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DA game companions for RPG

Origins

Alistair (King of Ferelden)

Communication: 2
Constitution: 4 (Stamina)
Cunning: 3 (Heraldry, Religious lore, Military lore, Historical lore)
Dexterity: 4 (Initiative)
Magic: 3
Perception: 2 (Detect Darkspawn)
Strength: 4 (Climbing, Heavy blades x2, Jumping)
Willpower: 4 (Courage, Self-Discipline)

Background: Ferelden Noble (Military lore, Con +1, Dex +1, Str +1)
Character level: Grey Warden Warrior 13 (Dual Strike 3sp, Threaten 1sp, Expert Strike, Veteran)
Specialization: Templar (M)
Talents: Armor Training (M), Weapon & Shield Style (M), Single Weapon Style (J), Command (J)

Health: 99
Attack: +7 (2d6+4 Longsword)
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Morrigan

Communication: 1 (Deception, Disguise)


Constitution: 3 (Stamina)
Cunning: 4 (Arcane lore, Brewing)
Dexterity: 2 (Stealth, Legerdemain, Staves)
Magic: 6 (Entropy, Creation, Arcane lance)
Perception: 3
Strength: 1
Willpower: 5 (Self-Discipline)

Background: Human Apostate (Self-Discipline, Wil +1, Mag +1, Con +1)
Character level: Mage 13 (Arcane Lance, Magic Training, Spell Lance, Long Lance, Power Lance,
Lightning Attack 2sp)
Specialization: Shapeshifter (M)
Talents: Lore (J), Entropy (M), Primal (N), Creation (N)
Spells: 12 Spells

Health: 89
Attack: +8 (Spell)
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Leliana

Communication: 4 (Deception, Performance, Persuasion, Seduction)


Constitution: 3
Cunning: 4 (Cultural lore, Musical lore, Religious lore, Historical lore, Heraldry)
Dexterity: 5 (Acrobatics, Bow)
Magic: 0
Perception: 4
Strength: 2
Willpower: 3 (Faith)

Background: Orleasian Exile (Persuasion, Com +1, Dex +1, Per +1)
Character level: Rogue 13 (Backstab, Rogue's Armor, Pierce Armor 1sp, Bluff, That makes me Wonder
2sp, Dirty Fighting, Lethality, Slippery, With a Flourish 3sp)
Specialization: Bard (M)
Talents: Contacts (J), Archery (J), Dual Wield (J), Music (N)

Health: 94
Attack: +7 (1d6+11 Longbow)
____________________________________

Sten

Communication: 2 (Investigation)
Constitution: 4 (Stamina)
Cunning: 2 (Military lore, Qun)
Dexterity: 3 (Brawling)
Magic: 0
Perception: 2 (Smelling)
Strength: 6 (Intimidation, Heavy Blades, Might, Jumping)
Willpower: 2 (Courage)

Background: Qunari Beresaad (Intimidation, Str +2, Con +1


Character level: Warrior 10 (Dual Strike 3sp, Threaten 1sp, Expert Strike)
Specialization: None
Talents: Armor (M), Two-Hander Style (M), Unarmed Style (N), Single Weapon Style (J), Weapon &
Shield Style (N)

Health: 100
Attack: +8 (3d6+6)
__________________________________

Wynne

Communication: 3 (Etiquette, Leadership)


Constitution: 0
Cunning: 3 (Arcane lore, Religious lore, Historical lore)
Dexterity: 1 (Calligraphy)
Magic: 5 (Creation)
Perception: 3 (Empathy)
Strength: 0
Willpower: 6 (Faith, Self-Discipline)

Background: Human Circle Mage (Arcane lore, Mag +1, Cun +1, Wil +1)
Character level: Possessed Mage 10 (Arcane Lance, Magic Training, Spell Lance, Long Lance, Power
Lance)
Specialization: Spirit Healer (M)
Talents: Chiurgy (N), Creation (M), Spirit (N)
Spells: 10

Health: 50
Attack: +7 (Spell)
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Zevran

Communication: 3 (Bargaining, Seduction)


Constitution: 2 (Running, Stamina)
Cunning: 2 (Evaluation)
Dexterity: 6 (Stealth, Light Blades, Traps, Lock-Picking)
Magic: 0
Perception: 3
Strength: 3 (Jumping)
Willpower: 2

Background: Antivan Wayfarer (Bargaining, Com +1, Dex +1, Per +1)
Character level: Rogue 10 (Backstab, Rogue's Armor, Pierce Armor 1sp, Bluff, That makes me Wonder
2sp, Dirty Fighting, Lethality)
Specialization: Assassin (M)
Talents: Scouting (N), Dual Wield Style (M), Thievery (N)

Health: 75
Attack: +8 (1d6+5)
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Oghren

Communication: 0
Constitution: 7 (Drinking x2, Stamina)
Cunning: 2 (Military lore, Navigation, Heraldry)
Dexterity: 3 (Brawling)
Magic: 0 (Detect Darkspawn)
Perception: 3 (Tracking)
Strength: 5 (Intimidation, Heavy Blades, Climbing, Jumping)
Willpower: 3 (Courage)

Background: High Born Dwarf (Intimidation, Stamina, Str +1, Con +1)
Character level: Grey Warden Warrior 13 (Dual Strike 3sp, Threaten 1sp, Expert Strike, Veteran)
Specialization: Berserker (M)
Talents: Armor (M), Two-Hander Style (M) Thrown Weapon Style (J), Carousing (N), Weapon & Shield
Style (N)

Health: 151
Attack: +7 (3d6+5)
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Shale Heroic Stone Golem

Communication: 1
Constitution: 7 (Stamina)
Cunning: 1 (Arcane lore)
Dexterity: 1 (Brawling)
Magic: 4
Perception: 2
Strength: 6 (Intimidation, Might, Stone Fist)
Willpower: 4 (Courage)

Talents: Unarmed Style (N), Linguistics (N)

Health: 95
Attack: +8 (2d6+6)
____________________________________

Dog Heroic Mabari

Communication: 0
Constitution: 3 (Running, Stamina)
Cunning: -1
Dexterity: 4 (Bite)
Magic: -1
Perception: 4 (Hearing, Seeing, Smelling, Tracking)
Strength: 3 (Jumping)
Willpower: 3 (Courage, Morale)

Talents: Scouting (J)

Health: 40
Attack: +6 (1d6+5)

Awakenings

Nathaniel Howe

Communication: 2
Constitution: 3 (Stamina)
Cunning: 3 (Military lore, Heraldry)
Dexterity: 5 (Bows, Stealth, Lock-picking, Traps, Initiative)
Magic: 0
Perception: 4
Strength: 3
Willpower: 3 (Self-Disciple)

Background: Ferelden Noble (Military lore, Str +1, Con +1, Dex +1)
Character Level: Grey Warden Rogue 10 (Backstab, Rogue's Armor, Pierce Armor 1sp, Bluff, That
makes me Wonder 2sp, Dirty Fighting, Lethality)
Specialization: Assassin (M)
Talents: Scouting (N), Archery (J), Thievery (M)

Health: 85
Attack: +7 (1d6+7)

____________________________________

Velanna

Communication: 0
Constitution: 2 (Stamina)
Cunning: 3 (Arcane lore, Cultural lore)
Dexterity: 3
Magic: 6 (Primal, Creation)
Perception: 3 (Detect Darkspawn, Tracking)
Strength: 1 (Intimidation)
Willpower: 4 (Courage, Self-Discipline)

Background: Dalish (Courage, Wil +1, Dex +1, Per +1)


Character Level: Grey Warden Mage 10 (Arcane Lance, Magic Training, Spell Lance, Long Lance,
Power Lance)
Specialization: Keeper (M)
Talents: Lore (N), Primal (M), Creation (J)
Spells: 13

Health: 70
Attack: +8 (Spell)

____________________________________

Sigrun

Communication: 1
Constitution: 4 (Stamina)
Cunning:3 (Military lore)
Dexterity: 4 (Stealth, Legerdemain, Light blades)
Magic: 0
Perception: 3 (Seeing, Hearing, Detect Darkspawn, Tracking)
Strength: 3 (Intimidation)
Willpower: 4 (Courage, Self-Discipline)

Background: Dwarf Duster (Legerdemain, Dex +1, Per +1, Stealth)


Character Level: Grey Warden Rogue 10 (Backstab, Rogue's Armor, Pierce Armor 1sp, Bluff, That
makes me Wonder 2sp, Dirty Fighting, Lethality)
Specialization: Legionnaire Scout (M)
Talents: Scouting (J), Dual Weapon Style (M), Thievery (N)

Health: 95
Attack: +6 (1d6+5)

Da2

Carver

Communication: 0
Constitution: 4 (Stamina, Running, Drinking)
Cunning: 2 (Military lore, Religious lore)
Dexterity: 3
Magic: 3
Perception: 2 (Seeing, Hearing)
Strength: 4 (Heavy blades, Climbing, Jumping,
Willpower: 3 (Self-Discipline, Courage)

Background: Ferelden Freeman (Stamina, Con +1, Wil +1, Self-Discipline)


Character Level: Warrior 10 (Dual Strike 3sp, Threaten 1sp, Expert Strike)
Specialization: Templar (M)
Talents: Armor Training (M), Two-Hander Style (M), Weapon & Shield Style (N)

Health: 90
Attack: +6 (3d6+4 Greatsword)

____________________________________

Aveline

Communication: 1 (Leadership)
Constitution: 4 (Stamina)
Cunning: 2 (Military lore, Heraldry, Religious lore)
Dexterity: 4 (Riding)
Magic: 0
Perception: 2
Strength: 4 (Heavy blades, Climbing, Jumping, Intimidation)
Willpower: 3 (Courage, Self-Discipline)

Background: Ferelden Freeman (Courage, Con+1, Riding, Self Discipline)


Character Level: Warrior 10 (Dual Strike 3sp, Threaten 1sp, Expert Strike)
Specialization: Guardian (M)
Talents: Armor (M), Weapon & Shield Style (M), Thrown Weapon Style (N)

Health: 100
Attack: +6 (2d6+4)

____________________________________

Varric

Communication: 5 (Bargaining, Persuasion, Investigation, Performance)


Constitution: 3 (Drinking)
Cunning: 4 (Historical lore, Evaluation, Writing)
Dexterity: 4 (Bows, Lock-picks, Traps)
Magic: 0
Perception: 3 (Empathy)
Strength: 2
Willpower: 3 (Courage, Self-Discipline)

Background: Surface Dwarf (Bargaining, Con +1, Com +1, Persuasion)


Character Level: Rogue 13 (Backstab, Rogue's Armor, Pierce Armor 1sp, Bluff, That makes me
Wonder 2sp, Dirty Fighting, Lethality, Slippery, With a Flourish 3sp)
Specialization: Marksman (M)
Talents: Contacts (J), Oratory (N), Archery (M), Thievery (N)

Health: 94
Attack: +6 (2d6+4)

____________________________________

Isabela

Communication: 4 (Deception, Seduction, Gambling)


Constitution: 2 (Drinking, Stamina)
Cunning: 2 (Navigation, Cartography)
Dexterity: 5 (Light blades, Initiative, Acrobatics)
Magic: 0
Perception: 3
Strength: 2 (Climbing, Swimming)
Willpower: 2

Background: Rivaini Merchant (Acrobatics, Dex +1, Climbing, Swimming)


Character Level: Rogue 10 (Backstab, Rogue's Armor, Pierce Armor 1sp, Bluff, That makes me
Wonder 2sp, Dirty Fighting, Lethality)
Specialization: Duelist (M)
Talents: Scouting (N), Dual Weapon Style (M), Quick Reflexes (N)
Health: 75
Attack: +7 (1d6+4)

____________________________________

Fenris

Communication: 0
Constitution: 3 (Running, Drinking)
Cunning: 2 (Military lore)
Dexterity: 3 (Brawling, Stealth)
Magic: 3
Perception: 3 (Tracking, Hearing)
Strength: 4 (Heavy blade, Intimidation, Might)
Willpower: 3 (Courage, Self-Discipline)

Background: Escaped Elven Slave (Might, Str +1, Dex +1, Brawling)
Character Level: Warrior 10 (Dual Strike 3sp, Threaten 1sp, Expert Strike)
Specialization: Spirit Warrior (M)
Talents: Armor Training (M), Two-Hander Style (M), Single Weapon Style (J)

Health: 90
Attack: +6 (3d6+4)

____________________________________

Anders

Communication: 3 (Animal handling, Deception)


