subject404's Bulletins


Dragon AGE Supplementary Material

Posted 2 years, 11 days ago by subject404


Table of Contents 

Ability Focuses, Talents, & Spells.[link]

Status Conditions.[link]

Backgrounds.

Antivan Crow. ( rogue only )[link]

Dalish Mage. ( mage only )[link]

Golem. ( warrior only )[link]

Incarnated Spirit.[link]

Mabari War Dog. ( warrior only )[link]

Qunari Ben-Hassrath.[link]

Qunari Saarebas. ( mage only )[link]

Scaled Ones.[link]

Seheron Rebel.[link]

Werewolf.[link]

Specializations.

Adventurer.[link]

Dancer.[link]

Diplomat.[link]

Gangster. ( rogue only )[link]

Investigator.[link]

Martial Artist.[link]

Pirate.[link]

Slayer.[link]

Wild Mage. ( mage only )[link]

Wild Magic Surge Table.[link]

The Power of Blood Talents.[link]

Adversaries.

Beasts.[link]

Korcari Crocodile.

Nug.

Red Lion.

Beasts. ( homebrew )[link]

Bat Swarm.

Cat.

Druffalo.

Familiar.

Griffon Cub.

Griffon.

Manticore.

Raven.

Shark.

Snake, Python.

Snake, Viper.

Squid, Giant.

Tiger.

Wolf, Grey.

Wolf, Marsh.

Darkspawn.[link]

Blight Owl.

Blood Crow.

Revenger.

Darkspawn. ( homebrew )[link]

Blight Mare.

Blood Hound.

Corrupted Spider.

Dar'Hall'n.

Dragon Thrall.

G'trog.

Humanoid. ( homebrew )[link]

???

???

???

???

???

???

Mounts. ( homebrew )[link]

Dracolisk.

Hart.

Nuggalope.

Spectral Horse.

Strix.

Unicorn.

Spirits and Demons. ( homebrew )[link]

Aspect of Cold.

Aspect of Earth.

Aspect of Fire.

Aspect of Lightning.

Envy Demon.

Hunger Demon.

Nightmare Demon.

Terror Demon.

Unquiet Spirit.

Wisp Wraith.

Miscellaneous. ( homebrew )

D&D.[link]

Mimic.

???

Diablo Ⅱ.[link]

???

???

Skyrim.[link]

Mudcrab.

Slaughterfish.

Rewards.

Loot Tables.[link]

Alcohol.

Books.

Research Items.

Treasure.

Magic Items.[link]

Aeducan Family Shields. Antivan Longbow of Fidelity. Aodh. Asturian's Might. Blackened Heartwood Staff.

Blades of House Aeducan. Boots of the Outlaw. Centurion's Cuirass. The Channel of Entropic Might. Citizen's Castle.

Dead Thaig Shanker. Dragonbone Cleaver. Dragonskin Armor. The Felon's Coat. Fen'Harel's Tooth. Handmaiden's Necklace.

Helm of the Eagle. High Constable's Mace. Hunter's Bane. Hubris. Hypnotist's Staff. Maetashear War Axe. Key to Orzammar.

Meteor Sword. Oak Branch. Precision-Geared Recurve. Ring of the Ferryman. Ring of Shielding. Shaperate's Blessing.

Shield of the Legion. Smith's Targe. Spawn Cleaver. Spidersilk Cloak. Stalwart Mail. Staff of Parthalan. Thalsian's Spire.

Tiger's Tail. Twinblades. The Veshialle. Vigilance. Viper's Blade. Wolf-Killer. Yusaris.

Glowstone. Health Poultice, Lesser. Health Poultice. Health Poultice, Greater. Health Poultice, Potent. Incense of Awareness.

Incense of Focus. Ink of Splendor. Lyrium Potion, Lesser. Lyrium Potion. Lyrium Potion, Greater. Lyrium Potion, Potent.

Missile, Andraste's. Missile, Elf-Flight, Missile, Sureshot. Paints of Warding. Potion of Fortune and Skill. Rock Salve. 

Rune of Barrier. Rune of Cold Iron. Rune of Elements. Rune of Fortune. Rune of Hale. Rune of Immunity. Rune of Intensity.

Rune of Momentum. Rune of Paralyzation. Rune of Reservoir. Rune of Silverite. Rune of Slowness. Seeking Torch.

Swift Salve. Warding Salts.

Magic Items. ( homebrew )[link]

Acolyte's Staff. Ageless. Boots Made for Walking. Dragonwall. Dumat's Claw. Dumat's Spine. Elven Mail. Feet of the Nimble.

Hunter's Boots. Keeper's Charm. Lighting Rod. Malign Staff. Pyromancer's Brand. Ring of the Chastened. Scout's Bow.

Staff of the Magister Lord. Kingfisher's Staff. Windsong Axe. Winter's Breath. Wyrmslayer.

Andraste's Bathwater. Backpack of Holding. Elemental Resistance Tonic. Elixir of Water Breathing. Mage's Font.

Missile, Explosive. Missile, Fire. Missile, Ice.

Dragon AGE Status Conditions

Posted 2 years, 17 days ago by subject404


Status Conditions



Afraid

The character cannot willingly move closer to the source of their fear. They have a –3 penalty to all tests against the source of their fear.

Asleep

The character falls Prone and is Helpless, unable to take any actions. Any damage sustained immediately awakens the sleeping character. Each round, the character must make a TN 15 Constitution (Stamina) test at the beginning of their turn to wake themselves up. If they fail, they remain asleep and cannot take any actions until they are successfully awoken.

Bleeding

The character takes continuous damage until they are healed for any amount, or opt to spend their major action every turn stemming the blood flow. As long as they are Bleeding they take 1d4 penetrating damage at the start of each turn.

Blinded

The character cannot see and automatically fails ability tests reliant on sight, such as Perception (Seeing).

Burning

The character takes continuous damage until they put out the fire by falling Prone as a minor action, or by dowsing themself in water. As long as they are Burning they take 1d6 damage at the start of each turn.

