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raven1272's page
94 posts. No reviews. No lists. No wishlists. 1 alias.
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If third party material is allowed, Super Genius Games allows two ways to do this. But, they cost resources and/or feats.
In the New Magus Arcana PDF, there are arcana you can pick up to enrune a specific weapon. There are versions for shields, light off hands, and two handed weapons. Once you spend your arcane points for the day, that weapon allows you to do somatic components.
In Spellcasting feats 2, there are a set of feats that are similar but have a few drawbacks. The two handed weapon one imposes a penalty to defensive casting but allows the use of a falcion for example.
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It's more practical.
Dragons snore when they sleep. And, the breathe fire/acid/lightning etc... when they snore. So, they ignite most normal bedding. Thus, they need a soft metal to sleep on so as not to ignite it.
- from the 80s TV movie "Flight of Dragons"
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Rogue Genius Games, formerly Super Genius Games, has a fighter/mage class called the Archon that is full BAB, 6th level spells, and has abilities as well. You can buy it here on this site for $3. Or, you can probably see it for free on the open pathfinder SRD. Even though it is third party, it was made by designers who are now paizo staff.
The point is, I don't think full BAB and 6th level arcane spells are a deal breaker by themselves. But you do have to watch how powerful the spell list is, how much armor they can wear, and what the abilities are. If you plan to offer a weapon boosting ability, I would recommend 4th level spells instead.

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I can offer a few ideas. Most of these are literary or psychological in nature. Their mileage or releveancy may vary from person to person and group to group.
- If Tolkien is the genesis of fantasy, and middle earth is the original campaign, the pathfinder has its roots in no/low fantasy. Re-doing the idea is ideolizing the genesis campaign and provides a familiar feel and context
- Classic mythology is low/no magic. It has divine intervention abounding. But, not common magic. Again, familiar feel.
- If magic is viewed as a the nature of the world, then removing it forces characters in the story to stand on their own. Think of it as a warped man vs. nature. The characters are given an artifical, nebulous opponent to struggle against in the form of the limitations of magic as it works in the world.
- It provides a grittier feel. Magic can't save your butt. You can't suddenly call out for a heal when you challenge the evil witch to mortal combat and realize she can summon a dragon to protect herself.
- When magic is rare, and it does happen in the world, it provides a sense of wonder. It makes magic special. And, when the few and the proud have sole control over it, it is even more special. So, if you are a person that really loves magic. When you play a magic wielding character in a non-magical world, you are the special snowflake. Everyone wants (and needs) to be recognized for the special person he or she is. Of course, when the whole party is special snow flakes.... then magic really isnt that rare.
- When magic is actively hated and persucuted in a world, it allows gamers to make a psychological tie between the gaming world and the real world. It is no secret that gamers, in general, are not the most popular group in the real world. Some people will be drawn to magic because it is not "popular" in the "general world." So having a campaign setting that fanicifies real world realities is not a bad thing in and of itself. It may draw out (unexpected) role playing.
- The forbidden fruit (magic in a non-magic world) is a tempting treat.
Of course, all of this, and the original question are riddled with the pitfall of authorial intent. Why did a writer write/create it that way? Because he or she wanted to. If you ask the same question twenty years from now, to the same author, you just might get another answer.

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Magic feats v0.91
Arcane Pummel
Your repeated casts of a single spell build energy with each casting.
Prerequisites: Arcane Spellcaster, caster level 10th.
Benefit: If you repeatedly cast an instantaneous evocation spell, against the same target, in uninterrupted consecutive rounds, then in each successive round, the spell is considered to be cast with a bonus spell DC of 1 and a +1 bonus damage of the same damage type per dice of damage (ex. a fireball would do 1d6 + 1 fire damage per caster level with a save DC 1 higher on a second pummel). An arcane pummel maxes out when the bonus damage equals the base dice of damage (ex: a fireball used in an arcane pummel will max at 1d6 + 6 damage per caster level on the 7th consecutive cast). Note that some spells affect a target point or square and not a creature (ex: fireball or lightning bolt). You can use arcane pummel if you targets the same place repeatedly as above.
Lace Spell Acid
Your damaging spells are infused with additional acidic power
Prerequisites: Arcane spellcater, caster level 5th.
Benefit: Instantaneous Evocation spells you cast can be laced with additional acidic energy. You may add +2 acid damage per spell level to the spells base damage. A single spells cast can trigger multiple spell laces. Spell saves that cause half damage affect this bonus damage as well.