Constitution: 2 (Running, Stamina)
Cunning: 4 (Arcane lore, Healing, Religious lore, Research)
Dexterity: 2
Magic: 6 (Creation x2, Primal, Arcane lance)
Perception: 2 (Detect Darkspawn)
Strength: 2 (Swimming)
Willpower: 3

Background: Human Circle Mage (Arcane lore, Mag +1, Cun +1, Religious lore)
Character Level: Possessed Grey Warden Mage 13 (Arcane Lance, Magic Training, Spell Lance, Long
Lance, Power Lance, Lightning Attack 2sp)
Specialization: Spirit Healer (M)
Talents: Chirurgy (J), Creation (M), Primal (J), Lore (J)
Spells: 13

Health: 76
Attack: +8 (Spell)

____________________________________
Sebastion

Communication: 3 (Bargaining, Gambling, Persuasion)


Constitution: 2
Cunning: 2 (Religious lore, Heraldry, Cultural lore)
Dexterity: 5 (Bows, Initiative)
Magic: 0
Perception: 4 (Seeing)
Strength: 2
Willpower: 3 (Faith, Courage)

Background: Free Marcher (Bargaining, Cun +1, Dex +1, Cultural lore)
Character Level: Rogue 10 (Backstab, Rogue's Armor, Pierce Armor 1sp, Bluff, That makes me
Wonder 2sp, Dirty Fighting, Lethality)
Specialization: Marksman (M)
Talents: Contacts (N), Archery (M), Quick Reflexes (N)

Health: 75
Attack: +7 (1d6+7)

____________________________________

Merril

Communication: 1
Constitution: 3 (Stamina)
Cunning: 3 (Brewing, Cultural lore, Natural lore)
Dexterity: 3 (Staves)
Magic: 5 (Primal, Blood, Arcane lance)
Perception: 2 (Hearing)
Strength: 0 (Climbing)
Willpower: 4 (Courage)

Background: Dalish Elf (Courage, Wil +1, Dex +1, Cultural lore)
Character Level: Mage 10 (Arcane Lance, Magic Training, Spell Lance, Long Lance, Power Lance)
Specialization: Keeper (M)
Talents: Lore (J), Primal (M)
Spells: 10

Health: 85
Attack: +7 (Spell)

Dragon age: Inquisition

Solas
Communication: 2
Constitution: 2
Cunning: 5
Dexterity: 3
Magic: 7
Perception: 3
Strength: 2
Willpower: 5

Background: Apostate (Speak Elven, Will +1, Mag +1, Self-Discipline)


Character Level: Mage 20
Specialization:
Talents:

Health:
Attack:
____________________________________

Vivienne

Communication: 3
Constitution: 1
Cunning: 3
Dexterity: 3
Magic: 5
Perception: 1
Strength: 1
Willpower: 4

Background: Circle Mage (Arcane Lore, Mag +1, Wil +1, Etiquette)
Character Level: Mage 10
Specialization: Arcane Warrior (M)
Talents:

Health:
Attack:
____________________________________

Dorian

Communication: 2
Constitution: 2
Cunning: 3
Dexterity: 2
Magic: 5
Perception: 2
Strength: 2
Willpower: 3
Background: Tevinter Altus (Arcane lore, Mag +1, Will +1, Etiquette)
Character Level: Mage 10
Specialization: Necromancer (M)
Talents:

Health:
Attack:
____________________________________

Iron Bull

Communication: 2
Constitution: 5
Cunning: 2
Dexterity: 2
Magic: 0
Perception: 0
Strength: 6
Willpower: 3

Background: Qunair Beresaad (Qun, Str +2, Con +1)


Character Level: Warrior 10
Specialization:
Talents:

Health:
Attack:
____________________________________

Cassandra

Communication: 3
Constitution: 4
Cunning: 2
Dexterity: 4
Magic: 3
Perception: 2
Strength: 4
Willpower: 3

Background: Nevarran Adventurer (Str +1, Con +1, Will +1, Courage)
Character Level: Seeker Warrior 13
Specialization: Templar (M)
Talents:

Health:
Attack:
____________________________________

Blackwall

Communication: 2
Constitution: 4
Cunning: 2
Dexterity: 4
Magic: 0
Perception: 2
Strength: 4
Willpower: 3

Background: Free Marcher (Gambling, Con +1, Cun +1, Deception)


Character Level: Warrior 10
Specialization:
Talents:

Health:
Attack:
____________________________________

Sera

Communication: 1
Constitution: 2
Cunning: 2
Dexterity: 6
Magic: 0
Perception: 5
Strength: 1
Willpower: 3

Background: City Elf (Initiative, Dex +1, Per +1, Seeing)


Character Level: Rogue 10
Specialization: Marksman (M)
Talents:

Health:
Attack:

Game MC

Aedan Cousland Hero of Ferelden

Communication: 3 (Leadership, Persuasion)


Constitution: 5 (Stamina)
Cunning: 3 (Heraldry)
Dexterity: 5 (Initiative)
Magic: 0
Perception: 3 (Detect Darkspawn, Hearing, Seeing)
Strength: 6 (Climbing, Heavy blades x2, Jumping, Might)
Willpower: 5 (Courage, Self-Discipline)

Background: Ferleden Noble (Military lore, Str +1, Dex +1, Con +1)
Character Level: Grey Warden Warrior 17 (Dual Strike 3sp and 3 targets, Threaten 1sp, Expert Strike,
Veteran, Quick Strike)
Specialization: Champion (M), Guardian (J)
Talents: Armor Training (M), Weapon & Shield Style (M), Single Weapon Style (J), Command (J),
Unarmed Style (N)

Health: 145
Attack: +12 (2d6+9 another +5 vs Darkspawn)
Possessions: Vigilance (Master Silverite Rune, Master Rune of Devastation)

____________________________________

Garret Hawke Champion of Kirkwall

Communication: 3 (Seduction)
Constitution: 3 (Stamina)
Cunning: 2 (Arcane lore)
Dexterity: 3 (Staves x2, Initiative)
Magic: 5 (7) (Primal, Creation, Spirit, Arcane lance, Blood)
Perception: 2 (Empathy)
Strength: 3
Willpower: 4 (Self-discipline)

Background: Human Apostate (Self-Discipline, Wil +1, Mag +1, Con +1)
Character Level: Mage 13 (Arcane Lance, Magic Training, Spell Lance, Long Lance, Power Lance,
Lightning Attack 2sp)
Specialization: Blood (N)
Talents: Chirurgy (N), Primal (J), Creation (M), Spirit (M)
Spells: Flame blast, Shock, Heal, Lightning, Rock armor, Heroic aura, Heroic offense, Heroic defense,
Death syphon, Walking bomb, Virulent walking bomb, Mind blast, Force field, Telekinetic weapons,
Crushing prison.

Health: 89
Attack: +9 (Spell)
Possessions: Staff of Parthalan

LOGHAIN (Dragon Age: Origins)


(On the occupation of Ferelden) "Hate doesn't describe it. I've seen painted, masked lords beat
an old farmer to death with riding crops. To this day, I don't know why. Is that hate? I saw
good, sensible men fighting armored chevaliers with nothing—no weapons, no armies, not
even hope of success—to see the occupation end. Is that hate?"
---
Background: Fereldan Noble (Strength +1, Intimidation, Cunning +1, Leadership)
Class and Level: Warrior 10
---
Communication: 3 (Leadership)
Constitution*: 5 (Stamina)
Cunning: 3 (Cultural Lore, Military Lore)
Dexterity*: 2 (Riding)
Magic: 0
Perception: 1 (Empathy)
Strength*: 4 (5) (Heavy Blades, Intimidation, Jumping)
Willpower: 3 (4) (Morale, Self-Discipline)
---
Specialization: Champion (M)
Stunt Bonuses: Dual Strike (3 sp), Mighty Blow (1 sp when wielding a two-handed weapon),
Threaten (1 sp)
Talents: Armor Training (J), Command (J), Two-Hander Style (J), Weapon and Shield Style
(N)
---
Speed: 10 (12 without armor); Defense: 12; Armor: 10
Health: 115; Mana: --
Attack: Greatsword +6 (+7), damage 3d6+4 (3d6+5)*
* Values in parentheses are used when the Armor of the River Dane is equipped.
---
Equipment: Armor of the River Dane, greatsword.

Armor of the River Dane


The Battle of River Dane in 8.99 Blessed, was fought against a superior force of Orlesian
Chevaliers, ambushed by Ferelden rebels as they attempted a crossing of the River Dane.
Loghain led that battle, and victoriously stripped the enchanted armor from the dead
chevalier commander as a prize. The sight of Loghain wearing this armor became
synonymous with Ferelden's defiance of Imperial rule.

This is a three piece personal set of massive armor belonging to Loghain Mac Tir, and only he
is able to wear it. It belonged to an Orlesian chevalier commander who led the Battle of River
Dane. Loghain defeated him and recovered his enchanted armor.

Armor Type: Silverite heavy plate armor; Armor Value: 10; Armor Penalty: -2; Other
Benefits: When equipped by a Fereldan with a justifiable hatred for Orlais (or simply a strong
desire to protect the country), that person is inspired to gain a +1 bonus to Strength and
Willpower when wearing this armor. Loghain Mac Tir qualifies for this bonus, as does any
other character at GM's discretion.
Loghain Mac Tir was born into an occupied Ferelden and with King Maric Theirin drove out
the Orlesian Empire more than thirty years before the events of the Fifth Blight.

Loghain was raised to the position of Teyrn of Gwaren for his service to King Maric. To
Ferelden, he represents ideals of hard work and independence. After King Maric was lost at
sea, Loghain became responsible for defending Ferelden and guiding his naive and
inexperienced son-in-law, King Cailan Theirin.

Note: In the game, during the Landsmeet it is possible to spare the life of Loghain Mac Tir
and instead recruit him into the Grey Wardens. In this case, he joins the Warden's party,
replacing Alistair. If you prefer a Grey Warden Loghain in your campaign, add the following
stats.
Grey Warden: Dexterity +1, extra talent: Two-Hander Style (M), resistance to the taint, right
of conscription, detect darkspawn (50 yards).

KING CAILAN THEIRIN (Dragon Age: Origins)


“I cannot wait for that glorious moment! The Grey Wardens battle beside the king of Ferelden
to stem the tide of evil!”
Background: Fereldan Noble (Strength +1, Military Lore, Cunning +1, Leadership)
Class and Level: Warrior 5
---
Communication: 4 (Leadership); Constitution*: 2; Cunning: 2 (Historical Lore, Military
Lore); Dexterity*: 2 (Initiative, Riding); Magic: 0; Perception: 1; Strength*: 3 (Heavy
Blades); Willpower: 2 (Courage)
---
Talents: Armor Training (N), Command (J), Two-Hander Style (N), Weapon and Shield
Style (N)
---
Speed: 9 (12 without armor); Defense: 12; Armor: 10
Health: 57; Mana: --
Attack: Greatsword +5, damage 3d6+3
---
Equipment: Cailan's Arms (see below), greatsword.

Cailan Theirin (born 9:05 Dragon), son of King Maric Theirin and Queen Rowan Guerrin,
became the King of Ferelden after the sudden disappearance of his father in 9:25 Dragon.
During the opening stages of the Fifth Blight in 9:30, he has been sitting on the throne for five
years, alongside his wife Queen Anora Mac Tir, daughter of the hero Loghain Mac Tir.

--------------------------------------------------------

SER CAUTHRIEN (Dragon Age: Origins)


“Some of us know what honor and loyalty are.”
Background: Fereldan Freewoman (Constitution +1, Stamina, Communication +1, Riding)
Class and Level: Warrior 10
---
Communication: 3 (Leadership); Constitution*: 4 (Stamina); Cunning: 2 (Military Lore);
Dexterity*: 4 (Bows, Initiative, Riding); Magic: 0; Perception: 2; Strength*: 4 (Climbing,
Heavy Blades, Intimidation); Willpower: 2 (Courage, Morale, Self-Discipline)
---
Specialization: Champion (M); Stunt Bonuses: Dual Strike (3 sp), Mighty Blow (1 sp when
wielding a two-handed weapon), Threaten (1 sp); Talents: Armor Training (J), Command
(N), Two-Hander Style (M), Weapon and Shield Style (N)
---
Speed: 12 (14 without armor); Defense: 14; Armor: 8
Health: 105; Mana: --
Attack: The Summersword +6, damage 3d6+9
---
Equipment: Red steel light plate armor (armor value 8, armor penalty -2) (DA:RPG, DMG2,
p. 36)

The Summersword
In 8:84 Blessed, Lord Aurelien of Montsimmard commissioned a sword for his youngest son
Luis. Lord Aurelien sought out the most renowned master smith in the Orlesian Empire,
Vercenne of Halamshiral. The old master labored for several months, folding steel, honing
the edge to perfection. The resulting blade was as long as a man is tall, and sharp as the
tongue of any noblewoman. Vercenne proclaimed it, in a fit of irony, the "Summer Sword",
since he had crafted it in the winter of his lifetime.
—From Codex entry: The Summer Sword

The hilt of this immense sword bears the mark of Vercenne of Halamshiral, believed to be the
greatest smith in the history of the Orlesian Empire.