Confused

The character suffers a –1 penalty on all ability tests until the beginning of their next turn.

Cursed

The character suffers a –2 penalty on all tests vs. Spellpower. Its effects last for the duration of the encounter.

Deafened

The character cannot hear and automatically fails ability tests reliant on sight, such as Perception (Hearing).

Flinching

While Flinching, creatures are knocked off-balance and suffer a –2 penalty to Defense.

Frozen

The character is encased in ice. They cannot take any actions.

Infatuated

The character cannot attack nor target the object of their affection with harmful abilities or magical effects. The person of interest has a +2 bonus on any Communication tests to interact socially with the Infatuated character.

Invisible

While Invisible, the character is impossible to see without the aid of Magic. However, they can still be perceived by any noise they make or by any tracks they leave. Attack rolls against an Invisible character suffer a –3 penalty, and the Invisible character's attack rolls have a +3 bonus.

Paralyzed

The character's Defense becomes 7 and they are rendered Helpless, unable to take any actions. The effect lasts for 1d3 rounds.

Petrified

The character's gains a +5 Armor Rating, but has their Defense reduced to 7 and may take no actions on their turn.

Prone

The character is lying on the ground. They cannot take the Charge or Run actions, as they can only move by crawling. Standing up from being knocked Prone requires a Move action using half the character's Speed. Against Prone characters, melee attacks have a +1 bonus and ranged attacks have a –1 penalty.

Restrained

The character's Speed becomes 0 and they cannot take any actions to move. A Restrained condition may prevent certain other actions as well, defined by the nature of the restraint.

Slowed

The character's Speed is halved (round down) and they cannot take the Charge or Run actions.

Fatigue



Fatigued

The character is tired and cannot take the Charge or Run actions. If they receive an additional Fatigued condition, they become Exhausted.

Exhausted

The character is severely fatigued. Their Speed halved and they cannot take the Charge or Run actions. If they receive an additional Fatigued or Exhausted condition, they become Helpless.

Helpless

The character is incapable of doing anything. They cannot take any actions.

Injuries



Injured

The character is hurt. They have a –1 penalty to all tests and are Fatigued, unable to take the Charge and Run actions. An Injured character who receives an additional Injured condition becomes Wounded.

Wounded

The character is severely injured. They have a –2 penalty to all tests and are Exhausted, their Speed halved and unable to take the Charge and Run actions. A Wounded character who receives an additional Injured or Wounded condition becomes Dying.

Dying

The character is in danger of perishing. They lose 1 point of Constitution each round at the start of their turn. When their Constitution reaches –3, the character dies. Successful first aid applied to a Dying character stabalizes their condition, making them Helpless, Unconscious, and Wounded instead.

Unconscious

The character is unaware of their surroundings or the passage of time. The character falls Prone and is Helpless, unable to take any actions.

Poison



Crow Poison

The character takes 1d6 penetrating damage each round at the start of their turn.

Deathroot Extract

Characters exposed to deathroot extract must make a TN 15 Constitution (Stamina or Drinking) test. Those who fail suffer hallucinations according to the Deathroot Hallunications table below. The involuntary actions described last only for the victim’s next turn (15 seconds during which no other actions can be taken), but they continue to suffer disorienting minor hallucinations without mechanical effects for up to an hour.

Deathroot Hallucinations
  Roll
Result
1
Even the birds are mocking me! The character spends the next turn raving at and attacking something innocuous like a tree, barrel, wagon, shrub, or bird.
2
Get it off! Get it off! Get it off! The character is convinced they are covered by bugs, leeches, snakes, or the like. They spend the next turn swatting at non-existent creepy-crawlies.
3
You did this to me! The character believes one of their comrades has backstabbed them or is otherwise plotting their demise. On the next turn the character can only take the defend action and yell in outrage at their “betrayer”.
4
The sky, the hideous sky! The character believes that some malign creature from the sky is about to carry them off (or, for dwarves, that they are going to fall into the sky). The character spends their next turn dropping their weapons and grabbing something solid.
5
The shadows are alive! The character is overcome with fear of the surrounding shadows, including their own. They spend the next turn running at top speed away from the closest concentration of shadows.
6
Foul darkspawn! The character is suddenly convinced that a random nearby ally (determined by the GM) is a darkspawn or other natural enemy. The character spends the next turn attacking that “enemy,” with a +1 bonus on attack rolls for their fervency.

Hale's Dust

Temporarily lose 2 points of Strength. Its effects last for the duration of the encounter.

Spider Venom

Temporarily lose 2 points of Dexterity. Its effects last for the duration of the encounter.

Adder's Kiss

The character takes 2d6+4 penetrating damage at the start of each turn.

Concentrated Crow Venom

A character suffering from the effects of concentrated crow venom takes 2d6 penetrating damage at the start of each turn and immediately moves to the end of the initiative order. Additionally, the victim must make a TN 15 Constitution (Stamina) test or cannot use any stunt costing more than 2 SP for the remainder of the encounter.

Concentrated Spider Venom

Temporarily lose 4 points of Dexterity. Its effects last for a day.

Fleshrot

Fleshrot causes a character's skin to immediately begin to slough off, which is horribly painful and grossly noxious. Each round for 2d6 rounds, the character must make a TN 15 Constitution (Stamina) test at the beginning of their turn to overcome the pain. If they fail, they take 1d6 penetrating damage and can only take a minor action that turn. A –2 penalty to social tests where a disgusting appearance would be relevant persists for a number of days equal to the number of rounds the immediate effects persisted.

Magebane

Lose 2d6 mana points.

Concentrated Magebane

Lose 4d6 mana points.

Marrow Lock

The character can only take minor actions without consequence for the remainder of the encounter. To take a major action they must make a TN 15 Constitution (Stamina) test. On a success they suffer 1d6 penetrating damage and can carry out their action. On a failure they suffer 2d6 penetrating damage and can do nothing but howl in agony.

Quiet Death

The character must make a TN 19 Constitution (Stamina) test, but also add their level to their roll. Those who succeed shrug off the effects. Those who fail fall immediately to 0 Health and soon expire according to the normal rules for Dying. Attempts to stabilize victims of quiet death suffer a  –3 penalty.

