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Thread: DARPG STUFF: Characters, Creatures, Optional Rules, etc. NEW: LORD OF THE RINGS stuff...

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    OPA Belta Icarus's Avatar
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    DARPG STUFF: Characters, Creatures, Optional Rules, etc. NEW: LORD OF THE RINGS stuff...

    ICARUS' BUILDS & STUFF



    I felt the need to start this thread to have a place to drop character stats, new rules, equipment and ideas from my games. Hope you guys find something you can use in your own games.

    Special thanks to Kot the Protector for his kind words about this thread on his amazing Dragon Age podcast, Wonders of Thedas.

    My Dragon Age Optional Rules
    Faster Damage ... This rules combines attack and damage rolls into a single roll that makes combat much faster and much more "AGE-like". Getting rid of a separate damage roll makes the combat system work just like other rolls in the AGE system - the dragon die determines damage and how well you hit!
    Grunts in Dragon Age ... Minions, grunts, underlings... How to deal with minor characters that can be dispatched quickly so the heroes can move on to bigger threats.
    Learning Weapon Groups ... Or "why my mage can use a sword in the game but not in the RPG?" and how to deal with it.
    No Weapon Groups and Armor for All ... These rules remove weapon groups and the Armor Training talent from the game; instead, all characters can use weapons and armor if they have high enough ability scores. These rules make the RPG into something closer to what we see in the Dragon Age: Origins game.
    Specialization: Lyrium Warrior (as Fenris from DA2) ... My take on (imho) one of the most interesting characters in Dragon Age 2.
    Stamina for Rogues and Warriors (No-Stunt Rule) ... More freedom in your combat.
    New Rules for Animal Training, Rangers, and Animal Companions ... Because animal companions are fun! These rules expand the use of the Animal Training talent and the Ranger specialization, allowing trainers to get more interesting and powerful animal companions that evolve with the character.
    Power of Blood ... The Grey Wardens are known to not avoid taboo practices as blood magic - they use everything in their power to stop a Blight. Power of Blood abilities are gained through mystical means (dark blessings, alchemical concoctions, etc) and "enhance" the power the Warden gained from the darkspawn taint.
    Specialist Mages, Rituals and Revised Spell TNs ... Specialist mages give up a school of magic in exchange for increased power with the others. Also included ideas on ritual magic and a spell TN revision (because some TNs are just ludicrous).
    Character Re-Escaling ... Tired of playing weak 1st-level characters? Here's some rules to play powerful 1st-level characters with a few characters from Dragon Age: Inquisition Multiplayer as examples.
    FAGE-inspired Arcana Talents for Dragon Age ... A new way to learn spells in Dragon Age, inspired by the Fantasy Age game and closer to what we see in Dragon Age: Origins. NEW

    Agents of the Inquisition
    A pdf file with most characters from Dragon Age: Inquisition Multiplayer and a rough draft/idea for a campaign using them or similar characters. Missing three of them. It should be updated to all very soon.

    Dragon Age: Origins - The Six Origins
    Kallian Tabris (City Elf Origin)
    Natia Brosca (Dwarf Commoner Origin)
    Aedan Cousland (Human Noble Origin)
    Duran Aeducan (Dwarf Noble Origin)
    Theron Mahariel (Dalish Elf Origin)
    Neria Surana (Circle Mage Origin)

    Dragon Age: Origins Characters
    Part 1
    Teyrn Loghain Mac Tir (fereldan noble champion)
    King Cailan of Ferelden (fereldan noble warrior)
    Ser Cauthrien, Commander of Maric's Shield (fereldan freewoman champion)
    Bhelen Aeducan (dwarven noble warrior)
    Part 2
    Mhairi (fereldan freewoman champion, Grey Warden recruit)
    Riordan, Senior Warden (fereldan freeman duelist, senior Grey Warden)

    Dragon Age: Origins - Leliana's Song Characters
    Tug (dwarven warrior)
    Silas (fereldan warrior)
    Sketch (elf apostate)

    Dragon Age: Origins - Witch Hunt Characters
    Ariane (dalish elf champion)
    Finn (human circle mage spirit healer)
    Dog (epic mabari)

    Dragon Age Journeys Characters
    Ryanth, Ardum, and Martine

    Dragon Age Legends Characters
    Viscount Ravi

    Dragon Age: Redemption Characters
    Tallis (city elf assassin)
    Cairn (free marcher templar)
    Josmael (dalish apostate)
    Nyree (nevarran adventurer reaver)

    Dragon Age: Knight Errant
    Vaea and Ser Aaron Hawthorne

    Dragon Age: Dawn of the Seeker
    Cassandra Pentaghast (and special optional rules for high-powered characters)
    Regalyan D'Marcall (orlesian circle mage)
    Knight-Commander Martel (orlesian templar)
    Frenic (orlesian blood mage)


    Unique Creatures of Thedas
    Hurlock Dragon Tamer (Epic Hurlock Alpha)
    Genlock Necromancer (Elite Genlock Emissary) & Risen Ogre (Epic Undead Ogre)
    The Baroness (Elite Boss Rank Blood Mage Abomination / Pride Demon)
    Coming up:
    ~ Queen of the Black Marsh (Elite Boss Rank Spectral High Dragon)

    Organizations, Quests & Quest Seeds
    The Blackstone Irregulars: stats for the mercenary organization's leaders and members and quest ideas directly from DA:O.

    Epic Organizations of Thedas (on the works)
    The Chantry, The Mage Rebels, The Templar Order
    Empire of Orlais, Kingdom of Ferelden
    The Venatori, The Inquisition

    Treasures, Items & Other Stuff
    Magic Staves: Final Reason, Call of the Inferno, Winter's Breath and Lightning Rod
    Shields: Bulwark of the True King

    Dragon Age: Inquisition Multiplayer
    Korbin (Warrior/High-Born Dwarf), Hall (Rogue/Chasind Wilder), and Neria (Mage/Elf Apostate) ... Characters created with progressions (see accompanying rules). NEW

    From the Multiverse...
    Characters from other sources with Dragon Age rules.

    Opening this section we have the heroes from the Record of Lodoss War series, stats based on the Grey Witch manga.

    And Xena the Warrior Princess, because, why not?

    The Fade Walker, an extremely powerful character type based on a campaign I ran inspired by the Shadow of Mordor and Shadow of War games. NEW

    Zombicide: Black Plague Survivors with AGE Stats
    Part 1
    General rules. Zombies: Walker, Fatty, Runner. Survivors: Ann, Baldric.
    Part 2
    Survivors: Ariane, Glynda, Morrigan.

    Lord of the Rings Backgrounds, Specs and Stuff
    Part 1, with the Barding of Dale, Beorning and Elf of Mirkwood backgrounds and the Beorning Skin-Changer Specialization.
    Part 2, with the Dwarf of Lonely Mountain, Hobbit of the Shire, Men of Bree, and Woodmen of Wilderland backgrounds.

    Coming up: advanced backgrounds and creatures!

  2. #2
    OPA Belta Icarus's Avatar
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    Re: [AGE] DRAGON AGE BUILDS & STUFF: Origins characters

    A What-If Campaign Idea

    Some time ago I had this idea of building a campaign following the exact storyline/quests from the Dragon Age: Origins game. This worked out because none of my players actually played the game - as far as they were concerned, they were just playing a new fantasy game as an alternative to our long years of D&D and M&M.

    The first thing I did was to change some details of the story to accommodate five "wardens"... How was I supposed to do that in addition of dealing with several other possible companions? Well, I simply let the characters created take the place of some of the companions from the original game, while still keeping them around for quests and adventures (but not as part of the group permanently). The way I dealt with this in-game was simple: all players got to play their own "origin" story, meeting Duncan and being recruted into the Grey Wardens together. After recruiting one of the player characters, Duncan and the new recruit simply started traveling to Ostargar and "coincidentally" met other suitable recruits as they moved from place to place...

    To help new players create characters I stated and wrote a detailed background for the six possible origins in the original Dragon Age game. The stats I used follow. (Note: To answer some questions in advance, all these characters were built with the point-buy rules from Set 2; additionally, the sex/background/class combinations were chosen based on the Bioware's official artwork for the six origins and additional texts were taken from the Dragon Age Wikia.)

