Character Creation - DA

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Creating a Character

1. Create a character concept – Choose a race and background

Qunari (2.0 - 2.3m) are more physically robust than humans. They have horns, metallic skin (such as gold,
bronze, silver), white hair, pointed ears and vivid eyes with colors like violet, red, silver or yellow. Some are born
without horns, and some remove them surgically. Once a horn is cut off, it will not grow back. The Qunari are
followers of the “Qun” – a code of honor that they live by. Members of other races can join the Qunari if they
accept the teachings of the Qun. They are then called Viddathari. Members born outside of the Qun are not
considered to be Qunari. They are called "Vashoth", which means "grey ones"; likewise those who abandon the
Qun are known as "Tal-Vashoth", "true grey ones". Qunari associate not having horns with being imposing or
scary, which is why the Tal-Vashoth often decide to remove their own horns.

 Beresaad (R, W, male): The qunari do not have a dedicated group of diplomats. Instead they have the
Beresaad, the vanguard of the qunari people. The Beresaad are soldiers, and they view the world as
such. They are trusted to go into foreign lands and deal with other races. Sometimes these are formal
diplomatic missions, but in other instances the Arishok sends them to do intelligence work or investigate
specific aspects of foreign cultures.

 Escaped Saarebas (M): Saarebas (Qunlat: “dangerous thing”) is a


word for a mage, as well as a title given to all Qunari mages. They are
prisoners in their own body, donning a set of heavy pauldrons with
chains attached to them, to act as a form of leash. Their faces are
hidden beneath a metal visor. In some cases their lips may be stitched
together. If found practicing forbidden magic, their tongues are cut out
to prevent them from corrupting others. Saarebas are considered
weapons and as such are trained with the focus of destruction. They
are never allowed to be alone, and are always under watch by
Arvaarads. If Saarebas separate from their keeper, they must be slain
or commit suicide. The armor the Saarebas wear can immobilize them
through a devide held by the Arvaarad. The Qunari also invented a
mobile version of the magic-blocking device which makes mages
unable to cast spells. It comes in the form of a collar.

 Tal-Vashoth (R, W): Leaving the Qun is a hard decision to make, as it


will guarantee the wrath of all other qunari. Despite that, some feel
trapped by the rigid rules of the Qun and try their luck elsewhere. They
stay away from their own people and are not always greeted with open
arms by other races. and often times work as mercenaries or
bodyguards. Others become raiders, pirates, smugglers or even slavers.
 Vashoth (M, R, W): For one reason or another, these qunari grew up outside of the Qun. Which,
according to the Qun, means that they could still be saved. With the connection to their people
nonexistent, however, they usually adapt to surrounding cultures, which is not easy, as most races see the
giant race as a danger and threat.

Humans (1.5 - 1.9m) are the most numerous race of Thedas. Humans are probably the most culturally diverse
race as they have well over a dozen tribes of their own, each with different customs and traditions. They come in
all shapes and sizes, colors and builds. The northern nations tend to have a darker complexion, whereas the
southern Alamarri tribes are usually fair skinned. However, many wars and migrations have led to a mixing of
the tribes, which means that any complexion can be found anywhere.

 Antivan Wayfarer (R, W): While technically a monarchy, Antiva is really ruled by its merchant princes. It is
famous for its merchants and sailors, though Antivans also excel at dirty fighting. And so Antiva is home
to the most notorious guild of assassins, thieves and spies in Thedas: the House of Crows. Since Antivans
trade all over Thedas, they are frequently found in port cities and other commercial centers. The Crows,
too, export their services. They are valued for their skill, discretion and professionalism.

 Avvarian Hillsman (M, R, W): The Avvar are a rugged people, who make their home in the Frostback
Mountains. Their skill at falconry as well as their continued raiding of the lowlands have made them
infamous throughout Thedas. Avvar are independent, proud and stubborn and think the other human
cultures weak and corrupt. Their (hedge) mages are called shamans.

 Chasind Wilder (M, R, W): This independent Alamarri tribe lives in the
swamps of the Korcari Wilds, their poisoning, tracking and trapping skills known
throughout Ferelden. They are an enigmatic people with shamanistic traditions
and a great respect for magic. The Chasind prefer to stay in the shadows of the
Wilds and leave them only when they must. They live in houses built on stilts and
do some trading with other tribes in the south of Ferelden. – Their (hedge) mages
are called witches.

