Dragon Age: The First Blight

Game Master Sawyer Masonjones



This is the recruitment thread for a Dragon Age campaign set in the time of the first blight, before the Wardens started to turn the tide. Players will start out as travelers or refugees currently going through the Anderfells. Because the Dragon Age games are a different system, and the interest to keep it mostly pathfinder, we will employ quite a few house rules, namely concerning specializations, spell points, and magic staves.

Character Creation:

Characters will start out at level 1 with a 22 point buy. The playable races are human, dwarf, elf, or qunari, which will use the half orc statistics, thought toothy is dropped for a gore attack.

Playable classes will be the Mage(see spoiler), Rogue, or Fighter.

Each character gets one bonus feat that may be spent on one specialization. This specialization can be taken from the ones here or you may base a new, lore friendly specialization off of these. (Ignore the other rules on that thread, with the exception of the use of spell lists as guide lines and the rules on staves) A specialization can be taken instead of a general feat. Only one per character, unless experience to take a feat is used.

Specializations also gain you one specialization appropriate class skill.

I may end up editing some of these for balance.

You may take average gold, or roll. Hit points are based of the wounds and vigor system(see spoiler).

3 extra skill ranks can be taken at first level only.

Leveling changes:

This will be an epic 8 game, so when/if we get that far, feats will be earned every 5000 experience. Players can also choose to take this option when we are not that far.

Furthermore, a ability point is earned every 2 levels, to a max score of 20 (before items), or use 10000 experience points to raise a score.

If you find that you want to port a talent as a feat, submit it for approval to me.

Mage:

The Mage will be a mix of wizard and sorcerer. To reflect the DAO system, mages will use the spell point rules found here, including the optional rules on vitalizing.

Each mage will gain one school specialization, Primal, Entropic, Spirit, or Creation. Primal is evocation or an elemental school. Spirit can choose Divination, Necromancy, Abjuration or Illusion. Creation can choose Transmutation(Enhancement), Conjuration (creation), or Necromancy (Life). Entropic can choose Enchantment, Necromancy, Illusion. The pathfinder schools do not exist in this game. Mages can be universalists. Players are encouraged to try to come up with their own, but it must be one of the 4 schools.

The 8th level ability is moved to 4 and the 12th level one is now at 8

As this is a spell point system, instead of giving a extra spell per day, specialists get an extra spell known for each level they can cast, with the cost of costing 2 slots to know a spell of another school

In the same thread as the specializations, there are spell lists for each school. This is not exhaustive, nor are all of the spells from dragon age exist in pathfinder. Players are again encouraged to come up with ports of spells and to add spells from pathfinder not found on those lists to be approved by me.

Class skills for a mage are of the Wizard, plus heal and UMD.

Charisma is now used for all DCs. Wisdom determines bonus spell points. Intelligence is also applied to DC's and 10+SL intelligence is the minimum score to cast spells.

Staves are now work similarly to Dragon Age, as a magical projectile. These rules can be found with the specialization rules, but with this line added: Die size of stave can be increased to 1d8 as a +1 enchantment and a +3 for 2d6.

Spells Known table
lvl|0|1|2|3|4
1 |4|2|-|-|-
2 |5|3|-|-|-
3 |5|4|2|-|-
4 |6|5|3|-|-
5 |6|6|4|2|-
6 |7|7|5|3|-
7 |7|8|5|4|2
8 |8|9|6|4|3

Fighters and Rogues:

Fighters can choose between armor and weapon training at levels 3,5,7. As a capstone, they can choose armor or weapon mastery at 8.

Rogues get imp evasion at 6 and get Master Strike at 8. They also get proficiency in all bows and hand axes and throwing axes.

Wounds and Vigor:

The original rules can be found on the pfsrd

Your wounds score is twice your con score. Your Vigor is derived from you class. Mages get 6/level, Rogues get 8. Fighters get 10. Favored class bonus goes to Vigor.

Attacks go through you Vigor first. Once you have no Vigor, you start taking wound damage. When you reach half your wounds, you are staggered and must make a DC 10 constitution check each round, or become unconscious. At this stage, each standard or move action incurs 1 wound. At zero wound, you die.