    -----------------------------------------------------------------

    KALLIAN TABRIS (City Elf Origin)
    "Take another step, human, and I guarantee it shall be your last. My friends are dead and my life is in tatters because of you and your kin. I have nothing to lose, but you still possess your other eye."
    Background: City Elf (Dexterity +1, Communication +1, Initiative, Seeing), can speak and read the Trade Tongue
    Class and Level: Rogue 1
    ---
    Communication*: 2; Constitution: 2; Cunning: 1; Dexterity*: 3 (Initiative);
    Magic: 0; Perception*: 1 (Seeing); Strength: 1; Willpower: 2
    ---
    Talents: Contacts (N)
    ---
    Speed: 15; Defense: 13; Armor: 3
    Health: 30; Mana: --
    Attack: Short sword +3 (damage 1d6+3) or dagger +3 (damage 1d6+2)
    ---
    Equipment: Backpack, traveler's garb, waterskin, short sword, dagger, light leather armor, 3d6+50 silver pieces.

    -----------------------------------------------------------------

    NATIA BROSCA (Dwarf Commoner Origin)
    "I suggest you reach for your purse swiftly friend. Ale may have dulled my senses enough so that I merely maim your pretty features, but should I become sober I will be in a mood to show you a new realm of pain and violence."
    Background: Dwarf Duster (Dexterity +1, Cunning +1, Evaluation, Legerdemain), magic resistance, can speak and read Dwarven and the Trade Tongue
    Class and Level: Rogue 1
    ---
    Communication*: 2; Constitution: 2; Cunning: 1 (Evaluation); Dexterity*: 3 (Legerdemain);
    Magic: 0; Perception*: 1 (Seeing); Strength: 2; Willpower: 1
    ---
    Talents: Thievery (N)
    ---
    Speed: 11; Defense: 13; Armor: 3
    Health: 30; Mana: --
    Attack: Hammer +3 (damage 1d6+5) or short sword +3 (damage 1d6+4)
    ---
    Equipment: Backpack, traveler's garb, waterskin, short sword, hammer (use morningstar stats), light leather armor, 3d6+50 silver pieces.

    -----------------------------------------------------------------

    AEDAN COUSLAND (Human Noble Origin)
    "Brave of you sir, to so openly cast an envious eye towards me and mine. I suggest you look elsewhere, lest I consider removing your sight in a more permanent fashion."
    Background: Fereldan Noble (Strength +1, Dexterity +1, Leadership, Military Lore), can speak and read the Trade Tongue
    Class and Level: Warrior 1
    ---
    Communication: 1 (Leadership); Constitution*: 2; Cunning: 1 (Military Lore); Dexterity*: 3;
    Magic: 0; Perception: 1; Strength*: 3; Willpower: 1
    ---
    Talents: Armor Training (N), Dual Weapon Style (N), Weapon and Shield Style (N)
    ---
    Speed: 12 (13 without armor); Defense: 13 (15 with shield); Armor: 4
    Health: 35; Mana: --
    Attack: Longsword +3 (damage 2d6+3) or shield bash +3 (damage 1d6+2) (note: a shield bash is similar to an attack with an improvised weapon, base damage 1d6-1) or crossbow +3 (damage 2d6+2, range 30/60, reload major action)
    ---
    Equipment: Backpack, traveler's garb, waterskin, longsword, medium shield, short sword, crossbow and quiver with 20 bolts, heavy leather armor, 3d6+50 silver pieces.

    -----------------------------------------------------------------

    DURAN AEDUCAN (Dwarf Noble Origin)
    "What I have seen and done to achieve my position defies belief. What I am capable of and will be party to in order to retain it would chill your soul."
    Background: High-Born Dwarf (Strength +1, Willpower +1, Courage, Intimidation), magic resistance, can speak and read Dwarven the Trade Tongue
    Class and Level: Warrior 1
    ---
    Communication: 2; Constitution*: 4; Cunning: 1; Dexterity*: 0;
    Magic: 0; Perception: 0; Strength*: 3 (Intimidation); Willpower: 2 (Courage)
    ---
    Talents: Armor Training (N), Two-Hander Style (N), Weapon and Shield Style (N)
    ---
    Speed: 7 (8 without armor); Defense: 10 (12 with shield); Armor: 4
    Health: 37; Mana: --
    Attack: two-handed axe +3 (damage 3d6+3) or longsword +3 (damage 2d6+3), crossbow +3 (damage 2d6+1, range 30/60, reload major action)
    ---
    Equipment: Backpack, traveler's garb, waterskin, two-handed axe, longsword, medium shield, crossbow and quiver with 20 bolts, heavy leather armor, 3d6+50 silver pieces.

    -----------------------------------------------------------------

    THERON MAHARIEL (Dalish Elf Origin)
    "What a wonder it is to see such stalwart bravado in one such as yourself. It is heartwarming, truly, to see that there are yet humans willing to risk a slow and torturous death in pursuit of our most sacred treasures."
    Background: Dalish Elf (Dexterity +1, Willpower +1, Bows, Seeing), can speak and read the Trade Tongue and speak Elven
    Class and Level: Rogue 1
    ---
    Communication*: 0; Constitution: 1; Cunning: 1; Dexterity*: 4 (Bows);
    Magic: 0; Perception*: 3 (Seeing); Strength: 1; Willpower: 2
    ---
    Talents: Contacts (N)
    ---
    Speed: 16; Defense: 14; Armor: 3
    Health: 29; Mana: --
    Attack: Long bow +6 (damage 1d6+6, range 26/52, reload minor action) or dagger +4 (damage 1d6+2)
    ---
    Equipment: Backpack, traveler's garb, waterskin, long bow and quiver with 20 arrows, dagger, light leather armor, 3d6+50 silver pieces.

    -----------------------------------------------------------------

    NERIA SURANA (Circle Mage Origin)
    "Tread carefully, friend. If you intend to cross the path of one whose soul is so tightly woven into the realm of the arcane, I would not suggest you do it lightly."
    Background: Circle Mage (elf, Dexterity +1, Magic +1, Arcane Lore, Healing), can speak and read the Trade Tongue
    Class and Level: Mage 1
    ---
    Communication: 1; Constitution: 1; Cunning*: 2 (Arcane Lore, Healing); Dexterity: 2;
    Magic*: 4; Perception: 1; Strength: 0; Willpower*: 1
    ---
    Talents: Chirurgy (N)
    ---
    Speed: 14; Defense: 12; Armor: 0
    Health: 24; Mana: 17
    Attack: Arcane lance +4 (damage 1d6+4, range 16) or quarterstaff +2 (damage 1d6+1)
    Spellpower: 14
    Spells: arcane bolt, flame blast, heal
    ---
    Equipment: Backpack, traveler's garb, waterskin, quarterstaff, 3d6+50 silver pieces.

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  3. #3
    OPA Belta Icarus's Avatar
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    Re: [AGE] DRAGON AGE BUILDS & STUFF: Origins characters

    Dragon Age Characters

    Here you'll find major and minor characters from all games in the Dragon Age franchise, from Origins to Journeys. I chose to stat characters that I like or that caught my attention for some reason, but I'll abstain for now from writing stats for the companions in Origins and Dragon Age II, since Alurvelve already gave us great stats for them that you can find here.

    --------------------------------------------------------------------
    Dragon Age: Origins Characters (Part 1)
    --------------------------------------------------------------------



    LOGHAIN (Dragon Age: Origins)
    (On the occupation of Ferelden) "Hate doesn't describe it. I've seen painted, masked lords beat an old farmer to death with riding crops. To this day, I don't know why. Is that hate? I saw good, sensible men fighting armored chevaliers with nothing—no weapons, no armies, not even hope of success—to see the occupation end. Is that hate?"
    ---
    Background: Fereldan Noble (Strength +1, Intimidation, Cunning +1, Leadership), can speak and read the Trade Tongue
    Class and Level: Warrior 10
    ---
    Communication: 3 (Leadership); Constitution*: 5 (Stamina); Cunning: 3 (Cultural Lore, Military Lore); Dexterity*: 2 (Riding)
    Magic: 0; Perception: 1 (Empathy); Strength*: 4 (5) (Heavy Blades, Intimidation, Jumping); Willpower: 3 (4) (Morale, Self-Discipline)
    ---
    Specialization: Champion (M)
    Stunt Bonuses: Dual Strike (3 sp), Mighty Blow (1 sp when wielding a two-handed weapon), Threaten (1 sp)
    Talents: Armor Training (J), Command (J), Two-Hander Style (N), Weapon and Shield Style (J)
    ---
    Speed: 10 (12 without armor); Defense: 12; Armor: 10
    Health: 115; Mana: --
    Attack: Greatsword +6 (+7), damage 3d6+4 (3d6+5)*
    * Values in parentheses are used when the Armor of the River Dane is equipped.
    ---
    Equipment: Armor of the River Dane, greatsword.

    Armor of the River Dane
    The Battle of River Dane in 8.99 Blessed, was fought against a superior force of Orlesian
    Chevaliers, ambushed by Ferelden rebels as they attempted a crossing of the River Dane. Loghain led that battle, and victoriously stripped the enchanted armor from the dead chevalier commander as a prize. The sight of Loghain wearing this armor became synonymous with Ferelden's defiance of Imperial rule.