 Ciriane Adventurer (M, R, W): The Ciriane are a loosely defined and
culturally rich people. They like celebrations as well as wine, and most of them are
great story tellers. Many young Ciriane turn to adventuring to make a reputation
for themselves, or to explore a world they have never seen. A deeply romantic
people, the Ciriane make the best of life and what it gives them. Their (hedge)
mages are called soothsayers.

 Clayne Craftsman (R, W): Craftsmen are not as likely as freemen to


become adventurers. Their lives are generally more settled and most have
obligations to their crafthouse or people. There are always those who seek more
from life, however, be it the armorer in search of rare metals, the explorer looking
to open up new trade routes, or the tanner in search of new hides.

 Clayne Freeman (M, R, W): The Clayne are a tribe of the Alamarri, a simple militaristic culture split into
several clans. Many Low Freemen turn to crime, as the worst offenses are quickly put down, but many
others are ignored and citizens are often left to make their own justice. As such, there are Clayne who
abide by the law and make sure it is followed on their own time, whereas others take advantage of the
freedom the lack of law enforcement gives them.
 Inghirsh Freerunner (M, R, W): The Ingirsh consist of many small clans, as most cultures in Thedas.
However, they are one cohesive tribe, their efforts to push back the Neromenians in the northeast met
with bitter resistance. The Inghirsh do have many capable warriors, but more common is the so-called
Freerunner. They focus on bringing down their enemies from the inside, often times infiltrating enemy
camps and clans. Many of them operate alone, and some even leave Inghirsh altogether.

 Orth Clansman (M, R, W): Living conditions in the Orthlands are rather harsh; not much rain falls and
the Orth therefore have grown into hardy hunter folk. One becomes adult upon achieving something
great for their clan. This achievement will give them their soul name, which will be stylistically scarred on
their foreheads. Upon achieving further greatness, this design is expanded on to reach past the eyes onto
the cheekbones; the more stylised scars an Orth has, the better their reputation and higher their rank.
Upon bringing their clan disgrace, their soul name will be destroyed by burning a thick horizontal line
through the design on their forehead, forever marking them as disgraced. Some Orth are lucky enough
to befriend the rare and giant griffons living in the Anderfels, which let them ride on their backs. – Their
(hedge) mages are called thaumaturges.

 Planasene Theurgist (M): Living near the Planasene Forest, the Planasene have settled down and created
farms where they live. A deeply animistic people, they strive to live in equilibrium with nature, believing
everything natural has a spirit; the trees, the rain, the animals and even the stones. Anything, as long as
it is pure and unchanged by civilisation. They call on these spirits for aid when required, something which
magic users have a distinct advantage with, causing mages in Planasene clans to be held in high regard.

 Rivaini Merchant (M, R, W): The Rivaini have skin tones ranging from dark tan to ebony. Social standing
in Rivain is often marked by tattoos and body piercings. The more elaborate one’s decorations, the
higher one’s rank. The Rivaini, though possessing a currency-based economy as other nations do, place
no real value on the accumulation of individual wealth and instead promote the idea of community
welfare. As such, communities work together to support each other, sending supplies to other
communities when needed. Rivain is a center of trade, even with the Qunari. Where there is shipping
there is smuggling and piracy, of course. And sometimes the line between merchant and smuggler is
blurry.

 Tevinter Altus (M): The Altus are the noble mages who rule the Imperium.
Centered on the port-city of Minrathous, Tevinter’s mages are a force to
be reckoned with. Circles of Magi were formed in almost every Tevinter
city, where mages are trained extensively. Every young mage aspires to be
a magister’s apprentice because it’s the best chance of ascending to the
rank of magister themselves. The magisters formed a council of their most
talented mages, the Court of Magisters, which became the royal court. –
Their offices of mages are as follows: enchanter, senior enchanter, first
enchanter and magister.

 Tevinter Laetan (M): The Laetans are those mages who come from the
mundane class. While they do not have all the advantages of the Altus,
their magical power still puts them ahead of the vast majority of Tevinter’s
citizens. They are identified at a young age and trained to serve. However,
some question the old ways and strike out for a life of adventure in other
nations of Thedas.