Weapon Type: Silverite greatsword; Minimum Strength: 1; Talent Level Bonus: One
level; Focus Benefit: Yes; Attack Bonus: No; Damage Bonus: +5; Other Benefits: When
performing the Skirmish stunt to move an opponents only, the wielder of this weapon moves
the target 2 additional yards.
Ser Cauthrien is a knight and Teyrn Loghain's most trusted lieutenant, as well as the leader of
Maric's Shield, Loghain's hand picked elite force.

--------------------------------------------------------
Cailan's Armor
Part of King Cailan's Arms set, this is the armor of King Cailan Theirin of Ferelden,
commander of the forces at Ostagar, where he was slain by the darkspawn.

This armor was recovered from the darkspawn-filled Ostagar after the fateful battle where
King Cailan was killed.

Armor Type: Red steel heavy plate armor; Armor Value: 10; Armor Penalty: -3; Other
Benefits:When equipped in a set with both Maric's Blade and Cailan's Shield, the character
generates +2 SP whenever he or she generates stunt points (when equipped alone, no other
benefits are gained).
Cailan's Shield
Part of King Cailan's Arms set, this is the shield of King Cailan Theirin of Ferelden,
commander of the forces at Ostagar, where he was slain by the darkspawn.

This shield's heraldry shows two dogs rampant supporting a golden crown. One wields an axe
as a symbol of might, the other a royal scepter as a symbol of command.

Item Type: Red steel medium shield; Other Benefits: Wielder gains +1 armor value with
this shield equipped. Additionally, when equipped in a set with Maric's Blade, the character
generates +1 SP whenever he or she generates stunt points. If both Maric's Blade and Cailan's
Armor are equipped together with this shield, the bonus increases to +2 SP.
Maric's Blade
This is the same sword Maric Theirin found in the Deep Roads during the Fereldan Rebellion.
Maric offered to return the blade to the dwarves, but King Endrin Aeducan insisted that
Maric should keep it. The blade eventually passed to Maric's son, Cailan Theirin. Cailan left
the blade behind in a storage chest in his enclave at Ostagar while he led the troops at the
Battle of Ostagar.

Runes glow along the length of this mighty blade. King Maric, father to King Cailan, bore it
in his battles against Orlais.

Weapon Type: Red steel longsword; Minimum Strength: 1; Talent Level Bonus: One
level; Focus Benefit: Yes; Attack Bonus: No; Damage Bonus: +3 (+9 vs. darkspawn);
Other Benefits: Darkspawn up to 4 yards from the sword's wielder suffer a -1 penalty to
Strength. Additionally, when equipped in a set with Cailan's Shield, the character generates
+1 SP whenever he or she generates stunt points. If both Cailan's Shield and Cailan's Armor
are equipped together with this weapon, the bonus increases to +2 SP.

Dragon Age: Inquisition (Part 1/4)

If the stuff I read is to be trusted, I'm about 50% into my first playthrough of Inquisition and I just
FEEL the need of start stating these guys. This will be a four-part series so check back often to see
your favorites.

General Rules
Most companion characters are stated as level 10 player characters. Trait choices will be based on
story and not necessarily on minmaxing.
Cassandra and Varric will probably get templates to represent their former exploits.
Leliana, Josephine, Cullen, and others few will be stated as NPCs and not as player characters.
The Inquisition itself will be stated as an epic organization alongside other major forces of Thedas
(using organization rules).

NOTE ABOUT SPOILERS


It took me almost 3 years to finally play this game. I probably shouldn't be worried about spoilers but
if you haven't played it yet, just know that many build decisions are directly connected to heavy
spoilers. So beware before asking 'why' for some of the stats...

-----------------------------------------------------------------
Warriors
-----------------------------------------------------------------

THE IRON BULL (Dragon Age: Inquisition)


“Also, it's 'THE Iron Bull.' I like having an article at the front. It makes it sound like I'm not even a
person, just a mindless weapon, an implement of destruction... That really works for me.”
Background: Qunari Beresaad (Strength +2, Leadership, Qun), can speak and read Qunlat and the
Trade Tongue, magic vulnerability
Class and Level: Warrior 10
---
Communication: 2 (Deception, Investigation, Leadership); Constitution*: 4 (Drinking, Stamina);
Cunning: 2 (Military Lore, Qun); Dexterity*: 2 (Brawling); Magic: 0; Perception: 1 (Tracking);
Strength*: 6 (Axes, Heavy Blades); Willpower: 3 (Courage)
---
Specialization: Reaver (M)
Stunt Bonuses: Dual Strike (3 sp), Mighty Blow (1 sp when wielding a two-handed weapon), Threaten
(1 sp)
Talents: Armor Training (J), Unarmed Style (N), Two-Hander Style (M), Weapon and Shield Style (N)
Weapon Groups: Axes, Bludgeons, Brawling, Heavy Blades, Light Blades, Spears
---
Speed: 11 (12 without armor); Defense: 12; Armor: 4
Health: 105; Mana: --
Attack: Two-Handed Axe +8 (damage 3d6+6) or Unarmed +4 (damage 1d6+6)
---
Equipment: Backpack, traveler's garb, waterskin, longsword, medium shield, two-handed axe, heavy
leather armor, 3d6+50 silver pieces.

(A note about Iron Bull's background, without spoilers: if you played Inquisition you know Iron Bull is
not exactly a Beresaad; however, because of his position as a mercenary leader and because the fact
that he mentions a story in the military before changing caste, the Qunari Beresaad actually is the
best choice for this character.)

The Iron Bull is a one-eyed Qunari mercenary, companion and a pansexual romance option for the
Inquisitor in Dragon Age: Inquisition.

The Iron Bull was raised in the schools of Par Vollen by the tamassrans. He was big and strong for his
age and liked to act as a secondary caregiver for his fellow children. Eventually he was recommended
for service on the Qunari-held island of Seheron. According to him, the island was "a sack of cats".
Incursions from Tevinter, marauding Tal-Vashoth, and native rebels fighting both sides made life
chaotic. After eight years in Seheron, his unit suffered heavy losses and he was reassigned to Orlais to
work undercover, ostensibly as a Tal-Vashoth.

He worked for the mercenary company Fisher's Bleeders for several years but Fisher was a mediocre
commander and he eventually left, taking several of Fisher's men with him, to form his own
mercenary company: the Bull's Chargers. Bull uses his mercenaries to gather information on Orlesian
nobles, feeding the intelligence to the Ben-Hassrath. Though he still reports to his old masters, time in
Orlais led to something of an identity crisis for him.

He remains in command of the Bull's Chargers, though spends much of his time drinking, lazing about
and overindulging - all clear violations of the Qun. Despite his unusually friendly demeanor and lax
attitude to his philosophy, The Iron Bull still has a loyalty to the Qun which dies hard. He doesn't
proselytize, but neither does he apologize for his way of life.

-----------------------------------------------------------------
CASSANDRA PENTAGHAST (Dragon Age: Inquisition)
“One day, they may write about me as a traitor, a madwoman, a fool. And they may be right.”
Background: Nevarran Adventurer (Strength +1, Willpower +1, Courage, Jumping), can speak and
read the Trade Tongue
Class and Level: Warrior 10
---
Communication: 0 (Investigation); Constitution*: 3 (Stamina); Cunning: 1 (Military Lore, Religious
Lore); Dexterity*: 4 (Brawling, Initiative, Riding); Magic: 3; Perception: 2; Strength*: 5 (Climbing,
Jumping, Heavy Blades); Willpower: 3 (Courage, Faith)
---
Specialization: Templar (M)
Stunt Bonuses: Defensive Stance (1 sp when fighting with weapon and shield), Dual Strike (3 sp),
Threaten (1 sp)
Talents: Armor Training (J), Dual Weapon Style (N), Single Weapon Style (N), Weapon and Shield
Style (M)
Weapon Groups: Bludgeons, Bows, Brawling, Light Blades, Heavy Blades, Staves
---
Speed: 10 (14 without armor); Defense: 14 (17 with shield); Armor: 8
Health: 95; Mana: --
Attack: Longsword +7 (damage 2d6+5) or shield bash +6 (damage 1d6+4, improvised weapon)
---
Equipment: Backpack, traveler's garb, waterskin, longsword, medium shield, light plate armor,
3d6+50 silver pieces.

Cassandra Allegra Portia Calogera Filomena Pentaghast (born 9:03-9:04 Dragon) is a Nevarran of the
royal Pentaghast family and Seeker of the Chantry. She began her Seeker training at the fortress of
Montsimmard, apprenticed to a senior member named Seeker Byron, where the majority of the focus
was on her religious rather than martial education. Though this frustrated her at first, she eventually
embraced her studies and excelled. She underwent her vigil at the age of fifteen in a remote castle in
the Blasted Hills of Orlais, the youngest Seeker to do so since the Storm Age. Though of noble birth,
Cassandra Pentaghast turned her back on a life of wealth and privilege to join the Seekers of Truth.
The ancient order serves as a watchful eye over corruption and magical threats, granted ultimate
authority in its investigations by the Chantry.

Many Seekers abandoned the Chantry in response to the mage rebellion. Cassandra did not join her
comrades in this, instead remaining loyal to Divine Justinia and her efforts to restore order in the face
of chaos. She is both pious and driven, the sword in the right hand of the Divine, seeking justice above
all else.

-----------------------------------------------------------------

BLACKWALL (Dragon Age: Inquisition)


“At the heart of it, all a Warden is, is a promise. To protect others... even at the cost of your own
life.”
Background: Free Marcher (Constitution +1, Cunning +1, Bargaining, Deception), can speak and read
the Trade Tongue
Class and Level: Warrior 10
---
Communication: 1 (Bargaining, Deception); Constitution*: 4 (Stamina); Cunning: 2 (Heraldry, Military
Lore); Dexterity*: 3 (Brawling, Initiative, Riding); Magic: 0; Perception: 2 (Tracking); Strength*: 5
(Heavy Blades, Lances); Willpower: 4 (Courage)
---
Specialization: Champion (M)
Stunt Bonuses: Defensive Stance (1 sp when fighting with weapon and shield), Dual Strike (3 sp),
Threaten (1 sp)
Talents: Armor Training (J), Mounted Combat Style (N), Two-Hander Style (N), Weapon and Shield
Style (M)
Weapon Groups: Axes, Bludgeons, Brawling, Light Blades, Heavy Blades, Lances
---
Speed: 10 (13 without armor); Defense: 13 (16 with shield); Armor: 7
Health: 105; Mana: --
Attack: Longsword +7 (damage 2d6+5) or shield bash +5 (damage 1d6+4, improvised weapon)
---
Equipment: Backpack, traveler's garb, waterskin, longsword, medium shield, heavy mail armor,
3d6+50 silver pieces.

Nothing is known of Blackwall prior to his recruitment into the Grey Wardens from the city of
Cumberland in 9:17 Dragon, but he is said to be one of the few who chose, of his own accord, to
undergo the Joining. He is proud of the lives of isolation and valor those of his order lead. In that
isolation, he counsels that you have become something more than yourself. He prefers the life of the
Warden to any other

Dragon Age: Inquisition (Part 2/4)

NOTE ABOUT SPOILERS


It took me almost 3 years to finally play this game. I probably shouldn't be worried about spoilers but
if you haven't played it yet, just know that many build decisions are directly connected to heavy
spoilers. So beware before asking 'why' for some of the stats...

-----------------------------------------------------------------
Mages
-----------------------------------------------------------------

SOLAS (Dragon Age: Inquisition)


“I have seen things in my journeys that most can only dream of. Literally.”
Background: Apostate (elf,)
Class and Level: Mage 10
---

Solas is an elven apostate hedge mage, and an expert on the Fade.

