity.
    Everyone chooses two skills at character creation. These skills become class skills for their character.

    Table: The Mage
    {table=head]Level|BAB|Fort|Ref|Will|Special|1|2|3

    1st|+0|+0|+0|+2|First School, Spells|2|-|-

    2nd|+1|+0|+0|+3|Second School|3|-|-

    3rd|+1|+1|+1|+3|-|3|2|-

    4th|+2|+1|+1|+4|Third School|4|3|-

    5th|+2|+1|+1|+4|-|5|3|2

    6th|+3|+2|+2|+5|-|5|4|3[/table]
    Hit Die
    The Mage gains 1d6 hit points per level. The character’s constitution modifier applies.
    Class Skills
    Craft(int), Heal(wis), Knowledge (all skills, taken individually)(int), Linguistics(int), Proffesion(wis), Spellcraft (int), Use Magic Device (cha)
    Class Features
    Spells
    The Mage casts arcane spells. She may cast any spells she knows without preparing it ahead of time. At first level, the Mage must choose a mental ability as her spellcasting ability. To cast a spell, she must have a chosen ability score equal to at least 10+spell level. The Difficulity Class for a saving throw against a Mage’s spell is 10+spell level+the Mage’s chosen ability score modifier.

    The Mage can cast only a limited number of spells of each spell level per day. Her base daily allotment is given on table: The Mage. In addition, the Mage gains bonus spells per day for her chosen ability score. (see table: ability modifiers and bonus spells.)

    Cantrips
    Mages begin play knowing four 0th level spells. At second and fourth level, she learns an additional one. The cantrips of each of the four schools of magic are considered to be on every mage's spell list. She may cast these cantrips an unlimited number of times per day.

    Schools of magic
    The Mage has access to a limited number of spells known.
    The Mage’s spells are drawn from the four schools of magic known as Creation, Primal, Entropy and Spirit. At first level, the Mage chooses a single school of magic: Her spell list consists of the first level spells of that school. She may pick two spells known from that school at first level. At second level, she adds the first level spells of another school to her spell-list, and adds two spells from that level of that school to her spells known. At fourth level, she picks the first-level spells of a third school. In addition, her access to the second school she picked improves: She gains the second level spells of that school on her spell list, and may pick two spells to add to her spells known.
    When she gains access to a new level of spells, (at 3rd & 5th level) she gains access to the next level of her first chosen school, and may pick two spells known from that level.
    Last edited by Sardonik; 2014-01-07 at 05:06 AM.

  2. - Top - End - #2
    Halfling in the Playground
     
    GreataxeFighterGuy

    Join Date
    Nov 2013

    Default Re: Dragon Age - Pathfinder E6

    Schools of Magic - Unfinished

    Creation
    Opposition in all things:
    For earth, sky
    For winter, summer
    For darkness, Light.
    By My will alone is balance sundered
    And the world given new life.
    --Threnodies 5:5.


    The School of Creation, sometimes called the School of Nature, is the second of the Schools of Matter, the balancing force and complement of Entropy. Creation magic manipulates natural forces, transforming what exists and bringing new things into being.

    Creation requires considerable finesse, more than any other school, and is therefore rarely mastered. Those mages who have made a serious study of creation are the highest in demand, useful in times of peace as well as war.

    -From The Four Schools: A Treatise, by First Enchanter Josephus.
    0th: Stabilize, Mending, Create Water
    1st: Cure Light Wounds, Grease, Shield of Faith, Divine Favor
    2nd: Cure moderate Wounds, Restoration, Summon Swarm,
    3rd: Cure Serious Wounds, Haste, Explosive Runes, Magic Circle Against Good/Evil/Chaos/Law, Sepia Snake Sigil, Heroism

    Entropy
    To you, my second-born, I grant this gift:
    In your heart shall burn
    An unquenchable flame
    All-consuming, and never satisfied.
    --Threnodies 5:7.


    The first of the two Schools of Matter, Entropy is the opposing force of Creation; for this reason it is often called the School of Negation. Nothing lives without death. Time inevitably brings an end to all things in the material world, and yet in this ending is the seed of a beginning. A river may flood its banks, causing havoc, but bring new life to its floodplain. The fire that burns a forest ushers in new growth. And so it is with entropic magic that we manipulate the forces of erosion, decay, and destruction to create anew.

