subject404's Bulletins
Table of Contents
Status Conditions
Fatigue
Injuries
Poison
Seheron Rebel
Playing a Seheron Rebel
- Add 1 to your Cunning ability. The people of Seheron must know how to survive off of the world around them.
- Pick one of the following ability focuses: Perception (Tracking) or Cunning (Navigation).
- Choose whether your character is a human, elf, dwarf, or Qunari. Most Seherans are human or elven, but dwarven and Qunari Seherans are not unheard of. If you are of the Qunari race, you are susceptible to magic. You suffer a –1 penalty on all ability tests to resist spells and other magical effects, such as magic item powers.
- You can speak and read Tevene and the Trade Tongue.
- Choose a class. You can play a mage, a rogue, or a warrior.
Loot Tables
Magic Items
These silverite medium shields, typically pitted and scarred by the claws of countless darkspawn, all bear the ancient seal of the dwarven House Aeducan. Most are also shaped like the seal. They are indestructible by normal means and give a magical +1 bonus to their wielder’s Armor Rating.
price: 4gp 54sp cp
Superior Benefits: Minimum Strength: –1,
Talent Level Bonus: One Level, Focus Benefit: No
Short Range: 33 yards, Long Range: 78 yards
This whitewood longbow is decorated in the style common in Antiva, and is easy to mistake for one of the many masterwork and superior—but non-magical—bows crafted in that land. In addition to its non-magical benefit, its magical nature is that it cannot be stolen or taken from its owner by either guile or force. Weird circumstances, strange and unforeseen decisions, and even the outright defiance of physical laws always conspire to make sure it remains in the possession of the one who rightfully owns it.
price: 4gp 20sp cp
Superior Benefits: Adjusted Minimum Strength: –2
Talent Level Bonus: Three Levels, Focus Benefit: Yes
Rune Slots: 2
The battle axe known as Aodh is well known in Fereldan legends, some of which claim it burns with the blood of the first demon it slew. Others purport that its fiery nature is due to the volcanic aurum used in its construction. Whatever the reason, the flames surrounding Aodh’s blade deal an additional +3 penetrating damage.
price: 4gp 10sp cp
Superior Benefits: Adjusted Minimum Strength: –2
Talent Level Bonus: Two Levels, Focus Benefit: Yes
This white steel longsword was forged for Warden-Commander Asturian by the dwarves of Orzammar in recognition of the completion of Soldier’s Peak in 2:34 Glory, and hidden away by him before he succumbed to the Calling. All damage dealt to darkspawn with Asturian’s Might penetrates their armor.
price: 5gp 89sp cp
This wood-and-iron quarterstaff was once made of mahogany heartwood, but no more. The corrupting presence of darkspawn during one of the Blights has twisted and tainted it so that it is no longer possible to tell where the wood ends and the metal begins. Even so, a bit of its ancient magical power remains. A mage holding it gains a +2 bonus to their Spellpower when casting Entropy spells.
price: 1gp 89sp cp
Superior Benefits: Minimum Strength: –1,
Talent Level Bonus: One Level, Focus Benefit: Yes
These longswords are a collection of ancient blades that have been carried by Warrior Caste dwarves who have been of, allied with, or sponsored by House Aeducan since the time of the First Blight. These silverite blades are ancestral heirlooms handed down over generations. Folded with lyrium, they are extremely durable and especially resistant to the corrupting nature of darkspawn. They provide a +1 magical attack bonus and are indestructible by normal means.
price: 6gp 77sp cp
The Fereldan Circle made these boots during the Orlesian occupation of Ferelden. The freedom fighters spent many years on the run, engaging in a guerilla war, and the boots proved quite valuable to the Fereldan scouts. Their wearer does not leave footprints behind, which confounds trackers on the hunt. Those attempting to track the character take a –3 penalty to Perception (Tracking) tests.
price: 2gp 63sp cp
Rune Slots: 1
Crafted from rare volcanic aurum, this suit of heavy plate is a relic of the former might of the Tevinter Imperium. Said to have been crafted for Archon Almadrius’ personal guards, this cuirass protects the wearer from all threats, both physical and magical. The wearer of this armor receives half their armor rating against spells that would otherwise deal penetrating damage.