Wyvern Venom

A character poisoned with wyvern’s venom must make a TN 15 Constitution (Stamina) test or be subject to its effects. A poisoned character drops to 0 Health after a number of hours equal to 1d6 + Constitution (minimum one hour), Dying unless they receive a dose of antidote before their time runs out. During this time, victims are subject to fever, visions, and a –4 penalty to Dexterity.


Seheron Rebel


Seheron, the largest island in Thedas, is a humid jungle nation in the Boeric Ocean, directly north of the Tevinter Imperium. Seheron had been in the possession of the Tevinter Imperium from its earliest days, and its architecture reflects the long occupation of the Imperium. However, after successfully claiming Par Vollen in 6:30 Steel, the Qunari turned their attention to Seheron and landed on its shores in 6:32. After ten years the Qunari had not only taken the island from Tevinter entirely but also occupied a significant portion of the mainland Imperium. The Qunari were eventually pushed back from the mainland and entrenched in Seheron. The Battle of the Nocen Sea followed and proved to be the largest naval engagement in recorded history, ultimately leading to a stalemate between the warring countries.
The battle in 8:55 Blessed leveled much of the architecture and infrastructure. Large portions of the island remained outside of Qunari authority. The native people of the island not under Qunari rule came to hate the Imperium as much as the Qunari due to the violent and long-lasting warfare and the toll it had taken on the island. In spite of this dissent, many inhabitants have taken willingly to the Qun as it offers an alternative to the oppression of Imperial rule, particularly to the large population of former elven slaves on the island. Many of those elves now hold high office within the Qunari ranks, helping the invaders oust their old masters.

Playing a Seheron Rebel
If you choose to play a Seheron Rebel, modify your character as follows:
  • 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.
Roll twice on the Seheron Rebel table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.
Seheron Rebel
2d6 Roll
Benefit
2
+1 Communication
3-4
Focus: Strength (Climbing)
5
Focus: Cunning (Historical Lore)
6
Focus: Dexterity (Stealth)
7-8
+1 Willpower
9
Focus: Dexterity (Initiative)
10-11
Focus: Willpower (Courage)
12
+1 Dexterity

Dragon AGE Loot Tables

Posted 2 years, 24 days ago by subject404


Loot Tables


Treasure

Standard Loot:
                       1d4 silver   6d6 copper

Trifling Treasure:
1d6 silver  
Paltry Treasure:
3d6 silver  
Middling Treasure:
1d6 gold   2d6 silver                      
Substantial Treasure:
2d6 gold                                             
Abundant Treasure:
4d6 gold                                             
Lavish Treasure:
6d6 gold                                             

1
Amber:
60 silver
2
Amethyst:
80 silver
3
Aquamarine:
  2 silver
4
Bloodstone:
96 silver
5
Blue Vitriol:
20 silver
6
Copper Bar:
                                           50 copper
7
Dawnstone:
1 gold   92 silver               
8
Diamond:
3 gold                                   
9
Drakestone:
42 silver
10
Emerald:
50 silver
11
Everite:
96 silver
12
Fire Agate:
10 silver
13
Fluorspar:
                      12 silver   50 copper
14
Frostrock:
10 silver
15
Frozen Lightning:
10 silver
16
Garnet:
10 silver
17
Glitterdust:
       1 gold   57 silver   91 copper
18
Gold Bar:
5 gold                                   
19
Greenstone:
   1 silver
20
Iron:
20 silver
21
Jade:
1 gold                                   
22
Lazurite:
84 silver
23
Lifestone:
10 silver
24
Lyrium Dust:
  2 silver
25
Malachite:
10 silver
26
Metal Shard:
   1 silver
27
Moonstone:
1 gold   20 silver               
28
Nevarrite:
 1 gold  26 silver                
29
Obsidian:
84 silver
30
Onyx:
1 gold                                    
31
Opal:
3 gold                                   
32
Paragon's Luster:
60 silver
33
Pearl:
1 gold   20 silver               
34
Pyrophite:
84 silver
35
Quartz:
   2 silver
36
Rose Diamond:
2 gold   88 silver               
37
Ruby:
60 silver
38
Sapphire:
1 gold   20 silver               
39
Serault Infused Glass:
42 silver
40
Serpentstone:
20 silver
41
Silver Bar:
10 silver
42
Silverite:
 1 gold  26 silver                
43
Spirit Shard:
20 silver
44
Stormheart:
92 silver
45
Summer Stone:
42 silver
46
Tiger's Eye:
 1 gold  20 silver                
47
Topaz:
1 gold                                   
48
Veil Quartz:
2 gold   88 silver               
49
Veridium:
60 silver
50
Volcanic Aurum:
1 gold   92 silver               

Miscellaneous

1
Arrows:
                                           10 copper
2
Ball of Yarn:
                                           30 copper
3
Bead Necklace:
                         3 silver   23 copper
4
Blank Vellum:
   4 silver
5
Bolts:
                                           15 copper
6
Book:
30 silver
7
Bottled Cologne:
25 silver
8
Bronze Bracelet:
                                           13 copper
9
Chantry Robes:
90 silver
10
Commoner Clothing:
                         2 silver   25 copper
11
Copper Necklace:
                                           73 copper
12
Cotton:
20 silver
13
Cotton Blanket:
   4 silver
14
Crowbar:
   3 silver
15
Diamond Brooch:
                       31 silver   96 copper
16
Dice:
20 silver
17
Emerald Ring:
2 gold                                   
18
Flask:
   1 silver
19
Flute:
10 silver
20
Golden Bracelet:
                         1 silver   96 copper
21
Gold Earrings:
                         7 silver   50 copper
22
Grimoire:
                         3 silver   19 copper
23
Holy Water:
                                             7 copper
24
Iron Ring:
   6 silver
25
Ivory Comb:
                       51 silver   14 copper
26
Lambswool:
                                           35 copper
27
Lantern:
   5 silver
28
Leather Eye Patch:
                                           15 copper
29
Locket:
10 silver
30
Lockpicks:
12 silver
31
Lucky Coin:
12 silver
32
Lute:
20 silver
33
Lyre:
20 silver
34
Mabari Collar:
                                           15 copper
35
Mirror:
13 silver
36
Mortar & Pestle:
25 silver
37
Noble Clothing:
51 silver
38
Pan Flute:
10 silver
39
Playing Cards:
35 silver
40
Quill & Ink:
                                           23 copper
41
Quilt:
10 silver
42
Rope (20 yards):
   2 silver
43
Signet Ring:
                       13 silver   69 copper
44
Silver Bracelet:
                         1 silver   31 copper
45
Silver Brooch:
 21 silver
46
Stuffed Animal:
                         1 silver   31 copper
47
Whetstone:
                                           36 copper
48
Wool Blanket:
   6 silver
49
Woven Bracelet:
                                             3 copper
50
Tinderbox:
                                           10 copper