    -From The Four Schools: A Treatise, by First Enchanter Josephus.
    0th: Bleed, Daze
    1st: Sleep, Cause Fear, Haze of Dreams, Hypnotism, Ray of Enfeeblement, Murderous Command
    2nd: Deathknell, Hold Person, Blindness/Deafness, Touch of Idiocy, Hypnotic Pattern, Ghoul Touch
    3rd: Vampiric Touch, Bestow Curse, Deep Slumber, Fear, Call the Void, Deeper Darkness

    Primal
    Those who oppose thee
    Shall know the wrath of heaven.
    Field and forest shall burn,
    The seas shall rise and devour them,
    The wind shall tear their nations
    From the face of the earth,
    Lightning shall rain down from the sky,
    They shall cry out to their false gods,
    And find silence.
    --Andraste 7:19.


    Sometimes called the School of Power, the Primal School is the second of the Schools of Energy, balanced by Spirit, and concerns the most visible and tangible forces of nature itself.

    This is the magic of war: Fire, ice, and lightning. Devastation. This is what the vast majority imagines when they hear the word "magic."

    -From The Four Schools: A Treatise, by First Enchanter Josephus.
    0th: Acid Splash, Light, Ray of Frost
    1st: Entangle, Burning Hands, Icicle Dagger, Stone Armor (Mage Armor), Stone Fist, Burning Disarm,
    2nd: Scorching Ray, Pyrotechniques, Acid Arrow,
    3rd: Fireball, Ice Spears, Flame Arrow, Ash Storm, Call Lightning, Sleet Storm

    Spirit
    And the voice of the Maker shook the Fade
    Saying: In My image I have wrought
    My firstborn. You have been given dominion
    Over all that exists. By your will
    All things are done.
    Yet you do nothing.
    The realm I have given you
    Is formless, ever-changing.
    -Threnodies 5:4.


    The first of the two Schools of Energy, Spirit is opposed by the Primal School. It is the school of mystery, the ephemeral school. This is the study of the invisible energies which surround us at all times, yet are outside of nature. It is from the Fade itself that this magic draws its power. Students of this school cover everything from direct manipulation of mana and spell energies to the study and summoning of spirits themselves.

    By its nature an esoteric school, as most others know virtually nothing about the Fade, studies of spirit magic are often misunderstood by the general populace, or even confused for blood magic-an unfortunate fate for a most useful branch of study.

    -From The Four Schools: A Treatise, by First Enchanter Josephus.
    0th: Detect Magic, Disrupt Undead, Mage Hand, Read Magic
    1st: Deathwatch, Dream Feast, Hide from Undead, Obscuring Mist, Protection from Good/Evil/Law/Chaos, Spell Gauge
    2nd: Arrow of Law (Dread Bolt/Spear of Purity/Shard of Chaos), Command Undead, Blur, Lesser Animate Dead, Shatter, Silence
    3rd: Ablative Sphere, Channel the Gift, Dispel Magic, Force Punch, Greater Magic Weapon(+2 at sixth), Protection from Energy,

    Notes: I intend for there to be six spells of every level in each school. I'm concerned that Entropy is too strong: it seems to me that I'm winding up making a mix-up of mental AoE save or lose spells, and some of the best touch de-buffs from the cleric and wizard lists.
    Creation has all the kewl buff spells.
    Although a blood mage primalist could probably make an excellent mail-man, if I put some of the right spells on that list. Then again, blood mages make excellent everything.
    Spirit is wierd. Spirit was always wierd.
    Last edited by Sardonik; 2014-01-07 at 05:03 AM.

  3. - Top - End - #3
    Halfling in the Playground
     
    GreataxeFighterGuy

    Join Date
    Nov 2013

    Default Re: Dragon Age - Pathfinder E6

    Specializations - Completed
    Specializations represent the specialized archetypes of the dragon age universe. To take a specialization, you need first meet the mechanical requirements of the specialization if any. Second, your character must receive training necessary to master the skills of the specialization. This may require an epic journey, a friendly npc willing to teach you, or may simply be hand-waved by the GM.

