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Anyone done any groundwork to convert Dragon Age to d20/Pathfinder? I own the Green Ronin game and well it doesn't do it for me. I can't think for the life of me why a company that has a great d20 base with 3 core classes and a default level range of 1-20 (I'm talking about True 20 here) didn't just use that instead of trying to come up with a bunch of new rules from the ground up.
So yeah any good homebrew stuff for DA out on the interweb?
|Umbral Reaver
You could play core Pathfinder set in the Dragon Age world. Call half-orcs qunari. All casters are sorcerers and can learn cleric spells. No divine casters. Done.
A couple of suggestions.
Use regular orcs as Qunari
I agree with the casters. The other classes are really just specializations from the fighter/rogue/sorcerer, so personally, I would say you have to be at least level 7 before taking any other class other then fighter/rogue/sorcerer. Maybe draw up a quick and dirty enchanting system, or simply say that certain weapons you pick up can only have so many enchantments on them, so max +3 (or three glyph slots) for on weapon or armor. And base the number of enchantments you can have on a certain weapon or armor based on the material its made out of.
So Darkwood is max +3
Mithril +4
Adamantine +5 and so on.
As far as monsters goes...just take the darkspawn and convert them on a one for one basis to regular demons/devils from the bestairy, so make genlocks, the annoying archer ones, as dretches, same stats, just give them a bow...make hurlocks a bearded devil, but take away some of the abilities that don't make sense, and maybe slap on the young template to reduce CR and damage.
Idk, this is all quick and dirty and off the top of my head. Hope it helps. Kinda makes me want to work on this a bit lol :)
Darkspawn: genlock -> goblin, hurlock -> hobgoblin, ogre -> ogre (what a surprise), shriek -> bugbear? Generally use class levels for them when party is above their basic HD, with a rare occurence of using them as quick dying hordes.
For Qunari I would rather go with Half Orcs and not full Orcs, however.
Item Creation feats should be off-limits for PCs, with exception of Brew Potion and maybe Scribe Scroll if one wishes to add scrolls.
Convert these for Pathfinder, and there you are.
Also, I'm not so sure on Qunari being full Orcs, myself. They are often quite intelligent creatures, and have survived without the use of magic, so I'd say Half-Orcs as well.
|Matthew Morris RPG Superstar 2009 Top 32, 2010 Top 8
|Matthew Morris RPG Superstar 2009 Top 32, 2010 Top 8
Ok, off the top of my head...
Human – Unchanged
Elf – Unchanged (possibly a different set of racial traits to differentiate between Dailish and City Elf)
Dwarf – Unchanged.
Quanarri – Hobgoblins or bugbears
Classes: Short of the excellent suggestion of using the UA generic classes (good call!) I see them as the following.
Warrior = Fighter
Rogue = Rogue (Duh)
Mage = Sorcerer. Most are going to default to the arcane bloodline, though all should have the following ability. (maybe in lieu of bonded item?)
Staff (Ex) Mages have the ability to channel energy through specially prepared staves. The staves, often with lyrium etched in them, allow the mage to expend a cantrip to instead fire a bolt of force. The bolt has a range of medium and does 1d3 points of damage. Spell resistance applies, but it automatically hits.
(Maybe a feat at higher levels to make the damage higher?)
Rather than allowing cleric spells to mages, I'd allow them the bard healing spells. Make full clerical healing a prestige class, Likewise with bards, rangers, etc.
Unearthed Arcana gave rules for having only three classes, and I gave the link for these classes above. All you'd need to do is addapt them to the pathfinder rules.
|Matthew Morris RPG Superstar 2009 Top 32, 2010 Top 8
The way I plan on running it is with the following changes:
Starting HP is equal to the max roll on the hit die + Con SCORE, with hit points per level being equal to half the max roll + Con MOD.
Armor provides DR, not AC; shields provide AC as normal.
Weapons go up one step in their damage (d4 becomes d6); piercing weapons ignore 2 points of DR, while a point of DR is ignored for each +1 of STR mod.
Spellcasters may cast spells beyond their normal limit, but must take a Fort save with a DC based on the spell's level plus the number of additional spells already cast or suffer damage and becomed stunned.
For the races, humans will remain unchanged, as will dwarves and Dalish Elves; city Elves will use half-elf stats (they've been underneath the heel of humans for so long that they have lost much of what makes them elves). Qunari will use a custom race build, since I don't think any of the monster races really reflect them well (they're strong and militaristic, but also seem deeply introspective and thoughtful).
I'm also thinking of doing an 'Awakened Darkspawn' race; given the events in Awakenings and in the novels, it seems reasonable (I should say that, in the campaign I'm planning, the awakened darkspawn who follow the architect have established their own kingdom deep in the Wilds and are making tenative gestures of peace with humans and the other races, though they're hated and not well recieved... yet).
For Darkspawn, I see genlocks= goblins, hurlocks= orcs, ogres=ogres, with the alpha and emissary versions equating to class levels in barbarian and sorcerer, respectively. I'm also looking at doing up new darkspawn.