Alcohol

1
A Night of Shame:
10 silver
2
Absinthe:
   4 silver
3
Abyssal Peach:
                         2 silver   40 copper
4
Agreggio Pavali:
   6 silver
5
Ale:
                                           10 copper
6
Alvarado's Bathtub Boot Screech:
   5 silver
7
Alyons Black:
   4 silver
8
Amaranthine Red:
   3 silver
9
Ander Stout:
   1 silver
10
Antivan Brandy:
   6 silver
11
Antivan Sip-Sip:
80 silver
12
Antivan Wine:
                         1 silver   96 copper
13
Aqua Magus:
   2 silver
14
Aquae Lucidius:
   7 silver
15
Barley Wine:
                         2 silver   70 copper
16
Beer:
                                             2 copper
17
Benediction:
   2 silver
18
Black-Briar Mead:
                                           25 copper
19
Blackwater Rum:
   3 silver
20
Brakien Brew:
                         2 silver   50 copper
21
Brandy:
                         2 silver   30 copper
22
Butterbile 7:84 :
   3 silver
23
Carnal, 8:69 Blessed:
                         1 silver   50 copper
24
Celestine Black:
   4 silver
25
Chasind Sack Mead:
   9 silver
26
Cinnamon-infused Whiskey:
   4 silver
27
Coconut Draft:
                         2 silver   20 copper
28
Dandelion Wine:
                         1 silver   50 copper
29
Dark Llomerryn Rum:
70 silver
30
"Dragon Piss":
   3 silver
33
Dwarven ale:
   1 silver
34
Elderberry Wine:
                         1 silver   60 copper
35
Fereldan Lager:
                                           70 copper
36
Fereldan Whiskey:
                                           70 copper
37
Finale By Massaad:
   4 silver
38
Flames of Our Lady:
   6 silver
39
Garbolg's Backcountry Reserve:
   5 silver
40
Gin:
                                           50 copper
41
Golden Scythe 4:90 Black:
2 gold   10 silver               
42
Hirol's Lava Burst:
                         3 silver   50 copper
43
Honningbrew Mead:
                                           20 copper
44
Legacy White Shear:
   8 silver
45
Lichen Ale:
                                           50 copper
46
Mackay's Epic Single Malt:
                         1 silver   60 copper
47
Maraas-Lok:
   3 silver
48
Mead:
                                           20 copper
49
Montsimmard White:
   3 silver
50
Moonshine:
                         1 silver   30 copper
51
Mosswine:
                                           70 copper
52
Mulsum:
   2 silver
53
Orlesian Honeywine:
                        1 silver   31 copper
54
Orlesian Rouge:
  2 silver
55
Plum Brandy:
                        3 silver   50 copper
56
Plum Wine:
10 silver
57
Port:
  2 silver
58
Rotgut:
                                           15 copper
59
Seleney Wine:
   6 silver
60
Serault Cider:
   5 silver
61
Seraultine White:
   4 silver
62
Silent Plains Piquette:
   8 silver
63
Spiced Wine:
                                           20 copper
64
Sun Blonde Vint-1:
   7 silver
65
The Emerald Valley:
                        4 silver   60 copper
66
The Golden Nug:
   8 silver
67
The Heart of Spring:
   4 silver
68
The Hissing Drake:
   7 silver
69
The Randy Dowager:
                        4 silver   20 copper
70
Valenta's Red:
   2 silver
71
Vint-9 Rowan's Rose:
   7 silver
72
West Hill Brandy:
   1 silver
73
Wilhelm's Special Brew:
                         1 silver   50 copper
74
Wine:
                                           20 copper
75
Winter Cider:
   5 silver