    Beyond these requirements, you must spend 4000 xp in order to obtain the first tier, and an additional 4000 xp for each tier beyond the first. Remember that you need not spend your xp immediately as you would level up – a character with 4000 xp might as easily be a third level mage under the fast xp advancement as it might be a first level mage with a tier of arcane warrior.
    Doing this is probably not recommended, as class levels are important, but it is certainly possible.
    It is recommended that players be allowed to start with the choice of a specialization or a bonus feat, but this is very much depending on the nature of the story you want to tell.
    Unless otherwise noted, specializations give extraordinary abilities.

    Arcane Warrior
    Mechanical Requirement: Mut be able to cast spells.
    First Tier
    Armored Mage (su)– The arcane warrior gains the ability to use armor while casting spells, as if he were casting divine spells. In addition, the arcane warrior may cast spells with somatic components while wielding a weapon.
    Second Tier
    Arcane Combat (su)– The arcane warrior may add her spell-casting statistic modifier to her to hit modifier with melee weapons, and to her weapon damage rolls. This damage is halved on off-handed weapons, although it isn’t multiplied by one and a half with two-handed weapons. Double Slice allows for full damage on off-hand weapons.
    Third Tier
    Shimmering Shield (su)– The arcane warrior may expend an uncast spell-slot as a swift action in order to gain an insight bonus to AC, damage reduction/- and a resistance to all types of energy equal to the spell level of the sacrificed spell.
    Fourth Tier
    Fade Shroud (su)– The arcane warrior may, as a swift action, subsume part of her body into the fade. This grants her a condition akin to total concealment. All spells and attacks that would hit her have a 50% chance of missing entirely, although this does not allow her to hide, or make it difficult for opponents to pinpoint her. This ability may be active for a total of six rounds per day. These rounds need not be consecutive, although the ability does not require a swift action each round to keep it active. Beyond the initial activation, the arcane warrior can simply choose whether to have it continue on the beginning of her turn as a free action.

    Assassin
    First Tier
    Poison Use – The assassin gains the ability to use poison, as per the assassin prestige class. Additionally, he gains a +1 bonus on saves against poison per assassin tier.
    Second Tier
    Death Attack– The assassin gains this ability as per the prestige class. For the purpose of this ability, his assassin level is equal to his character level.
    Third Tier
    Hide in Plain Sight – The assassin gains this ability as per the prestige class
    Fourth Tier
    Swift Death – Once per day, the assassin may make a death attack without studying his target beforehand. He must still make a sneak attack with a melee weapon to use this ability.

    Bard
    First Tier
    Bardic Music; Inspire Courage – The bard gains the ability to use bardic music. This functions as the class ability, except that, for the purpose of determining the amount of uses per day, she is treated as a bard of her character level plus her Bard Tier. Initially, she only knows the Inspire Courage performance. The bonus starts at +1 and increases to +2 at third tier.
    Second Tier
    Fascinate, Suggestion – The Bard gains access to these two performances, in addition inspire courage. For the purpose of these abilities, her bard level is equal to her character level plus her bard tier.
    Third Tier
    Inspire Greatness – The Bard gains access to this performance at third tier. The bard may affect two allies at a time with this ability.
    Fourth Tier
    Frightening Tune – The Bard gains access to this performance at fourth tier. Her bard level is treated as her character level plus her tier for the purpose of calculating the save DC.

    Berserker
    First Tier
    Berserk – The berserker gains the ability to rage as a barbarian. For the purpose of determining the number of rounds per day he may rage, treat the berserker as a barbarian of his berserker tier plus his character level.
    Second Tier
    Rage Powers – At second tier, and again at third tier, the berserker gains a rage power. For the purpose of these rage powers, treat the berserker as a barbarian of his character level+ his berserker tier.
    Third Tier
    Damage Reduction – The berserker gains damage reduction 2/-.
    Fourth Tier
    Final Blow – When using this ability, make a single attack as a standard action. If it hits, it deals triple damage, and the berserker’s rage ends afterwards, leaving him fatigued as normal. This ability consumes two rounds of rage to use, and the berserker must be raging in order to use it.