Lace Spell Cold
Your damaging spells are infused with additional frozen power
Prerequisites: Arcane spellcater, caster level 5th.
Benefit: Instantaneous Evocation spells you cast can be laced with additional frozen energy. You may add +2 cold damage per spell level to the spells base damage. A single spells cast can trigger multiple spell laces. Spell saves that cause half damage affect this bonus damage as well.
Lace Spell Electricity
Your damaging spells are infused with additional lightning power
Prerequisites: Arcane spellcater, caster level 5th.
Benefit: Instantaneous Evocation spells you cast can be laced with additional lightning energy. You may add +2 lightning damage per spell level to the spells base damage. A single spells cast can trigger multiple spell laces. Spell saves that cause half damage affect this bonus damage as well.
Lace Spell Fire
Your damaging spells are infused with additional burning power
Prerequisites: Arcane spellcater, caster level 5th.
Benefit: Instantaneous Evocation spells you cast can be laced with additional fire energy. You may add +2 fire damage per spell level to the spells base damage. A single spells cast can trigger multiple spell laces. Spell saves that cause half damage affect this bonus damage as well.

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Version 1.3
adjusted list to match CRs of Summon Monster
============================================
Summon undead I (CR up to 1/2)
• crawling hand
• human bloody skeleton
• human burning skeleton
• human fast zombie
• human plague zombie
• human skeleton
• human zombie
Summon undead II (CR 1)
• ghoul
• wolf burning skeleton
• wolf bloody skeleton
• wolf fast zombie
• wolf plague zombie
• wolf skeleton
• wolf zombie
Summon undead III (CR 2)
• draugr
• ghast (advanced ghoul)
• huecuva
• juju zombie
• poltergeist
Summon Undead IV (CR 3-4)
• allip
• attic whisperer
• shadow
• wight
• zuvembie
Summon Undead V (CR 5 – 6)
• berbalang
• crypt thing
• deathweb
• ghul
• giant crawling hand
• mummy
• revenant
• skaveling bat
• wraith
Summon Undead VI (CR 7 – 8)
• Bodak
• bone golem (technically a construct)
• ghost aristocrat
• greater shadow
• guecubu
• spectre
Summon Undead VII (CR 9 – 10)
• baykok
• witchfire
• vampire (sorcerer 8)
Summon Undead VIII (CR 11)
• devourer
• graveknight
Summon Undead IX (CR 12 - 14)
• banshee
• lich (human necromancer 11)
• nightwing (nightshade)
============================================

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Class information
Alchemist
Alchemists receive full spells, not formulae. However, many of their abilities revolve around alchemical powers. 1d4 + 4 hit points. 7th level AE spells. simple spells. Readied as a mageblade. More discoveries in APG, UM, UC, and SGG. Approved Archetypes: Default (APG), Chiuregeon (UM), Mind Chemist (UM), Vivisectionist (UM), Beast Morph (UC)
Barred:
- APG: elixir of life discovery, eternal potion discovery
- UM: Alchemical simulacrum discovery, alchemical zombie discovery, bottled ooze discovery, doppelganger simulacrum discovery, greater alchemical simulacrum discovery, mummification discovery, parasitic twin discovery, preserve organs discovery, tentacle discover, tumor familiar discovery, vestigial arm discovery, wings discovery
- UC: breath weapon bomb discovery
- SGG: amphibious mutagen discovery, chitinous mutagen, cliffwalking mutagen discovery, essence of an aberration discovery, essence of an eagle discovery, essence of an cheetah discovery, essence of an wolf discovery, homunculus discovery, phantom mutagen
Barbarian
More powers in Core, APG, and UC, 1d4 + 8 hit points, Approved Archetypes: Default (Core), Breaker (APG), Brutal Pugilist (APG), Drunken Brute (APG), Hurler (APG), Invulnerable Rager (APG), Mounted Fury (APG), Superstitious (APG), Armored Hulk (UC)
Barred
- Core: animal fury power, night vision power, raging climber power, raging leaper power, raging swimmer power, scent power
- APG: beast totem lesser power, beast totem power, beast totem greater power, elemental rage power, elemental rage greater power, elemental rage lesser power, fiend totem lesser power, fiend totem power, fiend totem greater power, spirit totem lesser power, spirit totem power, spirit totem greater power
- UC: bestial climber power, bestial leaper power, bestial swimmer power, dragon totem power, dragon totem resilience power, dragon totem wings power, hive totem power, hive totem resilience power, hive totem toxicity power, primal scent power, sprint power, world serpent totem power, world serpent spirit power, world serpent totem utility power
Bard
