Marius' Dragon Age Campaign
- +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
- Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Elves have a base speed of 30 feet.
- Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
- Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
- Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
- Languages: Elves begin play speaking the common tongue.
An elf character chooses one of the following racial traits, in addition:
Alienage-born: You were raised in one of the larger alienages, perhaps in a great city like Denerim or Val Royeaux. Like all such elves, you’ve developed a knack for staying out of the way. You gain a +1 on all Stealth checks, and Stealth is always a class skill for you.
Dalish elf: You are one of the Dalish, the displaced people of the Dales, who seek out knowledge of lost Arlathen. You can speak Elvish, and might even read a little. In addition, you are automatically proficient with the longsword, longbow, shortbow, and rapier, and gain a +2 trait bonus to initiative checks.
House servant: You grew up as a servant to humans, and this still colors your perceptions. You learned to read people well, though. You gain a +1 to Sense Motive, and Sense Motive is always a class skill for you.
- +2 Constitution, –2 Charisma: Dwarves are tough, but generally a bit gruff with outsiders.
- Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
- Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).
- Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
- Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
- Stone Sense: Dwarves receive a +2 bonus on Perception checks while underground, and can, with a DC 10 Perception check, which can be attempted once per hour, ascertain the closest way to the surface.
- Languages: Dwarves begin play speaking Common and Dwarven.
A dwarf character chooses one of the following racial traits, in addition:
Surface Dwarf: You were raised on the surface, and may never have seen the halls of Orzammar. Many surface dwarves work as intermediaries between Orzammar and the outside world, while others are craftsmen, but all have a respect for their heritage, and learn both languages. You gain +2 to a statistic of your choice. You may also choose a single Int or Cha-based skill. You gain a +1 bonus to that skill, and it is always a class skill for you. However, a surface dwarf has no Stone Sense class feature, and any dwarf who spends a great deal of time on the surface risks losing it as well.
Mining Caste: You were born a miner in Orzammar. You gain a +2 bonus to Strength and a +1 bonus on Profession(miner) checks, and Profession(miner) is always a class skill for you.
Noble Caste: You were born to one of the ruling families of Orzammar. You do not take the normal dwarven -2 penalty to Charisma. In addition, you gain a +1 bonus to Bluff, Diplomacy, and Intimidate, and those skills are always class skills for you.
Warrior Caste: You were born to the celebrated warrior class of Orzammar, and may have fought in a Proving or two. You gain a +2 bonus to Strength. In addition, you are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. You gain a +2 trait bonus to confirm critical hits with any of those weapons.
Merchant/Smith Castes: You were born to the merchant or smith caste in Orzammar. You gain a +2 bonus to Intelligence. Choose an Intelligence-based skill. You gain a +1 bonus to that skill, and it is always a class skill for you.
Casteless: You were born casteless in Orzammar, the lowest of the low, and eked out a miserable existence in Dust Town, sometimes turning to theft. You gain a +2 bonus to Dexterity. In addition, you gain a +1 bonus to Bluff and Sleight of Hand, and these skills are always class skills for you.
- +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Humans have a base speed of 30 feet.
- Bonus Feat: Humans select one extra feat at 1st level.
- Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
- Languages: Humans begin play speaking Common.
A human character chooses one of the following racial traits, in addition:
Ferelden Noble: You were born a noble, from a line of proud Ferelden warriors and leaders. You are well-trained and well-learned. You gain a +1 bonus to Knowledge(nobility), Knowledge(history), and Diplomacy, and one of those skills (choose one) is always a class skill for you.
Ferelden Freeman: You are a commoner in Ferelden, but in Ferelden, any man can become a bann, or a king. Fereldens have a reputation for being proud, stubborn, and independent, and you live up to that reputation. You gain a +1 trait bonus to all Will saves.
Orlesian Exile: You were originally from Orlais, perhaps even a highly ranked personage there, but circumstances have seen you travel elsewhere. You are familiar with the intrigues practiced there, and you gain a +1 bonus to Bluff and Sense Motive, and one of those skills (choose one) is always a class skill for you.
Antivan Wayfarer: You are from Antiva, famed for its fine vineyards, rich trading companies, and murderous assassins. You gain a +2 bonus to Initiative checks, and a +2 bonus to Fortitude saves made to resist poisons.
- +2 Strength, +2 Wisdom, -2 Charisma: Qunari are strong and resolute, but standoffish and slow to trust.
- Intimidating: Qunari receive a +2 racial bonus on Intimidate skill checks due to their imposing nature.
- Qunari resolve: Once per day, when a qunari is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Languages: Qunari begin play speaking Common and Qunari.
A qunari character chooses one of the following racial traits, in addition:
Beresaad: You are one of the Beresaad, the vanguard of the Qunari people. You begin play with a unique masterwork weapon of your choice, with which you share a spiritual bond. If it is broken, or you are parted from it for more than a day, you suffer a -1 penalty on all rolls until it is repaired or recovered. However, you gain a +1 trait bonus to damage rolls while wielding this specific weapon.
Tal’Vashoth: You are one of the Tal’Vashoth, who deny the Qun, the spiritual and secular guide of your people. You might work as a merchant or a mercenary, but in any case, you have had to become used to working with those of other races, because the qunari despise you. You gain a +2 bonus to Diplomacy checks when dealing with humans, elves, and dwarves, and Diplomacy is always a class skill for you.