price: 7gp 84sp cp
This ring is a powerful channeler of entropic magic. A mage who wears it gains a +2 bonus to their Spellpower when casting spells of the Entropy magic school. Similar magic items exist for the other schools of magic as well, though not all take the form of rings.
price: 2gp 41sp cp
Rune Slots: 2
These suits of light plate armor take their names from the dwarven suits after which they’re modeled, but have been crafted throughout Orlais and Ferelden for generations. Though these typically sport great craftsmanship, and some may be masterwork items or crafted from superior materials, what makes plate armor into a Citizen’s Castle is its sturdiness and the incorporation of rune slots for further enchantment. These are never sleek suits of armor; these are meant to look solid and impenetrable to enemies.
price: 8gp 25sp cp
Superior Benefits:
Talent Level Bonus: One Level, Focus Benefit: Yes
Rune Slots: 1
This long silverite dagger was recovered from the Deep Roads, where it was found in a trove of ancient dwarven artifacts. It is rumored the darkspawn let it be out of fear for a weapon which claimed so many of their own during the fall of the thaigs. It allows the wielder to adjust their Dragon Die result by ±1 on attacks made against darkspawn. If an adjusted Dragon Die results in doubles on the roll, the wielder generates stunt points as normal, using the new Dragon Die result to determine the amount.
price: 4gp 62sp cp
Talent Level Bonus: One Level, Focus Benefit: Yes
This massive two-handed axe was originally crafted from dragonbone to serve as a tool for hewing more workable pieces of bone from a dragon’s skeleton. With dragons in short supply these days, its devastating edge has been adapted for use directly on the battlefield. It deals +5 damage whenever an attack generates stunt points.
price: 4gp 40sp cp
Superior Benefits: Armor Penalty: 0, Armor Rating: 5
Crafted from the leather of a high dragon, this one-of-a-kind jerkin offers superior protection without restricting movement. The wearer of this armor receives a +4 bonus to Speed.
price: 4gp 45sp cp
Superior Benefits: Armor Penalty: 0
This heavy leather drakeskin armor fits anyone who wears it like a second skin and provides the wearer deft and speedy movement. It gives a magical +1 bonus to all Dexterity (Acrobatics, Initiative, and Stealth) tests.
price: 2gp 3sp cp
Said to be a tooth from the mouth of the elven god Fen’Harel, this simple charm provides some of the Dread Wolf’s fickle cunning when worn on a necklace. It grants a +3 bonus to all tests made to detect and disarm traps and locks. If the wearer fails a test to overcome a lock or trap while wearing the Tooth, the charm no longer provides the bonus against that obstacle, but the bonus granted against other traps and locks rises to +4. The bonus continues to improve by +1 after each such failure, but resets to +3 after a successful test.
price: 3gp 60sp cp
This beautiful necklace of amethyst stones was given to the handmaiden of an Orlesian noble by a lovesick mage. She showed up her mistress at a gala ball and was found poisoned the following morning. The wearer of the Handmaiden’s Necklace receives a +1 bonus on Communication (Persuasion) and (Seduction) tests.
price: gp 69sp cp
This ancient helm dates back to the Glory Age. It is a fine piece of Alamarri craftsmanship crowned with a bronze eagle. The wearer gains a +1 bonus on Communication (Leadership) and Willpower (Courage) tests.
price: 1gp 69sp cp
Superior Benefits: Adjusted Minimum Strength: –2,
Talent Level Bonus: Two Levels, Focus Benefit: Yes
The High Constable of the Grey Wardens in the Anderfels was responsible for the well being of the order’s griffon mounts, making them effectively second in command behind the First Warden. This white steel mace was a symbol of their office, and carries a powerful enchantment from the days of the first Wardens. A Grey Warden wielding it may make a contested Magic (Spirit) test vs. Perception (Empathy) when near darkspawn to appear to the creatures as one of their own. This ability lasts for up to an hour, or until the wielder attacks an affected darkspawn.