    This is a three piece personal set of massive armor belonging to Loghain Mac Tir, and only he is able to wear it. It belonged to an Orlesian chevalier commander who led the Battle of River Dane. Loghain defeated him and recovered his enchanted armor.

    Armor Type: Silverite heavy plate armor; Armor Value: 10; Armor Penalty: -2; Other Benefits: When equipped by a Fereldan with a justifiable hatred for Orlais (or simply a strong desire to protect the country), that person is inspired to gain a +1 bonus to Strength and Willpower when wearing this armor. Loghain Mac Tir qualifies for this bonus, as does any other character at GM's discretion.
    Loghain Mac Tir was born into an occupied Ferelden and with King Maric Theirin drove out the Orlesian Empire more than thirty years before the events of the Fifth Blight.

    Loghain was raised to the position of Teyrn of Gwaren for his service to King Maric. To Ferelden, he represents ideals of hard work and independence. After King Maric was lost at sea, Loghain became responsible for defending Ferelden and guiding his naive and inexperienced son-in-law, King Cailan Theirin.


    Note: In the game, during the Landsmeet it is possible to spare the life of Loghain Mac Tir and instead recruit him into the Grey Wardens. In this case, he joins the Warden's party, replacing Alistair. If you prefer a Grey Warden Loghain in your campaign, add the following stats.
    Grey Warden: Dexterity +1, extra talent: Weapon and Shield Style (M), resistance to the taint, right of conscription, detect darkspawn (50 yards).

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    KING CAILAN THEIRIN (Dragon Age: Origins)
    “I cannot wait for that glorious moment! The Grey Wardens battle beside the king of Ferelden to stem the tide of evil!”
    Background: Fereldan Noble (Strength +1, Military Lore, Cunning +1, Leadership), can speak and read the Trade Tongue
    Class and Level: Warrior 5
    ---
    Communication: 4 (Leadership); Constitution*: 2; Cunning: 3 (Historical Lore, Military Lore); Dexterity*: 2 (Initiative, Riding);
    Magic: 0; Perception: 1; Strength*: 2 (Heavy Blades); Willpower: 2 (Courage)
    ---
    Talents: Armor Training (J), Command (N), Two-Hander Style (N), Weapon and Shield Style (N)
    ---
    Speed: 9 (12 without armor); Defense: 12; Armor: 10
    Health: 57; Mana: --
    Attack: Greatsword +4, damage 3d6+2
    ---
    Equipment: Cailan's Arms (see below), greatsword.

    Cailan Theirin (born 9:05 Dragon), son of King Maric Theirin and Queen Rowan Guerrin, became the King of Ferelden after the sudden disappearance of his father in 9:25 Dragon. During the opening stages of the Fifth Blight in 9:30, he has been sitting on the throne for five years, alongside his wife Queen Anora Mac Tir, daughter of the hero Loghain Mac Tir.

    And here's Cailan's Arms, a set of three artifact-level items the characters may come across in their adventures.

    Cailan's Armor
    Part of King Cailan's Arms set, this is the armor of King Cailan Theirin of Ferelden, commander of the forces at Ostagar, where he was slain by the darkspawn.

    This armor was recovered from the darkspawn-filled Ostagar after the fateful battle where King Cailan was killed.

    Armor Type: Red steel heavy plate armor; Armor Value: 10; Armor Penalty: -3; Other Benefits:When equipped in a set with both Maric's Blade and Cailan's Shield, the character generates +2 SP whenever he or she generates stunt points (when equipped alone, no other benefits are gained).
    Cailan's Shield
    Part of King Cailan's Arms set, this is the shield of King Cailan Theirin of Ferelden, commander of the forces at Ostagar, where he was slain by the darkspawn.

    This shield's heraldry shows two dogs rampant supporting a golden crown. One wields an axe as a symbol of might, the other a royal scepter as a symbol of command.

    Item Type: Red steel medium shield; Other Benefits: Wielder gains +1 armor value with this shield equipped. Additionally, when equipped in a set with Maric's Blade, the character generates +1 SP whenever he or she generates stunt points. If both Maric's Blade and Cailan's Armor are equipped together with this shield, the bonus increases to +2 SP.
    Maric's Blade
    This is the same sword Maric Theirin found in the Deep Roads during the Fereldan Rebellion. Maric offered to return the blade to the dwarves, but King Endrin Aeducan insisted that Maric should keep it. The blade eventually passed to Maric's son, Cailan Theirin. Cailan left the blade behind in a storage chest in his enclave at Ostagar while he led the troops at the Battle of Ostagar.

    Runes glow along the length of this mighty blade. King Maric, father to King Cailan, bore it in his battles against Orlais.

    Weapon Type: Red steel longsword; Minimum Strength: 1; Talent Level Bonus: One level; Focus Benefit: Yes; Attack Bonus: No; Damage Bonus: +3 (+9 vs. darkspawn); Other Benefits: Darkspawn up to 4 yards from the sword's wielder suffer a -1 penalty to Strength. Additionally, when equipped in a set with Cailan's Shield, the character generates +1 SP whenever he or she generates stunt points. If both Cailan's Shield and Cailan's Armor are equipped together with this weapon, the bonus increases to +2 SP.
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    SER CAUTHRIEN (Dragon Age: Origins)
    “Some of us know what honor and loyalty are.”
    Background: Fereldan Freewoman (Constitution +1, Stamina, Communication +1, Riding), can speak and read the Trade Tongue
    Class and Level: Warrior 10
    ---
    Communication: 3 (Leadership); Constitution*: 4 (Stamina); Cunning: 2 (Military Lore); Dexterity*: 4 (Bows, Initiative, Riding);
    Magic: 0; Perception: 2; Strength*: 4 (Climbing, Heavy Blades, Intimidation); Willpower: 2 (Courage, Morale, Self-Discipline)
    ---
    Specialization: Champion (M); Stunt Bonuses: Dual Strike (3 sp), Mighty Blow (1 sp when wielding a two-handed weapon), Threaten (1 sp); Talents: Armor Training (J), Command (N), Two-Hander Style (M), Weapon and Shield Style (N)
    ---
    Speed: 12 (14 without armor); Defense: 14; Armor: 8
    Health: 105; Mana: --
    Attack: The Summersword +6, damage 3d6+9
    ---
    Equipment: Red steel light plate armor (armor value 8, armor penalty -2) (DA:RPG, DMG2, p. 36)

    The Summersword
    In 8:84 Blessed, Lord Aurelien of Montsimmard commissioned a sword for his youngest son Luis. Lord Aurelien sought out the most renowned master smith in the Orlesian Empire, Vercenne of Halamshiral. The old master labored for several months, folding steel, honing the edge to perfection. The resulting blade was as long as a man is tall, and sharp as the tongue of any noblewoman. Vercenne proclaimed it, in a fit of irony, the "Summer Sword", since he had crafted it in the winter of his lifetime.
    —From Codex entry: The Summer Sword


    The hilt of this immense sword bears the mark of Vercenne of Halamshiral, believed to be the greatest smith in the history of the Orlesian Empire.

    Weapon Type: Silverite greatsword; Minimum Strength: 1; Talent Level Bonus: One level; Focus Benefit: Yes; Attack Bonus: No; Damage Bonus: +5; Other Benefits: When performing the Skirmish stunt (to move an opponent only), the wielder of this weapon moves the target 2 additional yards.
    Ser Cauthrien is a knight and Teyrn Loghain's most trusted lieutenant, as well as the leader of Maric's Shield, Loghain's hand picked elite force. Cauthrien came to Loghain's service the hard way--she belonged to a poor family and was out doing work on the farm when she saw a man on horseback being attacked by several bandits. She rushed to his assistance, and found out belatedly that the man she "saved" was none other than the great hero Loghain. Though she was hardly more than a child, he took her in, offering her a position with his soldiers, and she climbed through the ranks through sheer determination. Becoming the commander of Maric's Shield, Loghain's elite soldiers, was the proudest moment of her life.