 Tevinter Soporati (R, W): Tevinter commoners, known as Soporati, or


more disparagingly as mundanes, work hard but they benefit from the
existence of a despised underclass, as slavery is still legal in the Imperium.
Many Soporati become soldiers, as the Imperium is in near constant
conflict with the Inghirsh and Fereldans.
 Waking Sea Raider (M, R, W): The raiders of the Waking Sea are pirates. Anything worth having, they
take it, anything worth giving, they sell it. There are many individual pirate chiefs operating in the
Waking Sea, and although they share similar beliefs and goals, they will often fight against each other in
an attempt to strengthen their ranks. Many of them despise their home loving brethren, and so it is rare
to see them on dry land. – Their (hedge) mages are called spellcrafters.

Elves (1.5 - 1.7m) have a slender, lithe build and pointed ears. Long ago, they used to be the dominant race
on Thedas, and their advanced civilization was based on nature, the Fade and magic. After the fall of their great
city of Arlathan and the empire of Elvhenan, its following plunder by the Tevinter Imperium and the subsequent
generations of slavery, the elves lost most of their cultural heritage and identity. They are typically found
throughout the world as nomads and outcasts. They live no longer than humans, but elven legends state that this
was not always the case. Once they were an immortal race and "magic came as easily to them as breathing",
with some of their spells taking years to cast and echoing for decades in an unending symphony. Their magic
was able to accomplish seemingly impossible feats, such as the creation of the unique, Fade-like world of the
“Crossroads”, and the maintenance of the magical repository of Vir Dirthara.

 Arlathan Scholar (M, R, W): What once used to be the capitol of the elves, Arlathan now is a secret center
of study, training and worship. Hidden deep in the woods and far away from their former temples and
buildings, this tribe studies the arcane: the Fade, creation magic and primal spells. Its Keeper also
teaches the young about their history and the heroes of their people. – Their mages are called First or
Second, depending on their rank in the clan.

 Brecilian Strider (R, W): The elves in this forest pride themselves on living independently and apart from
other elven tribes. They are suspicious of anyone entering their forest and do their best to get them to
leave. To that end, they often engage the help of local animals and beasts. Not everyone wants to live in
seclusion, however, and so it is not uncommon for younger members of the clan to leave the forest to
explore the world outside of their motherland.

 Escaped Elven Slave (M, R, W): Escaping the clutches of the Tevinter is certainly no small feat, which
requires not only careful planning, but also courage born from desperation. Some slave-lords go to
great lengths to recover their “property” (particularly those who know magic), even chasing them into
other nations. Most escaped slaves don’t ever truly feel free with the threat of recapture hanging over
their heads.

 Green Dales Nomad (M, R, W): These elves travel in small groups and can be
found anywhere and never stay for long. Their nomadic life has made them tough
and adaptable loners. Some clans stay away from humans altogether, whereas
others make camp near human settlements on a regular basis. – Their (hedge)
mages are called spellcrafters.

 Planasene Animist (M, R, W): Although most elves hold nature in high regard,
the clan that has settled down in the Planasene Forest has adopted the surrounding
humans’ belief system. Their animist beliefs include a rite of passage called a spirit
walk. Their teenagers go on a journey to find their spirit guide, which will then
accompany them through life and hopefully back to their clan. – Their mages are
called druids.

 Tirashan Hunter (R, W): Not many humans venture into the depths of this big
forest, for fear of ghosts and demons and other creatures. The forest, however, is a
huge area with a wide variety of animal life. The elves who live here are hunters who
chase prey from their harts’ backs or fight invaders with the ferocity of a wounded
animal.
 Waking Sea Raider (M, R, W): The raiders of the Waking Sea are pirates. Anything worth having, they
take it, anything worth giving, they sell it. There are many individual pirate chiefs operating in the
Waking Sea, and although they share similar beliefs and goals, they will often fight against each other in
an attempt to strengthen their ranks. Many of them despise their home loving brethren, and so it is rare
to see them on dry land. – Their (hedge) mages are called spellcrafters.

Dwarves (1.3 -1.5m) are a short, stocky, and physically strong race. In the dwarven language, they refer to
themselves as the dwarva. They are skilled builders and boast a long tradition of courage and martial skill.
Unlike elves and humans, dwarves do not naturally enter the Fade, as they do not dream and lack magical
ability. However, they are not completely barred and may enter it in exceptional circumstances. This is reflected
in their resistance to magic, and accounts for their high tolerance to lyrium exposure. They developed a huge,
great empire which spreads across vast underground networks of twelve great thaigs that span the breadth of
Thedas. A unique dwarven ability is "Stone sense", a talent for subterranean navigation derived from the race's
progenitor, the Stone. This ability as well as their magic resistance is slowly lost the longer they are on the
surface.