Critical hits act as normal, but also do damage to wounds equal to their multiplier.

Cure spells can either restore vigor, in which it operates as normal, or restore wounds, which only heals 1 wound pont per die. Resting for 8 hours restores all vigor and 1 wound point. I also have a houserule: for con mod times per day, you can rest for 15 minutes and recover 1/4 your vigor. Endurance increases this number by 2.

The heal skill is now useful as you need it to treat wounds non magically. A DC 15 heal check made over 8 hours recovers wounds equal to 1 per hour, or 8, or double that if the check exceeds the DC by 10.

Some feats are modified (see link). There is also a new feat, Vigorous, that increase vigor similar to how toughness increases wounds. Both can be taken.

Constitution bonuses from items or spells still act as they did before, giving 1 vigor/modifier/level, but only permanent effects increase wounds.

Another house rule of mine, bleed damage goes directly to wounds, but does not reoccur.


Magic Items and Tranquil:

Magic items exist, but cannot be crafted by mages. Instead of scribe scroll (Now renamed inscribe rune) they brew potion.

The chantry isn't around yet, but it would be very interesting for someone to play a tranquil mage.

A tranquil mage would have the normal statistics of a mage but cannot cast spells. Instead they get scribe scroll, reflavored to be runes, like as Sandal used at several points in the DA series. Also counts as Inscribe rune. Craft wondrous at level 2, Wand at 3, Arms and Armor at 4, Rings at 5, Rods at 6, Staves at 7. As a capstone, they get a 25% reduction on crafting and everytime they use an item, it has a 25% chance it doesn't expend the charge.

Spell resistance 6+HD

They get a bonus to UMD and Spell craft equal to their level, but take a -4 penalty on Sense Motive and Social skills and they can never take them as class skills.

This class does not get a specialization.


Blood Mages:

With wounds and vigor and spell points, the blood mage works a little differently than what is on the thread.

There is a 1.5:1 vigor/mana trade off instead of the slot thing and DC's and CL can be boosted by 1 for every wound point taken.

There is also a feat that removes the trade off, min level 5.

The original thread for this can be found here, but do not post in it.

4-6 players, with one slot already filled, a templar fighter. I'd like to have at least one representative for each class and roughly evenly distributed.


I got timed out on my edits

Tranquil:

Skill are 4+int

As their school, they get the Arcane Crafter Universalist sub school, but instead of the metamagic applying to spells, they can apply them to items on the fly. This starts at level 4, like other schools in this system.

They can take the Staff like wand and Arcane Builder discoveries with out the level prereq.

also the line dealing with the school trade off, it should read: ...at the cost of needing 2 spells known slots for their opposition school. Primal opposes Creation. Entropy opposes Spirit.

Dark Archive

I'm thinking Rogue with Ranger specialization, two-weapon build. Probably an Elf, although Human is possible.


I'm interessed. Probably a dwarven warrior with berserker specialization.
That said I don't feel too confident with this rule set and I might need some coaching at first. So, let me know if that is ok for you ar you want more experiences players with this system.


Everything above is homebrew or variant rules, so don't worry about needing a little help. Everyone will be on some sort of learning curve. I'm only a little a head of you guys on this one as I have used the spell points and wounds and vigor system before in my own campaign I run IRL. The rules in the specialization thread, however, are all theDragon, who I am sure will post here eventually. I am sure there will be a lot of hiccups on everyone's part and much of this may be changed as we figure out what works and doesn't work.


To be considered, I need a fully crunched character with a backstory. Generally, spots will be first come, first serve. The way to be approved is a good backstory. Once I hit 6 acceptances, I will close early.

I'll hold recruitment open until Monday the 13th. If we have at least 4 players, we will just start.


Dot me for interest. I'm thinking of a human rogue specialized in alchemy. I'll work out the specialization for that, unless you have your own ideas. Basic no extracts or mutagens.

I take it there are no qunari as they haven't turned up yet.
Btw how about half elves, I remember at least one in the story.

More soon.


Said templar reporting.