price: 5gp 12sp cp
This long bow is adorned with the symbols of Andruil, the elven goddess of the hunt. The Dalish elf who bore it was a famed hunter who was in turn hunted down and killed by the forces of the Chantry. When using Hunter’s Bane, a character gains a +1 bonus on attack rolls and damage.
price: 2gp 52sp cp
Talent Level Bonus: One Level, Focus Benefit: Yes
Said to be the only memento of a Nevarran mage who thought himself the equal of a pride demon, this dragonbone staff is inset with fine gold tracery. It grants a +2 bonus to Communication (Command) tests, and mages wielding it receive a +2 bonus to Magic tests made to cast Spirit spells.
price: 4gp 95sp cp
This gnarled staff is covered in swirling patterns that seem to twist and writhe under gaze and touch. The Hypnotist’s Staff provides a +1 bonus on attack tests with Arcane Lance and gives all targets a –2 penalty on Willpower (Self-Discipline) tests to resist spells cast by the wielder.
price: 3gp 8sp cp
Superior Benefits: Adjusted Minimum Strength: 1,
Talent Level Bonus: One Level, Focus Benefit: Yes
A truly enormous weapon, this two-handed axe was forged from two silverite polearms. Its blades are covered in ancient Tevinter runes that tell the myth of how the Fade was cut apart from the world of men. It provides a +4 bonus to all Communication tests made to command or influence spirits.
price: 8gp 80sp cp
These ceremonial keys to the city of Orzammar are diplomatic boons, granted by the vote of the Assembly to acknowledge those who have performed significant services to the city. In addition to granting a +3 social benefit (see The Social Benefits of Masterworks and Superior Items) among dwarves and a +1 social benefit among others familiar with dwarven culture, the magical nature of these keys also gives those who carry them the option to subtract one from their Dragon Die when making any Communication test. This option may be exercised—or not—after the dice have been rolled. (Its beneficial effect is to make doubles more likely, thereby giving their owner a greater likelihood of generating roleplaying stunt points.)
price: 3gp 80sp cp
Superior Benefits: Adjusted Minimum Strength: 0,
Talent Level Bonus: Three Levels, Focus Benefit: Yes (+3)
Rune Slots: 1
Forged from strange metal found in a meteorite, this perfectly balanced greatsword is light enough to be wielded by even the most inexperienced warrior, but it truly shines in the hands of a master. Characters who possess the Master degree in the Two-Hander Style talent receive an additional +2 bonus to both attack and damage when wielding the Meteor Sword.
price: 6gp 5sp cp
Talent Level Bonus: One Level, Focus Benefit: No
Said to have been harvested from a sentient tree in the Brecilian Forest, this quarterstaff feels warm to the touch and gives its wielder the sense that it’s alive, ever shifting and moving beneath the fingers. It allows a mage who holds it the option to add ±1 (their choice) to any result rolled on the table of magical mishaps. (This modification does not affect the Willpower test roll, only the magical mishap table result, even though the latter is based on the Dragon Die result that informs the former.)
price: 2gp 75sp cp
Superior Benefits:
Short Range: 60 yards, Long Range: 75 yards
This sylvanwood crossbow is the pinnacle of dwarven engineering. Its gears have been crafted with such precision that it is possible to cock the bow using very little effort, requiring only a minor action. This ease of use does not sacrifice power, as the recurve is capable of hurtling a bolt well beyond the range of standard crossbows.
price: 1gp 80sp cp
All archons of the Tevinter Imperium have cast a unique Ring of the Ferryman to signify their office. Tradition demands these rings be destroyed upon the archon’s death, but this tradition is not absolute—sometimes a duplicate is destroyed instead. The wearer of this ring receives a +3 to all Magic tests to cast spells, with an additional +3 bonus to cast blood magic spells. Citizens of the Tevinter Imperium, and especially magisters, are unlikely to take kindly to anyone other than an archon wearing this ring.
price: 3gp 13sp cp
An apostate mage created this iron ring set with a chip from a dragon’s scale. The wearer can perform the Mana Shield spell stunt for 2 stunt points instead of the normal 3. Only mages can make use of the Ring of Shielding.