 Dwarf Duster (R): The lowest ranking dwarves are the casteless. Forbidden from doing any work that
belongs to a caste, they are delinquents and hired blades more often than not. They resort to any form of
crime in order to survive. The casteless are the dwarves that leave their homes most often, as they have
nothing to lose.

 High-Born Dwarf (R, W): The dwarven population is divided into


castes, within the top tier of which are the Warrior Caste, Smith
Caste, and Artisan Caste. The Warrior Caste is the most presti-
gious. The warriors provide the rank-and-file soldiers of the
noble houses. The caste is actually divided into several sub-
castes, including those of officers, soldiers, and guardsmen. The
Smith Caste is the next most important. Finally, there is the
Artisan Caste. They, too, are highly esteemed in dwarf society,
for they are the builders and makers.

 Low-Born Dwarf (R, W): The dwarves of the Miner, Merchant,


and Servant Castes do the hard work, day after day. The Miner
Caste is the most prestigious, particularly those that do the
dangerous job of mining lyrium. The Merchant Caste is the next
most important, as they bring money into the city and arrange
valuable trade deals. The Servant Caste is the lowest, though
even they rank above surface dwarves and the casteless. Of this
group it is the members of the Merchant Caste who are most
likely to leave Orzammar or become adventurers.

2. Spend ability points


 10 points in total (no ability can be greater than 3 )
3. Apply the bonuses of the background you chose (list is in alphabetical order)

 Antivan Wayfarer (Antiva)


Add +1 to your Communication ability
Choose Communication (Bargaining) or Cunning (Navigation)
You can speak and read Antivan and the Trade Tongue
You are a human
Choose a class: rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Cunning, +1 Dexterity, +1 Perception
Focuses: Cunning (Evaluation), Communication (Seduction), Communication (Persuasion), Dexterity (Initiative), Perception
(Hearing)

 Arlathan Scholar (Antiva/Arlathan)


Add +1 to your Cunning ability
Choose Communication (Etiquette) or Cunning (Research)
You can speak and read Elvhen and the Trade Tongue
You are an elf
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Communication, +1 Dexterity, +1 Perception
Focuses: Cunning (Writing), Cunning (Historical Lore), Dexterity (Calligraphy), Magic (Creation), Willpower (Self-Discipline)

 Avvarian Hillsman (Ferelden/Frostback Mountains)


Add +1 to your Strength ability
Choose Communication (Animal Handling) or Strength (Climbing)
You can speak and read Alamarri and the Trade Tongue
You are human
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities:+1 Constitution, +1 Dexterity, +1 Willpower
Focuses: Communication (Gambling), Constitution (Stamina), Dexterity (Brawling), Strength (Intimidation), Strength (Might)

 Beresaad (Seheron)
Add +1 to your Strength ability
Choose Cunning (Qun) or Strength (Intimidation)
You can speak and read Qunlat and the Trade Tongue
You are a qunari
Choose a class: rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Constitution, +1Cunning, +1 Strength
Focuses: Communication (Leadership), Constitution (Stamina), Cunning (Historical Lore), Cunning (Military Lore), Strength
(Might)
Special: you are male; you suffer a -1 penalty on all ability tests to resist spells and other magical effects, such as magic item
powers

 Brecilian Strider (Ferelden/Brecilian Forest)


Add +1 to your Willpower ability
Choose Cunning (Natural Lore) or (Strength (Might)
You can speak Elvhen and speak and read the Trade Tongue
You are an elf
Choose a class: rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1Communication, +1 Cunning, +1 Perception
Focuses: Communication (Animal Handling), Dexterity (Acrobatics), Dexterity (Bows), Perception (Seeing), Willpower (Courage)

 Chasind Wilder (Ferelden/Korcari Wilds)


Add +1 to your Dexterity ability
Choose Dexterity (Stealth) or Magic (Primal)
You can speak and read Alamarri and the Trade Tongue
You are a human
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Constitution, +1 Cunning, +1 Magic
Focuses: Cunning (Natural Lore), Dexterity (Brawling), Dexterity (Traps), Perception (Tracking), Strength (Jumping)

 Ciriane Adventurer (Orlais/South)


