Specialization Reference

Class Specializations

Specializations are advanced paths that characters can pursue to gain unique abilities. Each class has access to different specializations.

1d6 = Dice notation +2 = Modifier

Rogue Specializations

Assassin

Assassins are masters of the art of death. They train to kill using weapons, poisons, and their wits. The most famous assassins are the Antivan Crows, who will kill anyone for the right price and hold the real political power in Antiva. Assassins can be found all over Thedas, as there are always those willing to kill for money.

Requirements: Cunning 3 or higher; Dexterity 3 or higher; Can be learned from the Antivan Crows or other assassins
Novice: You can assess a nearby opponent and spot weaknesses that can be exploited in combat. With an activate action you can mark for death a visible target within 10 yards of you. All ranged and melee attacks against a target marked for death receive a +1 damage bonus. The mark lasts until the end of the encounter, the target is slain, or you pick a new target with another activate action. A character cannot be marked for death more than once in the same encounter.
Journeyman: Your attacks are sudden, precise, and deadly. When you use the rogue's Dirty Fighting power, your opponent's Constitution (Stamina) tests are TN 17 instead of TN 15. Additionally, once per encounter, you can use the Dirty Fighting power as a free action.
Master: You know how to exploit your target's weaknesses. When you Backstab an opponent you have marked for death, you inflict an extra -400 font-semibold">1d6 damage.

Bard

Bards may seem like simple minstrels and troubadours, but they are much more. A peculiar feature of Orlesian politics, bards act as spies, saboteurs, and sometimes killers. Intrigue is a way of life in Orlais, so bards are common there but less so in other nations. It is said that King Maric of Ferelden fell in love with an Orlesian bard with tragic results.

Requirements: Communication 3 or higher; Dexterity 3 or higher; Music (Novice); Usually learned in Orlais
Novice: You can sing a Song of Valor. Starting a song is a major action. On subsequent rounds, you can maintain a song with a free action. Allies within 12 yards of you gain a +1 bonus on attack rolls as long as the song is maintained.
Journeyman: You can sing a Song of Friendship. Until the end of a roleplaying encounter (or for as long as it's maintained during combat), you and your allies gain a +1 bonus to Communication (Etiquette), (Investigation), (Persuasion), and (Seduction) tests.
Master: You can sing a Song of Captivation. Once per round while singing the song, you can attempt to captivate one opponent within 16 yards. This is an opposed test of your Communication (Performance) vs. the target's Willpower (Self-Discipline). If you win, the target can take no actions on their next turn.

Duelist

Heavily armed and armored warriors may dominate the battlefield but duelists rule the streets and alleys of cities like Denerim and Val Royeaux. In such conditions the quick blades and wits of duelists count for more than raw strength. They fight with a weapon in each hand and have even developed specialized weapons for their style of fighting.

Requirements: Dexterity 3 or higher; Perception 3 or higher; Dual Weapon Style (Novice); Common in cities across Thedas
Novice: You learn the Dueling Weapon Group, a weapon group unique to Duelists. When fighting in the Dual Weapon Style and using a melee weapon that uses Dexterity, you gain both +1 on your attack rolls and +1 Defense vs. melee attacks. (Normally when fighting in that style, you must choose between these benefits.)
Journeyman: Your precise attacks hit opponents where it hurts. While fighting in the Dual Weapon Style, you inflict +1 damage with melee attacks.
Master: Your pinpoint accuracy can find the gaps in your opponents' armor. When you perform the Pierce Armor stunt, your damage is penetrating. (That stunt normally halves your opponent's Armor Rating, but penetrating damage allows you to ignore it altogether.)

Legionnaire Scout

The dwarven Legion of the Dead are famed for their courage, and none more so than the Legion's scouts. Traveling ahead of the rest of their group or operating alone in the Deep Roads on special missions, Legionnaire Scouts must be careful and utterly fearless. They learn to suffer incredible hardship and hone their resolve into armor that can protect them from pain, despair, and strife.