The bard loses access to all spells. Bards may wear up to medium armor. Bards may select a rogue power at levels 1, 4, 7, 10, 13, 16, and 19. 1d4 + 4 hit points. Approved Archetypes: Default (Custom), Archivist (APG), Court Bard (APG), Savage Skald (APG), Street Performer (APG), Animal Friend (UM), Demagogue (UM), Songhealer (UM), Archeologist (UC), Daredevil (UC), Dervish Dancer (UC)
Barred
- All spell casting and spell casting related options
Cavalier
More orders in APG, SGG. 1d4 + 6 hit points. Approved Archetypes: Default (APG), Hound Master (boards), Emissary (UC), Gendarme (UC), Honor Guard (UC), Luring Cavalier (UC), Standard Bearer (UC), Strategist (UC). Approved Orders: Cockatrice (APG), Dragon (APG), Lion (APG), Shield (APG), Sword (APG), Blue Rose (UC), Bow (SGG), Citadel (SGG), Gauntlet (SGG), Glaive (SGG), Rose (SGG), Shroud (SGG), Skull (SGG)
Fighter
Expanded weapon groups in Core, UC. 1d4 + 6 hit points. Approved Archetypes: Default (Core), Archer (APG), Crossbowman (APG), Free Hand Fighter (APG), Mobile Fighter (APG), Phalanx Soldier (APG), Polearm Master (APG), Roughrider (APG), Shielded Fighter (APG), Two handed Fighter (APG), Two Weapon Fighter (APG), Weapon Master (APG), Armor Master (UC), Brawler (UC), Cad (UC), Dragoon (UC), Tactician (UC), Unarmed Fighter (UC), Unbreakable (UC)
Magus
1d4 + 4 hit points. 7th level AE spells as mageblade. simple spells. spells readied as a mageblade. More arcana UM, SGG. Approved Archetypes: Default (UM), Hexcrafter (APG), Staff Magus (APG), Kensai (UC), Myrmidarch (UC), Skirnir (UC)
Barred
- UM: Arcane pool weapon enhancement options: dancing, vorpal
- UM: broad study power, familiar power, reflection power, spell blending power, wand wielder power
- UC: devoted blade power, ghost blade power, pool strike thunderous power, rod mastery power, rod wielder power
- SGG: elemental assault power, harmonic blending power, imbue spell power, invisible assault power, junx blending power, mounted assault power, protected assault power, wand lord power
Oracle
9th level AE spells. simple and complex. spells readied as a magister. 1d4 + 4 hit points. Note: oracles will receive a handful of pathfinder spells through their mysteries. These are ok and should be considered unique or rare spells oracles know. APG, SGG has additional curses to choose from. APG, UM has additional mysteries to choose from. Note: the bone mystery and the dark tapestry mystery are blood magic
Approved Archetypes: Default (APG), Dual Cursed (UM), Enlightened Philosopher (UM), Seer (UM), Star Gazer (UM)
Barred
- APG: Heavens Mystery, Waves Mystery, Wind Mystery
- UM: Ancestor Mystery, Time Mystery
- SGG: Misshapen Curse, Unbelievable Curse
Ranger
1d4 + 6 hit points. Spell less. The default form of the ranger, from the core rules, is barred. Instead of spells, a ranger receives a rogue talent at levels 4, 8, 12, 16, and 20. There are new combat styles in the Core, APG. Note: the skirmisher and trapper archetypes now replaces the rogue talents with hunter’s tricks or traps respectively. Approved Archetypes: Default (Custom), Beast Master (APG), Guide (APG), Horse Lord (APG), Skrimisher (APG), Trapper (UM), Battle Scount (UC), Deep Walker (UC), Falconer (UC), Warden (UC)
Barred:
- All spell casting and spell casting related options
Rogue
1d4 + 4 hit points. Note: even though the swashbuckler is an approved archetype, the rapier and the standard “swashbuckler” weapons are not present in the setting. However, there is nothing that prevents this archetype with working with a broad sword etc… Note: there is a rogue talent in UC that allows you to take ninja tricks instead. However, many of them require ki points. Luckily, there is another rogue trick that allows you to gain a ki pool. Approved Archetypes: Default(core), Acrobat (APG), Burglar (APG), Cutpurse (APG), Poisoner (APG), Rake (APG), Scout (APG), Sniper (APG), Swashbuckler (APG), Thug (APG), Trapsmith (APG), Bandit (UC), Knife Master (UC), Roof Runner (UC), Survivalist (UC)
Barred
- Core: Major magic talent, Minor magic talent, dispelling attack
- UC ninja trick: darkvision, deflect arrow, feather fall, flurry of stars, forgotten trick, ki block, ki charge, shadow clone, slow metabolism, snatch arrows, style master, sudden disguise, vanishing trick, wall climber
- UC: firearm training, Getaway artist (fly barred), grit, familiar
[\list]
Runethane (Arcana Evolved)
7th level AE spells. medium BAB. 1d4 + 4 hit points. simple spells. readied as a mageblade. see Arcana Evolved. Dwarves are the most likely race to select this class, but that is not strictly mandatory. Runethanes have no archetypes. One could consider them an alternate class to the magus.