Add +1 to your Communication ability
Choose Communication (Etiquette) or Communication (Performance)
You can speak and read Ciriane and the Trade Tongue
You are a human
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Cunning, +1 Magic, +1 Willpower
Focuses: Cunning (Brewing), Cunning (Musical Lore), Dexterity (Dueling), Magic (Spirit), Perception (Empathy)

 Clayne Craftsman (Ferelden)


Add +1 to your Dexterity ability
Choose Dexterity (Crafting) or Communication (Bargaining)
You can speak and read Alamarri and the Trade Tongue
You are a human
Choose a class: rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability
costs 2 points, choosing a focus costs 1 point
Abilities: +1 Communication, +1 Cunning, +1 Strength
Focuses: Cunning (Brewing), Cunning (Evaluation), Dexterity
(Traps), Strength (Driving), Strength (Smithing)

 Clayne Freeman (Ferelden)


Add +1 to your Willpower ability
Choose Strength (Might) or Willpower (Courage)
You can speak and read Alamarri and the Trade Tongue
You are a human
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability
costs 2 points, choosing a focus costs 1 point
Abilities: +1 Constitution, +1 Magic, +1 Strength
Focuses: Constitution (Stamina), Cunning (Poison Lore),
Perception (Tracking), Strength (Jumping), Willpower (Self-
Discipline)

 Dwarf Duster (Any Dwarven Kingdom)


Add +1 to your Dexterity ability
Choose Communication (Deception) or Dexterity
(Legerdemain)
You can speak and read Dwarven and the Trade Tongue
You are a dwarf
You are a rogue
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Communication, +1 Cunning, +1 Perception
Focuses: Communication (Bargaining), Constitution (Running), Cunning (Evaluation), Dexterity (Stealth), Perception (Searching)
Special: you gain a +2 bonus on ability tests to resist the effects of spells and other magical attacks
 Escaped Elven Slave (Tevinter)
Add +1 to your Strength ability
Choose Perception (Hearing) or Magic (Spirit)
You can speak and read Tevinter and the Trade Tongue
You are an elf
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities:+1 Communication, +1 Magic, +1 Willpower
Focuses: Communication (Deception), Cunning (Arcane Lore), Dexterity (Lock Picking), Strength (Driving), Willpower (Self-
Discipline)

 Escaped Saarebas (Par Vollen)


Add +1 to your Magic ability
Choose Magic (Entropy) or Magic (Primal)
You can speak and read Qunlat and the Trade Tongue
You are a qunari
You are a mage
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Cunning, +1 Strength, +1 Willpower
Focuses: Constitution (Stamina), Cunning (Qun), Strength (Intimidation), Strength (Might), Willpower (Courage)

 Green Dales Nomad (Antiva/Green Dales)


Add +1 to your Perception ability
Choose Dexterity (Bows) or Communication (Bargaining)
You can speak Elvhen and speak and read the Trade Tongue
You are an elf
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities:+1 Communication, +1 Dexterity, +1 Magic
Focuses: Cunning (Natural Lore), Dexterity (Riding), Magic (Primal), Perception (Hearing), Perception (Seeing)

 High-Born Dwarf (Any Dwarven Kingdom)


Add +1 to your Strength ability
Choose Dexterity (Crafting) or Strength (Intimidate) or Strength (Smithing)
You can speak and read Dwarven and the Trade Tongue
You are a dwarf
Choose a class: rogue or warrior
Choose a caste: Artisan, Smith or Warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Constitution, +1 Cunning,+1 Willpower
Focuses: Communication (Etiquette), Constitution (Stamina), Cunning (Enchantment), Cunning (Engineering), Willpower
(Courage)
Special: you gain a +2 bonus on ability tests to resist the effects of spells and other magical
attacks

 Inghirsh Freerunner (Orlais/North & Tevinter/Silent Plains)


Add +1 to your Dexterity ability
Choose Dexterity (Brawling) or Communication (Disguise)
You can speak and read Inghirsh and the Trade Tongue
You are a human
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs
1 point
Abilities: +1 Communication, +1 Constitution, +1 Willpower
Focuses: Communication (Bargaining), Communication (Deception), Cunning (Poison Lore),
Dexterity (Legerdemain), Magic (Spirit)

 Low-Born Dwarf (Any Dwarven Kingdom)