Dark Archive

To be honest, I don't have a lot of time right now, so my character will not be finished any time soon. If it's okay, I'm gonna create it anyway and keep it in reserve if a spot opens up later in the game. Again, if that's ok with you.


The Dragon Master wrote:

To be considered, I need a fully crunched character with a backstory. Generally, spots will be first come, first serve. The way to be approved is a good backstory. Once I hit 6 acceptances, I will close early.

I'll hold recruitment open until Monday the 13th. If we have at least 4 players, we will just start.

A question about the background: you say the story will take place during the first blight (-395 / -195), so this means the Tevinter Imperium is still a major power and mages conditions are pretty different from what will happen after the foundation of the Chantry, right? Also, since I'm building a Dwarf, can you elaborate on the situation of the Taigs? Are we in the early stages of the blight or near its end, when only 4 major Dwarven kingdoms remain?


Chillblame: It was noted that kossith is a playable race with half-orc stats. Make of that what you will with regards to the general qunari situation.

I the other thread GM said that we won't be following the timeline closely. I got from it that the Tevinter emperium is very much in power, but it is starting to show cracks. Andraste is happening in this time period. So's the inquisition, although they're spread out a lot, and not really a factor of power on the scene of the world. The chantry isn't there yet, beyond barest of beginnings.

At least, this is how I understood it.


chill blame, you are right. Qunari wouldn't be around yet. But it is possible that one or two have come over, similar to Sten in DAO, a scout answering a question. Half elves are fair game.

nightflier, that is fine.

Roger: This is the full swing of the blight, -305. The story will revolve around the first Grey Wardens, before they had the blood ritual, Weisshaupt, and the Right of Conscription.

The chantry isn't around yet, but there is a lot of anti mage sentiment among humans.

Tevinter is still a major power. At this point they are being attacked from the deep roads.

Many thaigs have fallen and much of the Deep Roads have been taken. Many dwarves flee to the surface or to other thaigs. I am not sure of the exact timeline of thaigs falling, but I will look it up later.

TheDragon is right. The timeline will be a little squished together.


Question: how do wounds and vigor work exactly? For example if I start with con of 16 I get 32 wounds and as a Fighter I get 10 vigor. What do I use vigor for? How can I increase wounds besides by raising con? How does Toughness work? And this new "vigorous" feat? What are the bonus class skills for specializations?


Vigor represens stamina. When you are damaged, it goes through vigor, representing you had to expend energy to block or dodge an attack , then it goes through wounds when you no longer have such energy Vigor is easy to heal, just resting will do. Wounds requires a longer time to heal, even with spells.

Toughness applies to wounds, vigorous applies to vigor. Both work as they normally do, applying 1 point per die, min 3. Favor class hp bonus go to vigor. Magical or item based bonues to scores increase vigor, increasing it by 1 per mod per level, unless it is permenant, in which it applies to both.

The class skill is really up to you, but you only get one, chosen from the class skills of the pathfinder class the abilities are based off of. So a ranger rogue could pick up survival or nature. A beserker couls pick up acrobatics or perception. A Templar could pick up spellcraft or a knowledge skill. I may end up changing it a bit, making the first level be all the class skill of the class and the bab/change and make the first abilites requiring an additonal feat


You know, I played in a star wars game once where all damage from crits went straight to wound points. That was pretty brutal. Of course, that rule would be worse in pf, because damage rises in patfinder to an extent that it didn't there. You were pretty much limited to 4d8, absolute max. Unless you were a jedi, of course. Jedi were overpowered. (of course)


Well its not quite that bad in this system. With a critical hit, only the value of the multiplier goes through to wounds, on top of the normal things critical hits do.


Hey, here is a character I have designed. I changed my mind about the Rogue, alchemist and went with a human noble fighter with a ranger specialization. I put in two traits as you seem to have said nothing about them, I can remove them if needed.
Btw does specializations give extra class skills?

