Marius' Dragon Age Campaign
At level 6, a character may choose a specialization. This requires some level of training and devotion, and some specializations may have certain prerequisites. A specialization is not required, but can be gained at any time by a character of 6th level or above. At level 13, the character further specializes down one of two branching paths.
Specialization abilities are gained in addition to normal (warrior, mage, or rogue) class abilities. Level-based abilities granted by a specialization refer to character level, never the number of levels the character has had the specialization.
Demonic spirits teach more than blood magic. Reavers terrorize their enemies, feast upon the souls of their slain opponents to heal their own flesh, and can unleash a blood frenzy that makes them more powerful as they come nearer to their own deaths.
Intimidate: 5 ranks
Special: Must receive training either directly from demonic spirits, or another reaver.
|6||Blood Frenzy, Devour|
|8||Aura of Pain|
Blood Frenzy: The reaver relishes in his own pain, and shares it with others. At level 6 or above, when the reaver drops below 75% of his maximum health, he gains a +10 bonus to movement speed, and a +2 bonus to damage rolls. At level 8 or above, whenever he drops below 50% of his maximum health, he gains a +4 bonus to Strength. At level 10 or above, while below 25% of his maximum health, the damage an active Aura of Pain deals to others increases to 3d6, and the reaver gains an additional attack at his maximum attack bonus when executing a full attack. This additional attack does not apply if he is already gaining such a bonus, such as from the haste spell, or an enchanted weapon of speed. At level 12 or above, the reaver gains twice as much health from his Devour ability while at 0 or lower health, and the damage from his Aura of Pain increases to 5d6 per round. Blood Frenzy benefits are cumulative, so 12th level reaver below 0 health gains all four bonuses.
Devour: Whenever a living creature of at least 1 HD dies within 10 feet of a reaver, he may gain 1d6 hit points, reveling in death and consuming a portion of its lingering energy. He can choose not to use this ability, for instance, if he wishes to remain below a certain threshold of Blood Frenzy.
Aura of Pain: Radiating an aura of psychic pain, the reaver takes constant damage, but reflects it onto nearby enemies as well. The reaver takes 1d6 damage on activation and at the beginning of his every subsequent round, as do all of his enemies who are within a 10 foot radius of the reaver at the beginning of their turns. They can make Fortitude saves (DC=10+half reaver’s character level+reaver’s Constitution modifier) for half damage. This ability can be activated as a swift action, or suppressed as a standard action, and automatically turns off if the reaver goes unconscious.
Frightening Appearance: A reaver’s appearance changes as his trafficking with demons begins to affect his body as well as his soul. His eyes might darken or redden unnaturally, he might develop strange protrusions on his skin, or his fingers might lengthen almost into claws. As long as this unsettling mark is visible, the reaver gains a +4 bonus to all Intimidate checks. In addition, he can attempt to demoralize a foe as a move action, instead of a standard action.
Demonic Resilience: Driven by pain and hatred, a reaver fights on even at death’s door, and may choose to ignore the unconscious and staggered conditions due to low health, acting normally. If he already had the Die Hard feat, he gains any bonus feat of his choice as well.
The champion is a veteran warrior and a confident leader in battle. Possessing skill at arms impressive enough to inspire allies, the champion can also intimidate and demoralize foes. These are the heroes you find commanding an army, or plunging headlong into danger, somehow making it look easy.
Skills: At least 3 ranks in Diplomacy, Intimidate, or Perform(oratory)
|6||Aura of Defiance|
|10||Aura of Valor|
Aura of Defiance: Allies (including the champion) within 120 feet gain a +1 dodge bonus to AC. This bonus increases to +2 at level 13, and to +3 at level 20. This ability does not function while the champion is unconscious.
Rallying Cry: Once per encounter, as a move action, the champion may shout a rallying cry to her allies. Each ally who can hear the champion may immediately move up to his or her speed, or take a 5-foot step. This movement is in addition to each ally’s normal movement, but it provokes attacks of opportunity as normal if an ally moves more than 5 feet.
Aura of Valor: Allies (including the champion) within 120 feet gain a +1 morale bonus to hit and damage rolls. This bonus increases to +2 at level 13, and to +3 at level 20. This ability does not function while the champion is unconscious.
War Cry: Once per encounter, as a move action, the champion may shout a war cry, challenging his enemies. Each enemy who can hear the champion must make a Will save, DC = Half character level + Charisma modifier, or be shaken for a number of rounds equal to twice the champion’s Cha bonus (minimum 2). In addition, targets who fail the save are immediately knocked prone.
|16||Battle Leader’s Charge|
Tactical Acumen: The warlord and her allies gain a +4 bonus on initiative rolls, stacking with the Improved Initiative feat. In addition, the warlord may act at the end of a surprise round, even if she was surprised.