-----------------------------------------------------------------
VIVIENNE (Dragon Age: Inquisition)
“One day, they may write about me as a traitor, a madwoman, a fool. And they may be right.”
Background: Circle Mage (human,)
Class and Level: Mage 10
---

Vivienne is an Orlesian mage and personal enchanter and adviser to Empress Celene.

-----------------------------------------------------------------

DORIAN PAVUS (Dragon Age: Inquisition)


“I'm here to set things right. Also? To look dashing. That part's less difficult.”
Background: Tevinter Altus (Communication +1, Magic +1, Arcane Lore, Etiquette)
Class and Level: Mage 10
---

Dorian Pavus (born 9:11 Dragon) is a human Altus mage of the Tevinter Imperium.

INCOMPLETE

Origins characters
A What-If Campaign Idea

Some time ago I had this idea of building a campaign following the exact storyline/quests
from the Dragon Age: Origins game. This worked out because none of my players actually
played the game - as far as they were concerned, they were just playing a new fantasy game as
an alternative to our long years of D&D and M&M.

The first thing I did was to change some details of the story to accommodate five "wardens"...
How was I supposed to do that in addition of dealing with several other possible companions?
Well, I simply let the characters created take the place of some of the companions from the
original game, while still keeping them around for quests and adventures (but not as part of
the group permanently). The way I dealt with this in-game was simple: all players got to play
their own "origin" story, meeting Duncan and being recruted into the Grey Wardens together.
After recruiting one of the player characters, Duncan and the new recruit simply started
traveling to Ostargar and "coincidentally" met other suitable recruits as they moved from
place to place...

To help new players create characters I stated and wrote a detailed background for the six
possible origins in the original Dragon Age game. The stats I used follow. (Note: To answer
some questions in advance, all these characters were built with the point-buy rules from Set 2;
additionally, the sex/background/class combinations were chosen based on the Bioware's
official artwork for the six origins and additional texts were taken from the Dragon Age
Wikia.)

-----------------------------------------------------------------
KALLIAN TABRIS (City Elf Origin)
"Take another step, human, and I guarantee it shall be your last. My friends are dead and my
life is in tatters because of you and your kin. I have nothing to lose, but you still possess your
other eye."
Background: City Elf (Dexterity +1, Communication +1, Initiative, Seeing), can speak and
read the Trade Tongue
Class and Level: Rogue 1
---
Communication*: 2; Constitution: 2; Cunning: 1; Dexterity*: 3 (Initiative);
Magic: 0; Perception*: 1 (Seeing); Strength: 1; Willpower: 2
---
Talents: Contacts (N)
---
Speed: 15; Defense: 13; Armor: 3
Health: 30; Mana: --
Attack: Short sword +3 (damage 1d6+3) or dagger +3 (damage 1d6+2)
---
Equipment: Backpack, traveler's garb, waterskin, short sword, dagger, light leather armor,
3d6+50 silver pieces.

-----------------------------------------------------------------

NATIA BROSCA (Dwarf Commoner Origin)


"I suggest you reach for your purse swiftly friend. Ale may have dulled my senses enough so
that I merely maim your pretty features, but should I become sober I will be in a mood to
show you a new realm of pain and violence."
Background: Dearf Duster (Dexterity +1, Cunning +1, Evaluation, Legerdemain), magic
resistance, can speak and read Dwarven and the Trade Tongue
Class and Level: Rogue 1
---
Communication*: 2; Constitution: 2; Cunning: 1 (Evaluation); Dexterity*: 3
(Legerdemain);
Magic: 0; Perception*: 1 (Seeing); Strength: 2; Willpower: 1
---
Talents: Thievery (N)
---
Speed: 11; Defense: 13; Armor: 3
Health: 30; Mana: --
Attack: Hammer +3 (damage 1d6+5) or short sword +3 (damage 1d6+4)
---
Equipment: Backpack, traveler's garb, waterskin, short sword, hammer (use morningstar
stats), light leather armor, 3d6+50 silver pieces.

-----------------------------------------------------------------

AEDAN COUSLAND (Human Noble Origin)


"Brave of you sir, to so openly cast an envious eye towards me and mine. I suggest you look
elsewhere, lest I consider removing your sight in a more permanent fashion."
Background: Fereldan Noble (Strength +1, Dexterity +1, Leadership, Military Lore), can
speak and read the Trade Tongue
Class and Level: Warrior 1
---
Communication: 1 (Leadership); Constitution*: 2; Cunning: 1 (Military Lore);
Dexterity*: 3;
Magic: 0; Perception: 1; Strength*: 3; Willpower: 1
---
Talents: Armor Training (N), Dual Weapon Style (N), Weapon and Shield Style (N)
---
Speed: 12 (13 without armor); Defense: 13 (15 with shield); Armor: 4
Health: 35; Mana: --
Attack: Longsword +3 (damage 2d6+3) or shield bash +3 (damage 1d6+2) (note: a shield
bash is similar to an attack with an improvised weapon, base damage 1d6-1) or crossbow +3
(damage 2d6+2, range 30/60, reload major action)
---
Equipment: Backpack, traveler's garb, waterskin, longsword, medium shield, short sword,
crossbow and quiver with 20 bolts, heavy leather armor, 3d6+50 silver pieces.

-----------------------------------------------------------------

DURAN AEDUCAN (Dwarf Noble Origin)


"What I have seen and done to achieve my position defies belief. What I am capable of and
will be party to in order to retain it would chill your soul."
Background: High-Born Dwarf (Strength +1, Willpower +1, Courage, Intimidation), magic
resistance, can speak and read Dwarven the Trade Tongue
Class and Level: Warrior 1
---
Communication: 2; Constitution*: 4; Cunning: 1; Dexterity*: 0;
Magic: 0; Perception: 0; Strength*: 3 (Intimidation); Willpower: 2 (Courage)
---
Talents: Armor Training (N), Two-Hander Style (N), Weapon and Shield Style (N)
---
Speed: 7 (8 without armor); Defense: 10 (12 with shield); Armor: 4
Health: 37; Mana: --
Attack: two-handed axe +3 (damage 3d6+3) or longsword +3 (damage 2d6+3), crossbow +3
(damage 2d6+1, range 30/60, reload major action)
---
Equipment: Backpack, traveler's garb, waterskin, two-handed axe, longsword, medium
shield, crossbow and quiver with 20 bolts, heavy leather armor, 3d6+50 silver pieces.

-----------------------------------------------------------------

THERON MAHARIEL (Dalish Elf Origin)


"What a wonder it is to see such stalwart bravado in one such as yourself. It is heartwarming,
truly, to see that there are yet humans willing to risk a slow and torturous death in pursuit of
our most sacred treasures."
Background: Dalish Elf (Dexterity +1, Willpower +1, Bows, Seeing), can speak and read the
Trade Tongue and speak Elven
Class and Level: Rogue 1
---
Communication*: 0; Constitution: 1; Cunning: 1; Dexterity*: 4 (Bows);
Magic: 0; Perception*: 3 (Seeing); Strength: 1; Willpower: 2
---
Talents: Contacts (N)
---
Speed: 16; Defense: 14; Armor: 3
Health: 29; Mana: --
Attack: Long bow +6 (damage 1d6+6, range 26/52, reload minor action) or dagger +4
(damage 1d6+2)
---
Equipment: Backpack, traveler's garb, waterskin, long bow and quiver with 20 arrows,
dagger, light leather armor, 3d6+50 silver pieces.

-----------------------------------------------------------------

NERIA SURANA (Circle Mage Origin)


"Tread carefully, friend. If you intend to cross the path of one whose soul is so tightly woven
into the realm of the arcane, I would not suggest you do it lightly."
Background: Circle Mage (elf, Dexterity +1, Magic +1, Arcane Lore, Healing), can speak
and read the Trade Tongue
Class and Level: Mage 1
---
Communication: 1; Constitution: 1; Cunning*: 2 (Arcane Lore, Healing); Dexterity: 2;
Magic*: 4; Perception: 1; Strength: 0; Willpower*: 1
---
Talents: Chirurgy (N)
---
Speed: 14; Defense: 12; Armor: 0
Health: 24; Mana: 17
Attack: Arcane lance +4 (damage 1d6+4, range 16) or quarterstaff +2 (damage 1d6+1)
Spellpower: 14
Spells: arcane bolt, flame blast, heal
---
Equipment: Backpack, traveler's garb, waterskin, quarterstaff, 3d6+50 silver pieces.

-----------------------------------------------------------------
Dragon Age Characters

Here you'll find major and minor characters from all games in the Dragon Age franchise, from Origins
to Journeys. I chose to stat characters that I like or that caught my attention for some reason, but I'll
abstain for now from writing stats for the companions in Origins and Dragon Age II, since Alurvelve
already gave us great stats for them that you can find here.

--------------------------------------------------------------------
Dragon Age: Origins Characters (Part 1)
--------------------------------------------------------------------

LOGHAIN (Dragon Age: Origins)


(On the occupation of Ferelden) "Hate doesn't describe it. I've seen painted, masked lords beat
an old farmer to death with riding crops. To this day, I don't know why. Is that hate? I saw
good, sensible men fighting armored chevaliers with nothing—no weapons, no armies, not
even hope of success—to see the occupation end. Is that hate?"
---
Background: Fereldan Noble (Strength +1, Intimidation, Cunning +1, Leadership), can speak
and read the Trade Tongue
Class and Level: Warrior 10
---
Communication: 3 (Leadership); Constitution*: 5 (Stamina); Cunning: 3 (Cultural Lore,
Military Lore); Dexterity*: 2 (Riding)
Magic: 0; Perception: 1 (Empathy); Strength*: 4 (5) (Heavy Blades, Intimidation,
Jumping); Willpower: 3 (4) (Morale, Self-Discipline)
---
Specialization: Champion (M)
Stunt Bonuses: Dual Strike (3 sp), Mighty Blow (1 sp when wielding a two-handed weapon),
Threaten (1 sp)
Talents: Armor Training (J), Command (J), Two-Hander Style (J), Weapon and Shield Style
(N)
---
Speed: 10 (12 without armor); Defense: 12; Armor: 10
Health: 115; Mana: --
Attack: Greatsword +6 (+7), damage 3d6+4 (3d6+5)*
* Values in parentheses are used when the Armor of the River Dane is equipped.
---
Equipment: Armor of the River Dane, greatsword.

Armor of the River Dane


The Battle of River Dane in 8.99 Blessed, was fought against a superior force of Orlesian
Chevaliers, ambushed by Ferelden rebels as they attempted a crossing of the River Dane.
Loghain led that battle, and victoriously stripped the enchanted armor from the dead
chevalier commander as a prize. The sight of Loghain wearing this armor became
synonymous with Ferelden's defiance of Imperial rule.

This is a three piece personal set of massive armor belonging to Loghain Mac Tir, and only he
is able to wear it. It belonged to an Orlesian chevalier commander who led the Battle of River
Dane. Loghain defeated him and recovered his enchanted armor.

Armor Type: Silverite heavy plate armor; Armor Value: 10; Armor Penalty: -2; Other
Benefits: When equipped by a Fereldan with a justifiable hatred for Orlais (or simply a strong
desire to protect the country), that person is inspired to gain a +1 bonus to Strength and
Willpower when wearing this armor. Loghain Mac Tir qualifies for this bonus, as does any
other character at GM's discretion.
Loghain Mac Tir was born into an occupied Ferelden and with King Maric Theirin drove out
the Orlesian Empire more than thirty years before the events of the Fifth Blight.

Loghain was raised to the position of Teyrn of Gwaren for his service to King Maric. To
Ferelden, he represents ideals of hard work and independence. After King Maric was lost at
sea, Loghain became responsible for defending Ferelden and guiding his naive and
inexperienced son-in-law, King Cailan Theirin.

Note: In the game, during the Landsmeet it is possible to spare the life of Loghain Mac Tir
and instead recruit him into the Grey Wardens. In this case, he joins the Warden's party,
replacing Alistair. If you prefer a Grey Warden Loghain in your campaign, add the following
stats.
Grey Warden: Dexterity +1, extra talent: Two-Hander Style (M), resistance to the taint, right
of conscription, detect darkspawn (50 yards).