Research Items

1
Arcane Horror Heart:
   7 silver
2
Arcane Horror Rags:
                         2 silver   37 copper
3
August Ram Horns:
                         1 silver   70 copper
4
August Ram Leather:
                                           60 copper
5
Avvar Goat Hide:
                                           20 copper
6
Bear Claws:
                         2 silver   37 copper
7
Bear Hide:
                                           84 copper
8
Bogfisher Hide:
                                           60 copper
9
Bogfisher Teeth:
                         1 silver   70 copper
10
Bronto Hide:
                                           42 copper
11
Bronto Teeth:
                         1 silver   53 copper
12
Canine Leather:
                                           20 copper
13
Corpse Brain:
                         1 silver   26 copper
14
Corpse Gall:
                                           31 copper
15
Corpse Heart:
   4 silver
16
Daemonia Vitae:
                         1 silver     9 copper
17
Darkspawn Blood:
                                           10 copper
18
Darkspawn Teeth:
                                           12 copper
19
Deepstalker Claws:
                                           73 copper
20
Deepstalker Hide:
                                           20 copper
21
Demonic Ash:
                                           36 copper
22
Demonic Embers:
                                           73 copper
23
Demonic Ichor:
                                           36 copper
24
Demon Scales:
  9 silver
25
Dragon Blood:
       1 gold   31 silver   59 copper
26
Dragon Bones:
5 gold                                   
27
Dragon Eyes:
1 gold   96 silver               
28
Dragon Fire Gland:
                      20 silver   35 copper
29
Dragon Scales:
3 gold   81 silver               
30
Dragon Teeth:
       1 gold   75 silver   46 copper
31
Dragon Webbing:
1 gold   27 silver               
32
Dragonling Scales:
                                           60 copper
33
Drake Scales:
1 gold   27 silver               
34
Dreamer Rags:
                         3 silver   57 copper
35
Druffalo Claws:
                         1 silver   53 copper
36
Druffalo Hide:
                                           42 copper
37
Fear Demon Fangs:
   7 silver
38
Fennec Fangs:
                                           73 copper
39
Fennec Fur:
                                           20 copper
40
Fire Essence:
   4 silver
41
Frost Essence:
   4 silver
42
Frosty Rags:
                         3 silver   57 copper
43
Great Bear Claws:
   7 silver
44
Great Bear Hide:
                         9 silver   60 copper
45
Gurgut Skin:
                         9 silver   60 copper
46
Gurgut Teeth:
                         2 silver   37 copper
47
Gurgut Webbing:
                                           84 copper
48
Gurn Hide:
                      19 silver   20 copper
49
Gurn Teeth:
   4 silver
50
Halla Horns:
                         1 silver     7 copper
51
Halla Leather:
                                           60 copper
52
Hyena Teeth:
                                           73 copper
53
Lightning Essence:
   4 silver
54
Lurker Claws:
                         3 silver   57 copper
55
Lurker Scales:
                      19 silver   20 copper
56
Mabari Teeth:
                                           73 copper
57
Mudcrab Chitin:
                                             2 copper
58
Mudcrab Legs:
                                             3 copper
59
Nightmare Claws:
       1 gold   75 silver   46 copper
60
Nug Feet:
                                           73 copper
61
Nugskin:
                                           20 copper
62
Phoenix Eyes:
   4 silver
63
Phoenix Scales:
                         1 silver   26 copper
64
Quillback Fangs:
                         3 silver   57 copper
65
Quillback Leather:
                         1 silver   26 copper
66
Quillback Spines:
   2 silver
67
Ram Horns:
                         1 silver   53 copper
68
Ram Leather:
                                           42 copper
69
Raven Feathers:
                                              3 copper
70
Red Hart Horns:
   4 silver
71
Red Hart Leather:
                      28 silver   80 copper
72
Red Lion Pelt:
30 silver
73
Shadow Essence:
   3 silver
74
Slaughterfish Eggs:
                                             3 copper
75
Slaughterfish Scales:
                                             3 copper
76
Smoldering Core:
   7 silver
77
Snoufleur Claws:
                         3 silver   57 copper
78
Snoufleur Skin:
                      28 silver   80 copper
79
Spectral Extract:
                                          73 copper
80
Spider Chitin:
                                           15 copper
81
Spider Eyes:
   4 silver
82
Spider Fangs:
                                          31 copper
83
Spider Poison Gland:
                         1 silver   31 copper
84
Spider Silk Gland:
                         1 silver   96 copper
85
Spider Silk:
                         3 silver   19 copper
86
Spirit Essence:
   4 silver
87
Terror Talons:
   7 silver
88
Troll Fat:
25 silver
89
Troll Tusks:
   4 silver
90
Tusket Skin:
                         9 silver   60 copper
91
Tusket Teeth:
                         3 silver   57 copper
92
Varghest Claws:
                         3 silver   57 copper
93
Varghest Scales:
                         1 silver   26 copper
94
Wisp Essence:
   3 silver
95
Wolf Fangs:
                         3 silver   57 copper
96
Wolf Pelt:
  9 silver
97
Wyvern Eyes:
       1 gold   75 silver   46 copper
98
Wyvern Scales:
                      28 silver   80 copper
99
Wyvern Poison Gland:
                      87 silver   73 copper
100
Wyvern Teeth:
       1 gold   31 silver   59 copper

1
Andraste's Grace:
                                             2 copper
2
Andraste's Mantle:
                                           10 copper
3
Antivan Pepper:
                                           26 copper
4
Arbor Blessing:
                                           15 copper
5
Arrowroot:
                                             3 copper
6
Amrita Vein:
                                           26 copper
7
Bitter Elfroot:
                                             4 copper
8
Black Lotus:
                                             3 copper
9
Blisterwort:
                                           12 copper
10
Blood Lotus:
                                             3 copper
11
Briar Heart:
                                           20 copper
12
Canis Root:
                                             5 copper
13
Catsbane:
                                             6 copper
14
Crimson Nirnroot:
                                           10 copper
15
Crystal Grace:
                                             6 copper
16
Dark Embrium:
                                           12 copper
17
Dawn Lotus:
                                             6 copper
18
Deathbell:
                                             4 copper
19
Deathroot:
                                             7 copper
20
Deep Mushroom:
                                             7 copper
21
Dragonthorn:
                                             6 copper
22
Dragon's Tongue:
                                             6 copper
23
Drakevein:
                                           15 copper
24
Elfroot:
                                             3 copper
25
Embrium:
                                             7 copper
26
Felandaris:
                                           26 copper
27
Fly Amanita:
                                             2 copper
28
Foxite:
                                             6 copper
29
Foxmint:
                                             4 copper
30
Ghoul's Beard:
                                           12 copper
31
Gossamer Elfroot:
                                             5 copper
32
Harlot's Blush:
                                             2 copper
33
Heatherum:
                                             6 copper
34
Madcap:
                                           22 copper
35
Nightshade:
                                             7 copper
36
Nirnroot:
                                           10 copper
37
Prophet's Laurel:
                                           12 copper
38
Rashvine:
                                             7 copper
39
Rashvine Nettle:
                                           12 copper
40
Royal Elfroot:
                                             6 copper
41
Salubrious Embrium:
                                             6 copper
42
Spindleweed:
                                             3 copper
43
Vandal Aria:
                                           15 copper
44
Water Hemlock:
                                           15 copper
45
Wild's Flower:
                                           26 copper
46
Winterberry:
                                             4 copper
47
Witherstalk:
                                             6 copper
48
Wormwood:
                                             3 copper
49
Yarrow:
                                             4 copper
50
Yew Berry:
                                           22 copper