Add +1 to your Communication ability
Choose Communication (Persuasion) or Constitution (Stamina)
You can speak and read Dwarven and the Trade Tongue
You are a dwarf
Choose a class: rogue or warrior
Choose a caste: Merchant, Miner or Servant
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Constitution, +1 Perception, +1 Strength
Focuses: Communication (Bargaining), Cunning (Brewing), Constitution (Drinking), Perception (Hearing), Strength (Might)
Special: you gain a +2 bonus on ability tests to resist the effects of spells and other magical attacks

 Orth Clansman (Anders/North)


Add +1 to your Constitution ability
Choose Constitution (Stamina) or Strength (Climbing)
You can speak and read Orth and the Trade Tongue.
You are a human
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Magic, +1 Perception, +1 Strength
Focuses: Constitution (Running), Dexterity (Brawling), Dexterity (Traps), Magic (Entropy), Perception (Tracking)

 Planasene Theurgist (Free Marches/Planasene)


Add +1 to your Magic ability
Choose Magic (Creation) or Magic (Spirit)
You can speak and read the Trade Tongue
You are a human
You are a mage
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Cunning, +1 Perception, +1 Willpower
Focuses: Communication (Performance), Cunning (Healing), Cunning (Religious Lore), Perception (Empathy), Willpower (Faith)

 Planasene Animist (Free Marches/Planasene)


Add +1 to your Perception ability
Choose Communication (Animal Handling) or Cunning (Natural Lore)
You can speak Elvhen and speak and read the Trade Tongue
You are an elf
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Communication, +1 Dexterity, +1 Magic
Focuses: Communication (Persuasion), Cunning (Religious Lore), Dexterity (Initiative), Magic (Creation), Willpower (Faith)

 Rivaini Merchant (Rivain)


Add +1 to your Dexterity ability
Choose Communication (Seduction) or Dexterity (Acrobatics)
You can speak and read Rivaini and the Trade Tongue
You are a human
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Communication, +1 Cunning, +1 Willpower
Focuses: Communication (Persuasion), Constitution (Swimming), Cunning (Evaluation), Cunning (Cartography), Dexterity
(Brawling)

 Tal-Vashoth (Par Vollen)


Add +1 to your Strength ability
Choose Constitution (Stamina) or Strength (Intimidation)
You can speak and read Qunlat and the Trade Tongue
You are a qunari
Choose a class: rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Constitution, +1 Strength, +1 Willpower
Focuses: Constitution (Running), Constitution (Swimming), Strength (Might), Strength (Climbing), Willpower (Courage)
Special: you suffer a -1 penalty on all ability tests to resist spells and other magical effects, such as magic item powers

 Tevinter Altus (Tevinter/Minrathous)


Add +1 to your Magic ability
Choose Communication (Leadership) or Cunning (Arcane Lore)
You can speak and read Tevinter and the Trade Tongue
You are a human
You are a mage
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Communication, +1 Cunning, +1 Willpower
Focuses: Communication (Etiquette), Cunning (Heraldry), Cunning (Historical Lore), Dexterity (Riding), Magic (Arcane Lance)

 Tevinter Laetan (Tevinter)


Add +1 to your Cunning ability
Choose Communication (Deception) or Cunning (Arcane Lore)
You can speak and read Tevinter and the Trade Tongue
You are a human
You are a mage
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus
costs 1 point
Abilities: +1 Communication, +1 Constitution, +1 Magic
Focuses: Communication (Persuasion), Cunning (Cultural Lore), Cunning (Evaluation),
Dexterity (Riding), Magic (Arcane Lance)

 Tevinter Soporati (Tevinter/Qarinus)


Add +1 to your Strength ability
Choose Constitution (Stamina) or Dexterity (Brawling)
You can speak and read Tevinter and the Trade Tongue
You are a human
Choose a class: rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus
costs 1 point
Abilities: +1 Constitution, +1 Perception, +1 Willpower
Focuses: Communication (Animal Handling), Communication (Deception), Cunning
(Evaluation), Strength (Driving), Willpower (Courage)

 Tirashan Hunter (Orlais/Tirashan)


Add +1 to your Perception ability
Choose Perception (Hearing) or Perception (Seeing)
You can speak Elvhen speak and read the Trade Tongue
You are an elf
Choose a class: rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Cunning, +1 Constitution, +1 Dexterity
Focuses: Communication (Animal Handling), Constitution (Running), Cunning (Natural Lore), Dexterity (Riding), Dexterity (Traps)