    --------------------------------------------------------------------



    BHELEN AEDUCAN (Dragon Age: Origins)
    “We need absolute unity to fight against the fulcrum of true evil.”
    Background: High-Born Dwarf (Strength +1, Willpower +1, Heraldry, Intimidation), magic resistance, can speak and read Dwarven the Trade Tongue
    Class and Level: Warrior 5
    ---
    Communication: 4 (Deception, Etiquette); Constitution*: 2; Cunning: 4 (Heraldry, Military Lore); Dexterity*: 0 (Brawling); Magic: 0; Perception: 2; Strength*: 2 (Heavy Blades, Intimidation); Willpower: 2
    ---
    Talents: Armor Training (J), Intrigue (N), Two-Hander Style (N), Weapon and Shield Style (N). Consider weapon style talents to be one rank higher when Bhelen is using his usual equipment.
    ---
    Speed: 6 (8 without armor); Defense: 10 (12 with medium shield); Armor: 10
    Health: 57; Mana: --
    Attack: longsword +6 (damage 2d6+4) or shield +2 (damage 1d6+3, improvised weapon)
    ---
    Equipment: Pretty much anything he dreams of. For a game where the characters actually get a shot at fighting Bhelen, you can assume he'll be wearing heavy silverite-grade plate (armor value 10, armor penalty -2) and wielding silverite-grade weapons with moderate bonuses to attack and damage (at the +2 range) that grant the benefits of focus and an extra talent degree; the stats above reflect that.

    Third of King Endrin Aeducan's children, Bhelen of House Aeducan has always been considered the last and least important of his family. Not the heir, nor the favourite, and not as accomplished as either sibling, Bhelen's most notable trait is his ability to stay out of trouble. Bhelen also has a concubine, Rica Brosca, the sister of Natia Brosca.

    Bhelen's build is the perfect example of a "non-optimized" warrior build. It can represent a noble with immense talent for intrigue and politics and a warrior's training focusing on roleplaying instead of combat. Thus, Bhelen is much more useful as a plot device, playing the players and his enemies against each other while getting the most of all situations.

  4. #4
    OPA Belta Icarus's Avatar
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    Re: [AGE] DRAGON AGE BUILDS & STUFF: Origins characters

    From the multiverse...

    You'll find below characters built with the rules from the Dragon Age RPG. From Xena, the warrior princess to Legolas and even freaking Batman... Have fun.

    Non-Dragon Age Characters
    To determine abilities for the characters that do not belong to Thedas, I used the point-buy method from Set 2 and chose three additional benefits representing "background": either any three focus or advantages (as a weapon group or additional known language) or a +1 bonus to an ability and a focus or advantage. This way all these characters fit into the power levels expected from a Dragon Age character.

    Elite, Heroic and Epic Characters
    I built most of the following characters at level 10 or below, even when their personal stories could justify a higher level. This happened for two reasons: first, lower level characters are easier and faster to stat; second, when I wrote most of these stats, Set 3 wasn't out yet. So, for some of the "level-capped" characters I included the power progressions described in the "Adversaries" chapter of the Game Master's Guides of the Dragon Age RPG, making them elite, heroic or epic characters.

    (placeholder)

  5. #5
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    Re: [AGE] DRAGON AGE STATS & STUFF: Origins (six origins), Witch Hunt (Ariane, Finn, Dog)

    Dragon Age: Redemption

    Dragon Age: Redemption is a web series following a Qunari elven assassin named Tallis, who is hunting down a renegade Qunari mage, a Saarebas. The success of the mission is of the utmost importance to Tallis, who risks being permanently demoted in the Qunari society if she fails. Realizing that she can't do it all by herself, she enlists allies to help her. The series takes place in the Free Marches at the same time as the events of Dragon Age II. If you haven't already (what I highly doubt), you can watch it here.



    Regarding the stats below, as always the characters were built with the point-buy system from Set 2. I tried to write them to fit an average level 6 (Tallis is much more experienced, Cairn and Nyree are about the same and Josmael is considerably younger and weaker than the others, but they average level 6). I also tried to keep their focuses, talents and spells the same as shown in the series.



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    Dragon Age: Redemption Characters
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    TALLIS
    “Before them I was nothing. I was a slave. My parents sold me into it. The Qunari gave me refuge, a purpose, and a name: Tallis.”
    Background: Seheron Convert (Cunning +1, Willpower +1, Persuasion, Qun), can speak and read Qunlat, Tevinter and the Trade Tongue.
    Class and Level: Rogue 10
    ---
    Communication*: 4 (Deception, Persuasion); Constitution: 2 (Running); Cunning: 4 (Arcane Lore, Qun); Dexterity*: 5 (Acrobatics, Initiative, Light Blades, Stealth); Magic: 0; Perception*: 2; Strength: 2 (Climbing); Willpower: 2 (Courage)
    ---
    Specialization: Assassin (M)
    Stunt Bonuses: Lightning Attack (2 sp when dual wielding), Pierce Armor (1 sp), That Makes me Wonder (2 sp)
    Talents: Contacts (N), Dual Weapon Style (J), Thrown Weapon Style (J)
    ---
    Speed: 17; Defense: 15; Armor: 3
    Health: 80; Mana: --
    Attack: Daggers +7 (damage 1d6+3) or thrown knives +7 (damage 1d6+6, lethality, range 6/12, reload free action)
    ---
    Equipment: Backpack, traveler's garb, waterskin, twin daggers ("Kathryn" and "Thane"), light leather armor, set of throwing knives, 3d6+50 silver pieces.

    Tallis was born in Tevinter, where slavery is legal. In Minrathous, she was sold into slavery by her parents so they could pay off their debts. She was on a slaver ship bound for the city of Carastes when the Qunari boarded and captured the ship. Everyone aboard was brought to the island fortress of Qunathras, to the east of Seheron. Tallis was initially deemed an unsuitable convert, and would have been rendered a mindless laborer if not for the intervention of Salit, a high-ranking Ben-Hassrath agent, who formally requested that the tammasrans turn the girl over to him so he could train her to become a Tallis, "those who solve". Her duties involved travelling to non-Qunari lands, primarily Orlais and Nevarra, where she was tasked with burglaries, heists, and assassinations. She always completed those missions successfully, though never to the complete specifications of her superiors. They would have preferred the mission be abandoned rather than completed imperfectly.

    Tallis finally pushed them over the edge during a mission to retrieve a Qunari artifact in the possession of Count Alphonse Valmont in Arlesans. During the heist, Tallis found human and elven children being kept as sex slaves and set them free, killing the Count and several of his guards in the process. This set off a diplomatic incident that almost led to war between the Qunari and Orlais. Tallis had failed to steal the object without leaving any trace as she had been ordered and she was therefore demoted to the rank of "Athlok" - a laborer. She was assigned as a kitchen-hand on a boat docked in Kirkwall, during the Arishok's stay in Kirkwall. She was offered a chance to redeem herself two years later.


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    CAIRN
    “I tried to stay loyal, but I couldn't. I can't.”
    Background: Free Marches Burgher (Cunning +1, Constitution +1, Cultural Lore, Evaluation), can speak and read the Trade Tongue
    Class and Level: Warrior 6
    ---
    Communication: 1; Constitution*: 3 (Stamina); Cunning: 1 (Cultural Lore, Evaluation); Dexterity*: 3 (Brawling);
    Magic: 3; Perception: 1 (Empathy); Strength*: 4 (Climbing, Heavy Blades); Willpower: 1 (Courage)
    ---
    Specialization: Templar (N)
    Stunt Bonuses: Defensive Stance (1 sp), Dual Strike (3 sp)
    Talents: Armor Training (J), Dual Weapon Style (N), Weapon and Shield Style (J)
    ---
    Speed: 9 (13 without armor); Defense: 13 (15 with shield); Armor: 8
    Health: 69; Mana: --
    Attack: Longsword +6 (damage 2d6+4) or shield bash +5 (damage 1d6+3, improvised weapon)
    ---
    Equipment: Backpack, traveler's garb, waterskin, longsword, medium shield, templar light plate armor, 3d6+50 silver pieces.

    Cairn was born in a small village in the Free Marches called Wrenwith, located north of Kirkwall. He left his family to become a templar. It is implied by Nyree that he and the other templars of his order were very cruel to the mages in their care, torturing them for information, willing to cause so much pain that they had to cover the torture chamber's door with runes "to block out the screaming."

    -----------------------------------------------------------------

    JOSMAEL
    “I'll find Fina if I have to walk to the ends of the earth, down the Deep Roads, into the abyss.”
    Background: Apostate (elf, Cunning +1, Willpower +1, Self-Discipline, speak Elven), can speak and read the Trade Tongue and speak Elven.
    Class and Level: Mage 2
    ---
    Communication: 1; Constitution: 1; Cunning*: 2; Dexterity: 2; Magic*: 4 (Entropy); Perception: 1; Strength: 0; Willpower*: 2 (Self-Discipline)
    ---
    Talents: Lore (N)
    ---
    Speed: 14; Defense: 12; Armor: 0
    Health: 29; Mana: 25
    Attack: Arcane lance +4 (damage 1d6+4, range 16) or quarterstaff +2 (damage 1d6+1)
    ---
    Spellpower: 14 (16 for Entropy spells)
    Spells: arcane bolt, daze, heal, winter's grasp
    ---
    Equipment: Backpack, traveler's garb, waterskin, quarterstaff, 3d6+50 silver pieces.