For Grey Wardens, I'm thinking of a template, though the particulars haven't been hammered out yet.
The spellcasting in dragonage, as I've said, and shall continue to repeat, really, really, really, should be done with the Spellpoint system. There's even rules for Vitality, spellcasters becoming more and more tired as their spellpoints are used up. This means that spellpoints are also restored as a mage would become less tired. As the generic Mage class hasn't been adapted yet (and likely never will be), I think Sorcerers fit best for Dragonage, specifically those of the Arcane or Destiny bloodlines, but, in theory, the others may work, with those just being the most common.
I am not familiar with the d20 version of Dragon Age, but the video game had enough similarities to D&D I was quite curious the first time I saw the actual Dragon Age tabletop book.
You could just just DA tabletop book as setting information and rely on regular pathfinder to play your campaign. If the tabletop is similar to the videogame there are already fighters/barbarians/paladins(templars could just have smite spellcaster), rogue/rangers/bards, and sorcerer/oracles in pathfinder. Which would fill all of the slots for characters available in the video game.
Then just find monsters that have stat blocks similar to monsters you would present in DA and change their name/description.
Sorry for the uneducated post, but i hope it helps.
I think it's far more important to focus on the thematic elements than trying to shoehorn Pathfinder into closely mirroring the DA mechanics.
DA Specialties/specializations are effectively prestige classes. Trying to adapt Ranger, Bard, etc. in prestige classes is more trouble than it's worth.
Thematic Elements I'd want to include:
Lyrium (or whatever it's called)
The Fade
Demons drawn to mages
The Mage Order
Lack of divine magic
Blood Mages
Mechanics Adapatations
Mages = Wizard or Sorcerer (they study, but are born with the disposition towards magic). I'd revise it to say that becoming a mage shapes the development of how the user manipulates magic, converting it to a Wizard. Sorcerer represents Apostates who never study with the mages - the bloodline fully manifests. Abyssal/Infernal represent those who succumb to the demons early on or have strong tendencies to do so.
No cleric class. Priest is an occupation/calling, not a character class.
Apostate Mages - Sorcerers, per above. Witches are also a good fit, but the "power" they bargain with should most commonly be demonic in nature.
Blood Mage - Utilize diabolist prestige class or similar-themed prestige class.
Templars - Inquisitors (without the divine/religious link)
Reclassify spells if you like to encompass DA-style groupings. i.e. certain schools are grouped together to represent Natural magic, Blood Magic, etc.
That's all I can think of off the top of my head.
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I agree with BPorter here. If you want to adapt the Dragon Age setting to the Pathfinder system, then - as the wording indicates - you've already got the system. Your job then becomes to figure out how the elements of the world that you're converting fits into that system. Doing the reverse - taking the pathfinder system and adapting it to the mechanics of Dragon Age - is needlessly difficult, and you'd probably be better served by building a new system from the ground up.
I'd think very carefully before eliminating classes from the game, especially the 11 core classes. The rest of the game was balanced with the assumption that the PCs have access to these resources, so you've got to be careful about removing too much. That's not to say that you shouldn't cut any at all - just that you need to be aware of the repurcussions of doing so. Before making a decision, I'd ask yourself "is there a way I can adapt this class to function within the setting?"
Most of the classes that don't gain spellcasting should be fine, since the function of magic is what really sets Dragon Age apart from other fantasy RPGS. The fighter, the rogue, the barbarian, the ranger - I don't see any reason these can't work as written. Some of them indicate one of the in-game specializations, but as mentioned before, you're asking for trouble if you want take a system like Pathfinder and hack it down to only 3 character classes (unless you're using the generic class option that's already been mentioned). You don't really need to convert them to prestige classes, because from a realistic point of view, there's no reason someone couldn't, for example, learn to survive and stalk in the wilderness from the beginning of their adventurering career (being a 1st level ranger as opposed to a rogue).
I could see cutting the monk out entirely. Their place in a traditional fantasy setting has always been a little sketchy - usually as a foreigner. However, they fill vital no role that can't be performed by another class, and Dragon Age doesn't really have place for them.
You might consider cutting bards. Yes, I know that bards exist both in the mechanics and in the lore of Dragon Age, but the Master Spy prestige class more accurately represents them mechanicaly. Bards are reliant enough on arcane spellcasting that if you want to edit them, you've got a bit of work to do.
Paladins would be chantry knights almost exclusively. Cavalier offers a good path for other types of knights (and a good representation of the Champion specialization). As suggested, inquisitors make ideal templars, though I'd consider modifying their spell list and bane ability slightly to reflect their focus towards spellcasters.
And now we get to magic. First of all, I'd make it all arcane, regardless of class. Leave the option for multiple types of casters, but assign a distinction of apostate or circle to each one. Druids, witches, and sorcerers fit in the role of apostates with very little modication (druids become arcane casters, but that's about it).