Books

1
A Catalog Of Elven Relics
2
Adventures Of The Black Fox
3
All About Weeds
4
Anekerj Halffer: A Diverse Catalogue of Treasures
5
Ballad Of Ayesleigh
6
Balms For Protection & Enchantment
7
Bathing Practices Of The Orlesian Monarchy
8
Bestiary Of The Free Marshes
9
Book Of Forbidden Lore
10
Cautionary Tales For The Adventurous
11
Chant of Light
12
Chasind Charms
13
Circle Tower Of Kirkwall
14
Controlled Destruction
15
Cooking With Herbs
16
Creation vs. Entropy
17
Dane & The Werewolf
18
Death Of A Templar
19
Deepstalkers & Nugs
20
Devoured From Beneath
21
Does This Book Have Griffons In It?
22
Dreamwalking: Rituals for Understanding the Fade
23
Ellie's Exploding Elixirs
24
Elvorn's Grande Bestiary
25
Enchanters & Their Craft
26
Faith, Justice, & The Spiritual Way
27
Fortikum Kadab
28
Franny's Poultice Recipes
29
Gardening Through The Blight
30
Geographical Oddities Of Ferelden
31
Guarding Your Mind: How To Prevent Possession
32
Healing Your Robes
33
How To Heal A Mabari
34
In Praise Of The Humble Nug
35
In Uthenera
36
Ines Arancia's Botanical Compendium
37
Kindling The Flame
38
Koslum: Philosopher Or Tyrant?
39
Lightning Storms In Your Room!
40
Lothering Heights
41
Lurking Horrors Of The Deep
42
Lyrium Bombs: Fact, Or Fiction?
43
Mabari: A History
44
Magical Balms & Ointments
45
Martha's Adventures In The Fade
46
Meditations & Odes To Bees
47
Of Hammers & Witches: A History
48
Poultices For Fun & Profit
49
Quieting The Mind
50
Raising Nugs: A How-To Guide
51
Restorative Draughts: Creation & Distillation
52
Rodercoms Uncommon Calling
53
Scale & Bone: Crafting The High Dragon
54
Secrets Of The Frostbacks
55
Seeing Beyond Sight: Advanced Scrying For Mages
56
Spirit Healers Through The Ages
57
Spirit, The Supreme School Of Magic
58
Spiritorum Etherialis
59
Staff Construction For Apprentices
60
Staff Repair: Not Just A Task For The Tranquil
61
Strained Wrists & Stiff Necks
62
Talismans Of Ancient Tevinter
63
Tevinter Wands Of The Glory Age
64
The Black City
65
The Book Of Shartan
66
The Care Of Dragons
67
The Complete Compendium Of Poisons & Antidotes
68
The Dragons Of Nevarra
69
The Elven Varterral
70
The First Blight
71
The Guerrins Of Ferelden: A Genealogical History
72
The History Of The Chantry
73
The Holy Brazier
74
The Holy Office Of The Seekers
75
The Joy Of Seeds
76
The Legend Of Calenhad
77
The Legend Of Luthias Dwarfson
78
The Legion Of Steel
79
The Maker's First Children
80
The Nolandar Anthology Of Dwarven Poetry
81
The Proper Use & Storage Of Dragon's Blood
82
The Rise Of Kirkwall
83
The Rose Of Orlais
84
The Search For The True Prophet
85
The Sermons Of Divine Renata Ⅰ
86
The Sword & The Staff
87
The Tale Of Iloren
88
The Truth Behind The Stories
89
The Willpower Workout
90
This Is Your Brain On Elfroot
91
Tome Of Slumbering Elders
92
Tome Of Spirit Personages
93
Traditional Dwarven Folk Songs
94
Translating Elven Languages
95
Under The Bridge
96
Understanding Entropy
97
Use Your Fist
98
Virulent Walking Bomb: The New Edition
99
Waking Nightmares & True Torment
100
Why Is A Bronto Here?

Dragon AGE Magic Items

Posted 2 years, 27 days ago by subject404


Magic Items


Aeducan Family Shieldsmedium shield

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


Antivan Longbow of Fidelitylongbow

Masterwork Benefits:  Attack Bonus: +2,  Damage Bonus: +0
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


Aodhbattle axe

Masterwork Benefits:  Attack Bonus: +2,  Damage Bonus: +0
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


Asturian's Mightlongsword

Masterwork Benefits:  Attack Bonus: +2,  Damage Bonus: +2
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


Blackened Heartwood Staffquarterstaff

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


Blades of House Aeducanlongsword

Masterwork Benefits:  Attack Bonus: +1,  Damage Bonus: +0
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


Boots of the Outlawboots

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


Centurion's Cuirassheavy plate

Superior Benefits:  Armor Penalty: 0,  Armor Rating: 11
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


The Channel of Entropic Mightring

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


Citizen's Castlelight plate

Masterwork Benefits:  Defense Bonus: +1
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


Dead Thaig Shankerdagger

Masterwork Benefits:  Attack Bonus: +2,  Damage Bonus: +0
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


Dragonbone Cleavertwo-handed axe

Superior Benefits:  Minimum Strength: 0,
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


Dragonskin Armorlight leather

Masterwork Benefits:  Armor Rating: +1,  Defense Bonus: +2
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


The Felon's Coatheavy leather

Masterwork Benefits:  Armor Rating: 5
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


Fen'Harel's Toothamulet

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


Handmaiden's Necklaceamulet

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


Helm of the Eaglehelmet

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


High Constable's Macemace

Masterwork Benefits:  Damage Bonus: +2
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


Hunter's Banelongbow

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


Hubrisquarterstaff

Superior Benefits:
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


Hypnotist's Staffquarterstaff

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


Maetashear War Axetwo-handed axe

Masterwork Benefits:  Attack Bonus: +1,  Damage Bonus: +3
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


Key to Orzammarkeys

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


Meteor Swordtwo-handed sword

Masterwork Benefits:  Attack Bonus: +1,  Damage Bonus: +1
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