price: gp 95sp cp
Superior Benefits: Adjusted Minimum Strength: –1,
Talent Level Bonus: One Level, Focus Benefit: Yes
Rune Slots: 1
These silverite maces are awarded by the Shaperate of Orzammar to individuals who have gone to great pains to help preserve dwarven history. When worn openly, they provide a +4 to all Communication tests made to influence dwarves, with the exception of casteless and surface dwarves.
price: 4gp 79sp cp
These shields are awarded to distinguished officers of the Legion of the Dead, the dwarven military force dedicated to driving the darkspawn out of the Deep Roads. Faced with overwhelming odds, the Legion grimly accepts its duty, no matter the cost. This dragonbone medium shield provides an additional +2 to its wielder’s Armor Rating and a +4 bonus to all Willpower (Self-Discipline) tests to resist fear or mental influence.
price: 4gp 68sp cp
Droplets of molten metal that fall from the forges of the dwarven smiths are often collected and worn for good luck. This amulet is in the shape of a small shield, with a chaotic pattern burned into it from the molten drops. Once per day the wearer can re-roll a single ability test. The results of the second test are final.
price: 1gp 51sp cp
The dwarf smith Sighard made this battle axe to fight the darkspawn in the Deep Roads. It inflicts +3 damage against darkspawn and tainted.
price: 3gp 23sp cp
Said to have been created by the witches of the Korcari Wilds, this cloak is made of the finely woven webbing of a giant spider and enchanted with Primal Magic. The wearer gains a +2 bonus on Dexterity (Stealth) tests and is immune to the web power of giant spiders.
price: gp 92sp cp
The maker’s mark has been lost from this suit of dwarven light mail, but it has kept many warriors safe in battle. There are several small plates set into the mail, each inscribed with a boar’s head. The Stalwart Mail has an Armor Rating of 6 and an Armor Penalty of –1.
price: 3gp 75sp cp
Magister Parthalan vanished during a trip to Kirkwall to suppress a slave revolt during the Exalted March. Parlathan’s staff was thought lost to the ages, but is rumored to have shown up in the hands of various heroes. With a red orb on one end and a sword-like blade on the other, the staff is impressive and intimidating looking. Mages using the staff treat their Magic as 2 higher as long as they use possess it, and add a +2 to Strength (Intimidation). If used in melee combat, it does 2d6 damage.
price: 1gp 62sp cp
Superior Benefits: Adjusted Minimum Strength: –2,
Talent Level Bonus: Three Levels, Focus Benefit: Yes
Rune Slots: 2
This staff of Tevinter design is made of a black metal of unknown origin that is twisted and pointed at one end, resembling a long narrow spire. It is very old, rumored to date back to the early days of the first magisters, and grants the user increased potency with blood magic. It is unknown if this staff actually belonged to the blood mage Thalsian or was named for him; either way, it’s a potent artifact for blood mages. All blood magic used by the wielder has +2 Spellpower and does +4 damage (when applicable), and all stunts used with blood magic spells cost 1 SP less.
price: 3gp 85sp cp
Talent Level Bonus: One Level, Focus Benefit: Yes
This long oak staff is worn smooth from years of handling, and feels warm to the touch. Both ends are charred and blackened, as though from a recent fire. A mage wielding the Tiger’s Tail while casting a Primal spell may choose to lose 4 Health in exchange for a +1 bonus to Spellpower for that spell. They may gain up to +3 Spellpower in this way.
price: 3gp 47sp cp
Minimum Strength: (No minimum Strength for secondary dagger),
Talent Level Bonus: Two Levels, Focus Benefit: Yes
A fine set of matching dragonbone daggers of Nevarran make, these blades provide a +4 to all Communication tests made to influence nobility. While useful as ornamental pieces, they seem to have fallen under the influence of curious magic that makes them unreliable in combat. Any character who generates stunt points while wielding the blades will find them missing within the next 24 hours.
price: 6gp 55sp cp
Superior Benefits: Adjusted Minimum Strength: –2,
Talent Level Bonus: One Level, Focus Benefit: Yes
A reminder of the sad fate of the Dales, this dragonbone battle axe was the personal weapon of the great elven general Rajmael. Hurled into the advancing human armies by the general in a last act of defiance, it is said to rebel against all but elven hands. The Veshialle generates 1 fewer stunt points for any wielder who is not an elf, and for elves it generates an additional 1 SP. Elves also gain an additional +1 to attack and damage tests with it.