Wizards are definitely circle mages. Clerics go here as well, but I think they present your greatest challenge. It's tempting to remove their proficiency with medium armor, but you'd need to come up with something to balance that. I'd say that they can select any two domains - no longer tied to a specific deity. That may or may not even things out.
I'd allow summoners in as mages who were corrupted very early on. Eidelons are always demons, but the class is otherwise unchanged. There's a definite stigma that comes with it though.
I don't really see a place for oracles.
As far as races go...
Humans, elves, and dwarves work as written. The alternate racial traits in the APG give a good way to differentiate the different backgrounds - I'd just encourage players to make use of these.
I rather like the idea of Quanari as half-orcs, but you might consider giving them the old powerful build racial trait (at the cost of several others, of course).
Gnomes, halflings, and half-elves can all be removed without trouble.
|Stewart Perkins
Honestly I'd do most of what Bporter and Martinaj say, except a few things I personally would change:
First I would go ahead and cut clerics, but I would fold all of their spells into the wizard class and combine the lists. The casters now choose from one list but have options to specialize. That's just me though.
I'd probably craft a few prestige classes for very specific points, such as the Blood Mages, Grey Wardens, and a few others.
To be honest though, those are the only changes I would be likely to make. Just because the video games work that way doesn't mean the setting shoehorns in the mechanics properly. You see characters who break the mold all the time by beind unique and these characters have the other classes is why. Also I would pretty much use the standard bestiary as, the world is probably populated by plenty of monsters, other than the darkspawn... and in general I would just consider them to be tainted creatures (as the archdemon seems to be a corrupted Dragon).
Since I'm not really a big fan of the Dragon Age RPG game system, it seems natural to try and D20 it instead. Here's what I've written so far regarding this. I'm still working on it and this is very much just initial framework for classes and the spells.
A good example of where needs some thought is for the classes; I was at first thinking of filtering many of the DA specialization abilities as abilities to reflect in Pathfinder, but I'm not sure how much of that stuff really matters (like, the name of certain abilities) versus the Pathfinder ones. Such as, do you REALLY need to be able to perform that 'Punisher' ability from Dragon Age to make it Dragon Age? Probably not; the feel and flavor would be more important. Some abilities like the Templar (PF Paladin) have been re-written to reflect the magical angle.
I would try to limit the class and race tweaking the players do; try to limit the class changes from the APG except where suggested. I'm also unsure about the APG Base Classes though the Alchemist would likely work pretty good in Dragon Age, and also give the ability to access magical-like abilities. The Witch class might fit well for the Morrigan-type casters; truly wild casters that have nothing to do with the civilized mages and such magic.
Speaking of magic, I haven't quite ironed all that out yet. I was basing the ideas on the UA magic points, but I think I have the points down wrong for the spells I've put together. Of course, this could also allow for reason to be afraid of DA casters, and also for the ability for others to use the mana pools as weapons. Right now I'm trying to put the meat together, then will clean up after.
I also tweaked the 'Arcane' schools a bit too since the ones found in Dragon Age (and the ones added in Awakenings) don't really fit as general spells but are more like class abilities or the like. I broke Arcane into Arcane, Utility, Fade and Secrecy. DA lacked a number 'useful' spells that I couldn't see someone with magical abilities would overlook. Fade are spells the deal with dreams or the Fade itself and Secrecy spells would be invaluable for any wizard triyng to hide themselves.
I haven't done anything with the hexes yet; would likely work as a glyph or the like. More to come.
As for sources, I'm drawing on my experiences in the game, the DA wiki, the Ferelden's Travelers Guide found in the Prima DA guide and finally the Green Ronin Dragon Age RPG.
Pathfinder's Dragon Age (pf:DA)
https://docs.google.com/document/pub?id=10V7Jr278JBfwZie6gxsMVUODpTI6txrpYm j0BnAl3Qo
https://docs.google.com/document/pub?id=1xeBSag7Zc1cpqIBBlAK-zoxwywg-ertmka dhvcDa264
Just adding something to this as I weep over my Tiefling Fighter getting pounded on by the Bastards of Erebus in the Council of Thieves. He's alive, but the party is up to their eyeballs in angry Tieflings and I'm at 7 Hitpoints with those damn Undead Wolves snapping at my unholy ass!:
1) Fighter, Rogue and a Hybrid Sorcerer/Cleric seem to be the three available classes to PCs. (more on the Hybrid later).
The Mage seems to be a Caster that learns 1 spell at every level, but in exchange seems to be able to cast their Spells as 'Spell-Like' Abilities. At First Level, a Mage knows two 'Spells' of their choice and one 'Spell' of their Chosen 'School'. I'd rule that the Mage can cast a spell every round, but there is a 'recharge' on their spells, so if a Mage casts Magic Missile in one round, he can't cast it again in the next round unless he is high enough level that the Recharge function has bypassed that level of Spells. For example, a Mage has a 'recharge' of 4 rounds on their highest level spells, 3 rounds on the next level down of Spells they can cast, 2 rounds on the next lowest level they can cast. A Mage could learn the next 'level' of Spell at the same rate as a Wizard, but the Spell's DC scales not upon the level of the spell, but the Caster Level of the Mage, to make up for the lack of spells a Mage has in comparison to a 'Standard' Caster. Instead of the Save DCs being DC 10 + Spell Level + Caster Ability Score, a Mage's Spell DCs are DC 10 + Caster Level + Caster Ability Score.