Requirements: Willpower 3 or higher; Constitution 3 or higher; Legion of the Dead only
Novice: Gain a +2 bonus to any tests to resist pain, hunger, fear, or despair.
Journeyman: The combat stunts Mighty Blow and Lethal Blow cost an extra stunt point when used against a legionnaire scout (so 3 SP for Mighty Blow and 6 SP for Lethal Blow).
Master: You can shrug off the worst damage through force of will alone. Gain a bonus to your Armor Rating equal to half your Willpower (round up, minimum 2). This bonus stacks with other armor and is present even if no other armor is worn.

Marksman

Marksmen are crack shots who can take down enemies at a distance. A marksman might be a Dalish archer, a Fereldan scout, a Chasind raider, or an Antivan street tough. While marksmen are deadly with any ranged weapon, each has a favorite type and often a signature example that they have customized to their liking.

Requirements: Dexterity 3 or higher; Perception 3 or higher; Archery Style (Journeyman) or Thrown Weapon Style (Journeyman); Can be learned from various military traditions
Novice: Your missile attacks are so powerful they can fling opponents back and knock them off their feet. You can perform the Knock Prone stunt for 1 SP instead of the usual 2 when making ranged attacks. Additionally, you may push the target straight back 2 yards before applying the knockdown.
Journeyman: You can unleash a storm of missiles on your opponents. You can perform the volley stunt for 5 SP. This allows you to make two more ranged attacks, at the same target or at others in sight and within 10 yards. If you roll doubles on either of these attack rolls, you do not generate any additional stunt points.
Master: You can find the vulnerable spot on any opponent. When you perform the Pierce Armor stunt with a ranged attack, your damage is penetrating. (That stunt normally halves your opponent's Armor Rating, but penetrating damage allows you to ignore it altogether.)

Ranger

Rangers are skilled scouts who use their knowledge of nature for their own benefit. They can lure animals, sometimes of frightening size, to fight for them. If the animals die in battle, that is not their concern as long as they fulfill their role in the fight. Rangers make excellent guides and are often hired as such.

Requirements: Communication 3 or higher; Perception 3 or higher; Communication (Animal Handling); Can be learned from wilderness scouts
Novice: You can lure nearby animals to your location and make them fight for you. Make a Communication (Animal Handling) test (base TN 13), which takes -400 font-semibold">2d6 minutes. If successful, you attract an animal and can control it during the next combat encounter. When that's over or after half an hour has elapsed, the animal wanders away. As a Novice, you can lure common animals like dogs, wolves, and birds of prey.
Journeyman: Your time in the wild has honed your ambuscade skills. When you attack an opponent who has been surprised, you inflict +2 damage.
Master: You can now lure larger animals like black bears, brontos, halla, and even giant spiders. The base TN remains 13 for the Communication (Animal Handling) test.

Shadow

Shadows are rogues who are masters of stealth. While all rogues are stealthy to some degree, shadows excel in the arts of concealment and deception like no others. They can hide themselves nearly anywhere and almost seem to be able to bend the darkness around them. They can fool opponents into attacking empty air while they position themselves for a lethal attack.

Requirements: Dexterity 4 or higher; Dexterity (Legerdemain); Dexterity (Stealth); Must master stealth techniques
Novice: You are a master of stealth. With an activate action, you can enter Shadow mode. You gain a +1 bonus on Dexterity (Stealth) and Dexterity (Legerdemain) tests. Opponents also suffer a –1 penalty on damage rolls when making melee or ranged attacks against you. You can leave Shadow mode with a free action.
Journeyman: You can confuse and misdirect opponents so they attack imaginary enemies. While in Shadow mode, you can perform the decoy combat stunt for 2 SP. Make a Dexterity (Stealth) test and note the test result. Until your next turn, anyone attempting to target you with a ranged or melee attack must beat your test result with a Perception (Seeing) test. Those who fail still make the attack but miss automatically.
Master: You know how to choose the perfect moment to strike. When you Backstab an opponent in Shadow mode, add your Cunning to your damage.

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