--------------------------------------------------------------------
KING CAILAN THEIRIN (Dragon Age: Origins)
“I cannot wait for that glorious moment! The Grey Wardens battle beside the king of Ferelden
to stem the tide of evil!”
Background: Fereldan Noble (Strength +1, Military Lore, Cunning +1, Leadership), can
speak and read the Trade Tongue
Class and Level: Warrior 5
---
Communication: 4 (Leadership); Constitution*: 2; Cunning: 3 (Historical Lore, Military
Lore); Dexterity*: 2 (Initiative, Riding);
Magic: 0; Perception: 1; Strength*: 2 (Heavy Blades); Willpower: 2 (Courage)
---
Talents: Armor Training (J), Command (N), Two-Hander Style (N), Weapon and Shield
Style (N)
---
Speed: 9 (12 without armor); Defense: 12; Armor: 10
Health: 57; Mana: --
Attack: Greatsword +4, damage 3d6+2
---
Equipment: Cailan's Arms (see below), greatsword.

Cailan Theirin (born 9:05 Dragon), son of King Maric Theirin and Queen Rowan Guerrin,
became the King of Ferelden after the sudden disappearance of his father in 9:25 Dragon.
During the opening stages of the Fifth Blight in 9:30, he has been sitting on the throne for five
years, alongside his wife Queen Anora Mac Tir, daughter of the hero Loghain Mac Tir.

And here's Cailan's Arms, a set of three artifact-level items the characters may come
across in their adventures.

Cailan's Armor
Part of King Cailan's Arms set, this is the armor of King Cailan Theirin of Ferelden,
commander of the forces at Ostagar, where he was slain by the darkspawn.

This armor was recovered from the darkspawn-filled Ostagar after the fateful battle where
King Cailan was killed.

Armor Type: Red steel heavy plate armor; Armor Value: 10; Armor Penalty: -3; Other
Benefits:When equipped in a set with both Maric's Blade and Cailan's Shield, the character
generates +2 SP whenever he or she generates stunt points (when equipped alone, no other
benefits are gained).
Cailan's Shield
Part of King Cailan's Arms set, this is the shield of King Cailan Theirin of Ferelden,
commander of the forces at Ostagar, where he was slain by the darkspawn.
This shield's heraldry shows two dogs rampant supporting a golden crown. One wields an axe
as a symbol of might, the other a royal scepter as a symbol of command.

Item Type: Red steel medium shield; Other Benefits: Wielder gains +1 armor value with
this shield equipped. Additionally, when equipped in a set with Maric's Blade, the character
generates +1 SP whenever he or she generates stunt points. If both Maric's Blade and Cailan's
Armor are equipped together with this shield, the bonus increases to +2 SP.
Maric's Blade
This is the same sword Maric Theirin found in the Deep Roads during the Fereldan Rebellion.
Maric offered to return the blade to the dwarves, but King Endrin Aeducan insisted that
Maric should keep it. The blade eventually passed to Maric's son, Cailan Theirin. Cailan left
the blade behind in a storage chest in his enclave at Ostagar while he led the troops at the
Battle of Ostagar.

Runes glow along the length of this mighty blade. King Maric, father to King Cailan, bore it
in his battles against Orlais.

Weapon Type: Red steel longsword; Minimum Strength: 1; Talent Level Bonus: One
level; Focus Benefit: Yes; Attack Bonus: No; Damage Bonus: +3 (+9 vs. darkspawn);
Other Benefits: Darkspawn up to 4 yards from the sword's wielder suffer a -1 penalty to
Strength. Additionally, when equipped in a set with Cailan's Shield, the character generates
+1 SP whenever he or she generates stunt points. If both Cailan's Shield and Cailan's Armor
are equipped together with this weapon, the bonus increases to +2 SP.

SER CAUTHRIEN (Dragon Age: Origins)


“Some of us know what honor and loyalty are.”
Background: Fereldan Freewoman (Constitution +1, Stamina, Communication +1, Riding),
can speak and read the Trade Tongue
Class and Level: Warrior 10
---
Communication: 3 (Leadership); Constitution*: 4 (Stamina); Cunning: 2 (Military Lore);
Dexterity*: 4 (Bows, Initiative, Riding);
Magic: 0; Perception: 2; Strength*: 4 (Climbing, Heavy Blades, Intimidation); Willpower:
2 (Courage, Morale, Self-Discipline)
---
Specialization: Champion (M); Stunt Bonuses: Dual Strike (3 sp), Mighty Blow (1 sp when
wielding a two-handed weapon), Threaten (1 sp); Talents: Armor Training (J), Command
(N), Two-Hander Style (M), Weapon and Shield Style (N)
---
Speed: 12 (14 without armor); Defense: 14; Armor: 8
Health: 105; Mana: --
Attack: The Summersword +6, damage 3d6+9
---
Equipment: Red steel light plate armor (armor value 8, armor penalty -2) (DA:RPG, DMG2,
p. 36)

The Summersword
In 8:84 Blessed, Lord Aurelien of Montsimmard commissioned a sword for his youngest son
Luis. Lord Aurelien sought out the most renowned master smith in the Orlesian Empire,
Vercenne of Halamshiral. The old master labored for several months, folding steel, honing
the edge to perfection. The resulting blade was as long as a man is tall, and sharp as the
tongue of any noblewoman. Vercenne proclaimed it, in a fit of irony, the "Summer Sword",
since he had crafted it in the winter of his lifetime.
—From Codex entry: The Summer Sword

The hilt of this immense sword bears the mark of Vercenne of Halamshiral, believed to be the
greatest smith in the history of the Orlesian Empire.

Weapon Type: Silverite greatsword; Minimum Strength: 1; Talent Level Bonus: One
level; Focus Benefit: Yes; Attack Bonus: No; Damage Bonus: +5; Other Benefits: When
performing the Skirmish stunt (to move an opponent only), the wielder of this weapon moves
the target 2 additional yards.
Ser Cauthrien is a knight and Teyrn Loghain's most trusted lieutenant, as well as the leader of
Maric's Shield, Loghain's hand picked elite force. Cauthrien came to Loghain's service the
hard way--she belonged to a poor family and was out doing work on the farm when she saw a
man on horseback being attacked by several bandits. She rushed to his assistance, and found
out belatedly that the man she "saved" was none other than the great hero Loghain. Though
she was hardly more than a child, he took her in, offering her a position with his soldiers, and
she climbed through the ranks through sheer determination. Becoming the commander of
Maric's Shield, Loghain's elite soldiers, was the proudest moment of her life.

--------------------------------------------------------------------
BHELEN AEDUCAN (Dragon Age: Origins)
“We need absolute unity to fight against the fulcrum of true evil.”
Background: High-Born Dwarf (Strength +1, Willpower +1, Heraldry, Intimidation), magic resistance,
can speak and read Dwarven the Trade Tongue
Class and Level: Warrior 5
---
Communication: 4 (Deception, Etiquette); Constitution*: 2; Cunning: 4 (Heraldry, Military Lore);
Dexterity*: 0 (Brawling); Magic: 0; Perception: 2; Strength*: 2 (Heavy Blades, Intimidation);
Willpower: 2
---
Talents: Armor Training (J), Intrigue (N), Two-Hander Style (N), Weapon and Shield Style (N). Consider
weapon style talents to be one rank higher when Bhelen is using his usual equipment.
---
Speed: 6 (8 without armor); Defense: 10 (12 with medium shield); Armor: 10
Health: 57; Mana: --
Attack: longsword +6 (damage 2d6+4) or shield +2 (damage 1d6+3, improvised weapon)
---
Equipment: Pretty much anything he dreams of. For a game where the characters actually get a shot
at fighting Bhelen, you can assume he'll be wearing heavy silverite-grade plate (armor value 10,
armor penalty -2) and wielding silverite-grade weapons with moderate bonuses to attack and
damage (at the +2 range) that grant the benefits of focus and an extra talent degree; the stats above
reflect that.

Third of King Endrin Aeducan's children, Bhelen of House Aeducan has always been considered the
last and least important of his family. Not the heir, nor the favourite, and not as accomplished as
either sibling, Bhelen's most notable trait is his ability to stay out of trouble. Bhelen also has a
concubine, Rica Brosca, the sister of Natia Brosca.

Bhelen's build is the perfect example of a "non-optimized" warrior build. It can represent a noble with
immense talent for intrigue and politics and a warrior's training focusing on roleplaying instead of
combat. Thus, Bhelen is much more useful as a plot device, playing the players and his enemies
against each other while getting the most of all situations.

-----------------------------------------------------------------------------

RIORDAN OF THE GREY WARDENS (Dragon Age: Origins)


“We aren't judges. Kinslayers, blood mages, traitors, rebels, carta thugs, common bandits: Anyone
with the skill and the mettle to take up the sword against the darkspawn is welcome among us.”
Background: Fereldan Freeman (Constitution +1, Willpower +1, Courage, Self-Discipline), can speak
and read the Trade Tongue
Grey Warden: Strength +1, extra talent degree, resistance to the taint, right of conscription, detect
darkspawn (50 yards)
Class and Level: Rogue 10
---
Communication*: 3 (Leadership); Constitution: 3 (Stamina); Cunning: 2 (Historical Lore, Military
Lore); Dexterity*: 4 (Dueling, Light Blades); Magic: 1; Perception*: 3 (Sense Darkspawn); Strength: 4
(Climbing, Jumping); Willpower: 2 (Courage, Self-Discipline)
---
Stunt Bonuses: Lightning Attack (2 sp when dual wielding, second attack must come from off-hand
weapon), Pierce Armor (1 sp), That Makes me Wonder (2 sp)
Specialization: Duelist (M) (+1 on attack, Defense and damage when dual-wielding)
Stunt Bonuses: Lightning Attack (2 sp whel dual wielding, second attack must come from the
secondary weapon), Pierce Armor (1 sp, penetrating damage)
Talents: Contacts (N), Dual Weapon Style (M), Quick Reflexes (N), Throwing Style (N)
---
Speed: 14; Defense: 14 (15 when dual wielding); Armor: 3
Health: 90; Mana: --
Attack: Rapier +7 (damage 1d6+8, major action, dual weapon style, duelist) and Main Gauche +7
(damage 1d6+4, minor action, dual weapon style, duelist); or Main Gauche +7 (damage 1d6+6 as
lightning attack); or Thrown Knife +7 (damage 1d6+6, lethality, range 6/12, recharge minor action)
---
Equipment: Backpack, traveler's garb, waterskin, rapier, main gauche, throwing knife, light leather
armor, 3d6+50 silver pieces.

Riordan is a native Fereldan, born and bred in Highever. He joined the Wardens at the same time as
Duncan. Having lost contact with Ferelden's Grey Wardens, Riordan was sent to Denerim to find out
what had become of them; however he was captured and taken prisoner by Rendon Howe after Howe
had invited him with an offer of parley and subsequently drugged him.

He is a serious man, and a soldier; one who is accustomed to discipline and used to being in a position
of leadership. If circumstances were different, he would be the center of the story, not the Warden,
and the one leading the charge against the forces of evil. He is a hero, and one who is determined to
do his duty no matter the consequences. In order to stop the darkspawn, some things must be
sacrificed, even lives—but he would prefer to give his own life before he sacrifices someone else's.
During the final battle of the Fifth Blight, Riordan assists the Hero of Ferelden in taking Denerim's
gates. After clearing the gates of darkspawn, senses the Archdemon flying nearby, chasing it once he
spots it. Riordan jumps off a tower onto its back, stabbing it several times. After some twists and
turns, however, the Archdemon manages to kill Riordan by throwing him off at a great height, but not
before Riordan has inflicted a serious wound to its wing, forcing it to land on top of Fort Drakon for
the remaining Wardens to finish off.

--------------------------------------------------------------------
Dragon Age: Redemption Characters
--------------------------------------------------------------------

TALLIS
“Before them I was nothing. I was a slave. My parents sold me into it. The Qunari gave me refuge, a
purpose, and a name: Tallis.”
Background: Seheron Convert (Cunning +1, Willpower +1, Persuasion, Qun), can speak and read
Qunlat, Tevinter and the Trade Tongue.
Class and Level: Rogue 10
---
Communication*: 4 (Deception, Persuasion); Constitution: 2 (Running); Cunning: 4 (Arcane Lore,
Qun); Dexterity*: 5 (Acrobatics, Initiative, Light Blades, Stealth);
Magic: 0; Perception*: 2; Strength: 2 (Climbing); Willpower: 2 (Courage)
---
Specialization: Assassin (M); Stunt Bonuses: Lightning Attack (2 sp when dual wielding), Pierce Armor
(1 sp), That Makes me Wonder (2 sp); Talents: Contacts (N), Dual Weapon Style (J), Thrown Weapon
Style (J)
---
Speed: 17; Defense: 15; Armor: 3
Health: 80; Mana: --
Attack: Daggers +7 (damage 1d6+3) or thrown knives +7 (damage 1d6+6, lethality, range 6/12, reload
free action)
---
Equipment: Backpack, traveler's garb, waterskin, twin daggers ("Kathryn" and "Thane"), light leather
armor, set of throwing knives, 3d6+50 silver pieces.