Henry D'ville:
Human Noble Fighter (ranger spec)
Stats
Str 14 Int 12
Dex 18 Wis 12
Con 12 Cha 12

Wounds 24 Vigor 11
AC 18 Touch AC 14 Flatfooted AC 14
CMB +3 CMD 17 BA +1
Inititive +4
Fort +3 Ref +4 Will +1
------------------------------------
Traits
Rich Parents +900gp at start
Seeker +1 on perception, and is a class skill
------------------------------------
Feats
Wpn focus Longbow
Pt blank shot
Deadly aim
Ranger spec
------------------------------------
Skills
Perception +6
Survival +2
Steath +5
Know nobility +2
Know nature +2
Swim +6
Diplomacy +2
Craft bows +5
-------------------------------------
Qualities
Animal companion Large Dog
-------------------------------------
Offense
Comp Longbow +5 (+1 pt blank shot; -1/+2 dam deadly aim) 1D8+2
Longsword +3 1D8+2
--------------------------------------
Equipment
Comp longbow, Str 14, MW
Longsword
Chain shirt
Fighters Kit
Belt pouch
Two quivers and 40 arrows
Fletching kit


Looks good so far. For traits, standard 2, but you can also take a drawback for another one.

I haven't decided how I am going to do class skills and specializations.

Either it will be you get one class skill from your specialization or the first tier of specialization is you get the missing class skills plus something else, maybe a lesser ability of the class (like tracker for rangers or possibly a bump in bab in the case of arcane warrior and bump in HD for blood mage) or skill a skill feat.

I am still toying with the idea of making specializations a form of gestalt.


I'll think about the drawback.
Here is an idea. Tag the extra skill points to the specialization. Give ech one three extra skills and leave it at that. For example ranger might have perception, stealth, survival, know nature. The player chooses three of those as class skills.. if they don't want a specialization, then they just get the points..
I will put the character on the profile so it is easier to look at in a few hours.


That works.

Now all I need from you is an appropriate backstory and then you will be accepted.


Specializatins give class skills? Just a second, I'm changing my build up a bit.

Templar gains spellcraft, knowledge(arcana) and knowledge (religion sound appropriate?)


Yes. Considering that this is limited to only 3 classes plus specs, i decided that giving spec appropriate class skills would be a good way to go.


Ok a ranger's skills. Survival, perception and stealth.
Writting my background now. A couple of questions.

Is the warvgoing well/badly?

Can inhave one of those warhounds as a companion? I can't remember their at the mo.

Grand Lodge

This is Chillblame.
Henry is now on my profile, with a background. It is a little light as I am not certain how you want to run with this, but basically he blames himself for his families death, and the tevintar imperium has confiscated all his property he isn't carrying.


The war is going badly. The deep roads have all but taken over. Every nation is being assaulted from the Deep Roads. This is the pit of the Blight. Most people flee from home and village to seek refuge somewhere else, following what ever rumor they can find.

You may get a mabari, but note they are specific to Ferelden. Make it a part of his backstory that he traveled from there to the Anderfells and you can have it(Which is quite the feat as the two locations are on opposite ends of Thedas) or explain it some other way(import, similar breed just not mabari, brought by refugees, etc). And if it dies, you'll likely not be able to get another one. Use wolf statistics.

Your character looks good, but please list the items in the fighter's kit. And you have perception as a class skill from ranger, so you don't need the trait. Your backstory is also fine, but I encourage you to also include characterization and appearance.

Player 2 is accepted. Future players should make a mage or a rogue.

Grand Lodge

Actually I took the three skills on survival, stealth and know nature, using the trait to give me perception. This gave me what I think is a ranger like character. I can change if you want. I will make the asked for changes soon.


No you're fine. I was just going off of what you said in the last chillblame post.


Here's my submission Yarask of House Dace you can find the background in the "other notes" section of the sheet. Let me know if it works for you.

P.S.

Any chance the "Hatred" racial trait can apply to darkspawn in this setting? And the "defensive training" racial trait to big creatures like Ogres?


Here's Yarsk's avatar


You may use hatred for darkspawn. Replace defensive training with Deep Warrior. Darkspawn will officially be abberations for all effects (including rangers, chillblame).

I have decided that each specialization will either come with a) 3 class skills b)HD increase or c)BAB increase, depending on the specialization.

A beserker can get perception, acrobatics and knowledge nature as class skills or get d12 hd.