Arcane: Force Effects, Universal Magic, Spells that otherwise Enhance or Affect the Mage in some personal manner.
Primal: Most of the Evocation School, some Enchantment and Transmutation effects that involve imbuing elemental properties into weapons or other objects.
Creation: Spells that rely upon Sigils, Signs or Runes, Spells that Heal or provide low-level defences or cures to status ailments such as Lesser Restoration. Higher-level Restoration Spells are the purview of the Spirit Healer PrC.
Spirit: A Selection of Spells from the Abjuration and some Necromancy Spells that focus upon meddling with a rival Caster's magical abilities, infecting with diseases or otherwise ruining somebody's day. Raising the Dead is a tricky little number with this, but given that the Templars don't go 'BWAAAAAAAARGH!' the instant they see your Mage, it's safe to say that the Zombie or Skeleton you raise is a Neutral Construct (just with a Fleshy Shell) rather than a Demon-possessed abomination. Still, except Joe the Farmer to get pissed you've yoinked his dear old granny out of her grave to carry things for you.
Entropy: Focuses fairly heavily on Enchantment, Necromancy Spells that drain Life, rather than interfere with Magic, Transmutation spells that make the target(s) more likely to get hit or suffer more damage from Elemental Sources and the like.
I'll draw up some rough 'School Spell Lists' tomorrow, but while there is nothing to penalize a Caster from dragging spells out from all over the Schools, focusing upon a specific School should provide some concrete rewards, such as scaling DCs from using Spells from the same School in a row. This is all just off the top of my head as I wait for the rest of the group to finish arguing over who should go buy the next few bottles of coke for our next game.
Spells that deal with Teleportation, Conjuring Monsters onto the Battlefield and similar should be restricted to spells reserved only for the First Enchanter (such as sending mortals into the Fade) or for Apostates (summoning Demons into the world is the act of a maleificar, regardless of the intent!)
I would argue that a Mage requires an Wisdom Score of suitable level to cast/learn the Spell in the first place, but they use their Intelligence Score to determine the DC and other effects of the Spell, thus giving them the same MAD as the other Classes. Mages are trained to be studious and must always gird their minds for the chance of a Demon from the Fade attempting to turn them into Abominations, or in the case of 'Apostates', steeped in tradition, mythos and folk-lore from long before the Chantry ever existed.
2) Barbarian, Bard, Assassin, Cavalier, Paladin, Druid, Eldritch Knight, Witch, Ranger and Duelist seem to be the choices available as 'Prestige' Classes within the Setting. It's not hard to see these as 5-10 level PrCs available to Players who have the right 'starting' Class.
Barbarians gain the ability to rage as per normal, but I'd double their rage points so they can rage as long as a normal barbarian can, but also remove the magical rage powers, given the setting.
Bards ... loose their Spells but gain the ability to infuse their allies with the effects of their spells for an hour at a time. The singing or what-have-you lasts for as long as normal, but the actual benefits linger for much longer. I would also give them some class-abilities revolving around being a subtle manipulator as well as a repository of lore and being a civilized person ... although Skalds are fun too!
Assassin ... not much I would change from the Pathfinder Version except adding an ability for the Assassin to use the Ranger Ability 'Companion Bond' so that other PCs can have an easier time beating the tar out of the Target, and the Alchemist's 'Sticky Poison' ability.
Cavalier, would not really change it all that much, but I need to check my books and it's very, very later where I am. I'll do it tomorrow.
Druid, wouldn't change overmuch, except for removing the Elemental Forms and the Animal Companion ability.
Eldritch Knight gains the ability to use their Intellect Score in place of their Strength Score to determine their 'Strength' Score for the purposes of maximum weight and melee attack rolls. This comes at a penalty of tying up a Spell of their Highest Level, meaning they can't cast their 'biggest' Spell.
Witch, I would rename the Spirit Healer and remove the Familiar and the Bonus Spells.
Ranger I would keep as it is, but again, no Spells, gaining instead an Animal Companion at the same level as a Druid of their Character Level.
Duelist as the standard PrC Pathfinder.
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Over at Brennor's RPG Corner I have a Dragon Age game using the Pathfinder RPG.
The resource theread for my conversion is located here:
My Dragon Age Conversion
What I did, as you'll see if you look, is make healthy use of Traits to give the various races and organiztions the right feel for things. Basically left Quanri as "human" but if you take the Qunari Trait to be a typical Qunari that we've seen in the games so far then you get what you'd expect from Sten.
Various organizations and background work well for this as well, such as Apostate or Circle Mage.