    Blood Mage
    Mechanical Requirement: Must be able to cast spells.
    First Tier
    Blood Magic (su)– The most basic concepts of blood magic allows for the fueling of magic by way of blood. When casting a spell, the blood mage may elect to take a number of damage equal to the spell level squared, in leu of expending a spell slot. This damage ignores regeneration, damage reduction and temporary hit points, If it is not applied in full to the blood mages hit points, the spell does not take effect. Damage taken from blood magic cannot be healed by magic.
    The blood mage must be bleeding to use blood magic; if they have not recently taken damage, they can cut themselves t achieve this. When not stressed, cutting yourself can be done without causing damage. In the heat of battle, however, or whenever you would not be able to take ten on a skill check, doing so deals you damage equal to the weapon’s base damage, including damage and other effects from its magical properties. You may choose whether to apply your strength score. If damage reduction or temporary hit points, or something else prevents you from taking damage from the cut, you do not bleed. You can cut yourself as a swift action, provided you are holding something sharp.
    Second Tier
    Hemorrhage – The blood mage learns the Hemorrhage spell, as seen below
    Hemorrhage
    School Blood Magic
    Level 5, 25 hp
    Casting Time 1 Standard Action
    Component V, S, M (blood)
    Range Medium
    Target all creatures in a 20ft radius burst
    Duration 1 round per caster level
    Saving Throw Fortitude Negates
    Spell Resistance Yes
    Description
    Creatures that fail their save are paralyzed, and take 1 point of damage per caster level each round as their blood boils and erupts from their bodies. This spell can only be cast by way of blood magic.
    Third Tier
    Blood Power (su)– The blood mage becomes able to empower her spells with the power of blood. By taking an amount of damage equal to the spell level of the spell being cast, a blood mage can choose one of the following effects; Increase the caster level of the spell by one. Increase the difficulty class of the spell’s saving throw by one. Increase the maximum hit die the spell can effect by one.
    The blood mage may apply blood power to a spell multiple times, paying the cost for each empowerment. She may pick the same effect multiple times.
    Damage taken from blood power follows the same rules as damae taken from blood magic. The blood mage must be bleeding in order to use blood power.
    Fourth Tier
    Blood Slave –The blood mage learns the Blood Slave spell, which functions as Dominate Person. It can only be cast by way of blood magic, and as it is a fifth level spell, costs 25 hit points to cast. Creatures without blood are immune to this spell: it loses the mind-affecting descriptor, and is considered of the blood-magic school.

    Champion
    First Tier
    Challenge – at first tier, the champion gains the ability to issue a challenge as per the cavalier level. For the purpose of this ability, the champion’s cavalier level is equal to his character level. He may use this ability twice per day.
    Second Tier
    Banner – At second tier, the champion gains the banner ability of a cavalier of 11th level.
    Third Tier
    Resolute – When wearing heavy armor, the champion gains damage reduction equal to half its armor bonus, not including the enhancement bonus. Round down in case of fractions.
    Fourth Tier
    Tactician – The champion gains the tactician ability of a cavalier. He may use it twice per day, and as a move action. He also gains the demanding challenge class feature of a cavalier. Finally, his challenge imposes a -2 penalty on the target’s attacks against the champion’s allies.

    Duelist
    First Tier
    Pinpoint Strike – A duelist gains the ability to strike precisely with any weapon that is eligible for weapon finesse. To use this ability, a duelist must be wielding a finesseable weapon in one hand, and nothing in the other. When using this ability, she deals extra damage with finesseable weapons equal to her character level.
    Second Tier
    Keen Defense – While wielding a finesseable weapon in one hand and nothing in the other, the duelist gains a dodge bonus to armor class equal to her intelligence modifier. This bonus does not apply while the duelist is denied her dexterity bonus to ac, or wearing armor heavier than light.
    Third Tier
    Dueling – The duelist gains a panache pool, as per the swashbuckler ability, except it is based off intelligence rather than charisma. As an immediate action, she may expend one use of panache in order to make a parry attempt against a melee weapon attack made against her. To parry, she makes a melee attack roll, which replaces her armor class for this attack. If her parry attempt is successful, she may make a riposte attempt, expending another use of panache, and making an attack of opportunity against the opponent she parried.
    Fourth Tier
    Targeted Strike – The duelist gains the swashbuckler ability of the same name. In addition, she treats every finnesseable weapon as if they have the Improved Critical Feat for it.