Templar (Super Genius Games)
See SSG Witch Hunter for the basic class description. Templar have no archetypes. All templar have a minor addiction to lyrium. The Pathfinder’s Game Mastery Guide provides rules on drug addictions. For the purpose of this class, “witch” is any creature that uses magic. Templar are proficient in all weapons and armors that a normal fighter is. This includes heavy plate, shield, and all martial weapons. Bias against arcane works against all spells. Templar gain the smite ability as a paladin of equal level. However, it may only be used on witches (therefore spell casters) and it only adds damage equal to half the templar’s level. Basically you get it at the frequency of the paladin class, but it is only half as powerful and only useable against casters.
Barred:
[list]
- Bias against divine power, dedicated smite power
Witch
1d4 + 4 hit points, 9th level AE spells. simple and complex. spells readied as a magister. Note: it is possible, through witch’s patrons, for a witch to gain access to pathfinder spells. This is ok. They represent unique or rare spells that the witch knows. Note: witches walk the edge between normal and blood magic. Their dark evil powers and spells are blood magic, while their others are not. Among others, powers and spells related to evil, necromancy, demons, outsiders, or undead are blood magic. Approved
Archetypes: Default (APG), Gravewalker (UM), Hedge Witch (UM)
Barred
- APG hexes: coven, flight, waxen image, weather control, eternal slumber, forced reincarnation
- APG patrons: agility, elements, water
- UM hexes: beast of ill-omen, child scent, prehensile hair, water lung, cook people, summon spirit, witches hut
- UM patrons: light, spirits, time
Summoner
1d4 + 4 hit points. 7th level spells. simple spells. spells readied as a mageblade. Summoners are blood mages. Their eidolons are enslaved demons. However, they have the sheer willpower necessary to keep the demon, at least mostly, in check. This grants them some leniency within certain Circles of Magi. Their ability to summon and control other creatures as well buys them at least a modicum of discretion. However, the Chantry always keeps close tabs on Summoners. Creatures summoned by this class are always animals, dragons, or demons. Make cosmetic changes to the summoned creature as appropriate. APG, SGG has additional eidolon evolutions. The UM provides some eidolon models. They are some suggested powers to pick if you want your eidolon to mirror a certain type of creature. Approved
Archetypes: Default (APG), Broodmaster (UM), Master Summoner (UM)
Barred
- APG: gills (1 pt evolution), flight (2 pt evolution), burrow (3 pt evolution)
- UM: aquatic base form, basic magic (1 pt evolution), channel resistance (2pt evolutions), minor magic (2 pt evolution), major magic (3 pt evolution), dimension door (4 pt evolution), incorporeal form (4 pt evolution), ultimate magic (4 pt evolution)
- SGG: air mastery (1 pt evolution), earth mastery (1 pt evolution), hidden compartment (1 pt evolution), ink cloud (1 pt evolution), water mastery (1 pt evolution), corrode metal (2 pt evolution), drench (2 pt evolution), suction (2 pt evolution)

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Spells and Demonic Taint
Casting spells exposes mages to the Fade. The Fade is the realm of dreams, nightmares and demons.