Oak Branchquarterstaff

Superior Benefits (Viridium):
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


Precision-Geared Recurvecrossbow

Masterwork Benefits:  Attack Bonus: +1
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


Ring of the Ferrymanring

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


Ring of Shieldingring

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


Shaperate's Blessingmace

Masterwork Benefits:  Attack Bonus: +1,  Damage Bonus: +1
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


Shield of the Legionmedium shield

Rune Slots:  1

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


Smith's Targeamulet

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


Spawn Cleaverbattle axe

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


Spidersilk Cloakcloak

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


Stalwart Maillight mail

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


Staff of Parthalanquarterstaff

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


Thalsian's Spirequarterstaff

Masterwork Benefits:  Attack Bonus: +2,  Damage Bonus: +0
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


Tiger's Tailquarterstaff

Superior Benefits (Silverite):
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


Twinbladesdaggers

Superior Benefits (Silverite): 
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


The Veshiallebattle axe

Masterwork Benefits:  Attack Bonus: +2,  Damage Bonus: +2
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


Vigilancelongsword

Masterwork Benefits:  Attack Bonus: +3,  Damage Bonus: +3
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


Viper's Bladeshortsword

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


Wolf-Killerlongbow

Superior Benefits:  Minimum Strength: –1,
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


Yusaristwo-handed sword

Masterwork Benefits:  Attack Bonus: +2,  Damage Bonus: +2
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


Glowstonelight

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


Health Poultice, Lesserpotion

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


Health Poulticepotion

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


Health Poultice, Greaterpotion

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


Health Poultice, Potentpotion

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


Incense of Awarenessincense

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


Incense of Focusincense

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


Ink of Splendormiscellaneous

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


Lyrium Potion, Lesserpotion

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


Lyrium Potionpotion

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


Lyrium Potion, Greaterpotion

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


Lyrium Potion, Potentpotion

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


Missile, Andraste'sarrows / bolts

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


Missile, Elf-Flightarrows / bolts

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


Missile, Sureshotarrows / bolts

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


Paints of Wardingmiscellaneous

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


Potion of Fortune and Skillpotion

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


Rock Salvesalve

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


Rune of Barrierarmor rune

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


Rune of Cold Ironweapon rune

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


Rune of Elementsweapon rune

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


Rune of Fortunearmor rune

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


Rune of Halearmor rune

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


Rune of Immunityarmor rune

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


Rune of Intensityweapon rune

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


Rune of Momentumweapon rune

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


Rune of Paralyzationweapon rune

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


Rune of Reservoirarmor rune

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


Rune of Silveriteweapon rune

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


Rune of Slownessweapon rune

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


Seeking Torchlight

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


Swift Salvesalve

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


Warding Saltmiscellaneous

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 - Dragon AGE Specialization

Posted 2 years, 28 days ago by subject404


Slayer


All warriors learn to fight. Most learn to kill. Slayers learn to kill a certain type of foe very effectively. As a Slayer, you may be driven by vengeance, chosen by fate, or spurred by the thrill of battling a particular category of foes. Slayers often make a living killing their chosen foes for those who wish them disposed of. Depending on the creature you have chosen as your nemesis, this may mean you will be hailed as a hero…or reviled as a villain.

Slayer Talent
Classes: Rogue, Warrior
Requirement: Must have Strength and Willpower of 2 or higher.

You have devoted yourself to the destruction of a foe and honed your skills in fighting them.

Novice: Pick a category of creature you have chosen to slay. You do +1 damage and gain +1 Defense when battling creatures of that type. Some basic categories are: darkspawn, undead, dragons, griffons, slimes, werewolves, and beasts (nonmonstrous or non-supernatural animals). GMs and players can work together to expand or refine these categories to suit the needs of their campaigns.

Journeyman: You may use the Lethal Blow stunt against the category of creature you have chosen to slay for 3 SP instead of the 5 SP. You also gain a +1 bonus to Dexterity (Initiative) tests in combat against such creatures.

Master: Treat any combat style (One-Handed, Dual Weapon, etc…) you possess as if it is one degree higher when fighting the category of creature you have chosen to slay.

Dalish Mage - Dragon AGE Background

Posted 2 years, 28 days ago by subject404


Dalish Mage


Heirs to the fragmented magical lore of lost Arlathan, Dalish mages are treated as integral members of their clans and educated under the watchful gaze of the clan’s Keeper. While you can take the standard Dalish Elf background and play a mage, this alternate, mage-specific background is also provided.

Playing a Dalish Mage
If you choose to play a Dalish Mage, modify your character as follows:
  • 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.
Roll twice on the Dalish Mage table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.
Dalish Mage
2d6 Roll
Benefit
2
+1 Cunning
3-4
Focus: Perception (Tracking)
5
Focus: Dexterity (Staves)
6
Focus: Cunning (Arcane Lore)
7-8
+1 Dexterity
9
Focus: Communication (Leadership)
10-11
Focus: Cunning (Natural Lore)
12
+1 Willpower


Qunari Ben-Hassrath


The Ariqun employs both men and women, Qunari and otherwise, to act as Ben-Hassrath agents. The table below is designed for playing a Qunari Ben-Hassrath, but this can be adapted for any race at the Narrator’s discretion. You may simply replace the Qunlat language and the weakness to magic with two relative abilities from the background of the race you would like to play (City Elf, Fereldan Freeman, and so on). Ben-Hassrath agents are normally used in whatever area their race is most common, so they can best fit in as spies. However, it is not uncommon for agents to work together, or take on other assignments ultimately benefiting the Qun. Because of this, it is easy for a Ben-Hassrath agent of any race to fit into a party of almost any makeup, as long as they are not acting against the Qunari people.