    Ranger
    First Tier
    Animal Companion – You gain an animal companion, as per the druid ability. Your effective druid level is equal to your character level plus your Ranger Tier.
    Second Tier
    Favored Terrain – At the second Ranger Tier, and at every subsequent Ranger Tier, choose one form of favored terrain, as per the Ranger ability.
    Third Tier
    Favored Enemy - Choose a favored enemy from the following list: Undead, Outsider, Animal or Dragon. He gains this creature type as a favored enemy with a +2 bonus. At fourth Ranger Tier, he may choose an additional favored enemy, and gain an additional +2 to any favored enemy he has.
    Fourth Tier
    Quarry – The Ranger gains the quarry ability, as per the ranger class.

    Reaver
    First Tier
    Devour (su)– Twice per day, the reaver can make a single melee attack as a standard action. If the attack hits, in addition to normal damage, the target is affected by a vampiric touch effect, with a caster level equal to the reavers character level plus his reaver tier. No Spell resistance is allowed.
    Second Tier
    Aura of Pain (su)– Enemies near the reaver is wracked with pain, as the reaver’s tainted blood calls to their own. Enemies within ten feet of the reaver takes a -2 penalty on saving throws.
    Third Tier
    Blood Frenzy – The reaver deals an extra point of damage with melee attacks for every 8 points of damage he has sustained.
    Fourth Tier
    Visage of Terror (su)– Once per day, as a standard action, the reaver can activate this ability as a standard action. All enemies within thirty feet of the reaver must make a will save (DC 10+character level & tier/2+the reaver’s charisma modifier) or be frightened and flee. On a successful save, enemies are merely shaken, which can’t improve or be improved upon by stacking fear effects. Allies must save too, although they are merely shaken on a failed save, and unaffected on a successful one.

    Shapeshifter
    Mechanical Requirements: Must be able to cast spells.
    First Tier
    Shapeshifting - Twice per day, the shapeshifter may change shape. It functions as Beast Shape I, except that it lasts for one hour per character level plus shapeshifter tier. Being a shapeshifter does not allow you to take natural spell.
    Second Tier
    Vermin Shape – When shapechanging, the shapeshifter may turn into a vermin instead of an animal, as per Vermin Shape I. It last as long as shapeshifting.
    Third Tier
    Swarm Shape – A shapeshifter may use shapeshifting to turn into swarms. In addition t the normal traits they take on, they gain swarm traits, swarm attack and distraction. Additionally, shapeshifting functions as Beast Shape II instead of Beast Shape I.
    Fourth Tier
    Master Shapechanger – Whenever the Shapechanger changes shape, his size bonus to dexterity, constitution and strength increases by +2, and his natural armor bonus increases by +2. Additionally, shapeshifting functions as Vermin Shape II instead of Vermin Shape I.

    Spirit Healer
    Mechanical Requirement: Must be able to cast spells.
    First Tier
    Lifeward – The spirit healer adds restoration, remove disease, remove curse, remove blindness/deafness, neutralize poison and death ward to her third level creation spells known.
    Second Tier
    Group Heal - The spirit healer adds mass cure light wounds to her second level creation spells known and mass cure moderate wounds to her third level creation spells known.
    Third Tier
    Revival – Once per day, the spirit healer may return an ally to full health, regardless of how much damage it has taken
    Fourth Tier
    Second Chance – Once per day, the spirit healer may use healing on an ally who has died within the last round. If she can get the ally above his death treshhold, that ally is now alive, and stable, if at negative hit points, and conscious, if brought to positive hit points.