    Josmael is a Dalish elf born in a clan near Kirkwall. He was First to the Keeper of that clan, his uncle Yevven, prior to the events of the series. He is to be married to Fina.

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    NYREE
    “Repay the blood!”
    Background: Nevarran Adventurer (Strength +1, Willpower +1, Might, Tracking), can speak and read the Trade Tongue
    Class and Level: Warrior 6
    ---
    Communication: 1 (Gambling); Constitution*: 4; Cunning: 1; Dexterity*: 2 (Brawling); Magic: 0; Perception: 2 (Tracking); Strength*: 4 (Climbing, Heavy Blades, Intimidation, Might); Willpower: 3 (Courage)
    ---
    Specialization: Reaver (N)
    Stunt Bonuses: Dual Strike (3 sp)
    Talents: Armor Training (N), Single Weapon Style (M), Unarmed Style (N)
    ---
    Speed: 11 (12 without armor); Defense: 12 (14 in single weapon style, opponents never gain bonuses on melee attacks for outnumbering); Armor: 4
    Health: 75; Mana: --
    Attack: Longsword +6 (damage 2d6+4) or unarmed +4 (damage 1d6+4)
    ---
    Equipment: Backpack, traveler's garb, waterskin, longsword, heavy leather armor, 3d6+50 silver pieces.

    Nyree was born in Nevarra where her family owned an inn. From the apparent desire for combat and strength, she started a life as a mercenary.

  6. #6
    OPA Belta Icarus's Avatar
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    Re: [AGE] DRAGON AGE STATS & STUFF: Origins, Witch Hunt (Ariane, Finn, Dog), Redemption (main cast)

    --------------------------------------------------------------------
    Dragon Age: Witch Hunt Characters
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    Witch Hunt is a downloadable content for Dragon Age: Origins that explores the whereabouts of Morrigan, the Witch of the Wilds, who aided the Warden during the Fifth Blight. The final DLC for Origins, it was released on September 7th, 2010.

    The dreaded Archdemon has been slain and the advance of the darkspawn halted by a lone, heroic Grey Warden. The kingdom rejoices, but at least one question remains: what happened to Morrigan? The sorceress joined the Wardens' cause, but it is said her true purpose was not revealed until the eve of the last battle. She vanished into the shadows, and while rumors claimed she crossed over the mountains into Orlais no trace of her path could be found. She was never heard from again... until now. Nearly a year has passed since the Archdemon's death, and word has reached the Wardens that Morrigan has returned to Ferelden. She has been sighted in the southern wilderness where she was first encountered. Is it truly her? If it is, then why is she here and what secret does she carry with her? The Warden heads into the forest to find out and tie up this last loose end once and for all.
    —Official description

    --------------------------------------------------------------------



    ARIANE (Dragon Age: Witch Hunt DLC)
    "As a girl, I broke the fingers of those that poked me needlessly. Just saying."
    Background: Dalish Elf (+1 Dexterity, +1 Willpower, Bows, Seeing), can speak and read the Trade Tongue, can speak Elven
    Class and Level: Warrior 20
    ---
    Communication: 2 (Investigation x2); Constitution*: 5 (Running, Stamina); Cunning: 2 (Cultural Lore); Dexterity*: 6 (Acrobatics, Bows, Initiative, Light Blades, Stealth); Magic: 0; Perception: 4 (Hearing, Seeing, Tracking x2); Strength*: 6 (Climbing, Heavy Blades x2, Intimidation, Jumping); Willpower: 4 (Courage, Morale, Self-Discipline)
    ---
    Specialization: Champion (M)
    Stunt Bonuses: Epic Warrior (+1 sp when generating combat stunts), Defensive Stance (1 sp when using weapon and shield), Dual Strike (3 sp and can hit two secondary targets), Lightning Attack (2 sp when dual-wielding or using archery), Mighty Blow (1 sp when using two-handed weapons), Threaten (1 sp)
    Talents: Archery Style (M), Armor Training (J), Dual Weapon Style (M), Quick Reflexes (J), Single Weapon Style (M), Unarmed Style (N), Weapon and Shield Style (N)
    ---
    Speed: 18; Defense: 16; Armor: 10
    Health: 165; Mana: --
    Attacks:
    Dual Wielding: Girl's Best Friend +11 (damage 2d6+11, major action) and Rain of Petals +11 (damage 2d6+8, minor action)
    Single Weapon or Weapon and Shield: Girl's Best Friend +11 (damage 2d6+11, major action) and Girl's Best Friend +9 (damage 2d6+11, minor action, quick strike class power)
    Archery: Modified Dalish Long Bow +10 (damage 1d6+6, range 52/156, reload free action)
    ---
    Equipment: armor ("Ariane's Dalish Chain"), longsword ("Girl's Best Friend"), longsword ("Rain of Petals"), long bow ("Modified Dalish Long Bow")

    Ariane is a gifted Dalish warrior, and her clan's best hunter. When an ancient artifact belonging to the clan's Keeper, Solan, is stolen, one with a history tied to the very roots of the elven people, Ariane is charged with the task of reclaiming it. She is determined to carry out her solemn duty, and when her task turns out to intersect with the Warden-Commander's quest to find Morrigan she realizes that there may be far more to the artifact's disappearance than simple theft. Ariane also has a great fondness for 'shemlen' pickles.

    Ariane's Dalish Chain

    Ariane's armor bears the mark of the Dalish craftsmen who created it for her. Ariane is extremely proud of this set of chain, and has taken great pains to keep it in good repair.

    Armor Type: Volcanic aurum heavy chain; Armor Value: 10; Armor Penalty: 0.
    Girl's Best Friend

    This sword belonged to Ariane's father, a renowned Dalish swordsman. He taught her that her sword, if treated right, would be her best friend for life.

    Weapon Type: White steel longsword; Minimum Strength: -1; Talent Level Bonus: One level; Focus Benefit: Yes; Attack Bonus: +2; Damage Bonus: +2; Other Benefits: Attacks with this weapon ignore 2 points of armor.
    Rain of Petals

    This razor-sharp sword was once called "Rain of Blood." Ariane found the name barbaric, and renamed the sword when it passed to her.

    Weapon Type: White steel longsword; Minimum Strength: -1; Talent Level Bonus: One level; Focus Benefit: Yes; Attack Bonus: +2; Damage Bonus: +2; Other Benefits: NA
    Modified Dalish Long Bow

    Ariane has made her own modifications to this bow to increase its power and accuracy.

    Weapon Type: Ancestral heartwood long bow; Minimum Strength: -1; Talent Level Bonus: One level; Focus Benefit: Yes; Attack Bonus: +2; Damage Bonus: +2; Other Benefits: +100% short range, +200% long range (range 52/156).
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    FINN (Florian Phineas Horatio Aldebrant, Esquire) (Dragon Age: Witch Hunt DLC)
    "Phew! Am I bleeding? Oh look, a rip in my robe." (faints)
    Background: Circle Mage (human, Cunning +1, Magic +1, Historical Lore, Self-Discipline), can speak and read the Trade Tongue, can read Ancient Tevene.
    Class and Level: Mage 20
    ---
    Communication: 4 (Etiquette, Investigation x2); Constitution: 3; Cunning*: 7 (Arcane Lore, Cultural Lore, Historical Lore x2, Religious Lore, Research x2); Dexterity: 2 (Calligraphy x2, Staves); Magic*: 6 (Arcane Lance, Creation x2, Primal); Perception: 1 (Empathy, Searching x2); Strength: 1; Willpower*: 4 (Self-Discipline)
    ---
    Specialization: Spirit Healer (M)
    Stunt Bonuses: Epic Mage (+1 sp when generating spell stunts), Lightning Attack (2 sp with arcane lance); Lethal Blow (4 sp) and Mighty Blow (1 sp) with arcane lance when using the Vera quarterstaff; can re-roll tests related to languages and Historical Lore
    Talents: Creation Magic (M), Linguistics (M), Lore (J), Primal Magic (J)
    ---
    Speed: 14; Defense: 13 (+1 bonus for master rank in Creation Magic); Armor: 0 (6 with rock armor)
    Health: 115; Mana: 165
    Attacks: Arcane Lance +8 (damage 1d6+8, range 24, power lance +1d6 damage per 2 mana) or Quarterstaff +6 (damage 1d6+4)
    ---
    Spellpower: 16 (19 for Creation and 18 for Primal spells)
    Spells: arcane bolt, earthquake, glyph of neutralization, glyph of paralysis, glyph of preservation, glyph of repulsion, glyph of sealing, glyph of warding, group heal, heal, heroic aura, haste, heroic defense, heroic offense, life ward, rejuvenate, revival, rock armor, stone fist
    ---
    Equipment: robes, quarterstaff ("Vera").