Playing a Ben-Hassrath
If you choose to play a Ben-Hassrath, modify your character as follows:
  • 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.
Roll twice on the Qunari Ben-Hassrath table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.
Qunari Ben-Hassrath
2d6 Roll
Benefit
2
+1 Cunning
3-4
Focus: Strength (Intimidation)
5-6
Focus: Cunning (Cryptography)
7-8
+1 Perception
9
Focus: Perception (Tracking)
10-11
Focus: Willpower (Faith)
12
+1 Strength


Incarnated Spirit


While it is a exceedingly rare occurrence requiring a precise intersection of myriad improbable circumstances, it is possible for a spirit to step through the Veil and take on a physical form of its own.

Playing an Incarnated Spirit
If you choose to play an Incarnated Spirit, modify your character as follows:
  • 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.
Roll twice on the Incarnated Spirit table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.
Incarnated Spirit
2d6 Roll
Benefit
2
+1 Willpower
3-4
Focus: Dexterity (Initiative)
5
Focus: Communication (Investigation)
6
Focus: Willpower (Self-Discipline)
7-8
+1 Dexterity
9
Focus: Constitution (Stamina)
10-11
Focus: Communication (Persuasion)
12
+1 Constitution
Incarnated Spirits are also able to select the following talent:
Vanishing

Classes: Rogue and Warrior.
Requirement: You must be an Incarnated Spirit.

You can disappear from sight, memory, and possibly even reality. Incarnated spirits may choose the novice level of this talent at 1st level in place of one of the normal talents from which starting rogues and warriors typically get to choose.

Novice: When not in combat, you can choose to erase yourself from the short-term memories of others and disappear from sight. Those who wish to remember you must beat you in an opposed test of your Dexterity (Stealth) vs. their Willpower (Self-Discipline).

Journeyman: In combat, you may use a minor action to disappear from sight. Again, you must make an opposed test of your Dexterity (Stealth) vs. viewers’ Willpower (Self-Discipline). If you succeed against a given subject, you become invisible to them until and unless you cause damage to them or otherwise directly interact with them.

Master: Outside of combat, you may effectively dissolve yourself back into the Fade. After doing so, you can only choose to re-manifest nearby to a person currently experiencing the emotion you embody (Valor, Desire, Faith, etc.) or someone to whom you have grown especially close. When you reappear, you still suffer from any injuries or other ongoing effects which were acting upon you when you disappeared.


Scaled Ones


The Scaled Ones are a mysterious reptilian race, with powerful jaws and sharp talons. Their warriors wore fine armor and weapons, while their priest was dressed in robes and was able to breathe out and cast fire. They communicate with one another in a long dead language known as Thu'um.
The Scaled Ones waged war with dwarves sometime after the founding of the Tevinter Imperium in -1195 Ancient, but before the destruction of Cad'halash Thaig around -975 Ancient. Besides some ravings they seem to have vanished from the historical record, and none seem to have been seen ever since.
The Scaled Ones appear to have a religion of sorts. They constructed a golden altar fashioned in the shape of fire in the center of the camp, with enemy corpses, drained of blood, hanging on the tip of each flame. Dwarves witnessed a ceremony during which a presumably female priest chanted and ignited blood in a basin raised towards the altar, while the other Scaled Ones bowed low.

Playing a Scaled One
If you choose to play a Scaled One, modify your character as follows:
  • 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).
Roll twice on the Scaled Ones table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Scaled Ones
2d6 Roll
Benefit
2
+1 Communication
3-4
Thick Scales: The Pierce Armor stunt costs +1 sp when someone uses it against you.
5
Focus: Strength (Might)
6
Focus: Cunning (Natural Lore)
7-8
+1 Constitution
9
+2 Armor Rating
10-11
Focus: Communication (Deception)
12
+1 Strength
Draconic Breath

Classes: Any
Requirement: You must have have the Scaled Ones background.

You wield a breath weapon gifted to you by your draconic heritage. Scaled Ones may choose the novice level of this talent at 1st level in place of one of the normal talents from which starting classes typically get to choose.

Novice: You exhale a blast of magical energy that is 2 yards wide and 8 yards long. When you use your breath weapon, each creature in the area of the exhalation must make an opposed Dexterity (Acrobatics) test vs. your Magic (Primal/Creation/Entropy/Spirit), the type of which is determined by your draconic ancestry. Those who succeed evade the effects of the blast. Consult the following chart to determine the type of magical energy your breath attack expels. You may use this attack a number of times per day equal to your Constitution.


Primal (Cold):
1d6+2 damage
10% chance of inflicting Frozen status
Primal (Earth):
1d6+2 damage
10% chance of inflicting Slowed status
Primal (Fire):
1d6+2 damage
10% chance of inflicting Burning status
Primal (Lightning):
1d6+2 damage
10% chance of inflicting Paralyzed status
Creation:
1d6+2 healing
1d6+2 mana restoration
Entropy:
1d6+2 damage
10% chance of inflicting Bleeding status
Spirit:
1d6+2 damage
1d6+2 mana loss
Blighted:
1d6+2 damage
1% chance of Tainting


Journeyman:


Primal (Cold):
2d6+4 damage
20% chance of inflicting Frozen status
Primal (Earth):
2d6+4 damage
20% of inflicting Slowed status
Primal (Fire):
2d6+4 damage
20% chance of inflicting Burning status
Primal (Lightning):
2d6+4 damage
20% chance of inflicting Paralyzed status
Creation:
2d6+4 healing
2d6+4 mana restoration
Entropy:
2d6+4 damage
20% chance of inflicting Bleeding status
Spirit:
2d6+4 damage
2d6+4 mana loss
Blighted:
2d6+4 damage
2% chance of Tainting


Master:


Primal (Cold):
2d6+6 penetrating damage
25% chance of inflicting Frozen status
Primal (Earth):
2d6+6 penetrating damage
25% chance of inflicting Slowed status
Primal (Fire):
2d6+6 penetrating damage
25% chance of inflicting Burning status
Primal (Lightning):
2d6+6 penetrating damage
25% chance of inflicting Paralyzed status
Creation:
3d6+6 healing
3d6+6 mana restoration
Entropy:
2d6+6 penetrating damage
25% chance of inflicting Bleeding status
Spirit:
2d6+6 penetrating damage
3d6+6 mana loss
Blighted:
2d6+6 penetrating damage
5% chance of Tainting