    Templar
    First Tier
    Righteous Strike (su)– Thrice per day, before making a weapon attack, a templar can declare it a righteous strike as a free action. If the attack hits, in addition to the normal effects, roll d20 against the targets caster level+12, adding your character level plus your templar tier to the roll. If successful, choose one spell. Alternatively, or if the target does not know the spell chosen, the spell is chosen randomly. The target loses the ability to cast this spell for a number of minutes equal to your templar tier.
    Second Tier
    Mental Bastion – The templar gains spell resistance equal to 10+ his character level + his templar tier.
    Third Tier
    Cleanse (su)– the templar gains the ability to use the area version of dispel magic thrice per day as a spell-like ability. For the purpose of this ability, treat his caster level as his character level + his templar tier. Alternatively, this ability may be used to counter-spell with a readied action, even though spell like abilities may not normally do so.
    Fourth Tier
    Smite (su)– You call down the wrath of the Maker, punishing those who has taken his gifts and turned them against his children. The templar can use this ability once per day. He chooses a location with close range(25ft+5/2templar tier and character level). A five foot radius burst erupts. This ability has no effect against non-casters, but every spellcaster caught in the burst bears the brunt of its effect. The templar rolls 1d20 with a bonus of his character level against a DC of 12+caster level of the creatures affected. He does this for every spell the affected creatures know. For each success, the affected creature loses the ability to cast that spell for a number of minutes equal to the templar’s tier, and the effected creature takes an amount of damage equal to the lost spell’s level.

    Notes: These are powerful. I'm unsure if they're too much so, but I find that I like that characters are informed as much by way of their specialization as by their class. Also, I'm unsure if the power levels vary too much. Thoughts?
    Last edited by Sardonik; 2014-01-08 at 01:04 PM.

  4. - Top - End - #4
    Halfling in the Playground
     
    GreataxeFighterGuy

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    Default Re: Dragon Age - Pathfinder E6

    Feats
    This is e6, so feats are important. I've included a few that I think will make sense, some of them pathfinder feats that could use modifications, some of them homebrew or from the e6 rules.

    Shield Bash
    Prerequisites: This feat no longer requires base attack bonus +6

    Shield Mastery
    Prerequisites: This feat no longer requires base attack bonus +12

    Expanded Casting (General)
    Prerequisite: Character Level 6th
    Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell slot at any level you can already cast.
    Special: This feat may be taken multiple times

    Expanded Knowledge (General)
    Prerequisite: Character Level 6th
    Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell known at any level you can cast from that class's spell list.
    Special: This feat may be taken multiple times

    Expanded School Knowledge
    Prerequisite: Ability to cast spells
    Benefit: You add the next level of spells from one school of magic you have access to to your spell list. In addition, you add one of those spells to your spells known.
    Special: This feat may be taken multiple times.

    A note on Magic Item Creation Feats
    The classic ones do not exist beyond Brew Potion.
    Instead, Every time Master Craftsman is taken, it grants either Craft Magic Arms and Armor or Craft Wondrous Items as bonus feats.

    These feats represent the proccess of inscribing runes onto lyrium-folded items, in the case of dwarves, or merely very fine craftsmanship, in the case of humans and elves. Humans or elves possessing this feat should be very rare indeed.

    Notes: The sword and board thing is a staple of the dragon age games universe, but it really sucks in D&D. Shield mastery goes a long way towards making it workable, so I thought it should be included.
    Last edited by Sardonik; 2014-01-06 at 11:50 AM.

  5. - Top - End - #5
    Halfling in the Playground
     
    GreataxeFighterGuy

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    Default Re: Dragon Age - Pathfinder E6

    Items

    Staff - These simple weapons only function in the hands of someone able to cast spells. They make ranged touch attacks, have a range increment of 20 feet, and deal 1d6+cha modifier damage. Their crit range is 20/*2.
    Their damage type is dependant on what materials are used in the creation. A staff dealing slashing, piercing or bludgeoning damage costs 50 gp. A staff that deals energy damage (fire, acid, electricity or cold) costs 500gp, and a staff that deals force or sonic damage costs 1500 gp.

    Depending on how they are shaped, they may or may not double as spears, quarterstaves, halberds, or something else entirely.

    Credit goes to Sawyer Masonjones over at paizo.com
    Last edited by Sardonik; 2014-01-09 at 02:12 AM.