    Finn is a young mage from the Circle of Magi in Ferelden. His parents are Magistrate Kingston Aldebrant of West Hill and his wife Florence. He considers himself the Circle's best linguist and foremost expert on ancient Tevinter history–even if others might consider him more of a bookworm, a recluse that spends all of his time in the tower's dark library. Finn is the unlikeliest of adventurers but it may come to pass that his academic expertise will force him out of the library and into an adventure where his arcane might is the only thing that stands between him and certain death. Unlike most other mages of the circle who have no contact with their families, Finn actually has a very close relationship with his parents.

    Vera

    This staff is Finn's staff. He's named it "Vera" for some reason.

    Weapon Type: White steel quarterstaff; Minimum Strength: -; Talent Level Bonus: One level; Focus Benefit: Yes; Attack Bonus: +2; Damage Bonus: +2; Other Benefits: Arcane lance attacks with this staff deal +2 points of damage and the mage can perform the mighty blow and lethal blow stunts for 1 less sp than usual.
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    DOG (Dragon Age: Origins Witch Hunt DLC)
    (Bark!)
    Mabari Hound: Epic Progression (Dexterity +3, Strength +2, Constitution +2, Cunning +1, Perception +1, Willpower +1, five extra focuses, Health +20, armor rating +3, three extra talent degrees - substituted for three stunt bonuses)
    ---
    Communication: 0; Constitution: 4 (Running, Stamina); Cunning: 0; Dexterity: 6 (Bite, Stealth); Magic: -1; Perception: 3 (Hearing, Smelling, Tracking); Strength: 4 (Might, Jumping); Willpower: 2 (Courage, Morale)
    ---
    Stunt Bonuses: Lightning Attack (2 sp), Knock Prone (1 sp), Mighty Blow (1 sp).
    ---
    Speed: 16; Defense: 16; Armor: 3
    Health: 45; Mana: --
    Attacks: Bite +8 (damage 1d6+6)
    ---
    Equipment: NA.

    Dogs are an essential part of Ferelden culture, and no dog is more prized than a mabari. The breed is as old as myth, said to have been bred from the wolves who served the legendary hero Dane. When the Warden-Commander and companions set off on a mission to locate Morrigan, Dog accompanies them.

  7. #7
    OPA Belta Icarus's Avatar
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    Re: [AGE] DRAGON AGE STATS & STUFF: Origins, Witch Hunt (Ariane, Finn, Dog), Redemption (main cast)

    Unique Creatures of Thedas

    In this section you'll find stats for unique creatures or bosses from the Dragon Age franchise that I find interesting.

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    THE HURLOCK DRAGON TAMER (Dragon Age: Origins Awakening)
    Threat Level: Moderate (Major if accompanied by his dragons; see below)
    Boss Rank Hurlock Alpha: Epic Progression (Dexterity +3, Strength +2, Constitution +2, Communication +1, Cunning +1, Perception +1, five extra focuses, Health +20, armor rating +3, three extra talent degrees)
    ---
    Communication: 3 (Animal Handling x2, Leadership); Constitution: 6 (Running, Stamina); Cunning: 3; Dexterity: 6 (Bows, Brawling); Magic: 1; Perception: 3 (Smelling, Tracking); Strength: 7 (Bludgeons, Heavy Blades, Intimidation, Might); Willpower: 3 (Courage, Morale)
    ---
    Stunt Bonuses: Defensive Stance (1 sp when fighting with weapon and shield), Leg Crush (2 sp, see below), Mighty Blow (1 sp when fighting with two-handed weapon), Rally (3+ sp); Talents: Animal Training (M), Armor Training (J), Two-Hander Style (J), Weapon and Shield Style (J).
    Rally: The hurlock dragon tamer can perform a special rally stunt for 3 SP (or more), inspiring its minions such that all darkspawn within 10 yards who can see the alpha regain lost Health equal to the alpha’s Communication plus the number of SP spent. The dragon tamer's dragon minions also benefit from this effect.
    ---
    Speed: 12 (16 without armor); Defense: 16; Armor: 10
    Health: 90; Mana: --
    Attacks: Leg-Crusher +9 (damage 2d6+13)
    ---
    Equipment: Leg-Crusher (two handed maul), light plate.

    Hurlock Dragon-Tamer is a Hurlock responsible for training Dragons for the Architect. It can be found in the Silverite Mine, near the Dragon pens. The Dragon-Tamer broke the legs of the Grey Warden Keenan and took his wedding ring. During the Last Wishes side-quest, Keenan asks the Warden-Commander to kill the hurlock and retrieve the ring. (In your game, the PCs can be the ones to find the battered Keenan and receive his last wish.)

    Facing the dragon tamer at his territory also means facing at least one dragonling per character in the party and a full grown drake (DA: Core, page 295). Notice that the Hurlock Dragon Tamer has a master level in the Animal Training talent, thus his 'pets' should have increased stats (Dexterity or Strength +1 and the Willpower (Morale) focus).

    Victorious characters can loot the Leg-Crusher maul described below from the Dragon Tamer (which can be sold for about 6 gold) and maybe a few dragon eggs that can be used by an alchemist or mage or even as part of a potion to unlock the Reaver specialization.


    Leg-Crusher

    This maul is badly unbalanced and difficult to swing but ideally suited for crippling opponents.

    Weapon Type: White steel two-handed maul; Minimum Strength: 3; Talent Level Bonus: No; Focus Benefit: No; Attack Bonus: No; Damage Bonus: +3; Other Benefits: The user of this weapon can perform a special Leg Crush stunt for 2 stunt points. The target of this attack loses half its Speed until he or she receives magical or mundane healing. A second use of this stunt reduces the target's Speed to 0 until magical or mundane healing is applied.
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    THE GENLOCK NECROMANCER (Dragon Age: Origins)
    Threat Level: Moderate (Major if accompanied by undead thralls; see "genlock necromancy" below)
    Lieutenant Rank Genlock Emissary: Elite Progression (Magic +1, Strength +1, Willpower +1, two extra focuses, Health +5, one extra talent degree)
    ---
    Communication: 1; Constitution: 2 (Running); Cunning: 1 (Military Lore); Dexterity: 1 (Brawling, Staves); Magic: 5 (Arcane Lance, Entropy); Perception: 2 (Smelling); Strength: 4 (Heavy Blades, Intimidation); Willpower: 3 (Morale)
    ---
    Magic Resistance: The genlock necromancer gains a +2 bonus on ability tests to resist the effects of spells and other magical attacks.
    Tactical Skirmish: The genlock necromancer can move another darkspawn under its command 2 yards using a Skirmish stunt (in addition to being able to move itself or its target as normal). This also applies to any corpses the necromancer has reanimated.
    Genlock Necromancy: The genlock necromancer can use his unholy powers to cast a much more powerful version of the spell Animate Dead (DA:Core, page 110). When the genlock necromancer casts this spell the casting time is only one major action and it may spend 2 additional MP to reanimate one additional corpse of the same type. So, a genlock necromancer may reanimate four skeletons spending only 18 MP. Optionally, the genlock necromancer may reanimate one single undead spending 24 MP, but applying the epic progression (DA:Core, page 270) to the creature. Killing the genlock necromancer immediately destroys all undead risen by it.
    Talents: Armor Training (Journeyman), Blood Magic (Journeyman), and Entropy Magic (Master).
    Weapon Groups: Brawling, Heavy Blades, and Staves.
    ---
    Speed: 6; Defense: 11; Armor: 4
    Health: 65; Mana: 60
    Attacks: Arcane lance +7 (damage 1d6+5), longsword +6 (damage 2d6+4), quarterstaff +3 (damage 1d6+5)
    Spellpower: 15 (17 for Entropy)
    Spells: Animate dead (special; see "genlock necromancy", above), affliction hex, blood sacrifice, drain life, heal, lightning, vulnerability hex, weakness.
    ---
    Equipment: Longsword, quarterstaff, and heavy leather armor.

    The Genlock Necromancer is a darkspawn with magical powers, specializing in reanimating corpses. It is the main antagonist in the DLC Return to Ostagar. Another necromancer is encountered in the Silverite Mine in Dragon Age: Origins - Awakening. The genlock necromancer has the power to rise very powerful undead very fast and quickly becomes the major threat in a battlefield if left alone.

    The Risen Ogre
    This ogre was the darkspawn which killed King Cailan during the Battle of Ostagar. During the conflict it was slain by Duncan, the Warden-Commander of Ferelden's Grey Wardens. On a later date, the Warden revisits Ostagar at a later stage of the Fifth Blight and the ogre is revived by a genlock necromancer, only to be killed by the Warden and their companions.