price: 5gp 72sp cp
Superior Benefits: Adjusted Minimum Strength: –2,
Talent Level Bonus: Three Levels, Focus Benefit: Yes
Rune Slots: 2
Many weapons are seen as little more than tools, but the longsword Vigilance is a rare exception. Painstakingly crafted from volcanic aurum by a master smith in Denerim some time in the Dragon Age, this blade is rumored to carry a powerful enchantment rendering its owner all but unkillable. While such stories are certainly exaggerations, it does provide a +1 bonus to both Strength and Constitution when wielded.
price: 5gp 67sp cp
A Tevinter assassin brought this shortsword to Ferelden to murder an unknown target, but was killed before he could use it. The wielder of the Viper’s Blade counts as having the Dexterity (Initiative) focus and can perform the Seize the Initiative stunt for 3 stunt points instead of the normal 4.
price: 1gp 67sp cp
Talent Level Bonus: One Level, Focus Benefit: Yes
Short Range: 39 yards, Long Range: 104 yards
The story of this ironbark longbow’s creation has been lost. Though it appears not to have been crafted by a mage’s hand and no trace of lyrium can be detected within it, it has the uncanny habit of sending its shafts through the hearts of the beasts it is used to hunt. Whenever a shot fired from Wolf-Killer generates stunt points it also inflicts a free (0 SP) Lethal Blow stunt in addition to the normally selected stunts.
price: 3gp 85sp cp
Superior Benefits: Adjusted Minimum Strength: –2,
Talent Level Bonus: One Level, Focus Benefit: Yes
Fereldan legend tells of Yusaris, an ancient blade wielded by some of the country’s greatest heroes to strike down dragons, werewolves, and more. Whether this silverite greatsword is the blade of legend is debatable, but whatever its origin, its power is unmistakable. It provides its wielder a +5 bonus to Armor Rating against fire, and deals +3 damage to all drakes and dragons.
price: 6gp 11sp cp
The Tranquil prepare these stones, which provide more reliable illumination than torches. Wealthy cities such as Val Royeaux in Orlais have them lining some streets, and the Tranquil are paid to go around and renew their power from time to time. A glowstone shines with the light of a lantern for 2d6 months. Portable glowstones usually come in carrying cases that block the light when closed.
price: gp 5sp cp
This potion is made from healing herbs enchanted with Creation Magic. A character who imbibes it (an activate action) regains 2d6 + Constitution Health. This doesn’t provide extra Health; it only allows the character to regain Health already lost.
price: gp 1sp 50cp
Similar to but more potent than a Lesser Healing Potion, a Healing Potion is made from healing herbs enchanted with Creation magic. Imbibing a Healing Potion requires an activate action and restores up to 4d6 + Constitution lost Health.
price: gp 24sp 75cp
This draught is made from distilled essence of healing herbs enchanted with Creation magic. More powerful than standard Healing Potions, just a sip has been known to restore energy to the weariest limbs. Imbibing a Greater Healing Potion requires an activate action and restores up to 6d6 + Constitution lost Health.
price: gp 76sp 31cp
The work of a master herbalist, a Potent Healing Potion takes weeks to brew, but they are in high demand amongst those warriors who can afford them. Imbibing a Potent Healing Potion requires an activate action and restores up to 8d6 + Constitution lost Health.
price: 1gp 17sp 97cp
This incense combines processed lyrium with a variety of herbs to create a mind-altering smoke. When inhaled, the smoke grants the user a +2 bonus to defense and a +2 bonus to all Perception tests for one hour. Lighting and inhaling Incense of Awareness requires an activate action.
price: gp 17sp 63cp
A pungent and bitter mix of herbs, this incense improves focus and concentration. When inhaled, Incense of Focus provides a +2 bonus to all Cunning tests for one hour. This intense concentration comes at a price, however, as the user must succeed at a Constitution (Stamina) test vs. TN 15 or suffer a –1 penalty to Cunning for another hour due to debilitating headaches.