Battle Leader’s Charge: The warlord and all allies affected by her auras gain an additional bonus on charge attacks equal to the warlord’s Charisma bonus (minimum +1). In addition, the warlord and her allies gain a bonus to damage on charges equal to half the warlord’s character level. This damage is multiplied in the case of a critical hit.
Clarion Call: As a swift action, the warlord can grant any ally (including herself) a single melee or ranged attack at her highest attack bonus. This attack occurs immediately, during the warlord’s turn, and does not count as the attacker’s attack of opportunity for the round. This ability can be used a number of times per day equal to twice the Warlord’s Charisma modifier (minimum 2).
Tactical Mastery: The warlord always acts first in initiative, and cannot be surprised. If multiple 20th-level warlords are in a battle, they roll initiative normally between them. In addition, once per day, the warlord can take a full round of actions as an immediate action.
|16||Hold the Line|
Defender’s Presence: Any opponent threatened by or within 10 feet of a guardian takes a -4 penalty on melee or ranged attacks against any opponent other than the guardian herself.
Hold the Line: Whenever an enemy charges an ally affected by the guardian’s champion auras (including herself), that enemy provokes an attack of opportunity from their target. In addition, the guardian and all her allies gain the Guardian’s Charisma bonus (if any) to their CMDs.
Fortify: As a swift action, a guardian can sheathe a single ally (including herself) in mystical protection, granting them DR 10/- and temporary hit points equal to her character level for one round. This ability can be used a number of times per day equal to twice the Guardian’s Charisma modifier (minimum 2).
Absolute Defense: The guardian cannot be grappled, tripped, bull rushed, dragged, overrun, or swallowed whole. In addition, once per day per point of Charisma modifier she possesses (minimum 1), a single critical hit against her becomes a normal hit, or a normal hit becomes a miss. This ability is used after the hit or crit is announced, but before damage is rolled.
Mages who refuse the Circle’s control become apostates and live in fear of a templar’s powers- the ability to dispel and resist magic. As servants of the Chantry, the templars have been the most effective means of controlling the spread and use of arcane power for centuries.
Skills: 2 ranks Knowledge(religion)
Special: Training either directly from the Chantry, or from someone with Templar training, and a supply of lyrium.
|6||Fortress of Will|
Fortress of Will: The templar learns techniques to resist hostile magic, gaining his Wisdom bonus as a sacred bonus on saves against all spells, supernatural abilities, and spell-like abilities.
Righteous Strike: Powerful templars are feared by mages, and for good reason. When the templar strikes a mage, or other creature with mana, the target loses 1d6+Wis modifier mana in addition to hit point damage.
Cleanse: Once per minute, the templar can attempt to purge a single target of magic. This counts as a targeted greater dispel magic with a caster level equal to the templar’s character level, except that it has a range of touch. Both hostile and beneficial enchantments are likely to be removed.
Holy Smite: The templar strikes out with righteous fire. Once per day, as a standard action, he makes a single melee strike at his highest attack bonus, with a +4 sacred bonus. This attack deals normal damage, plus an additional 6d6 fire damage. In addition, all enemies within 20 feet of the templar are burned with sacred fire, taking 6d6 fire damage (Reflex DC 10 + half character level + Templar’s Wisdom modifier for half). Any enemy mage or other mana-user within the radius of the Holy Smite also takes 3d6 mana damage with no save. The templar can use the Holy Smite’s area attack without striking a target if he wishes, by striking the ground. The templar gains an additional use of this ability at level 16, and a third at level 20.
Dark templars are implacable warriors who learn to use their mastery of mental techniques to turn a mage’s magic against them. Most maintain dangerous addictions to lyrium, which enhances their unique powers. Some dark templars are former Chantry templars who have fallen out of grace, while others remain with the organization and hone their powers quietly. All are extremely dangerous, especially to the mages they’ve dedicated their lives to controlling—or hunting.
|14||Mana Pool, Invincible Will|
Mana Pool: Dark templars have fed their powers through lyrium for so long that they can harness it for greater effects. A dark templar has no natural mana pool, but can gain one through use of lyrium potions. His maximum mana is equal to twice his level, and he automatically loses 1 point of mana each week, in addition to that spent on his abilities.
Invincible Will: All dark templars are immune to fear effects. In addition, as long as they have at least 1 point in their mana pool, a dark templar can gain a +4 bonus against any other mind-affecting spell, spell-like ability, or supernatural ability. This protection takes no action, though he can choose not to use it. Each time the bonus is used costs 1 mana.