    Undead Ogre
    Threat Level: Major
    Boss Rank: Epic Progression (Strength +3, Constitution +2, Dexterity +2, Magic +1, Perception +1, Willpower +1, Health +20, Armor +3, five extra focuses, three extra talent degrees).
    ---
    Communication: 0; Constitution: 10 (Stamina x2); Cunning: -1; Dexterity: 3 (Throw x2); Magic: 2; Perception: 3 (Smelling x2); Strength: 12 (Intimidation x2, Might x2); Willpower: 4 (Courage, Morale)
    ---
    Favored Stunts: Crush (3 SP), Lethal Blow (3 SP), and Stomp (2 SP).
    Regeneration: The risen ogre can take a breather as a minor action, regaining 15 Health.
    Crush: For 3 SP, the risen ogre can perform a special Crush stunt after an Smash attack. It grabs the target and begins to squeeze, inflicting 1d6+12 penetrating damage. The risen ogre can maintain the crush as a major action and inflict this damage each round, or hurl away a grabbed target as a minor action, inflicting 1d6+12 penetrating damage, but (obviously) letting go of the victim. To escape on their own, a victim must use a major action to make an opposed Strength (Might) or Dexterity (Acrobatics) test vs. the ogre’s Strength (Might). An adjacent ally can also perform a special 2 SP stunt to automatically free the victim.
    Howling Madness: The energies reanimating the risen ogre quite obviously make it insane. The risen ogre automatically passes any Willpower (Morale) test it is required to take.
    Smash: The Ogre’s strength is so overwhelming that it can use Strength (Might) instead of Dexterity (Brawling) for unarmed attacks.
    Stomp: As a major action, an ogre can stomp the ground with great force and knock all targets within 6 yards to the ground.
    Tough Hide: Its undead hide empowered by magic gives the risen ogre an Armor Rating of 10.
    ---
    Speed: 12; Defense: 13; Armor: 10
    Health: 100; Mana: --
    Attacks: Smash +15 (damage 2d6+12), thrown rock +6 (damage 3d6+12)
    ---
    Equipment: None
    --------------------------------------------------------------------------------------------------

  8. #8
    OPA Belta Kot the Protector's Avatar
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    Re: [AGE] DRAGON AGE STATS & STUFF: Origins, Witch Hunt, Redemption, Creatures (hurlock dragon tamer

    These are petty sweet! Do you mind me using them on my podcast, cause these are pretty well-made!
    If you like the Dragon Age RPG, please consider listening to my podcast: The Wonders of Thedas! We discuss classes, backgrounds, GMing techniques, specializations, play styles, and much more!
    You can subscribe on iTunes, Google Play, or Soundlcoud!

    If you have a question about the Dragon Age RPG, have custom content you'd like to share with the world, or any other contribution, send a message to wondersofthedaspodcast@gmail.com, or through our Facebook, Twitter, Google+, or Tumblr accounts!

  9. #9
    OPA Belta Icarus's Avatar
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    Re: [AGE] DRAGON AGE STATS & STUFF: Origins, Witch Hunt, Redemption, Creatures (hurlock dragon tamer

    Quote Originally Posted by Kot the Protector View Post
    These are petty sweet! Do you mind me using them on my podcast, cause these are pretty well-made!
    I don't mind at all! The point of the thread is to provide options for players and GMs so please, use whatever you want and change whatever you'd like.

    Edit: I started listening to your podcast and reading your stuff... Great work! If you like this stuff, may I interest you in using these variant rules in a game? I'd love to know how it went if other groups used it.

  10. #10
    OPA Belta Icarus's Avatar
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    Re: [AGE] DRAGON AGE STATS & STUFF: Origins, Witch Hunt, Redemption, Creatures (hurlock dragon tamer

    Optional Rules

    These are some optional rules we use in our Dragon Age campaign. I used them a lot and I count them as a success - players loved it because it made the game even faster and more fun. You can use them in any AGE game.

    ----------------------------------------------------------------------------------------------

    Faster Combat: Simplified Damage

    There are no damage rolls (skip the "Inflicting Damage" paragraph on DA: Core, page 52). The attacker makes attack rolls normally. On a hit, the damage dealt is equal to a specific number plus the result of the Dragon Die. This number is determined by weapon, spell or attack used. The logic behind this is simple: since the dragon die result is used to determine the result of a test, it also could be used to check for damage.

    To calculate the base damage of a weapon or attack, simply consider that each d6 of weapon damage in the AGE is worth 3,5 points of damage in this variant rule (round down). Weapons and effects causing less than 1d6 damage deal +0 damage. Modifiers do not change. So, by this rule, the basic damage for some weapons are:

    Less than 1d6 damage: +0 / 1d6 damage: +3 / 2d6 damage: +7 / 3d6 damage: +10
    Modifiers on the base damage of the weapon add to this number. So, a weapon with base damage 2d6+3 deals +10 damage and a weapon with base damage 1d6+2 deals +5 damage.

    So, a Str 3 character wielding a longsword (2d6 damage) deals 7 points of damage for the sword, +3 for Strength, plus the result of the Dragon Die on a successful attack roll. Remember that the arcane lance power is considered a weapon.

    Example: Oghren (Str 4) attacks with his trusty two-handed axe (damage 3d6). In the normal DA:RPG rules, Oghren would deal 3d6+4 points of damage. By the Faster Damage rules, he delivers 14 + (Dragon Die result) damage with each successful blow. He rolls a successful attack against a genlock with [2, 1, (4)] on the dice, so he deals 18 points of damage before reducing the genlock's armor rating. All of this without the need for an extra roll.
    Starting at level 6 remember that if the character has the appropriate focus on the ability check rolled, it adds +2 to the dragon die result. It also applies to damage and it is cumulative with the Veteran warrior power (so, Veterans/level 12+ warriors essentially add +4 to the damage when they attack with the appropriate focus or +5 if the focus was taken twice).

    Spells, Stunts and Special Attacks

    Arcane Lance (Mage 1): Treat it as a ranged weapon with base damage 3.
    Power Lance (Mage 9): Increase arcane lance base damage to 7 (no MP cost necessary).
    Rogue's Backstab (Rogue 1): The backstab power (Core, p. 36) is changed: once per round, you can add +3 to damage if your Dexterity is higher than your opponent’s, as long as the attack is made with a weapon from the Bows, Dueling, Light Blades, or Staves groups.
    Lethality (Rogue 9): The lethality power (p. 37) is changed: you add your Cunning to weapon damage, as the attack is made with a weapon from the Bows, Dueling, Light Blades, or Staves groups.
    Veteran (Warrior 12): A veteran adds +2 to damage if he has the focus for the weapon he is using to attack; this bonus increases to +3 if the focus was taken twice. This stacks with the +2 bonus to weapon damage that all characters gain at 6th level (if they have the appropriate focus for the weapon).
    Master Two-Hander Style: Instead of rerolling damage, all two-handed weapons cause +3 base damage in the hands of a two-hander style master. Thus, the base damage of all Core Rulebook two-handed weapons in these rules for a master two-hander are: Damage 13 (two-handed axe, two-handed sword, two-handed maul, halberd), Damage 11 (glaive, bastard sword), Damage 10 (military fork, two-handed spear).
    Master Assassin: A master assassin adds +6 to damage with a backstab (instead of +3).
    Journeyman Chevalier: An attack with a weapon from the lances group adds +3 to the damage (+1 with any other weapon).
    Journeyman Templar: The templar drains (dragon die + Magic) mana points with each successful hit.
    Master Spirit Warrior: The Fade Burst stunt causes penetrating damage equal to the dragon die on the attack roll (or equal to the dragon die + the Spirit Warrior’s Willpower against demons and other creatures of the Fade).

    So, when Alistair (longsword, Strength 4, Magic 3, Heavy Blades x2, expert strike, veteran) hits an emissary with 4 on the dragon die he deals 20 damage (longsword 7, Strength 4, focus 2, dragon die 4, veteran 3) and draing 7 mana (dragon die 4 plus magic 3).
    So, when Zevran (dagger, Strength 3, backstab, master assassin) backstabs a shriek marked to die with a 3 on the dragon die, he deals 19 damage (dagger 4, Strength 3, focus 2, backstab +6 for master assassin = 15, +1 for having marked the target, +3 for the dragon die).
    Stunts: The Mighty Blow or Mighty Spell stunts deal +4 damage; the Lethal Blow or Lethal Spell stunts deal +10 damage. We calculate an average of +2 damage per stunt point. If you don't like the idea, simply change it to +3/+7.