price: gp 45sp 75cp
The lyrium contained in this single bottle of ink renders it capable of changing colors both as and after it is applied in order to illuminate, both beautifully and helpfully, even the simplest of messages. It provides a +3 bonus to Dexterity (Calligraphy) and Cunning (Cartography) & (Writing) tests to scribe information. Construction plans drawn up with Cunning (Engineering) are easier to carry out. Workers following such plans gain a +2 bonus to relevant tests. A full batch of this ink produces 12 uses; roll 2d6 to determine how many uses remain in a bottle found in the course of play.
price: 2gp 65sp cp
This potion contains a small amount of refined lyrium. A mage who consumes a lesser lyrium potion (an activate action) regains 1d6 + Magic mana points. This doesn’t provide extra mana points; it only allows the mage to regain points already spent.
price: gp 7sp 50cp
Similar to but more potent than a Lesser Lyrium Potion, a Lyrium Potion contains a small amount of refined lyrium. Imbibing a Lyrium Potion requires an activate action and restores up to 2d6 + Magic lost mana points.
price: gp 75sp cp
More potent than even the standard Lyrium Potion, this tincture is cloudy with refined lyrium. Imbibing a Greater Lyrium Potion requires an activate action and restores up to 3d6 + Magic lost mana points
price: 2gp 20sp cp
Considered unsafe by some mages due to its heady dose of refined lyrium, this tincture is nonetheless still used as a means of restoring significant magical reserves. Imbibing a Potent Lyrium Potion requires an activate action and restores up to 4d6 + Magic lost mana points.
price: 6gp 5sp cp
One who takes an aim action when using one of these magical missiles receives a +3 bonus to a subsequent attack roll, rather than the regular +1 bonus. The enchantment on each missile is good for one shot, but the enchantment is not used up until the aim bonus is actually used to make an attack roll. That is, it is not used up if a subsequent attack is not made, or if a Andraste's Missile is fired without a preceding aim action (and then collected to be fired again later).
price: gp 33sp cp
Arrows and crossbow bolts can be enchanted for greater accuracy. A character who fires an Elf-Flight Missile gains a +2 bonus to the attack roll. The enchantment on each missile is good for one shot.
price: gp 42sp 90cp
Arrows and crossbow bolts can be enchanted to inflict more damage. A character who fires a Sureshot Missile gains a +2 bonus when inflicting damage. The enchantment on each missile is good for one shot.
price: gp 16sp 50cp
These war paints, when applied in fearsome patterns to the face of a combatant so that their enemies can see them clearly in battle, provide a +5 bonus to Armor Rating for as long as they are not washed or worn away. (One who goes to great pains to preserve them might see them last for as long as a week.)
price: 3gp 56sp 20cp
Anyone drinking one of these potions at the beginning of a battle receives two extra Stunt Points each time they roll doubles for the duration of the fight. Potions of this type go by many different names.
price: gp 35sp cp
This tub of foul-smelling ointment glistens due to the animal fat and flecks of quartz used in its creation. When smeared across the skin it hardens, providing the wearer a +2 bonus to Armor, but at the cost of a –4 penalty to Speed. Rock Salve can be applied in five minutes and lasts for an hour before its enchantment dissipates and it reverts to grease and stone flakes.
price: gp 16sp 50cp
Armor and shields enhanced with this rune are more resilient.
Novice: You gain a +1 bonus to your Armor Rating.
price: gp 65sp cp
Journeyman: You gain a +2 bonus to your Armor Rating.
price: 3gp 62sp 50cp
Master: You gain a +3 bonus to your Armor Rating.
price: 9gp sp cp
A weapon with a Cold Iron rune is a bane to the undead.
Novice: This weapon inflicts +1 damage on undead creatures.
price: gp 60sp cp
Journeyman: As Novice, but the damage is +3.
price: 1gp 15sp cp
Master: As Novice, but the damage is +5.
price: 5gp 60sp cp
There are several different types of this rune (fire, frost, lightning, nature, and spirit), but all have the same basic game effect (using the element to add damage to the attack). With your permission, a PC can use an enchanted weapon to achieve appropriate minor effects. They might use a weapon with a Rune of Elements (Fire) to light a torch, for example.