As someone else used, I also went withe Spellpoints/Mana out of the 3.5 Unearthed Arcana/SRD. And turned all mages into a cross between Sorcerer and Wizard. Made up a new Bloodline for Spirit Healer, and more could easily be formulated this way for other specialties.
Templar became an order of Chevilers, as did the Orlesian Cheveilers of course!
I've set my game during the very end of the last age, just before the Dragon Age started. The PCs are heroes in the Rebellion with Maric and Logain, and will eventually be intsurmental in helping refound the Grey Wardens in Ferelden (and will be the first new wardens once the order is officially returned). Much of the timeline is taken from the two novels that are out about it.
Core Classes
Fighter – As Is
Barbarian – As Is
Rogue – Remove Minor and Major Magic Talent Options
Ranger – No Spells, Replace with Skirmisher Options from Advanced Player Guide.
Bard – Remove Spells, add Rogue Talents at 1st, 4th, 7th, 10th, 13th, 16th.
Templar - New (See Above Post)
Sorcerer – Special See Own Magic Entry.
Cleric – Banned
Druid – Banned
Wizard – Banned
Paladin - Banned
Advanced Classes
Cavelier - Orlesian Chevaliers (Order of Lion, Shield, Star, Sword)
Cavalier – Ferelden Knight (Order of the Cockatrice, Lion, Shield, Sword)
Cavalier – Grey Warden (Order of the Dragon)
Many of the variant options from the Advanced Player's Guide fit perfectly into the setting and can be handled on a case by case basis, the same goes for some of the Prestige Classes and Advanced Classes.
Mage (Based on Sorcerer)
Most mages in Thedas belong to the Circle of Magi. As such, they are taken from their families while still children, and highborn children who are able to use magic will lose all claims to their family's estates and titles when they are taken to the Circle. This helps to create a bond stronger than social class or race, since everybody in the Circle is raised and taught the same way.
All mages undergo a process of having their blood taken while apprentices and placed in a Phylactery. This ensures the mages' compliance as well as the ability to track down any mage who decides to run away, since a Templar can track anyone through their blood.
Some mages manage to escape the notice of the Chantry and the Circle, and grow up without the training that those who are taken from their families will have. Any mage not a part of the Circle is considered to be an apostate, and will be hunted by templars if discovered.
Some groups, such as the Dalish, are, for all intents and purposes, outside of the jurisdiction of the Chantry and the Circle, and will carry on their own magical traditions. A Dalish Keeper has considerably different training than a Circle Mage, as their tradition is supposedly based on the old elven magics. A Keeper typically has a First, the Dalish term for an apprentice.
Another example of an extra-traditional mage organization are the Witches of the Wilds, to which Flemeth and Morrigan belong.
In Thedas, magic is a natural phenomenon like air pressure, gravity, inertia, or anything else. Some people are born with the ability to interact, control, and shape it.
Magic originates from the Fade, the realm where Spirits dwell and humans and elves visit when they dream. As such, using it can draw the attention of the beings on the other side of the Veil, leading to an increased risk of demonic possession. A possessed mage becomes a distortion of their former self, a twisted monster known as an Abomination.
What a mage is able to do with magic in Thedas is somewhat limited when compared to other fantasy worlds, namely those used by Dungeons and Dragons. Interdimensional travel (discounting interaction with the Fade) and teleportation are non-existent although occasionally attempted, and the average person will rarely ever see any true example of magical power.
Mages are, however, capable of manipulating the basic elements, such as conjuring gouts of flame and small localized ice and electrical storms. There are also spells that allow for the temporary reanimation of corpses and the draining of an opponent's life-force.
Hit Die: d6
Starting Wealth: 2d6 × 10 gp (average 70 gp)
Class Skills: The mage's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
BAB: Poor
Fort Save: Poor
Ref Save: Poor
Will Save: Good
Spell Casting: See below
Mana/Spellpoints are used in place of traditional daily spell slots. As SRD ruling, you can find the full variant here:
Level 1
Mage's Staff:
Arcane Bond (Ex or Sp)
At 1st level, a mage forms a powerful bond with a staff and begins play with one at no cost. The staff acquired at 1st level is not made of any special material but is masterwork. The staff must be wieldied to grant any of its bonuses.
A staff can be used to cast any cantrip spells the mage can cast without costing mana. Without the staff cantrips cost mana as if they were 1st level spells.
The magic properties of a staff only functions for the mage who bonds with it.
If a staff is damaged, it is restored to full hit points the next time the mage prepares his mana. Bonding with a new staff takes a 1 hour ritual.
Eschew Materials Bonus Feat
Cantrips (Also see Mage's Staff)
Spells Known: As Sorcerer, with Bonus Spells for High INT
Mana/Spellpoints: As Sorcerer, with Bonus for High CHA
These are more representative of study, than power in the blood, but in some cases (such as Dragons) this may be more the case. They function as normal with the exception of Arcane Bloodline and Spirit Healer (noted in above post) as noted.
From PHB:
Infernal (Is Forbidden, and many are termed Blood Mages that use this style.)