  6. - Top - End - #6
    Halfling in the Playground
     
    GreataxeFighterGuy

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    Default Re: Dragon Age - Pathfinder E6

    Monsters

    Rage Demon, CR 2
    CE Medium Outsider (Demon, Evil, Extraplanar)
    Init +1; Senses Darkvision:60, Percp+3
    Defense
    AC 14, touch 11, flat-footed 13
    hp 13 (2d10+2)
    Fort +4, Ref +4, Will -2
    Immune Fire, Mindeffecting effects, Poison; Resist Acid 5, Electricity 5;Weakness Cold
    Offense
    Speed 30ft
    Slam +5melee (1d8+3+1d6 fire, 20/*2)
    Spell-Like Abilities (CL 3nd)
    1/d Burning Hands(DC 12), Scorching Grasp(Shocking Grasp with fire)
    STATISTICS
    Str 15, Dex 12, Con 12, Int 11, Wis 7, Cha 13
    Base Atk +2; CMB +2; CMD 12
    Feats Weapon Focus: Slam
    Skills Bluff+6, Intimidate +6, Knowledge(Planes) +5, Perception +3, Sense Motive +3, Stealth +6
    Last edited by Sardonik; 2014-01-08 at 01:45 PM.

  7. - Top - End - #7
    Firbolg in the Playground
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    Default Re: Dragon Age - Pathfinder E6

    I haven't been playing pathfinder enough to know all of the intricate details of every spell, here are my initial thoughts.

    Pick your Casting Stat. What incentive do characters have in choosing Cha over Wis or Int outside of a person voluntarily gimping themselves as the party Face?

    Entropy indeed does look strong, a lot of save or lose.


    Gaining full access to a school instantaneously feel weird and is access to a lot of spells. What if you delayed the progression of the Second and Third Schools by as many levels as it took. That way you would only ever reach 3rd level spells in one school, 2nd in another, then eventually 2nd in the third school.

    I like the feel of the specialization a, but haven't been able to read all of them in detail.

  8. - Top - End - #8
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    Gnorman's Avatar

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    Default Re: Dragon Age - Pathfinder E6

    Quote Originally Posted by Zman View Post
    Gaining full access to a school instantaneously feel weird and is access to a lot of spells. What if you delayed the progression of the Second and Third Schools by as many levels as it took. That way you would only ever reach 3rd level spells in one school, 2nd in another, then eventually 2nd in the third school.
    The way I read it, you don't gain full access.

    1st level: Choose your First School, gain 1st-level spells from First School.
    2nd level: Choose your Second School, gain 1st-level spells from Second School.
    3rd level: Gain 2nd-level spells from First School.
    4th level: Choose Third School, gain 1st-level spells from Third School. Gain 2nd-level spells from Second School.
    5th: Gain 3rd-level spells from First School.
    6th: No changes.

    Have I got that right? At the end, you can cast 3rd-level spells in First School, 2nd-level spells in Second School, and 1st-level spells in Third School. I might stagger the School access up a level (to 3rd and 5th, respectively), just for symmetry's sake, but that's a minor issue.

    The table needs work, as well - are the numbers listed spells per day or spells known? A separate spells known table would be nice.

    You might also wish to re-introduce the Arcane School as a school that every mage has intrinsic access to - these would be spells like Read Magic, Dispel Magic.

    Other than that, this looks to be a nice start, and I'll be checking it with regularity.

  9. - Top - End - #9
    Firbolg in the Playground
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    Default Re: Dragon Age - Pathfinder E6

    Quote Originally Posted by Gnorman View Post
    The way I read it, you don't gain full access.

    1st level: Choose your First School, gain 1st-level spells from First School.
    2nd level: Choose your Second School, gain 1st-level spells from Second School.
    3rd level: Gain 2nd-level spells from First School.
    4th level: Choose Third School, gain 1st-level spells from Third School. Gain 2nd-level spells from Second School.
    5th: Gain 3rd-level spells from First School.
    6th: No changes.

    Have I got that right? At the end, you can cast 3rd-level spells in First School, 2nd-level spells in Second School, and 1st-level spells in Third School. I might stagger the School access up a level (to 3rd and 5th, respectively), just for symmetry's sake, but that's a minor issue.

    The table needs work, as well - are the numbers listed spells per day or spells known? A separate spells known table would be nice.

    You might also wish to re-introduce the Arcane School as a school that every mage has intrinsic access to - these would be spells like Read Magic, Dispel Magic.