Spell Twisting: When a dark templar is the subject of any magical spell or spell-like ability, he can spend mana equal to that spent on the spell as an immediate action, to wrest control of the magic. This ability can target both single-target and area spells, so long as it would affect the dark templar. After capturing the spell, the dark templar can recast it as part of the same action, using the original caster’s spell level and save DC, if any. He chooses new targets or areas, and the spell effect originates from the templar.
Spirit Strikes: The mana burned by the dark templar’s attacks increases, to 2d6+ his Wisdom modifier, and when he destroys a mage’s mana, the wracking pain also burns their body for an equal amount of damage. This damage is considered a divine (non-elemental) source.
High templars are the most stalwart and experienced of the Chantry’s templars, men and women who have seen greatest heights and most horrid lows of man and elf. They are paragons among templars and common folk, and their righteousness and mighty deeds are things of legend. They dedicate their lives to cleansing the wicked with the Maker’s divine flames.
Divine Flames: High Templars master the use of Holy Smite like no other templars. Its bonus and area-effect damage both increase to 10d6, the damage changes from fire to divine, and they gain additional uses of the ability at 14, 16, 18, and 20. Those struck by the area-effect portion of Holy Smite who fail their reflex saves continue to burn in holy fire for 5d6 damage and 2d6 mana damage on their rounds. They gain another reflex save at the end of their round to throw off the flames, and can take a full-round action to roll on the ground to automatically succeed on the save.
Purge: The high templar’s Cleanse ability gains a range of Close (25 ft+ 5 per 2 levels). In addition, the high templar can also use the other options of greater dispel magic, counterspell and area dispel. He can also now use the ability at will.
Divine Protection: The high templar gains spell resistance against hostile spells equal to 10+his level.
The first berserkers were dwarves. They would sacrifice finesse for a dark rage that increased their strength and resilience. Eventually, dwarves taught these skills to others, and now berserkers can be found amongst all races. They are renowned as terrifying adversaries.
Berserk: The berserker can fly into a rage in combat. She gains a +4 bonus to Strength and Constitution and a +2 bonus to Will saves, but a -2 penalty to AC. While berserking, a berserker cannot use any Charisma, Dexterity, or Intelligence-based skills (except Acrobatics, Intimidate, and Ride) or any ability that requires patience or concentration. She can go berserk for a number of rounds per day equal to twice her character level, plus her Constitution modifier. Berserking can be entered or dismissed as a free action, but after berserking, the character is fatigued for a number of rounds equal to twice the rounds she spent berserking.
Fast Movement: Berserkers learn to get into the action faster, and gain a +10 bonus to their base movement speed.
Resilience: Berserkers, while rarely focusing on defense, develop preternatural toughness. The berserker gains DR 2/-. This increases to DR 3/- at 15, and DR 4/- at level 20.
Reckless Blow: Experienced berserkers can put all of their strength into their swings, leaving themselves wide open for counterattacks, but smashing through their opponents’ defenses. The berserker gains a bonus to hit equal to the amount of AC she chooses to sacrifice. She can sacrifice a maximum of 1 point of AC for every two full character levels she possesses.
Some warriors prefer to avoid the thick of battle, believing it’s best to do their killing from as far away as possible. The finest of archers are called marksmen, and can perform incredible feats of skill with their projectiles of choice. The marksman doesn’t rely on stealth or surprise, just perfect aim and an unrelenting torrent of fire.
Prerequisites: Weapon Specialization: Any bow or crossbow
|10||Find the Mark|
|12||Hail of Arrows|
Pinning Shot: As a standard action, the marksman can choose to fire a shot that pins the target in place in addition to dealing normal damage. The marksman makes a combat maneuver attack against the target, with the archer’s strength bonus replaced by his dexterity bonus, instead. If successful, the target takes normal damage and gains the grappled condition. Grappled creatures cannot move and take a –4 penalty to Dexterity. a grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. The pinned target can attempt to break the grapple, either as normal, against the archer’s normal CMD. Alternatively, breaking the arrow ends the grapple immediately. A typical arrow or quarrel has 18 AC, 5 hardness, and 2 hp.
Shattering Shot: The marksman learns to fire his projectiles precisely enough to target specific items in combat, and can now use the Sunder special attack at range. He uses his Dexterity modifier in place of his Strength modifier for his CMB for such shots, and his ranged attacks against objects now deal full damage, minus hardness.
Find the Mark: As a full round action, the marksman can fire a single shot that almost always finds its target. The attack gains a +10 bonus to hit, and ignores all concealment, and any cover less than total cover. Penalties for range are reduced to -1 per range increment, or totally removed if the marksman has the Far Shot feat.
Hail of Arrows: The marksman fills the sky with a volley of missiles, which fall down onto a group of foes. As a full-round action, the marksman designates a point within his first range increment. All targets, friend or foe, within a 20 foot radius of that point are subject to a single ranged attack at the marksman’s highest attack bonus.