Novice: This weapon inflicts +1 damage of corresponding element.
price: gp 60sp cp
Journeyman: This weapon inflicts +2 damage of the corresponding element.
price: 1gp 15sp cp
Master: This weapon inflicts +3 damage of corresponding element.
price: 4gp 80sp cp
Fortune favors the wearer of this rune.
Novice: Once per encounter, you can take a +2 bonus on any one die roll (ability test, damage roll, etc.). You can decide to use the bonus after the dice are rolled.
price: 3gp 62sp 50cp
Journeyman: As Novice, but the bonus is +4.
price: 9gp sp cp
Master: As Novice, but the bonus is +6.
price: 13gp sp cp
A Rune of Hale makes you harder to hit in combat.
Novice: You gain a +1 bonus to your Defense.
price: gp 57sp 50cp
Journeyman: You gain a +2 bonus to your Defense.
price: 1gp 72sp 50cp
Master: You gain a +3 bonus to your Defense.
price: 5gp 50sp cp
You gain resistance to one school of magic (Blood, Creation, Entropy, Primal, or Spirit). A Rune of Primal Immunity, for example, will aid your tests vs. Primal spells but not those of other schools.
Novice: You receive a +1 bonus on tests to resist spells from the specified school of magic.
price: gp 80sp cp
Journeyman: You receive a +2 bonus on tests to resist spells from the specified school of magic.
price: 3gp 62sp 50cp
Master: You receive a +3 bonus on tests to resist spells from the specified school of magic.
price: 10gp 25sp cp
This rune turns your weapon into a dealer of death.
Novice: When wielding this weapon, you gain a +1 bonus when generating stunt points. However, the bonus stunt point can only be spent on Mighty Blow and Lethal Blow.
price: 3gp 62sp 50cp
Journeyman: When wielding this weapon, you gain a +2 bonus when generating stunt points. However, the bonus stunt point can only be spent on Mighty Blow and Lethal Blow.
price: 9gp sp cp
Master: When wielding this weapon, you gain a +3 bonus when generating stunt points. However, the bonus stunt point can only be spent on Mighty Blow and Lethal Blow.
price: 15gp sp cp
A weapon enchanted with this rune strikes true.
Novice: You gain a +1 bonus on attack rolls when wielding this weapon.
price: 9gp sp cp
Journeyman: You gain a +2 bonus on attack rolls when wielding this weapon.
price: 15gp sp cp
Master: You gain a +3 bonus on attack rolls when wielding this weapon.
price: 22gp sp cp
This feared rune can paralyze an opponent with a touch.
Novice: When wielding this weapon, you can perform the paralyze stunt for 6 SP. The target of your attack must make a successful TN 13 Constitution (Stamina) test or become paralyzed. A paralyzed character cannot move at all for the rest of the encounter, loses their Dexterity from Defense, and can take no actions, but is not subject to a coup de grace unless otherwise unconscious or dying. At the start of their turn on each subsequent round, the paralyzed character can make another test to end the effect of the rune.
price: 1gp sp cp
Journeyman: As the Novice rune, but the stunt only costs 5 SP and the TN of the Constitution (Stamina) test is 15.
price: 3gp sp cp
Master: As the Novice rune, but the stunt only costs 4 SP and the TN of the Constitution (Stamina) test is 17.
price: 7gp 20sp cp
This rune fills you with courage.
Novice: You receive a +1 bonus on Willpower tests.
price: 1gp sp cp
Journeyman: You receive a +2 bonus on Willpower tests.
price: 3gp 62sp 50cp
Master: You receive a +3 bonus on Willpower tests.
price: 10gp 50sp cp
A weapon with a Silverite rune is a bane to darkspawn.
Novice: This weapon inflicts +1 damage on darkspawn.
price: gp 70sp cp
Journeyman: As Novice, but the damage is +3.
price: 1gp 35sp cp
Master: As Novice, but the damage is +5.
price: 4gp 80sp cp
This rune can slow an enemy to a crawl.