From APG:
Deep Earth
Verdant (Dalish Keeper)
--------------------------------------------------------------------------- -----
Arcane Bloodline - Mage Specilization
Arcane Bond (Su): At 1st level, you gain a greater bonus with your staff, and when you have your staff in hand it can channel mana for the casting of spells. Mana used from the staff can not be combined with a Mage's normal mana reserve, and must be used alone. The mana in a staff recharges once a day when the mage rests and refreshes his bond with the staff and regain his own mana normally.
The staff contains the following bonus mana:
Mage Lvl (Mana Bonus)
1-2 (1)
3-4 (2)
5-6 (2)
7-8 (3)
9-10 (3)
11-12 (4)
13-14 (4)
15-16 (5)
17-18 (5)
19-20 (6)
After this I tackled Darkspawn, and am working on Deepstalkers (my group is traveling with the rebels through the Deep Roads under the Brecilian Forest as the Orlesians have them cut off after the battle of West Hill.
My Darkspawn
Has anyone actually been playing in a game using their conversions?
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Dragon Age Pathfinder
I started playing the game again and realised how much I do enjoy the world. This is my "first pass" notes document on creating a Dragon Age-like world using d20. More specifically, it uses Pathfinder, Super Genius Games, Arcana Evolved, and Iron Heroes. One could get by without Iron Heroes. The portions I am using are mostly concept in nautre, already in the variant d20 documents, or are easy one line rules. One could get along without Arcana Evolved, but my replacement suggestion would be to use the spell point system from the d20 SRD and allow all casters access to any sorcerer or cleric spell since Dragon Age has a unified magical system. One of the things that is of note is that Dragon Age really isn't a low magic setting per say. It is a gritty/ dark setting. But, it is more of a restricted magic setting.
- As per AE/IH, there is no alignment.
- People make the decisions they make.
Low magic items:
- +1 to attack and damage rolls: 2, 7, 12, 17 (does not grant iterative attacks)
- +1 to ac, fort, ref, will: 4, 9, 14, 19
- Reserve points
- Turn hit points into 1d4 + x
- Alchemy related feats are ok (such as brew potion)
- Magic item creation feats are barred
Arcana Evolved Spells
- Use the Arcana Evolved magic system
- Spell weaving -> exchange on slot for 2 slots of a lower level. Exhcnage 3 slots for one of a higher level
- Unified spell set
- Simple/Complex
- Spells readied
- Heightened/diminished versions of spells
- Planned: Arcana Evolved, AE Spell Treasury, Complete Book of Eldritch Might
Iron Heroes
- Flavor
- Lowered magic item reliance theme
- Demonic taint themes
- Sword and Sorcery themes
- Reserve points
- Hit point system (1d4 + X format)
- Planned: Iron Heroes core revised
d20 Variant Rules
- Reserve points
- Demonic Taint and spell casting
Super Genius Games
- Witch Hunter class
- Additional evolutions
- Additional curses
- Additional arcana
- Additional orders
- Base game engine
- Class system foundation
- APG generic trait system
- Planned: Core Rules, Game Mastery Guide, Advanced Player's Guide, Ultimate Combat, Ultimate Magic, Bestiary 1, Bestiary 2
Notes about the magic
- Anything that deals with outsiders, necromancy, demons, or undead is blood magic.
- There are no angels or celestials.
- Alignment plays no part in this world. All spells or affects that are related to alignment are barred. People make their own moral decisions at the time. People may or may not remain consistent in their "alignment" from decision to decision.
- Flight and teleport spells are barred. You must walk, sail, ride a horse, or ride a wagon to get there. Flight skill is similarly barred.
- You will not find any divine casters. There are no gods. Dragon age uses a monotheistic, philosophical religion much like our modern ones. The Maker has turned away from his creations when they took up magic and thus became tainted by demons. From that point on, we are trying to regain her favor and to do so must cleanse ourselves of demons. Extremists from the Maker's Chantry would have everyone believe that means removing magic from the world. Others thing that removing the taint is sufficient, It should also be noted that the chantry controls magic. Magi are allowed to study their art, but only within sanctioned Circles of Magi, and only under the watchful supervision of the Chantry's Templar. Their Templars are trained to destroy mages and they exhibit tight control on all the mage towers of the Circle of Magi. If any mage demonstrates the taint of demons, they are dealt with accordingly.
- All spell casting classes raised outside of a Circle of Magi are considered apostates. They are rogue mages and the Chantry will hunt them down and subdue or destroy regardless of whether they are a blood mage or not. They have no restrictions on the magic they may learn. However, they are prone to suffering prejudice in civilized lands.
- Mages that openly embrace demonic magic are known as blood mages. Most blood mages are evil, tainted, and are hunted down and destroyed. A small few are allowed to exist in some Circles of Magi or within the Gray Wardens. Mainly, their presence is justified as a "necessary evil." They are they to help provide expertise on demons and provide the backing firepower of their demonic magic.