    Some effects do not depend on a roll to work. These include things like Journeyman Reaver (deal 1d6+Will damage to opponents in area - without the need for a roll. These effects work the same way even if you use these rules. These are usually effects that work on their own instead of improving another attack.
    Spells: The base damage for spells is 5 points per d6 (not 3,5 points) and you add the result of the Dragon Die on the spell roll to the damage or healing. YES, THIS MAKES SPELLS THAT MORE POWERFUL, but it also balances out the fact these effects consume a finite and important resource. And also, in our games we always considered magic to be a little bit underwhelming. It doesn't work in your game? Simply reduce the damage to 4 points/d6 or to the same level as weapons (3,5 per d6). If the damage is penetrating, reduce it by 1d6 before converting.

    Arcane Bolt and all other spells that add "dragon die" to damage do not add it again. So, arcane bolt deals 10 + dragon die damage, Stone Fist deals 5 + Magic + dragon die penetrating damage, fireball deals 15 + Magic + dragon die in an area, etc.

    Full list of spell damage:

    Spell Damage
    (p) means penetrating

    Arcane Bolt. 10 + dragon die. Pg. 111
    Blizzard. Magic + 5 + dragon die (p). Pg. 111
    Chain Lightning. Magic + 10 + dragon die (p). Pg. 112
    Cone of Cold. Magic + 5 + dragon die (p). Pg. 112
    Crushing Prison. Magic + 5 + dragon die (1st failure)/Magic + 10 + dragon die (2nd failure)/Magic + 15 + dragon die (3rd failure). Pg. 112
    Curse of Mortality. Magic + 5 + dragon die (initial)/Magic + dragon die (continuous). Pg. 112
    Death Cloud. Magic + 10 + dragon die (p). Pg. 113
    Drain Life. Magic + dragon die (p). Pg. 114
    Fireball. Magic + 15 + dragon die. Pg. 115
    Fist of the Maker. Dragon die (p). Pg. 115
    Flame Blast. Magic + 5 + dragon die. Pg. 115
    Group Heal. Heal dragon die (3 MP)/Heal 5 + dragon die (6 MP)/Heal 10 + dragon die (9 MP). Pg. 117
    Heal. Heal dragon die (1 MP)/Heal 5 + dragon die (2 MP)/Heal 10 + dragon die (3 MP). Pg. 118
    Inferno. Magic + 15 + dragon die. Pg. 118
    Life Ward. Heal 5 + dragon die. Pg. 119
    Lightning. Magic + 5 + dragon die (p). Pg. 119
    Lingering Mark. Willpower + 5 + dragon die (p). Pg. 119
    Mana Clash. Magic + dragon die (p). Pg. 120
    Mass Rejuvenation. Heal dragon die (initial)/Heal dragon die (continuous). Pg. 120
    Regeneration. Heal Magic + 10 + dragon die. Pg. 122
    Rejuvenate. Heal Magic + dragon die (initial)/Heal Magic + dragon die (continuous). Pg. 122
    Revival. 10 + target’s Con + your Magic. Pg. 122
    Shock. Magic + dragon die (p). Pg. 123
    Spellbloom. Regain (dragon die) MP. Pg. 124
    Spirit Mark. Willpower + dragon die (p). Pg. 124
    Stinging Swarm. Magic + 5 + dragon die (p). Pg. 124
    Stone Fist. Magic + dragon die (p). Pg. 125
    Telekinetic Burst. None directly. Pg. 125
    Tempest. Magic + 5 + dragon die (p). Pg. 125
    Virulent Walking Bomb. Magic + 5 + dragon die (p) (initial)/Magic + dragon die (p) continuous. Pg. 126
    Walking Bomb. Magic + dragon die (p) (initial)/Magic + dragon die (p) continuous. Pg. 126
    Winter’s Grasp. Dragon die (p) (initial)/Dragon die (p) (continuous). Pg. 127 <- note: I don't use this version.
    Winter’s Grasp (v2). Magic + dragon die (p) and -4 Speed. Avoid penalty with Constitution (Stamina) check vs. Spellpower
    Blood Spells:
    Blood Wound. Magic + dragon die (p). Pg. 128
    Hemorrhage. Magic + 15 + dragon die (p). Pg. 128
    What happens when someone resists a spell?
    In our games if you resist a spell you simply take half damage and the reduced effects described in the spell, if any.
    Final Considerations
    ~ Average damage is higher than on vanilla DA:RPG. This means both monsters and PCs go down faster. If that's not what you had in mind, simply cut one die from the base damage of all weapons when calculating damage with these rules.
    ~ Combat is much more fast and furious. Descriptions and roleplay should go on with it.
    ~ Have fun!

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    Grunts

    Did you play Dragon Age: Origins? If the answer is yes and you're like me, you played on hard or nightmare modes and that probably reflects on how you play the tabletop RPG. Also, you probably were moved to tears the first time you slaughtered "genlock grunts" and "hurlock grunts" and felt like the hero you were supposed to be. Well, let's do the same on the tabletop RPG, shall we?

    If you use this rule, some minor NPCs can be simplified even more in combat, to make the game faster. Minor characters (including minor monsters) can be treated as grunts when the story calls for it - mooks and minions without importance to the story that can be cut down without pause. Grunts follow these rules:

    Simplified Health: Grunts are taken out of combat when they take, in a single blow, damage damage based on their threat level (see below). In this case, simply consider the blow was strong enough to reduce the grunt's Health to zero or render it unconscious (player's decision, as explained on DA: Core, "Pulling Killing Blows", p. 52-53).
    These are the damage thresholds for grunts.

    Minor threat: 5 + Constitution + armor value (ignore armor value if damage is penetrating). Examples: crazed apostate, brigand thug, Templar, giant spider, common genlocks and hurlocks, dragonlings, possessed corpses, deepstalkers.
    Moderate threat: 10 + Constitution + armor value (ignore armor value if damage is penetrating). Examples: blood mage, brigand lieutenant, tal-vashoth mercenary, saarebas, Templar knight-captain, bears, alpha genlocks and hurlocks and shrieks, genlock or hurlock emissaries, drakes, shades, rage demons, abominations, werewolves.
    Major threat: 15 + Constitution + armor value (ignore armor value if damage is penetrating). Examples: ogre, wyvern, pride demons, stone or steel golems, wild sylvan.
    Usually only creatures considered to be of minor or moderate threat level should be considered grunts; very rarely, a creature (or group of weak creatures) of major threat level could be considered grunts. Creatures considered to be of dire or legendary threat level should never follow grunt rules, except in the exceptional circumstances.
    If a grunt takes damage equal or higher its damage threshold, consider the blow was strong enough to reduce the grunt's Health to zero or render it unconscious (player's decision, as explained on DA: Core, "Pulling Killing Blows", p. 52-53). Optionally, instead of taking out the opponent from the fame, that could be enough damage to make an intelligent character consider surrendering or a creature to run. The GM can make Willpower (Morale) tests to have the NPC or creature avoid this course of action.

    No Stunts: Grunts can't perform stunts against hero characters, EXCEPT special power stunts or racial stunts (as a spider's venomous bite). Basically, they're limited to the stunts marked as "favored stunts".
    No Checks to Resist Effects and Stunts: Grunts can't roll to resist stunts and effects - they're always affected by the hero's special powers and stunts.

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    Learning Weapon Groups

    As an optional rule, the GM may allow a character to learn a new weapon group in place of a focus. You can only do that if your character would be eligible to take a focus in the ability that governs the weapon group. For example, if your rogue wants to learn the heavy blades weapon group, he can take it instead of a focus when he would be eligible to take a Strength focus.

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    No Weapon Groups - Weapons and Armor for All

    Optionally, you can get rid of the "weapon groups" rules. In these games, all characters can use all weapons - they are considered proficient as long as they have a minimum ability score depending on the weapon (Str or Dex 0 for weapons with less than 1d6 damage, Str or Dex 1 for weapons with 1d6 damage, Str or Dex 2 for weapons with more than 1d6 and up to 2d6 damage, Str or Dex 3 for weapons with more than 2d6 and up to 3d6 damage, and so on). Use the same ability the character would use for the weapon group (see the weapons table in the rulebook). You can add your focus to the ability score to determine if you have the requisite.

    The same goes for armor - the Armor Training talent is not used. A character can wear armor with Armor Rating equal or lower than one-half his or her Str score without penalties to Dexterity (penalties to Speed and increased mana cost still apply). So, a rogue with Str 5 could equip a heavy plate (armor rating 10) without problems (except reduced Speed).

    Arcane Warriors use Magic instead of Str (but not Dex) to equip weapons and armor.

    If you use these rules, special materials actually INCREASE the requisite ability score, not decrease it - more powerful weapons require more powerful users.

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