Tallis was born in Tevinter, where slavery is legal. In Minrathous, she was sold into slavery by her
parents so they could pay off their debts. She was on a slaver ship bound for the city of Carastes when
the Qunari boarded and captured the ship. Everyone aboard was brought to the island fortress of
Qunathras, to the east of Seheron. Tallis was initially deemed an unsuitable convert, and would have
been rendered a mindless laborer if not for the intervention of Salit, a high-ranking Ben-Hassrath
agent, who formally requested that the tammasrans turn the girl over to him so he could train her to
become a Tallis, "those who solve". Her duties involved travelling to non-Qunari lands, primarily
Orlais and Nevarra, where she was tasked with burglaries, heists, and assassinations. She always
completed those missions successfully, though never to the complete specifications of her superiors.
They would have preferred the mission be abandoned rather than completed imperfectly.

Tallis finally pushed them over the edge during a mission to retrieve a Qunari artifact in the
possession of Count Alphonse Valmont in Arlesans. During the heist, Tallis found human and elven
children being kept as sex slaves and set them free, killing the Count and several of his guards in the
process. This set off a diplomatic incident that almost led to war between the Qunari and Orlais. Tallis
had failed to steal the object without leaving any trace as she had been ordered and she was
therefore demoted to the rank of "Athlok" - a laborer. She was assigned as a kitchen-hand on a boat
docked in Kirkwall, during the Arishok's stay in Kirkwall. She was offered a chance to redeem herself
two years later.

-----------------------------------------------------------------

CAIRN
“I tried to stay loyal, but I couldn't. I can't.”
Background: Free Marches Burgher (Cunning +1, Constitution +1, Cultural Lore, Evaluation), can
speak and read the Trade Tongue
Class and Level: Warrior 6
---
Communication: 1; Constitution*: 3 (Stamina); Cunning: 1 (Cultural Lore, Evaluation); Dexterity*: 3
(Brawling);
Magic: 3; Perception: 1 (Empathy); Strength*: 4 (Climbing, Heavy Blades); Willpower: 1 (Courage)
---
Specialization: Templar (N); Stunt Bonuses: Defensive Stance (1 sp), Dual Strike (3 sp); Talents:
Armor Training (J), Dual Weapon Style (N), Weapon and Shield Style (J)
---
Speed: 9 (13 without armor); Defense: 13 (15 with shield); Armor: 8
Health: 69; Mana: --
Attack: Longsword +6 (damage 2d6+4) or shield bash +5 (damage 1d6+3, improvised weapon)
---
Equipment: Backpack, traveler's garb, waterskin, longsword, medium shield, templar light plate
armor, 3d6+50 silver pieces.

Cairn was born in a small village in the Free Marches called Wrenwith, located north of Kirkwall. He
left his family to become a templar. It is implied by Nyree that he and the other templars of his order
were very cruel to the mages in their care, torturing them for information, willing to cause so much
pain that they had to cover the torture chamber's door with runes "to block out the screaming."

-----------------------------------------------------------------

JOSMAEL
“I'll find Fina if I have to walk to the ends of the earth, down the Deep Roads, into the abyss.”
Background: Apostate (elf, Cunning +1, Willpower +1, Self-Discipline, speak Elven), can speak and
read the Trade Tongue and speak Elven.
Class and Level: Mage 2
---
Communication: 1; Constitution: 1; Cunning*: 2; Dexterity: 2; Magic*: 4 (Entropy); Perception: 1;
Strength: 0; Willpower*: 2 (Self-Discipline)
---
Talents: Lore (N)
---
Speed: 14; Defense: 12; Armor: 0
Health: 29; Mana: 25
Attack: Arcane lance +4 (damage 1d6+4, range 16) or quarterstaff +2 (damage 1d6+1)
Spellpower: 14 (16 for Entropy spells)
Spells: arcane bolt, daze, heal, winter's grasp
---
Equipment: Backpack, traveler's garb, waterskin, quarterstaff, 3d6+50 silver pieces.

Josmael is a Dalish elf born in a clan near Kirkwall. He was First to the Keeper of that clan, his uncle
Yevven, prior to the events of the series. He is to be married to Fina.

-----------------------------------------------------------------

NYREE
“Repay the blood!”
Background: Nevarran Adventurer (Strength +1, Willpower +1, Might, Tracking), can speak and read
the Trade Tongue
Class and Level: Warrior 6
---
Communication: 1 (Gambling); Constitution*: 4; Cunning: 1; Dexterity*: 2 (Brawling);
Magic: 0; Perception: 2 (Tracking); Strength*: 4 (Climbing, Heavy Blades, Intimidation, Might);
Willpower: 3 (Courage)
---
Specialization: Reaver (N); Stunt Bonuses: Dual Strike (3 sp); Talents: Armor Training (N), Single
Weapon Style (M), Unarmed Style (N)
---
Speed: 11 (12 without armor); Defense: 12 (14 in single weapon style, opponents never gain bonuses
on melee attacks for outnumbering); Armor: 4
Health: 75; Mana: --
Attack: Longsword +6 (damage 2d6+4) or unarmed +4 (damage 1d6+4)
---
Equipment: Backpack, traveler's garb, waterskin, longsword, heavy leather armor, 3d6+50 silver
pieces.

Nyree was born in Nevarra where her family owned an inn. From the apparent desire for combat and
strength, she started a life as a mercenary.

--------------------------------------------------------------------
Dragon Age: Witch Hunt Characters
--------------------------------------------------------------------

Witch Hunt is a downloadable content for Dragon Age: Origins that explores the whereabouts of
Morrigan, the Witch of the Wilds, who aided the Warden during the Fifth Blight. The final DLC for
Origins, it was released on September 7th, 2010.

The dreaded Archdemon has been slain and the advance of the darkspawn halted by a lone, heroic
Grey Warden. The kingdom rejoices, but at least one question remains: what happened to Morrigan?
The sorceress joined the Wardens' cause, but it is said her true purpose was not revealed until the eve
of the last battle. She vanished into the shadows, and while rumors claimed she crossed over the
mountains into Orlais no trace of her path could be found. She was never heard from again... until
now. Nearly a year has passed since the Archdemon's death, and word has reached the Wardens that
Morrigan has returned to Ferelden. She has been sighted in the southern wilderness where she was
first encountered. Is it truly her? If it is, then why is she here and what secret does she carry with her?
The Warden heads into the forest to find out and tie up this last loose end once and for all.
—Official description

--------------------------------------------------------------------

ARIANE (Dragon Age: Witch Hunt DLC)


"As a girl, I broke the fingers of those that poked me needlessly. Just saying."
Background: Dalish Elf (+1 Dexterity, +1 Willpower, Bows, Seeing), can speak and read the
Trade Tongue, can speak Elven
Class and Level: Warrior 20
---
Communication: 2 (Investigation x2); Constitution*: 5 (Running, Stamina); Cunning: 2
(Cultural Lore); Dexterity*: 6 (Acrobatics, Bows, Initiative, Light Blades, Stealth); Magic: 0;
Perception: 4 (Hearing, Seeing, Tracking x2); Strength*: 6 (Climbing, Heavy Blades x2,
Intimidation, Jumping); Willpower: 4 (Courage, Morale, Self-Discipline)
---
Specialization: Champion (M); Stunt Bonuses: Epic Warrior (+1 sp when generating
combat stunts), Defensive Stance (1 sp when using weapon and shield), Dual Strike (3 sp and
can hit two secondary targets), Lightning Attack (2 sp when dual-wielding or using archery),
Mighty Blow (1 sp when using two-handed weapons), Threaten (1 sp); Talents: Archery
Style (M), Armor Training (J), Dual Weapon Style (M), Quick Reflexes (J), Single Weapon
Style (M), Unarmed Style (N), Weapon and Shield Style (N)
---
Speed: 18; Defense: 16; Armor: 10
Health: 165; Mana: --
Attacks:
Dual Wielding: Girl's Best Friend +11 (damage 2d6+11, major action) and Rain of Petals +11
(damage 2d6+8, minor action)
Single Weapon or Weapon and Shield: Girl's Best Friend +11 (damage 2d6+11, major action)
and Girl's Best Friend +9 (damage 2d6+11, minor action, quick strike class power)
Archery: Modified Dalish Long Bow +10 (damage 1d6+6, range 52/156, reload free action)
---
Equipment: armor ("Ariane's Dalish Chain"), longsword ("Girl's Best Friend"), longsword
("Rain of Petals"), long bow ("Modified Dalish Long Bow")

Ariane is a gifted Dalish warrior, and her clan's best hunter. When an ancient artifact
belonging to the clan's Keeper, Solan, is stolen, one with a history tied to the very roots of the
elven people, Ariane is charged with the task of reclaiming it. She is determined to carry out
her solemn duty, and when her task turns out to intersect with the Warden-Commander's
quest to find Morrigan she realizes that there may be far more to the artifact's disappearance
than simple theft. Ariane also has a great fondness for 'shemlen' pickles.

Ariane's Dalish Chain

Ariane's armor bears the mark of the Dalish craftsmen who created it for her. Ariane is
extremely proud of this set of chain, and has taken great pains to keep it in good repair.

Armor Type: Volcanic aurum heavy chain; Armor Value: 10; Armor Penalty: 0.
Girl's Best Friend

This sword belonged to Ariane's father, a renowned Dalish swordsman. He taught her that her
sword, if treated right, would be her best friend for life.

Weapon Type: White steel longsword; Minimum Strength: -1; Talent Level Bonus: One
level; Focus Benefit: Yes; Attack Bonus: +2; Damage Bonus: +2; Other Benefits: Attacks
with this weapon ignore 2 points of armor.
Rain of Petals

This razor-sharp sword was once called "Rain of Blood." Ariane found the name barbaric, and
renamed the sword when it passed to her.

Weapon Type: White steel longsword; Minimum Strength: -1; Talent Level Bonus: One
level; Focus Benefit: Yes; Attack Bonus: +2; Damage Bonus: +2; Other Benefits: NA
Modified Dalish Long Bow

Ariane has made her own modifications to this bow to increase its power and accuracy.

Weapon Type: Ancestral heartwood long bow; Minimum Strength: -1; Talent Level
Bonus: One level; Focus Benefit: Yes; Attack Bonus: +2; Damage Bonus: +2; Other
Benefits: +100% short range, +200% long range (range 52/156).

FINN (Florian Phineas Horatio Aldebrant, Esquire) (Dragon Age: Witch Hunt DLC)
"Phew! Am I bleeding? Oh look, a rip in my robe." (faints)
Background: Circle Mage (human, Cunning +1, Magic +1, Historical Lore, Self-Discipline),
can speak and read the Trade Tongue, can read Ancient Tevene.
Class and Level: Mage 20
---
Communication: 4 (Etiquette, Investigation x2); Constitution: 3; Cunning*: 7 (Arcane
Lore, Cultural Lore, Historical Lore x2, Religious Lore, Research x2); Dexterity: 2
(Calligraphy x2, Staves); Magic*: 6 (Arcane Lance, Creation x2, Primal); Perception: 1
(Empathy, Searching x2); Strength: 1; Willpower*: 4 (Self-Discipline)
---
Specialization: Spirit Healer (M); Stunt Bonuses: Epic Mage (+1 sp when generating spell
stunts), Lightning Attack (2 sp with arcane lance), Lethal Blow (4 sp) Mighty Blow (1 sp)
with arcane lance when using the Vera quarterstaff, can re-roll tests related to languages and
Historical Lore; Talents: Creation Magic (M), Linguistics (M), Lore (J), Primal Magic (J)
---
Speed: 14; Defense: 13 (+1 bonus for master rank in Creation Magic); Armor: 0 (6 with rock
armor)
Health: 115; Mana: 165
Attacks: Arcane Lance +8 (damage 1d6+8, range 24, power lance +1d6 damage per 2 mana)
or Quarterstaff +5 (damage 1d6+4)
Spellpower: 16 (19 for Creation and 18 for Primal spells)
Spells: arcane bolt, earthquake, glyph of neutralization, glyph of paralysis, glyph of
preservation, glyph of repulsion, glyph of sealing, glyph of warding, group heal, heal, heroic
aura, haste, heroic defense, heroic offense, life ward, rejuvenate, revival, rock armor, stone
fist
---
Equipment: robes, quarterstaff ("Vera").