Hence, casting a spell exposes a mage to the potential attention of demons. Every time a character casts a spell, he or she must roll a percentile dice. If they roll a natural 1 (“01” on the dice), the character receives 1 point of taint. For each point of taint a character has, they receive a -1 penalty to constitution and wisdom. In addition to these effects, a tainted character experiences other penalties in a variety of ways, from mild nausea, joint pain, or disorientation to rotting flesh, severe skeletal warping, and irresistible murderous urges. See below of categorized effects according to whether a character is mildly, moderately, or severely tainted. A character that has lost 25% of his or her Constitution to taint is mildly tainted. A character that has lost 50% of his or her Constitution to taint is moderately tainted. A character that has lost 75% of his or her Constitution to taint is severely tainted. The effects on Table: Taint Effects are primarily meant as role-playing features, though the GM can apply minor game-related modifiers to represent some of these effects if he so chooses.
Mild
Occasional nausea or vomiting
Pain in joints
Hair goes white
Mild paranoia
Disorientation
Increased aggressiveness
Mild hallucinations
Phlegmy, wracking cough
Eyelid swells, obscuring vision
Pale, grayish, dead complexion
Sunken eyes, cracked lips
Skin thickens, cracks, and turns leathery
Moderate
Bones begin to warp and thicken
Black, lichen like growth across skin itches incessantly
Reddened, burn like sores and scars
Eye clouds or blood vessels break, obscuring vision
Lips shrink back from gums
Gums swell, bleed, and rot
Bleeding from eyes, nose, mouth, ears, or lips
Hair falls out
Uncontrollable seizures that wrack the body with spasms
Eruption of painful sores
Sores ooze blood, pus, foul-smelling ooze, spiders or insects,
thick pasty substance, maggots, or acidic green slime
Hears voices of evil spirits
Severe paranoia
Fits of uncontrollable, disturbing laughter
Disregard for hygiene and cultural mores
Severe
Flesh of nose rots away, leaving skull-like openings
Mutated, deformed fingers, toes, leg, arm, head, ear, eye,
or teeth begin to grow on inappropriate parts of the body,
then shrivel, rot, and eventually fall off
Spine twists, back hunches
Severe warping of skeleton; skull enlarges and deforms
Great swollen growths on the body
Lungs eaten away from inside—wet, labored, and painful breathing
Eye falls out, leaving gaping socket that glows with eerie green light
Skin peels off in papery sloughs at the slightest touch, leaving raw,
red flesh beneath
Fingers or toes begin to web and fuse
Irresistible murderous urges
Reduced to primitive behavior
Eats inedible or still-living things
If a character’s Constitution score reaches 0 from the effects of taint, he dies—and 1d6 hours later he rises as a hideous, evil creature under the control of the GM. What sort of creature he becomes depends on his character level before dying.
Character Level Before Death Transforms Into
- 2nd or lower -> Ghoul
- 3rd-5th -> Ghast
- 6th-8th -> Wraith
- 9th or higher -> Bodak*
* Advance the bodak until its HD equals the character’s level before death.
Cleansing Taint by Good Deeds
Simple good deeds are not enough to remove taint. A character wishing to reduce his taint score through good deeds must undertake a particular ritual. The ritual prepares the character to undertake the deed.
The Chantry has a list of ritual good deeds that the faithful may perform to prove their dedication to the Maker. For example, church followers may choose to put on garments sacred to their faith (and which identify their faith to anyone who sees them) and patrol a particular part of their home as part of the militia or city guard. Adventuring is never part of a good deed, and a character who undertakes an adventure prior to completing his good deed must begin again with the ritual.
Deeds must be repeated every day for a week. Upon completion, the character’s taint score is reduced by 1 point. The character may continue the deed for another week to continue losing taint, or may return to the temple to undertake the ritual again and begin a different deed.
Alternatively, deeds may be quests undertaken on behalf of the Chantry. After the quest ends, the character’s taint score is reduced by 1 point per week required to complete the quest.
Good deeds may reduce a character’s taint score to 0.
It should be noted, that if a character fails to complete the task of cleansing, it is likely the Chantry Templars will kill the tainted character.
Cleansing Taint by Sacred Spring
Springs sacred to the Maker are located in remote regions, requiring long and dangerous travel to reach. For each day a character spends resting and cleansing himself at a sacred spring, his taint score is reduced by 1 point. Characters using this method to reduce his taint score can undertake no activities other than resting, eating, sleeping, and normal conversation. Cleansing at a sacred spring may reduce a character’s taint score to 0.