3rd slot is now filled. Future applicants should be either a mage or a rogue

Grand Lodge

A couple of questions about specializations

*How do you earn new tiers? As you level or do you spend a feat, or some other way?

*What is the benefit of not specializing? An extra feat? Seems a little light.

The second question is just for curiosity.

I was going to suggest a slight change, to the ranger given we are playing P8 not P6

ranger tiers:

Tier 1 Gain animal companion, level of for the companion is Level Plus Tier rank. Gain favored enemy. Gain ranger skills pick three from following: Perception, Survival, Know nature, Stealth, Swim, climb

Tier 2 Gain favored terrain and track

Tier 3 Gain 2nd favored enemy and wild empathy

Tier 4 Gain 2nd favored terrain and woodland stride

Tier 5 Gain 3rd favored enemy, gain Quarry

The reasons for the changes is it makes progression a little smoother, adds the skill list and addresses that the ranger is a bit weak compared to other specializations I feel


The really big question: Do we stand a chance without a mage and a face?

And yes, specializations are worth more than feats. They were designed to cost xp instead of feats, so the trade-off was originally
"gain xp towards a level, or gain a specialization tier." They were intended to be better than the exra feats you gain after level six, making the resulting characters E6+.


Well, the fact that specializations are absolutely better than feats is debatable: take the Berserker specialization for example, at tier 1 you get Barbarian rage, which is pretty huge, then at lvl 2 you get a single barbarian power which is generally speaking weaker than a feat, at lvl 3 you get another rage power and DR 2/-, combined these things are certainly good but again Armor Mastery (which is a possible capstone for fighters) is better and it doesn't stack. And the last power (can't find the old link btw) seems like a weaker version of improved vital strike.

All in all I don't think specializations as they are presented are so incredibly better than feats, especially if you consider how certain fgighter feats "chain togheter", and are actually very important for the character efficency.

Also, I have a question: you said "A beserker can get perception, acrobatics and knowledge nature as class skills or get d12 hd" what does this mean? I was under the impression you don't get wounds by class but only vigor.


Whether or not rage powers are better than feats depend widely on which rage power you pick and at what level you pick it. For example, I'd much rather have pounce than improved critical(falchion).

The damage reduction should probably be changed for this game: The GM's houserules render it pretty useless if you pick armor mastery at level eight. OTOH; wouldn't a berserker be going weapon mastery, though?

Furthermore, if someone wants to go champion at some point, the third tier ability (I think) should probably be changed around as well.

You can find the link in the GM's opening post, under the character creation spoiler.

Also, the assasin gets the perpetually short end of the stick. If anyone has any ideas about how to help him out, I'd appreciate that.

Grand Lodge

Assasin, hmmm
Tier 1 poison use , death attack, assasin skills alchemy, stealth, diplomacy, acrobatics, perception, know local, climb

Tier 2 hide in plain sight , +1d6 sneak attack

Tier 3 skill focus stealth, swift poisoner

Tier 4 +2d6 sneak attack, evasion (becomes improved evasion if already owned)

Tier 5 swift death

That should give you a dangerous assasin. A rogue would become most dangerous, but it would help a mage or fighter too. (Wow the thought of mage assassins)
Hope it helps


-Rane wrote:

Whether or not rage powers are better than feats depend widely on which rage power you pick and at what level you pick it. For example, I'd much rather have pounce than improved critical(falchion).

The damage reduction should probably be changed for this game: The GM's houserules render it pretty useless if you pick armor mastery at level eight. OTOH; wouldn't a berserker be going weapon mastery, though?

Furthermore, if someone wants to go champion at some point, the third tier ability (I think) should probably be changed around as well.

You can find the link in the GM's opening post, under the character creation spoiler.

Also, the assasin gets the perpetually short end of the stick. If anyone has any ideas about how to help him out, I'd appreciate that.

Well, in order to get Pounce (only while raging ofc) you need to have Greater Beast totem, and to get that you need to have lesser beast totem and beast totem, now... consider you only get TWO rage powers so you actually can't get Greater Beast Totem... let alone the considerations about requirements (barbarian level 6 and 10... what tiers are they?).