Finn is a young mage from the Circle of Magi in Ferelden. His parents are Magistrate
Kingston Aldebrant of West Hill and his wife Florence. He considers himself the Circle's best
linguist and foremost expert on ancient Tevinter history–even if others might consider him
more of a bookworm, a recluse that spends all of his time in the tower's dark library. Finn is
the unlikeliest of adventurers but it may come to pass that his academic expertise will force
him out of the library and into an adventure where his arcane might is the only thing that
stands between him and certain death. Unlike most other mages of the circle who have no
contact with their families, Finn actually has a very close relationship with his parents.

Vera

This staff is Finn's staff. He's named it "Vera" for some reason.

Weapon Type: White steel quarterstaff; Minimum Strength: -; Talent Level Bonus: One
level; Focus Benefit: Yes; Attack Bonus: +2; Damage Bonus: +2; Other Benefits: Arcane
lance attacks with this staff deal +2 points of damage and the mage can perform the mighty
blow and lethal blow stunts for 1 less sp than usual.

DOG (Dragon Age: Origins Witch Hunt DLC)


(Bark!)
Mabari Hound: Epic Progression (Dexterity +3, Strength +2, Constitution +2, Cunning +1, Perception
+1, Willpower +1, five extra focuses, Health +20, armor rating +3, three extra talent degrees -
substituted for three stunt bonuses)
---
Communication: 0; Constitution: 4 (Running, Stamina); Cunning: 0; Dexterity: 6 (Bite, Stealth);
Magic: -1; Perception: 3 (Hearing, Smelling, Tracking); Strength: 4 (Might, Jumping); Willpower: 2
(Courage, Morale)
---
Stunt Bonuses: Lightning Attack (2 sp), Knock Prone (1 sp), Mighty Blow (1 sp).
---
Speed: 16; Defense: 16; Armor: 3
Health: 45; Mana: --
Attacks: Bite +8 (damage 1d6+6)
---
Equipment: NA.

Dogs are an essential part of Ferelden culture, and no dog is more prized than a mabari. The breed is
as old as myth, said to have been bred from the wolves who served the legendary hero Dane. When
the Warden-Commander and companions set off on a mission to locate Morrigan, Dog accompanies
them.

Dragon Age Journeys


(Note: To answer some questions in advance, all these characters were built with the point-
buy rules from Set 2; additionally, art and additional texts were taken from the Dragon Age
Wikia.)

Dragon Age Journeys is a 2-D flash game set in the Dragon Age universe released on
November 3, 2009. It is a single player game, told in three chapters. Ethan Levy, a producer
with EA 2-D, describes it as a "tactical RPG". It features classes, spells, talents, sound effects
and music taken directly from Dragon Age: Origins.

Unfortunately, only Chapter One was produced, with Chapters two and three cancelled before
release

Chapter One: The Deep Roads


Chapter one is set in the dwarven city of Orzammar and the darkspawn infested Deep Roads.

Story
The protagonist of the game Journeys starts in the Deep Roads, being there for different
reasons according to his/her race and background.

Whatever the reasons though, the protagonist's party is quickly attacked by a glowing
Hurlock emissary, an Ogre and some darkspawn. The others in the party die but the
protagonist manages to flee and barely alive, arrives back at Orzammar.

After being healed by a Spirit healer named Ardum, the protagonist ventures back to the Deep
roads, searching for a Warden named Martine.

The three have to gain the approval of some citizens of Orzammar so as to speak with the
King and inform him of the new threat. During the quests, a new member may enter the party,
Ryanth the bard.

In the end, during a quest given by the crime lord Saria, one to find what happened with her
diamond smugglers, the party encounters the glowing Emissary in a nearby diamond mine.
The emissary placed plenty of digging darkspawn for some unknown reason.

Already weakened from powering his digging machines, the party of the protagonist is able to
defeat the Emissary, who flees and manages to escape. The protagonist shuts down the
emissary's excavation site, left wondering what the emissary was actually searching for...
Low Level Characters with Specializations
The three Dragon Age Journeys companions presented below - Ardum, Ryanth, and Martine -
are unique because just like Morrigan, Leliana or Alistair from Dragon Age: Origins, they
have specializations before 6th level. Such a thing is not possible by DA:RPG rules, but
happens a lot in the games. So, what can we do?

Well, as they are NPCs, you should not worry about it. But you can also allow your PCs to
treat specializations as any other talent, so they could be selected before 6th level as
specialized training. The character still needs the prerequisites for the specialization.
-----------------------------------------------------------------

RYANTH
Background: Orlesian Commoner (Dexterity +1, Communication +1, Brawling, Deception),
can speak and read Orlesian and the Trade Tongue
Class and Level: Rogue 3
---
Communication*: 3 (Deception); Constitution: 2; Cunning: 1 (Musical Lore); Dexterity*:
4 (Bows, Brawling);
Magic: 0; Perception*: 2; Strength: 1; Willpower: 1
---
[B]Specialization:[B] Bard (N)
Stunt Bonuses: Pierce Armor (1 sp)
Talents: Music (N)
---
Speed: 14; Defense: 13; Armor: 3
Health: 41; Mana: --
Attack: Ryanth's Bow +6 (damage 1d6+5)
---
Equipment: Backpack, traveler's garb, waterskin, long bow, dagger, light leather armor,
3d6+50 silver pieces.

-----------------------------------------------------------------

MARTINE
Background: Nevarran Adventurer (Strength +1, Willpower +1, Courage, Stamina), can
speak and read the Trade Tongue
Class and Level: Warrior 3
---
Communication: 3; Constitution*: 2 (Stamina); Cunning: 1; Dexterity*: 3;
Magic: 0; Perception: 1 (Sense Darkspawn); Strength*: 4 (Climbing, Heavy Blades);
Willpower: 1 (Courage)
---
Specialization: Champion (N)
Stunt Bonuses: Mighty Blow (1 sp when fighting with a two-handed weapon)
Talents: Armor Training (N), Two-Hander Style (J), Weapon and Shield Style (N)
Grey Warden: Resistance to the Taint, Right of Conscription, Sense Darkspawn 15 yards
---
Speed: 11 (13 without armor); Defense: 13 (15 with shield); Armor: 5
Health: 46; Mana: --
Attack: Martine's Sword +6 (damage 3d6+4), Longsword +6 (damage 2d6+4) or shield bash
+3 (damage 1d6+3) (note: a shield bash is similar to an attack with an improvised weapon,
base damage 1d6-1)
---
Equipment: Backpack, traveler's garb, waterskin, longsword, medium shield, two-handed
sword, light mail, 3d6+50 silver pieces.

-----------------------------------------------------------------

ARDUM
Background: Circle Mage (human, Magic +1, Willpower +1, Arcane Lore, Self-Discipline),
can speak and read the Trade Tongue and read Ancient Tevene
Class and Level: Mage 2
---
Communication: 3; Constitution: 1; Cunning*: 2 (Arcane Lore, Healing); Dexterity: 2;
Magic*: 4; Perception: 0; Strength: 0; Willpower*: 1 (Self-Discipline)
---
Specialization: Spirit Healer (N)
Talents: -
---
Speed: 12; Defense: 12; Armor: 0
Health: 31; Mana: 25
Attack: Arcane lance +4 (damage 1d6+4, range 16) or quarterstaff +2 (damage 1d6+1)
Spellpower: 14
Spells: arcane bolt, group heal, heal, lightning bolt, shock
---
Equipment: Backpack, traveler's garb, waterskin, quarterstaff, 3d6+50 silver pieces.

-----------------------------------------------------------------
Leliana’s Song

TUG
"Don't you worry, I'm right behind you."
Background: Surface Dwarf (Constitution +1, Strength +1, Courage, Stamina), can speak
and read Dwarven and the Trade Tongue
Class and Level: Warrior 10
---
Communication: 2 (Deception, Oratory); Constitution*: 5 (Drinking, Stamina); Cunning:
1; Dexterity*: 4 (Brawling); Magic: 0; Perception: 2 (Seeing, Tracking); Strength*: 4
(Axes, Climbing, Heavy Blades, Might); Willpower: 3 (Courage)
---
Stunt Bonuses: Defensive Stance (1 sp), Dual Strike (3 sp), Lightning Attack (2 sp when
dual wielding but attack must be made with off-hand weapon), Threaten (1 sp)
Talents: Armor Training (M), Dual Weapon Style (M), Unarmed Style (N), Weapon and
Shield Style (M)
Weapon Groups: Axes, Bows, Brawling, Heavy Blades, Light Blades, Staves
Tug doesn't have a specialization, so he gets three additional talent degrees.
---
Speed: 9 (12 without armor); Defense: 14 (17 with shield); Armor: 7
Health: 115; Mana: --
Attack: Tug's Edge +6 (damage 2d6+4, major action) and shield +6 (damage 1d6+3,
improvised weapon, minor action)
---
Equipment: Backpack, traveler's garb, waterskin, Tug's Edge, heavy mail armor, medium
shield, 3d6+50 silver pieces.

Tug's Edge
A heavy weapon, the plain blade contrasted by a small disc of deeply engraved gold bound
into the grip. It is probably a family crest, but it doesn't look dwarven, and Tug has never
dwelled on his past.
Weapon Type: Battle axe; Minimum Strength: 1; Talent Level Bonus: No; Focus Benefit:
No; Attack Bonus: No; Damage Bonus: No; Other Benefits: This axe ignores 1 point of
armor when striking an armored foe (this also applies to foes with natural armor).
Tug is brash, cunning, uncomplicated – an excellent frontline thug who doesn't ask questions
and knows when he should leave the planning to someone else. Fiercely loyal to his friends,
even as he gives them a hard time. A strange fit to follow a bard, although he'd claim there's
no better view.

Tug bears a Casteless brand but is unlike other casteless dwarves. His family in Orzammar, if
he has any left, is untraceable.

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SILAS CORTHWAITE
"If I can end this, I hope to serve the Chantry. They will already know my good intentions."
Background: Fereldan Freeman (Constitution +1, Strength +1, Animal Handling, Courage), can speak
and read the Trade Tongue
Class and Level: Warrior 10
---
Communication: 2 (Animal Handling); Constitution*: 4 (Running, Stamina); Cunning: 2 (Military Lore,
Religious Lore); Dexterity*: 4 (Brawling); Magic: 0; Perception: 2 (Hearing, Tracking); Strength*: 5
(Axes, Heavy Blades); Willpower: 2 (Courage, Faith)
---
Stunt Bonuses: Defensive Stance (1 sp), Dual Strike (3 sp), Lightning Attack (2 sp when dual wielding
but attack must be made with off-hand weapon), Threaten (1 sp)
Talents: Armor Training (M), Dual Weapon Style (M), Unarmed Style (N), Weapon and Shield Style
(M)
Weapon Groups: Axes, Bows, Brawling, Heavy Blades, Light Blades, Staves
Silas doesn't have a specialization, so he gets three additional talent degrees.
---
Speed: 11 (14 without armor); Defense: 14 (17 with shield); Armor: 7
Health: 105; Mana: --
Attack: Longsword +7 (damage 2d6+5, major action) and shield +6 (damage 1d6+4, improvised
weapon, minor action)
---
Equipment: Backpack, traveler's garb, waterskin, longsword, medium shield, heavy mail armor,
3d6+50 silver pieces.

Silas was a rebel soldier during the Orlesian occupation of Ferelden. Years later, he was hunting on
the grounds of Arl Urien of Denerim without permission when Harwen Raleigh captured him and
locked him in the dungeons of the Arl's estate. He was there for some months when Leliana finally
found him.

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SKETCH
"Denerim doesn't smell great. Can't believe I miss Orlais."
Background: Apostate (elf, Willpower +1, Magic +1, Natural Lore), can speak and read the Trade
Tongue and speak Elven
Class and Level: Mage 10
---
Communication: 2; Constitution: 2; Cunning*: 4 (Arcane Lore, Healing, Natural Lore); Dexterity: 2
(Staves, Stealth); Magic*: 5 (Creation, Primal); Perception: 2 (Empathy, Searching); Strength: 0;
Willpower*: 4 (Self-Discipline)
---
Specialization: Spirit Healer (M)
Talents: Chirurgy (N), Lore (N), Creation Magic (M)
---
Speed: 14; Defense: 13 (+1 bonus for master degree in Creation Magic); Armor: 0
Health: 75; Mana: 95
Attack: Arcane lance +5 (damage 1d6+5, range 24, long lance) or quarterstaff +4 (damage 1d6+1) or
arcane lance +5 (damage 2d6+5, range 24, cost 2 mana, long lance, power lance)
Spellpower: 15 (17 for Creation or Primal spells). Spends 1 less mana to cast Creation spells.
Spells: Arcane bolt, arcane shield, flame blast, flaming weapons, group heal, heal, heroic aura, heroic
defense, heroic offense, life ward, lightning, revival, shock
---
Equipment: Backpack, traveler's garb, waterskin, quarterstaff, 3d6+50 silver pieces.