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Dragon Age Pathfinder
I started playing the game again and realised how much I do enjoy the world. This is my "first pass" notes document on creating a Dragon Age-like world using d20. More specifically, it uses Pathfinder, Super Genius Games, Arcana Evolved, and Iron Heroes. One could get by without Iron Heroes. The portions I am using are mostly concept in nautre, already in the variant d20 documents, or are easy one line rules. One could get along without Arcana Evolved, but my replacement suggestion would be to use the spell point system from the d20 SRD and allow all casters access to any sorcerer or cleric spell since Dragon Age has a unified magical system. One of the things that is of note is that Dragon Age really isn't a low magic setting per say. It is a gritty/ dark setting. But, it is more of a restricted magic setting.
Alignment
- As per AE/IH, there is no alignment.
- People make the decisions they make.
Low magic items:
- +1 to attack and damage rolls: 2, 7, 12, 17 (does not grant iterative attacks)
- +1 to ac, fort, ref, will: 4, 9, 14, 19
- Reserve points
- Turn hit points into 1d4 + x
- Alchemy related feats are ok (such as brew potion)
- Magic item creation feats are barred
Arcana Evolved Spells
- Use the Arcana Evolved magic system
- Spell weaving -> exchange on slot for 2 slots of a lower level. Exhcnage 3 slots for one of a higher level
- Unified spell set
- Simple/Complex
- Spells readied
- Heightened/diminished versions of spells
- Planned: Arcana Evolved, AE Spell Treasury, Complete Book of Eldritch Might
Iron Heroes
- Flavor
- Lowered magic item reliance theme
- Demonic taint themes
- Sword and Sorcery themes
- Reserve points
- Hit point system (1d4 + X format)
- Planned: Iron Heroes core revised
d20 Variant Rules
- Reserve points
- Demonic Taint and spell casting
Super Genius Games
- Witch Hunter class
- Additional evolutions
- Additional curses
- Additional arcana
- Additional orders
Pathfinder
- Base game engine
- Class system foundation
- APG generic trait system
- Planned: Core Rules, Game Mastery Guide, Advanced Player's Guide, Ultimate Combat, Ultimate Magic, Bestiary 1, Bestiary 2
Notes about the magic
- Anything that deals with outsiders, necromancy, demons, or undead is blood magic.
- There are no angels or celestials.
- Alignment plays no part in this world. All spells or affects that are related to alignment are barred. People make their own moral decisions at the time. People may or may not remain consistent in their “alignment” from decision to decision.
- Flight and teleport spells are barred. You must walk, sail, ride a horse, or ride a wagon to get there. Flight skill is similarly barred.
- You will not find any divine casters. There are no gods. Dragon age uses a monotheistic, philosophical religion much like our modern ones. The Maker has turned away from his creations when they took up magic and thus became tainted by demons. From that point on, we are trying to regain her favor and to do so must cleanse ourselves of demons. Extremists from the Maker’s Chantry would have everyone believe that means removing magic from the world. Others thing that removing the taint is sufficient, It should also be noted that the chantry controls magic. Magi are allowed to study their art, but only within sanctioned Circles of Magi, and only under the watchful supervision of the Chantry’s Templar. Their Templars are trained to destroy mages and they exhibit tight control on all the mage towers of the Circle of Magi. If any mage demonstrates the taint of demons, they are dealt with accordingly.
- All spell casting classes raised outside of a Circle of Magi are considered apostates. They are rogue mages and the Chantry will hunt them down and subdue or destroy regardless of whether they are a blood mage or not. They have no restrictions on the magic they may learn. However, they are prone to suffering prejudice in civilized lands.
- Mages that openly embrace demonic magic are known as blood mages. Most blood mages are evil, tainted, and are hunted down and destroyed. A small few are allowed to exist in some Circles of Magi or within the Gray Wardens. Mainly, their presence is justified as a “necessary evil.” They are they to help provide expertise on demons and provide the backing firepower of their demonic magic.
- Note however, that magi can know a blood spell or two without being a full blood mage. Mages that do so face social stigmata, open persecution, and outright discrimination.