As for Pounce being more viable than improved critical (fachion) it depends, honestly causing a critical every 4 attacks seems pretty huge to me, more than being able to go full attack when I charge (which has its own drawbacks...)

As for assassins, go the easy route: besides the powers they currently gain from their specialization they also gain an extra +1d6 Sneak Attack. This would make Assassins superior to any other kind of thieves when considering sneak attack damage, as it's just proper after all.


I was honestly hoping to avoid that. I don't want to explode the damage dealt by these, except in the case of the duelist, who ends up needing it because he goes for a suboptimal combat style.

The berserker ends up adding +2 to hit and +3 damage, along with a situational attack that is best used in the end of the fight. Note that it multiplies all damage that would be multiplied by a crit, unlike vital strike. He also gets a rather hefty damage reduction, which he can increase with his rage powers.

The champion... His challenge breaks my intention of limiting damage increases, but his other abilities are weak, so it's probably all right for him to add it. If someone wanted to use it for this game, it'd be ripe for making a rework.

The ranger gets +4hit/damage vs one situational enemy and +2 vs another. If you give them the ability to pick abberrations or humanoids, you quickly end up giving them favored enemy (70% of all creatures in the campaign) letting them have those favored enemies may well be within the intended power level for this game.
In addition, they end up with a 9HD animal in a game that limits PC hd advancement at 6.

@Rogar: You seem quite unhappy with the berserker as is. You should probably discuss making your own version with The Dragon Master, as he seems pretty open to tweaking stuff around. I personally do not think it is significantly less powerful than the other options (bloodmage not included) but my personal opinion is just that, and probably biased, as it is my creation being discussed.


We can go back to the old paradigm if you wish, with it costing experience. Lets vote. Or my other ideas were to make it like gestalt or multiclass. Or we can go with a hybrid- Take it as a feat for a discount, let's say half (only applies to general feats received by levels).

My problem with TheDragon's original idea with 4000 exp was that it was too costly, so another solution could be a graded exp cost. First is free at first level, with additional ones costing 1000, 3000, 6000, 10000 exp or something like that.

My idea with the feats is that the trade off is that you can't get your feat lines really going if you decide to specialize. Archery, TWF, Mobility, etc build would all take a hit.

If you guys want to make the specs 5 tiers long, we can do so.

The d12 would be instead of your 10 vigor per level.

In terms of power, in my games, I tend to give players a lot, but the fights are much harder (normally 2-4 CR above party). Don't believe for a second that power will be an issue. The real problem is balance between specs.

If we don't get another player within a week, I have a character in mind that I would play along with you guys, a half-elf blood mage, specializing in creation. She'd be healer plus some control through things like entangle and things I'll make up.(though she wouldn't be able to do entropy effectively).

@TheDragon: feel free to make suggestions to me. This was your idea and you have been thinking about the system longer than I have. In fact anyone can suggest things. This is half homebrew anyways, so I'd appreciate input or ideas.

Edit: Also I am opening the discussion for some pre game roleplay to the three of you. For some reason or another, your characters are a part of a caravan of refugees traveling across the dry hills and grasslands of the Anderfels. Perhaps you are guards, traveling with the safety of numbers, or using the cover of refugee to hide. Or just maybe you think this promises some action against darkspawn. It is now spring of 889, by Tevinter reckoning.


An addendum: Assassins should get +1d6 Sneak Attack damage per Assassin tier, for a cumulative total (when rogue 8, Assassin 5) of 9d6 Sneak Attack Damage.

As for the Berserker, once said the specialization might be as it is due to internal ballance reasons (don't make specializations too good) and therefore perfectly fine in the context it's in, I would like to suggest a rework:

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
Fast Movement - A berserker's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the berserker's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the berserker's land speed.

Third Tier
Greater Rage - When a berserker enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.

Fourth Tier
Devastating Blow - As a standard action, a Berserker may make a single melee attack with a two-handed weapon at a –5 penalty. If the attack hits, it is treated as a critical threat. Special weapon abilities that activate only on a critical hit do not activate if this critical hit is confirmed. Weapon Mastery does NOT automatically confirm the threat but otherwise works as written.