 Vashoth (Anywhere)
Add +1 to your Strength ability
Choose Strength (Intimidation) or Strength (Might)
You can speak and read the Trade Tongue (and one other language, depending on where you choose to have grown up)
You are a qunari
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Constitution, +1 Dexterity, +1 Magic
Focuses: Constitution (Drinking), Constitution (Stamina), Dexterity (Brawling), Magic (Entropy), Strength (Climbing)
Special: you suffer a -1 penalty on all ability tests to resist spells and other magical effects, such as magic item powers

 Waking Sea Raider (Anywhere)


Add +1 to your Dexterity ability
Choose Dexterity (Acrobatics) or Perception (Seeing)
You can speak the Trade Tongue (and one other language, depending on where you choose to have grown up)
Choose a race: elf or human
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Constitution, +1 Perception, +1 Strength
Focuses: Constitution (Rowing), Constitution (Swimming), Cunning (Evaluation), Cunning (Navigation), Strength (Intimidation)
4. Choose a class

Mage
There is magic in all living things. While every elf, dwarf, qunari,
human, animal, and plant is permeated with magic, only a rare
few beings can manipulate it. The mage class represents these
users of magic. They have been gifted (or cursed, depending on
your point of view) with the ability to absorb mana, the life force
of living beings, and use it cast magical spells. This sets them
apart from normal people. In some times and places, mages
have been honored for their power and wisdom. In others they
have been feared and hunted, especially once the dangers of
demonic possession were understood. Blood magic, as prac-
ticed by the mages of Tevinter and the maleficar, has also made
mages widely feared. A mage is capable of amazing feats, but
must be wary of demonic attack when using powerful magic.
The very gift that allows mages to use magic also makes them
vulnerable to possession.

As a mage you will be a master of arcane powers. You should


stay away from melee combat (let warriors handle that) and use
your spells to help your allies and harm your enemies. Mages
generally don’t wear armor, so your Defense will be low. You
also have limited access to weaponry. Your access to spells
makes up for these limitations, though. You get access to many
different spells; a mage who masters their use is a powerful
character.
While mages only start with three spells, they gain more over time. These ever-increasing options require more
decision making than other classes during encounters. If you’ve never played an RPG before, you might want to
consider that before choosing this class. Whatever your experience, you’ll want to read Chapter 5: Magic in
Player Guide 1 to learn more about the rules and terms used in spell casting.
Primary abilities

 Cunning, Magic, Willpower

Secondary abilities

 Communication, Constitution, Dexterity, Perception, Strength

Starting Health

 20 + Constitution + 1d6

Weapon groups

 Brawling, Staves

Class Powers

 Arcane Lance: Mages learn to focus magical power through a staff or wand. If you are holding a
quarterstaff or a wand, you can make a special ranged attack that damages foes with a lance of magical
energy. This is resolved like a normal ranged attack (so stunts are possible), but the attack roll is a Magic
(Arcane Lance) test. An arcane lance has a range of 16 yards and inflicts 1d6 + Magic damage. It
requires no mana points to make this attack.
 Magic Training: This is the most important of the mage’s powers. It allows a mage to cast the spells that
are the hallmark of the class. Magic training gives you three spells to start with, and you can gain more
through talents and class powers. See Chapter 5: Magic in Player Guide 1 for more information about
choosing and casting spells.
 Mana Points: You use mana to power your spells. You start with a number of mana points equal to 10 +
Magic + 1d6 and you gain Magic + 1d6 more whenever you gain a new level. You must keep track of
your current mana points; this is a measure of how much magical power is at your command at any
given time. You spend mana points when you cast spells; you can regain them through rest and
meditation.
 Starting Talent: You become a novice in one of the following talents: Chirurgy, Linguistics, or Lore. See
Chapter 3: Focuses and Talents in Player Guide 1 for more
information.

Rogue
The rogue class represents the classic trickster. You can use this class
to represent a thief, scoundrel, or conman, or a scout, expert, or spy.
While a warrior gets by on brute strength and a mage on arcane
power, a rogue relies on quickness and cleverness. Whether
engaging in witty repartee or slipping a dagger between an enemy’s
ribs, a rogue must be artful to win the day.
As a rogue you are the eyes and ears of your adventuring group.
You are excellent at ranged combat and can launch devastating
melee attacks with your backstab ability. You are not, however, a
true frontline fighter. Your Defense will be good due to your
Dexterity, but your light armor means you can’t absorb a lot of
damage. Let the warriors go toe to toe with the enemy while you use
stealth and surprise to keep them off balance.
The rogue is the most open-ended of the classes. If you aren’t sure
where you want to go with your character, rogue is a good choice,
as the class provides the flexibility to develop in many directions.