- At level 2, all circle mages must undergo the Harrowing. A ritual is performed with the high templar and the high enchanter of the circle. The mage is cast into the fade where the mages have lured a demon. While in this dreaming state, she must understand the confusion world of dreams and nightmares and must conquer the demon. If the mage successfully conquers the demon and returns, they become a circle mage. If they do not survive and become possessed, the Templars kill the mage in her slumber. If the mage takes too long, the Templar assumes she is being possessed and they kill her in her slumber. In short, the mage must do or die, literally. The alternative to the Harrowing is to voluntarily request to become tranquil. (see template tranquil)
- Dragon age doesn’t have elementals. They have demons, animals, dragons, and a handful of constructs. Mechanically, all the elemental powers and abilities can stay as is, but their cosmetic description changes (most likely to demon).
- The “shape changing” class is the witch the with the transformation patron. Conveniently, she is limited to only beasts and dragons as her options. Note, however, that players should stick to beasts that are part of the Dragon Age ecosystems.
Notes about the conversion
- The list of barred class material may look high for some classes. I assure you, you still have dozens of options. Many of the barred options are related to overly magical classes, inappropriate mechanics, or barred magical options (alignment, angles, divine etc…)
- If a class has a “hard coded spell” or ability that function like one of the pathfinder spells, leave it. For flavor’s sake, it is just a unique ability that type of character has access to. For mechanics sake, it is there as part of the classes’ balance.
Notes about the world
- A dragon age world encompasses a very small amount of ecosystems. It is essentially a western European world. Ecosystems include: cave, mountain, forest, swamp, plains, oceans, hills, hinterlands, and highlands. This means, that animals of those ecosystems are common, and animals of say, deserts, are out of place.
- Please note that, although some archetypes exist and are appropriate to the world. They are not necessarily great for adventuring in small parties. However, in a large enough party, they are perfect fine, even extremely useful. They also give a have a useful function in the larger view of the world.
Basic World:
Basic world should be dark and gritty. It is reminiscent to Iron Heroes where the strong rule and magic is universally mistrusted (because it is a conduit for demonic taint). The commoner is ruled by the sword. Kingdoms are ruled by the sword. But when the darkspawn and demons get involved, it is the magi that become more important.
Replenishing reserve points:
Characters naturally regain lost reserve points at the same rate that they naturally heal lost hit points. If a character receives any magical healing, that healing is applied first to the character’s lost hit points. Any excess healing left over after the character’s hit points are restored to full normal is applied to increase the character’s current reserve point total (up to its normal maximum). For this reason, it is not strictly necessary to have a party healer.
Template: the tranquil
These are mages that have had the spell casting power removed. Some voluntarily request this so that they are not susceptible to demonic influence, possession, taint etc… Some mages, particularly evil or dangerous mages, are forced to undergo the procedure. Tranquil have no emotions or feelings. They are immune to demonic possession as well. But, no one knows if that is because of their lack of emotions or their lack of spell casting.
Template and Faction: Gray Warden
Can sense blight creatures because they can hear the call of the archdemons and the voice of their “hivemind” as nightmares. Your natural life is capped at 30 years from the time you join. The taint will slowly kill you.
Races:
Tolkien races: Dwarf, elf, man

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Included in the following are three alternate classes drawing large inspiration from the works of Malhavoc Press (Monte Cook, Mike Mearls etc...)One of the things I liked about these Malhavoc classes, and something I emphasized in these conversion, is that all the classes have a suite of selectable powers. It gives the classes some versatility and allows players to customize the class to fit them. I was very pleased when many of the Pathfinder classes followed that general theme. Another thing I emphasized in these classes is the fact that these are alternate classes. One can consider them specialized archetypes of the main class. They just have a radically different in-game execution than their main class counterpart. However, I think they are too focused to support a suite of archetypes on their own. The shaman might, but I'm not completely decided on that yet.
- Runeblade - An alternate magus that specializes in enchantment and trap-like runes.The runeblade draws heavy inspiration from Unearthed Arcana's Runethane class.
- Shaman - An alternate druide with heavy elemental and spirit themes. The Shaman is an alternate druid that draws inspiriation from Warcraft, Unearthed Arcana's Greenbond, and Unearthed Arcana's Witch. This one is might have strayed into a homebrew more than a conversion.
- Myrmidon - An alternate fighter with less feats but a pool of aim points that can be spent on special maneuvers in combat. The Myrmidon draws heavy influences from Firey Dragon (formerly Malhavoc) Iron Heroes. Although, the modifications are heavy enough that this might also have strayed into a homebrew.
Enjoy =)
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