- Note however, that magi can know a blood spell or two without being a full blood mage. Mages that do so face social stigmata, open persecution, and outright discrimination.
- At level 2, all circle mages must undergo the Harrowing. A ritual is performed with the high templar and the high enchanter of the circle. The mage is cast into the fade where the mages have lured a demon. While in this dreaming state, she must understand the confusion world of dreams and nightmares and must conquer the demon. If the mage successfully conquers the demon and returns, they become a circle mage. If they do not survive and become possessed, the Templars kill the mage in her slumber. If the mage takes too long, the Templar assumes she is being possessed and they kill her in her slumber. In short, the mage must do or die, literally. The alternative to the Harrowing is to voluntarily request to become tranquil. (see template tranquil)
- Dragon age doesn't have elementals. They have demons, animals, dragons, and a handful of constructs. Mechanically, all the elemental powers and abilities can stay as is, but their cosmetic description changes (most likely to demon).
- The "shape changing" class is the witch the with the transformation patron. Conveniently, she is limited to only beasts and dragons as her options. Note, however, that players should stick to beasts that are part of the Dragon Age ecosystems.
Notes about the conversion
- The list of barred class material may look high for some classes. I assure you, you still have dozens of options. Many of the barred options are related to overly magical classes, inappropriate mechanics, or barred magical options (alignment, angles, divine etc…)
- If a class has a "hard coded spell" or ability that function like one of the pathfinder spells, leave it. For flavor's sake, it is just a unique ability that type of character has access to. For mechanics sake, it is there as part of the classes' balance.
Notes about the world
- A dragon age world encompasses a very small amount of ecosystems. It is essentially a western European world. Ecosystems include: cave, mountain, forest, swamp, plains, oceans, hills, hinterlands, and highlands. This means, that animals of those ecosystems are common, and animals of say, deserts, are out of place.
- Please note that, although some archetypes exist and are appropriate to the world. They are not necessarily great for adventuring in small parties. However, in a large enough party, they are perfect fine, even extremely useful. They also give a have a useful function in the larger view of the world.
Basic World:
Basic world should be dark and gritty. It is reminiscent to Iron Heroes where the strong rule and magic is universally mistrusted (because it is a conduit for demonic taint). The commoner is ruled by the sword. Kingdoms are ruled by the sword. But when the darkspawn and demons get involved, it is the magi that become more important.
Replenishing reserve points:
Characters naturally regain lost reserve points at the same rate that they naturally heal lost hit points. If a character receives any magical healing, that healing is applied first to the character's lost hit points. Any excess healing left over after the character's hit points are restored to full normal is applied to increase the character's current reserve point total (up to its normal maximum). For this reason, it is not strictly necessary to have a party healer.
Template: the tranquil
These are mages that have had the spell casting power removed. Some voluntarily request this so that they are not susceptible to demonic influence, possession, taint etc… Some mages, particularly evil or dangerous mages, are forced to undergo the procedure. Tranquil have no emotions or feelings. They are immune to demonic possession as well. But, no one knows if that is because of their lack of emotions or their lack of spell casting.
Template and Faction: Gray Warden
Can sense blight creatures because they can hear the call of the archdemons and the voice of their "hivemind" as nightmares. Your natural life is capped at 30 years from the time you join. The taint will slowly kill you.
Tolkien races: Dwarf, elf, man
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Spells and Demonic Taint
Casting spells exposes mages to the Fade. The Fade is the realm of dreams, nightmares and demons.
Hence, casting a spell exposes a mage to the potential attention of demons. Every time a character casts a spell, he or she must roll a percentile dice. If they roll a natural 1 ("01" on the dice), the character receives 1 point of taint. For each point of taint a character has, they receive a -1 penalty to constitution and wisdom. In addition to these effects, a tainted character experiences other penalties in a variety of ways, from mild nausea, joint pain, or disorientation to rotting flesh, severe skeletal warping, and irresistible murderous urges. See below of categorized effects according to whether a character is mildly, moderately, or severely tainted. A character that has lost 25% of his or her Constitution to taint is mildly tainted. A character that has lost 50% of his or her Constitution to taint is moderately tainted. A character that has lost 75% of his or her Constitution to taint is severely tainted. The effects on Table: Taint Effects are primarily meant as role-playing features, though the GM can apply minor game-related modifiers to represent some of these effects if he so chooses.
If a character's Constitution score reaches 0 from the effects of taint, he dies—and 1d6 hours later he rises as a hideous, evil creature under the control of the GM. What sort of creature he becomes depends on his character level before dying.
Character Level Before Death Transforms Into
- 2nd or lower -> Ghoul
- 3rd-5th -> Ghast
- 6th-8th -> Wraith
- 9th or higher -> Bodak*
* Advance the bodak until its HD equals the character's level before death.
Cleansing Taint by Good Deeds
Simple good deeds are not enough to remove taint. A character wishing to reduce his taint score through good deeds must undertake a particular ritual. The ritual prepares the character to undertake the deed.