Primary abilities

 Communication, Dexterity, Perception

Secondary abilities

 Constitution, Cunning, Magic, Strength, Willpower

Starting Health

 25 + Constitution + 1d6

Weapon groups

 Bows, Brawling, Light Blades, Staves


Class Powers

 Backstab: You can inflict extra damage with a melee attack if you can strike an opponent from an
unexpected direction. You must approach your opponent with a move action and win an opposed test of
your Dexterity (Stealth) vs. your target’s Perception (Seeing). If you win the test, you can use your major
action this round to backstab him. This is a melee attack with a +2 bonus to the attack roll that inflicts
+1d6 extra damage. You cannot backstab an enemy that you begin your turn adjacent to.
 Rogue’s Armor: You are at home in leather armor. You can ignore the Armor Penalty of leather armor
altogether. It affects neither your Speed nor your Dexterity.
 Starting Talent: You become a novice in one of the following talents: Contacts, Scouting, or Thievery. See
Chapter 3: Focuses and Talents in Player Guide 1 for more information.

Warrior
The warrior is the classic fighting man. You can use this class to represent any
kind of martial character. Your character could be an ex-soldier, a caravan
guard, a mercenary, a militiaman, or a former blacksmith turned adventurer. A
warrior may fight for honor, revenge, justice, money, or a better tomorrow.
Some members of the warrior class have received formal training and others
fight by instinct; all can handle themselves in a fight.

As a warrior you’ll usually find yourself in the thick of combat. You have access
to heavier armor and more weapons than members of any other class, and
you can dish out and take a lot of damage. It is often up to you to engage the
hardest-hitting enemies, so the rogues and mages of the group have the
chance to use their abilities.
If you’ve never played a tabletop RPG before, the warrior is a good class to
start with. Your powers are straightforward and you have plenty to do in any
combat encounter.

Primary abilities

 Constitution, Dexterity, Strength

Secondary abilities

 Communication, Cunning, Magic, Perception, Willpower

Starting Health

 30 + Constitution + 1d6

Weapon groups

 Brawling, plus any three of the following: Axes, Bludgeons, Bows, Heavy Blades, Lances, Light Blades,
Polearms, Spears, Staves

Class Powers

 Starting Talents: You become a novice in two of the following talents: Archery Style, Dual Weapon Style,
Single Weapon Style, Throwing Weapon Style, Two-Hander Style, or Weapon and Shield Style. You also
start as a novice in Armor Training.
5. You start off with the following equipment:

 A backpack
 Traveler’s garb
 A waterskin
 Mages get 1 weapon and 1 wand (for your arcane lance)
 Rogues get light leather armor and two weapons
 Warriors get heavy leather armor and three weapons
 If you choose a bow or a crossbow, you get a quiver and 20 arrows or bolts
 If you have the Weapon and Shield talent, you get a medium shield
 You get 50+3d6 silver pieces to buy additional gear

6. Calculate your defense and speed

 Defense: 10 + Dexterity + Shield Bonus (if applicable)

 Dwarf Speed: 8 + Dexterity – Armor penalty (if applicable)


 Elf Speed: 12 + Dexterity – Armor penalty (if applicable)
 Human Speed: 10 + Dexterity – Armor penalty (if applicable)
 Qunari Speed: 10 + Dexterity – Armor penalty (if applicable)

7. Flesh out your character

 Give your character a name

 Write down 1 goal (long term, short term is optional)


 Write down 1 ideal
 Write down 1 fear
 Write down 2 personality traits (one positive, one negative)
 Write down 1-3 ties
Example:

 Long Term Goal: Become Queen


 Short Term Goal: Buy a horse
 Ideal: Honesty
 Fear: Heights
 Positive Trait: Loyalty
 Negative Trait: Overconfident
 Ties: 1 local smith, 1 PC, 1 travelling bard

Ties: Characters might have grown up in the same village, served in the same military unit, or even been romantic rivals. Or maybe they
are distant cousins, chased by a shared enemy, or in debt to the same underworld figure.
You should try to come up with at least one tie for each other player character, even if it’s a tenuous one. The group bond will grow over
time but it’s a good idea to plant the seed early so it can grow.

 Buy gear or weapons at the shop

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