Novice: When wielding this weapon, you can perform the slow stunt for 4 SP. The target of your attack must make a successful TN 13 Magic (Spirit) test or become slowed. A paralyzed character suffers a –1 penalty on attack and casting rolls and a –4 penalty on Speed. At the start of their turn on each subsequent round, the slowed character can make another test to end the effect of the rune.
price: gp 80sp cp
Journeyman: As the Novice rune but the TN of the Magic (Spirit) test is 15, the attack and casting roll penalty is –2, and the Speed penalty is –6.
price: 1gp 55sp cp
Master: As the Novice rune but the TN of the Magic (Spirit) test is 17, the attack and casting roll penalty is –3, and the Speed penalty is –8.
price: 4gp 80sp cp
These torches provide typical light, but their flickering illumination also seems to bend around obstacles and even shines through opaque objects to find that which is otherwise hidden from sight. Those who search by the light of a Seeking Torch—even in broad daylight—gain a +3 bonus to Perception (Searching) tests. Each torch burns only long enough for a single test.
price: 2gp 30sp cp
This ointment smells of peppermint and tingles to the touch. When rubbed into the skin, Swift Salve grants the wearer a +5 bonus to Speed and reduces the cost of the Lightning Attack and Dual Strike stunts by 1 SP. The effects of a tub of Swift Salve last only 10 minutes after being applied.
price: gp 42sp cp
A mixture of sea salt and refined lyrium, Warding Salt is used to secure an area against demons. Any demon, whether manifested or possessing a creature or corpse, must succeed at a Magic (Spirit) test vs. TN 20 to cross a line of the grains. A pouch of Warding Salt contains enough to secure the doors and windows of a single modest house, and lasts a month before needing to be refreshed.
price: gp 3sp cp
Slayer
Slayer Talent
Dalish Mage
Playing a Dalish Mage
- Add 1 to your Magic ability. Once, all elvhen possessed the gift of magic, and echoes of this legacy run strong in your blood.
- Pick one of the following ability focuses: Cunning (Historical Lore) or Willpower (Self-Discipline).
- You can speak and read Elven and the Trade Tongue.
- Take the mage class.
Qunari Ben-Hassrath
Playing a Ben-Hassrath
- You can speak and read Qunlat and the Trade Tongue.
- Like all Qunari, you are susceptible to magic. You suffer a –1 penalty on all ability tests to resist spells and other magical effects, such as magic item powers.
- Choose a class. You can play either a rogue or a warrior.
Incarnated Spirit
Playing an Incarnated Spirit
- Add 1 to your Perception ability. Incarnated spirits are defined, in large part, by their ability to sense the world around them.
- Pick one of the following ability focuses: Dexterity (Stealth) or Perception (Empathy).
- You can speak and read the Trade Tongue.
- Choose a class. You can play either a rogue or a warrior.
Scaled Ones
Playing a Scaled One
- Add 1 to your Communication ability.
- Pick one of the following ability focuses: Communication (Disguise) or Dexterity (Stealth).
- You have Dark Vision. You can see in the dark as if it were daylight.
This does, however, make your eyes light sensitive. In actual daylight or other bright light, you suffer a –1 penalty to your Perception ability and all attack rolls. - You can speak and read Thu'um and the Trade Tongue.
- Your Speed is equal to: 10+Dexterity (minus armor penalty, if applicable).
10% chance of inflicting Frozen status
10% chance of inflicting Slowed status
10% chance of inflicting Burning status
10% chance of inflicting Paralyzed status
1d6+2 mana restoration
10% chance of inflicting Bleeding status
1d6+2 mana loss
1% chance of Tainting
20% chance of inflicting Frozen status
20% of inflicting Slowed status
20% chance of inflicting Burning status
20% chance of inflicting Paralyzed status
2d6+4 mana restoration
20% chance of inflicting Bleeding status
2d6+4 mana loss
2% chance of Tainting
25% chance of inflicting Frozen status
25% chance of inflicting Slowed status
25% chance of inflicting Burning status
25% chance of inflicting Paralyzed status
3d6+6 mana restoration
25% chance of inflicting Bleeding status
3d6+6 mana loss
5% chance of Tainting