Sketch is a bookish, nervous mage who is frighteningly capable when backed into a corner. Not the
adventuring type, but as dangerous as the game of intrigue can be, it is still preferable to a life spent
caged by the templars. Sketch despises the Circle of Magi.

Sketch appears to have little patience for Leliana's embellishing their past. However, Leliana
nonetheless seeks his help regarding messages left by their mutual friend, Tug. Sketch's whereabouts
are largely unknown except to his former comrade, but he appears to have made a reputation for
himself as someone who sees problems differently and has a unique approach to knowledge and
problem solving.

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Awakenings characters
-------------------------------------------------------
MHAIRI Dragon Age: Origins - Awakening
"I haven't taken my Joining yet, but I look forward to fighting at your side.”
Background: Fereldan Freewoman (Constitution +1, Strength +1, Self-Discipline, Stamina), can speak
and read the Trade Tongue
Class and Level: Warrior 18
---
Communication: 3 (Leadership x2); Constitution*: 4 (Running, Stamina); Cunning: 2 (Historical Lore,
Military Lore); Dexterity*: 5 (Brawling x2, Light Blades); Magic: 1; Perception: 3 (Seeing, Tracking);
Strength*: 6 (Climbing, Heavy Blades x2, Might); Willpower: 4 (Courage, Self-Discipline)
---
Specialization: Champion (M)
Stunt Bonuses: Defensive Stance (1 sp when fighting with weapon and shield), Dual Strike (3 sp, can
hit two secondary targets), Lightning Attack (2 sp when dual wielding), Threaten (1 sp)
Talents: Archery Style (N), Armor Training (J), Command (J), Dual Weapon Style (M), Weapon and
Shield Style (M), Quick Reflexes (J), Single Weapon Style (N) (Mhairi receives +3 talent degrees
because she doesn’t have a second specialization.)
Weapon Groups: Archery, Axes, Bludgeons, Brawling, Light Blades, Heavy Blades
---
Speed: 12 (15 without armor); Defense: 15 (19 with shield); Armor: 7
Health: 137; Mana: --
Attack: Longsword +9 (damage 2d6+9, Veteran) and shield bash +6 (damage 1d6+6, minor action,
improvised weapon, Quick Strike, Veteran) or shield bash +8 (damage 1d6+8, major action,
improvised weapon, Veteran) and longsword +7 (damage 2d6+7, Quick Strike, Veteran)
---
Equipment: Backpack, traveler's garb, waterskin, longsword, heavy metal shield, heavy mail armor.

Mhairi is a knight from Dragon's Peak. When she was a child, she was enraptured by tales of kings
and nobles. All she wanted was to be like them, to fight for what she believed. Betrothed to a trader
when she turned 16, she saw the life that lay ahead of her and enlisted in the army instead.. Her
fierce loyalty and devotion to Ferelden earned her the love and respect of her commanders and
brothers-in-arms and she was eventually knighted.

Mhairi fought in the Battle of Ostagar. Loghain's betrayal of King Cailan and the King's death hit her
hard, and when she learned of the two Grey Wardens who quelled the Blight almost single-handedly,
she vowed to serve the Wardens. When the call came for volunteers to help rebuild the order in the
Arling of Amaranthine, Mhairi jumped at the chance to join. Mhairi’s swordplay is good enough that
the Warden-Commander immediately notices and mentions it after seeing her fight only once.

Despite her enthusiasm for the Wardens, Mhairi does not survive the Joining ritual.

-----------------------------------------------------------------

Dragon age Dawn of the Seeker

----------------------------------------------------------------

CASSANDRA PENTAGHAST (Dawn of the Seeker)


"The righteous stand before the darkness, and the Maker shall guide their hand."
Background: Nevarran Adventurer (Strength +1, Willpower +1, Courage, Jumping), can speak and
read the Trade Tongue
Class and Level: Warrior 5
---
Communication: 0 (Investigation); Constitution*: 2; Cunning: 1 (Religious Lore); Dexterity*: 3
(Brawling, Riding);
Magic: 3; Perception: 1; Strength*: 4 (Jumping, Heavy Blades); Willpower: 2 (Courage)
---
Stunt Bonuses: Dual Strike (3 sp)
Talents: Armor Training (J), Dual Weapon Style (N), Single Weapon Style (N), Weapon and Shield
Style (N)
Weapon Groups: Bows, Brawling, Light Blades, Heavy Blades, Staves
---
Speed: 12 (13 without armor); Defense: 13 (15 with shield); Armor: 4
Health: 57; Mana: --
Attack: Longsword +6 (damage 2d6+4) or shield bash +5 (damage 1d6+3, improvised weapon)
---
Equipment: Backpack, traveler's garb, waterskin, longsword, medium shield, heavy leather armor,
3d6+50 silver pieces.
A note on equipment: Cassandra actually owns and wears a Seeker Heavy Plate Armor (even if for a
single scene), but she spends most of the movie with a heavy leather armor.

Cassandra Allegra Portia Calogera Filomena Pentaghast (born 9:03-9:04 Dragon) is a Nevarran of the
royal Pentaghast family and Seeker of the Chantry. She began her Seeker training at the fortress of
Montsimmard, apprenticed to a senior member named Seeker Byron, where the majority of the focus
was on her religious rather than martial education. Though this frustrated her at first, she eventually
embraced her studies and excelled. She underwent her vigil at the age of fifteen in a remote castle in
the Blasted Hills of Orlais, the youngest Seeker to do so since the Storm Age. Though of noble birth,
Cassandra Pentaghast turned her back on a life of wealth and privilege to join the Seekers of Truth.
The ancient order serves as a watchful eye over corruption and magical threats, granted ultimate
authority in its investigations by the Chantry.

The above stats are for a very young (17-18 years old) Cassandra, before she effectively had any real
specialization.

-----------------------------------------------------------------

-----------------------------------------------------------------

REGALYAN D’MARCALL
"Contrary to common belief, not all mages wish to see the Chantry deposed. Those of us within the
Circle seek only to be treated with equal dignity and respect. I do my part to help ensure our efforts
are not undermined by the actions of a few."
Background: Circle Mage (human, Magic +1, Cunning +1, Arcane Lore, Religious Lore), can speak and
read Orlesian and the Trade Tongue.
Class and Level: Mage 5
---
Communication: 3 (Investigation, Persuasion); Constitution: 1; Cunning*: 3 (Arcane Lore, Religious
Lore); Dexterity: 2; Magic*: 4 (Arcane Lance); Perception: 1; Strength: 0; Willpower*: 2 (Self-
Discipline)
---
Talents: Creation Magic (N), Lore (N)
---
Speed: 12; Defense: 12; Armor: 0
Health: 42; Mana: 47
Attack: Arcane lance +6 (damage 1d6+4, range 16)
Spellpower: 14
Spells: arcane bolt, force field, flame blast, heal, mind blast
---
Equipment: Backpack, traveler's garb, waterskin, 3d6+50 silver pieces. Galyan doesn’t wear clothes
or items that could easily identify him as a mage (so no robes and no staves).

Regalyan D'Marcall, also known as Galyan, is a Circle Mage from the White Spire circle in Orlais. He is
a humorous gentleman with a sharp mind, who specializes in healing magic.

-----------------------------------------------------------------

KNIGHT-COMMANDER MARTEL (Dawn of the Seeker)


"I just murdered the High Seeker and framed Cassandra and the fugitive Mage. They have been
branded as traitors. And soon, they will be executed for their crimes."
Threat Level: Moderate (Major against mages and other mana-users)
Lieutenant Rank Knight-Captain: Elite Progression (Communication +1, Dexterity +1, Perception +1,
Health +5, two extra focuses, one extra talent degree). DA: Core, page 276.
---
Communication: 4 (Deception, Investigation, Leadership, Persuasion); Constitution: 2; Cunning: 1
(Religious Lore); Dexterity: 1 (Bows, Initiative, Riding); Magic: 4; Perception: 3; Strength: 5 (Heavy
Blades); Willpower: 3 (Courage, Faith)
---
Favored Stunts: Disarm, Righteous Fervor (2 sp).
Righteous Fervor: Martel can fill herself and his allies with righteous fervor as a special stunt for 2 SP.
The knight-commander and allies within 6 yards of her gain a +1 bonus to attack rolls and a +2 bonus
to speed on their next turns.
Mage Slayer: When Martel damages a mage or other creature that has mana points, that target loses
1d6+4 MP.
Cleanse: Martel can cleanse an area of ongoing magic. This is a major action that causes the knight-
commander to suffer a –2 penalty to Defense until the beginning of his next turn. All ongoing spells
and spells that are partially cast within 6 yards of the knight-captain end immediately.
Essence of Lyrium: Martel gains a +2 bonus on tests to resist spells and other magical effects.
Templars within 6 yards of the knight-commander increase their essence of lyrium bonus by 1. A
creature can benefit from only one essence of lyrium.
Weapon Groups: Axes, Bludgeons, Bows, Brawling, Heavy Blades, and Spears.
---
Speed: 6 (11 without armor); Defense: 11; Armor: 10
Health: 55; Mana: --
Attack: Bastard sword +7 (damage 2d6+6)
---
Equipment: Heavy plate armor, bastard sword, any other equipment available to the templars.

Martel is a Knight-Commander in the Templar Order in Orlais. Distrustful of the Seekers of Truth, he
does not get along with High Seeker Aldren. He is Frenic's co-conspirator and plans to assassinate the
Divine and other Grand Clerics to later be the one to lead the Chantry into a new age where the
Templars rule supreme. On this he is supported by Grand Cleric Callista, to whom he regularly
confesses and who is the real mastermind behind the conspiracy. Together, they plotted to seize
control of the Chantry, with Callista as the new Divine, and planned on betraying Frenic.

-----------------------------------------------------------------

FRENIC (Dawn of the Seeker)


Threat Level: Moderate
Boss Rank Blood Mage: Heroic Progression (Dexterity +2, Strength +2, Cunning +1, Perception +1,
Willpower +1, four extra focuses, Health +15, one extra spell). DA: Core, page 271.
---
Communication: 0 (Deception); Constitution: 3 (Stamina); Cunning: 3 (Arcane Lore); Dexterity: 2
(Brawling, Staves); Magic: 5 (Arcane Lance, Blood, Spirit); Perception: 1; Strength: 2 (Intimidation);
Willpower: 2 (Morale)
---
Blood Magic: When casting a spell, a blood mage can use the blood of a creature within 6 yards
(including themselves) to power their spells. Using the blood of an unwilling target requires a Magic
(Blood) vs. Willpower (Faith or Self-Discipline) test. The target takes 1d6 penetrating damage (or 2d6
penetrating damage if the target is adjacent and helpless), and the blood mage gains a number of
mana points equal to the damage dealt. These mana points must be spent on the spell the mage is
currently casting.
Blood Shield: When a blood mage is under the effects of arcane shield and an enemy attacks him,
the enemy takes 1d6 penetrating damage and the blood mage recovers Health equal to the damage
done.
Weapon Groups: Brawling and Staves.
---
Speed: 10; Defense: 10 (17 with arcane shield); Armor: 0
Health: 55; Mana: 47
Attack: Arcane lance +7 (damage 1d6+5, range 16) or quarterstaff +4 (damage 1d6+3)
Spellpower: 15 (17 for Blood and Spirit spells)
Spells: Arcane bolt, arcane shield, blood sacrifice, blood wound, small animal form, and wrack.
---
Equipment: Quarterstaff.

Frenic is the leader of a group of blood mages in Orlais. He and his cult of blood mages were partially
responsible for the plot to use high dragons with the intention of assaulting Val Royeaux and killing
the Divine and the Grand Clerics.

Frenic stats were based on those of a NPC blood mage (DA:RPG Core, page 271) with some minor
adjustments, in particular some unusual spells that he somehow learned during his career. In
hindsight I could have made him much more dangerous by adjusting his Magic and Willpower instead
of physical abilities - but that's not how he's shown in the movie. Besides, he's enough of a threat for
our main characters as-is.

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