Specializations Faq
Total Page:16
File Type:pdf, Size:1020Kb
DRAGON AGE: ORIGINS SPECIALIZATIONS FAQ WARRIORS BERSERKER CHAMPION REAVER TEMPLAR The first berserkers were The champion is a veteran Demonic spirits teaches Mages who refuses Circle’s dwarves. They would warrior and a confident more than blood magic. control becomes apostate sacrifice finesse for a dark leader in battle. Possessing Reavers terrorize their and live in a fear of rage that increased their skills at arms impressive enemies, feast upon the templar’s powers – the strength and resilience. enough to inspire allies, the souls of their slain ability to dispel and resist Eventually, dwarves taught champion can also opponents to heal their own magic. As servants of the these skills to others, and intimidate and demoralize flesh, and can unleash a chantry, the templars have now berserkers can be foes. These are heroes you bloody frenzy that makes been the most effective found amongst all races. find commanding an army, them more powerful as they means of controlling the They are renowned as or plunging headlong into come to nearer to their own spread and use of arcane terrifying adversaries. danger, somehow making it death. power for centuries. look easy. +2 strength. +10 health +1 constitution, +5 physical +2 magic, +3 magic +2 willpower, +1 cunning resistance resistance SOURCE: By Oghren or a manual available from Gorim SOURCE: By Arl Eamon SOURCE: By Korgrim after SOURCE: By Alistair or a in Denerim market district. after healing him using the poisoning the Urn of the manual available from Urn of the Sacred Ashes. Sacred Ashes. Bodahn and Sandal in the Party Camp. MAGES ARCANE WARRIOR BLOOD MAGE SHAPESHFTER SPIRIT HEALER Among the ancient elves, Every mage can feel the Rumors speak of barbarians Not all enties of the fade there were mages who dark lure of blood magic. that hold the secrets of are demonic. Many are trained their magical arts Originally learned by transferring the body into benevolent entits consisting to augment their martial demons, these dark rites the form of animals. The of life energy, which can be prowess. They channeled tap into the power of blood, Circle of Magi denies such called upon to mend flesh their magical power coverting life into mana rumors, but this rare art and heal disease. Spirit through their weapons and giving the mage command survives in the forgotten healers focus on channeling bodies, becoming terrors on over the minds of others. corners of Thedas. Mastery the energies granted by the battlefield. Most Usch power comes with a of their bodis allows these spirits, making them considered these skills lost price, though, a blood mage shapeshifters some dispensable members of a forever, but they may still must sacrifice his own protection, even in human party of adventurers. linger in the forgotten health, or the health of form, making them durable corner of the world. Arcane allies, to fuel these opponent and staunch allies. +2 constitution, +0.2 warriors may learn to use abilities. combat health regeneration their magic power score to +2 constitution, +1 armor satisfy the strength +2 constitution, +2 spell SOURCE: A manual requirement to equip power SOURCE: By Morrigan or a available from the wonders higher-level weapons and manual available from of thedas or Levi Dryden in armor. SOURCE: By going through Varathorn in the Dalish the Soldier’s Peak. Jowan’s ritual to free Camp. +1 dexterity, +5 attack Connor or demanding the desire demon to grant the SOURCE: By freeing the power while the Circle of soul trapped inside the Magi performs the ritual. phylactery in the Brecelian Forest. ROGUE ASSASSIN BARD DUELIST RANGER The assassin finds any Bards follow an Orlesian Duelists are deadly Rangers have affinity for notion of fairness a quaint tradition, acting as combatant who prefer to open country and DRAGON AGE: ORIGINS ideal that has no place in assassins, spies, saboteurs fight in light armour and wilderness, but as combat. Poisons are their and following other strike with light, but independent scout and weapon of choice, as are secretive pursuits in the precise attacks. militia, they are crippling strikes that inflict constant, and sometimes Experienced duelists have opportunities, nit stewards persistent wounds on their petty, struggles between preternatural reflexes that of nature. They exploit foes. As killers, as nobles. Having taking the allow them to evade their every advantage of their assassins are a marvel of minstrel’s art to new level, opponents’ clumsy blows, as environment, and can lure stealth and efficiency. bards are skilled well as strike with wild beats to attack their performers and mastered remarkable precision. foes. +2 dexterity, +2.5 critical manipulators, bards can chance inspire their allies or +2 dexterity, +1 damage +1 constitution, +5 nature dishearten their foes resistance SOURCE: By Zervan or a through song and tale. SOURCE: By Isabela in manual available from Denerim pearl after SOURCE: A manual Alarith in Denerim elven +2 willpower, +1 cunning beating her in a cards game. available from Bodahn and alienage. Sandal in the Party Camp. SOURCE: By Leliana or a manual available from Alimar in Orzammar dust town. COPYRIGHTS: This document is copyrighted to me, Gaming Dragon. It is intended for private use only, it cannot be used in any commercial business without the author’s consent. Breaking any of these rules will be considered as direct violation of copyrighted law. Contact me at: [email protected] http://gamingdragons.blogspot.com/ .