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Specializations

    A specialization is another way to customize your character and focus your class. If you say your character is a warrior, that’s a broad statement. If you say that your character is a templar, that says a lot more about them.

    You get access to specializations through your class. You can take a specialization for the first time at level 6. That grants you the Novice degree in the appropriate specialization talent (a talent unique to that specialization). You gain the Journeyman degree at level 8 and the Master degree at level 10; this is the only way to gain new degrees in specialization talents. You get a second specialization at level 14. The specializations included in this book are as follows:

    • Mage: Arcane Warrior, Blood Mage, Force Mage, Keeper, Necromancer, Shapeshifter, and Spirit Healer
    • Rogue: Assassin, Bard, Duelist, Legionnaire Scout, Marksman, Ranger, and Shadow
    • Warrior: Berserker, Champion, Chevalier, Guardian, Reaver, Spirit Warrior, and Templar

    The classes are designed so you finish one specialization at level 10 by taking one degree of the specialization talent at each of levels 6, 8, and 10. It could be, however, that you don’t want to take a specialization, or can’t qualify for one. If you prefer, you can always take a degree in a regular talent instead of a specialization talent at these levels. The next time you’d get a specialization talent, you can take a specialization at that point or take another regular talent.

    Additionally, if there is a type of specialized character (say, a Bard Mage) that you do not see references above, work with your GM to craft one!

    Example

    Kate’s city elf rogue character, Locke, makes it to level 6. She can now choose her first specialization. Her choices are Assassin, Bard, Duelist, Legionnaire Scout, Marksman, Ranger, and Shadow. Kate looks over the three specializations and decides that Duelist is most
    appropriate for her character. She notes on her character sheet that Locke now has the Duelist talent at the apprentice level. She sees that this gives her training in the Dueling Group, so she writes that down as well. She will get her next degree in this specialization as one of her class powers at level 8.

    Unlocking Specializations

    The default assumption of the rules is that every specialization
    for your class is open to you when you hit level 6. This gives you the broadest array of choices. Your GM may require you to work to access certain specializations, however. If that is their decision, you can unlock a specialization in three ways:

    Find a trainer: A trainer is a GM controlled character who already has the specialization. Trainers have motivations of their own, of course, so they may require money, favors, oaths, or actions before agreeing to teach you.

    Go on a quest: Quests can vary widely in specific details, but basically your GM will create a special side adventure with you as the focus, the completion of which will unlock the desired specialization. If you wanted to become a Spirit Healer, for example,
    you might have to figure out how to contact a benevolent spirit in the Fade.

    Find a tome: The knowledge and techniques of some specializations has been written down and can sometimes be learned by reading
    and study. There are many forbidden tomes about Blood Magic, for example, and they have led many a mage down that dark path.

    Planning Ahead

    Since you know that you’ll be getting a specialization at level
    6, it’s a good idea to start thinking about what you’re going
    to choose when you hit level 5. Then discuss it with your
    GM. This will give your GM a chance to prepare and work
    your choice into the campaign. If they decide you must find
    a trainer, for example, that’s something you can pursue while
    working towards level 6. Then when you get there, you’ll be
    ready for the specialization.

    Mage Specializations

    Arcane Warrior

    Among the elves of ancient Thedas there was a tradition that fused the arts of magic and combat. Known as arcane warriors, these mages channeled mana to boost their combat prowess. These abilities are thought by most to be forgotten, another casualty of the wars that destroyed the elven homelands. Though hidden, that knowledge does survive.

    Due to the rarity of this specialization, the GM should consider requiring it to be unlocked (see Unlocking Specializations). Arcane warriors have not been widely seen in Thedas in hundreds of years. Their return should provide great story and adventure material for your campaign.

    Classes: Mage
    Requirements: You must have Magic and Dexterity 3 or higher.

    You have learned a potent mix of magic and melee skills.

    Novice: You learn a new weapon group of your choice, and you can use Magic to satisfy the minimum Strength requirement of weapons. You can also enter Combat Magic mode by taking an activate action. While in this mode, you add Magic instead of Strength to your damage with melee weapons. However, any spell you cast in Combat Magic mode has its mana point cost increased by 2. You can end Combat Magic mode with another activate action.

    Journeyman: You reduce the strain of any armor you wear by 3. You are also allowed to take the Armor Training talent, which is normally restricted to warriors.

    Master: When you activate Combat Magic mode, you can spend 5 MP to shift yourself so you exist partly in the real world and partly in the Fade. This is called a Fade Shroud and it gives you a ghostly countenance that is obvious and unsettling to many. A Fade Shroud increases your Defense by 3 but you must pay 3 mana points per round (at the start of your turn) to maintain it. If you do not, the effect ends immediately (though Combat Magic mode remains active).

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