    Other than that, this looks to be a nice start, and I'll be checking it with regularity.
    You are right, I was too busy looking at the spell lists and only skimmed the section. For some reason I was thinking full access to the spell lists, and the table was just castings per day.

    It is similar to what I was thinking it should be, so ignore me.

    I also second giving all mages access to an Arcane school, one with read magic, detect magic, identify, and dispel magic. I feel those are spells every mage should have access to.

  10. - Top - End - #10
    Halfling in the Playground
     
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    Default Re: Dragon Age - Pathfinder E6

    Quote Originally Posted by Gnorman
    The way I read it, you don't gain full access.

    1st level: Choose your First School, gain 1st-level spells from First School.
    2nd level: Choose your Second School, gain 1st-level spells from Second School.
    3rd level: Gain 2nd-level spells from First School.
    4th level: Choose Third School, gain 1st-level spells from Third School. Gain 2nd-level spells from Second School.
    5th: Gain 3rd-level spells from First School.
    6th: No changes.

    Have I got that right? At the end, you can cast 3rd-level spells in First School, 2nd-level spells in Second School, and 1st-level spells in Third School. I might stagger the School access up a level (to 3rd and 5th, respectively), just for symmetry's sake, but that's a minor issue.

    The table needs work, as well - are the numbers listed spells per day or spells known? A separate spells known table would be nice.

    You might also wish to re-introduce the Arcane School as a school that every mage has intrinsic access to - these would be spells like Read Magic, Dispel Magic.

    Other than that, this looks to be a nice start, and I'll be checking it with regularity.
    Quote Originally Posted by Zman
    You are right, I was too busy looking at the spell lists and only skimmed the section. For some reason I was thinking full access to the spell lists, and the table was just castings per day.

    It is similar to what I was thinking it should be, so ignore me.

    I also second giving all mages access to an Arcane school, one with read magic, detect magic, identify, and dispel magic. I feel those are spells every mage should have access to.
    Yeah, that was how I intended it to read. I had an arcane school originally, but I found that much of it, namely dispel magic, detect magic and read magic fit better with the spirit school, as that one concerns itself with pure mana manipulation and communication with spirits and demons.

    I made a stealth-edit at one point, giving all mages access to the cantrips of all schools, so that solves the read magic and detect magic problems. But I actually like that you need a spirit mage or a templar to cast dispel magic.

    I had school access at 3rd and fifth level originally, but that left a lot of dead levels, so I decided to move it to second and fourth level. I agree that it looks asymmetrical, and there's still a dead level at sixth, which I'm unhappy with. On the other hand, I'm happy with the power level.

    Picking your casting stat was not intended to be a balancing feature: Conceptually I can see dragon age mages relying on each stat, and I'm not about to copy the game mechanics where certain aspects; mana, damage, and how hard the spells are to resist are based on different stats. That'd lead to madness that is hard to work with.

    If somene wants to create a smooth-talking blood mage who has an intristic mastery over magic, but is extremely easy to manipulate I don't want to stop him.

    I'm contemplating the idea of creating an apostate archetype. They wouldn't be limited by schools, as their training lies outside circle tradition, but they'd have fewer spells known overall, and perhaps a slight disadvantage in top-end spells per day. Or maybe they, like sorcerers, get their spells at 4rth and 6th level.
    Last edited by Sardonik; 2014-01-07 at 04:22 AM.
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    Dragon Age for Pathfinder E6

  11. - Top - End - #11
    Ogre in the Playground
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    Jan 2012

    Default Re: Dragon Age - Pathfinder E6

    Wow, you did really good on this I think the spells you listed in the specific schools are thematically appropiate.

    I do think that Creation needs soem spells added as it seesm to significanlty lack behind the others in terms of total spells, I like you shooting for 6 spells of each level seems great

    and since in dragon age magic is magic is magic you have a lot of spell lists to pick and chose from ( cleric, druid, bard, wizard etc etc) so fidning 24 spells for each school should be rather easy.

    I do remmeber a shape shifitng school in Dragon Age, and im noticing a lack of those same spells in your schools.


    other than those small issues i have

    i am very impressed you did a bang up job.

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