Edit: I posted before I saw the Dragon and Dragon Master (... so many dragons!!! XD) posts. If the intention is limiting damage (understandable given the limitations on hit points) of course my suggestions about Assassin and Berserker should not be considered. As I said above it's a matter of internal ballance.


If you make Greater Rage the 5th tier ability and add something third (maybe Uncanny Dodge), it looks fine.

Grand Lodge

Thinking about it, , perhaps you could hybridize the tiers with the character class. Like an archetype. Limit the spec options to specific classes. For example, bloodmage has to start as a mage.
Make experience the slow option in this case.
Let me think about it.


Henry D'ville wrote:

Thinking about it, , perhaps you could hybridize the tiers with the character class. Like an archetype. Limit the spec options to specific classes. For example, bloodmage has to start as a mage.

Make experience the slow option in this case.
Let me think about it.

I concur. It's the same in Dragon Age aftr all: some classes are meant to have certain specializations and not others. You can't have a mage/berserker and you can't have a fighter/bard.

Limitations are a good thing, they give context and meaning to things. Not everything is possible, not even in RPGs.

Edit:

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
Fast Movement - A berserker's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the berserker's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the berserker's land speed.

Third Tier
Overhand Chop - When a berserker makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.

Fourth Tier
Greater Rage - When a berserker enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.

I took the 3rd tier from the power a two handed fighter gets at lvl 3. Should be suitable I think.


That seems ok since it only applies to one attack.

Let's convert to 5 tier specializations, so change accordingly. The first is free. The can be taken for 1000 experience (min level 3), next 3000 at 5, 6000 at 7, and 10000 after 8. Further tiers taken cost 10000. Multiple specs can be taken, but each tier counts against the above gradation.

I am going to throw my character in the mix until others apply. I'll keep it open for another week to see what happens. Gameplay and Discussion threads are now open. Just start posting when you are ready.


Henry D'ville wrote:

Thinking about it, , perhaps you could hybridize the tiers with the character class. Like an archetype. Limit the spec options to specific classes. For example, bloodmage has to start as a mage.

Make experience the slow option in this case.
Let me think about it.

That's already implemented for the mage specs. Ranger is a rogue spec, so maybe we shouldn't do that for the rogue and fighter.


The Dragon wrote:
Henry D'ville wrote:

Thinking about it, , perhaps you could hybridize the tiers with the character class. Like an archetype. Limit the spec options to specific classes. For example, bloodmage has to start as a mage.

Make experience the slow option in this case.
Let me think about it.
That's already implemented for the mage specs. Ranger is a rogue spec, so maybe we shouldn't do that for the rogue and fighter.

Why not, if you define (as DA games do) what classes have what specializations class choice becomes more relevant. Want to play a ranger? Then you need to choose a rogue, want to play a templar? Then you need a warrior and so on. Also note that people should want to specialize their characters further because doing so gives them awesome, if limited expertise and abilities. Keeping specializations very weak helps people not to bother about them.


Yarask of House Dace wrote:
The Dragon wrote:
Henry D'ville wrote:

Thinking about it, , perhaps you could hybridize the tiers with the character class. Like an archetype. Limit the spec options to specific classes. For example, bloodmage has to start as a mage.

Make experience the slow option in this case.
Let me think about it.
That's already implemented for the mage specs. Ranger is a rogue spec, so maybe we shouldn't do that for the rogue and fighter.
Why not, if you define (as DA games do) what classes have what specializations class choice becomes more relevant. Want to play a ranger? Then you need to choose a rogue, want to play a templar? Then you need a warrior and so on. Also note that people should want to specialize their characters further because doing so gives them awesome, if limited expertise and abilities. Keeping specializations very weak helps people not to bother about them.

Because Henry D'ville is a fighter/ranger


Well we do have to remember DA is a video game. We don't have to be completely bound by its rules.

That said, I am inclined to make henry a rogue based ranger.


To interested parties: This is your last chance to submit a character before we get started.


Small edit to mages: Half of relevant for intelligence is applied to DCs and extra mana.

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