The Chantry has a list of ritual good deeds that the faithful may perform to prove their dedication to the Maker. For example, church followers may choose to put on garments sacred to their faith (and which identify their faith to anyone who sees them) and patrol a particular part of their home as part of the militia or city guard. Adventuring is never part of a good deed, and a character who undertakes an adventure prior to completing his good deed must begin again with the ritual.
Deeds must be repeated every day for a week. Upon completion, the character's taint score is reduced by 1 point. The character may continue the deed for another week to continue losing taint, or may return to the temple to undertake the ritual again and begin a different deed.
Alternatively, deeds may be quests undertaken on behalf of the Chantry. After the quest ends, the character's taint score is reduced by 1 point per week required to complete the quest.
Good deeds may reduce a character's taint score to 0.
It should be noted, that if a character fails to complete the task of cleansing, it is likely the Chantry Templars will kill the tainted character.
Cleansing Taint by Sacred Spring
Springs sacred to the Maker are located in remote regions, requiring long and dangerous travel to reach. For each day a character spends resting and cleansing himself at a sacred spring, his taint score is reduced by 1 point. Characters using this method to reduce his taint score can undertake no activities other than resting, eating, sleeping, and normal conversation. Cleansing at a sacred spring may reduce a character's taint score to 0.
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Class information
Alchemists receive full spells, not formulae. However, many of their abilities revolve around alchemical powers. 1d4 + 4 hit points. 7th level AE spells. simple spells. Readied as a mageblade. More discoveries in APG, UM, UC, and SGG. Approved Archetypes: Default (APG), Chiuregeon (UM), Mind Chemist (UM), Vivisectionist (UM), Beast Morph (UC)
- APG: elixir of life discovery, eternal potion discovery
- UM: Alchemical simulacrum discovery, alchemical zombie discovery, bottled ooze discovery, doppelganger simulacrum discovery, greater alchemical simulacrum discovery, mummification discovery, parasitic twin discovery, preserve organs discovery, tentacle discover, tumor familiar discovery, vestigial arm discovery, wings discovery
- UC: breath weapon bomb discovery
- SGG: amphibious mutagen discovery, chitinous mutagen, cliffwalking mutagen discovery, essence of an aberration discovery, essence of an eagle discovery, essence of an cheetah discovery, essence of an wolf discovery, homunculus discovery, phantom mutagen
More powers in Core, APG, and UC, 1d4 + 8 hit points, Approved Archetypes: Default (Core), Breaker (APG), Brutal Pugilist (APG), Drunken Brute (APG), Hurler (APG), Invulnerable Rager (APG), Mounted Fury (APG), Superstitious (APG), Armored Hulk (UC)
- Core: animal fury power, night vision power, raging climber power, raging leaper power, raging swimmer power, scent power
- APG: beast totem lesser power, beast totem power, beast totem greater power, elemental rage power, elemental rage greater power, elemental rage lesser power, fiend totem lesser power, fiend totem power, fiend totem greater power, spirit totem lesser power, spirit totem power, spirit totem greater power
- UC: bestial climber power, bestial leaper power, bestial swimmer power, dragon totem power, dragon totem resilience power, dragon totem wings power, hive totem power, hive totem resilience power, hive totem toxicity power, primal scent power, sprint power, world serpent totem power, world serpent spirit power, world serpent totem utility power
The bard loses access to all spells. Bards may wear up to medium armor. Bards may select a rogue power at levels 1, 4, 7, 10, 13, 16, and 19. 1d4 + 4 hit points. Approved Archetypes: Default (Custom), Archivist (APG), Court Bard (APG), Savage Skald (APG), Street Performer (APG), Animal Friend (UM), Demagogue (UM), Songhealer (UM), Archeologist (UC), Daredevil (UC), Dervish Dancer (UC)
- All spell casting and spell casting related options
More orders in APG, SGG. 1d4 + 6 hit points. Approved Archetypes: Default (APG), Hound Master (boards), Emissary (UC), Gendarme (UC), Honor Guard (UC), Luring Cavalier (UC), Standard Bearer (UC), Strategist (UC). Approved Orders: Cockatrice (APG), Dragon (APG), Lion (APG), Shield (APG), Sword (APG), Blue Rose (UC), Bow (SGG), Citadel (SGG), Gauntlet (SGG), Glaive (SGG), Rose (SGG), Shroud (SGG), Skull (SGG)
Expanded weapon groups in Core, UC. 1d4 + 6 hit points. Approved Archetypes: Default (Core), Archer (APG), Crossbowman (APG), Free Hand Fighter (APG), Mobile Fighter (APG), Phalanx Soldier (APG), Polearm Master (APG), Roughrider (APG), Shielded Fighter (APG), Two handed Fighter (APG), Two Weapon Fighter (APG), Weapon Master (APG), Armor Master (UC), Brawler (UC), Cad (UC), Dragoon (UC), Tactician (UC), Unarmed Fighter (UC), Unbreakable (UC)
1d4 + 4 hit points. 7th level AE spells as mageblade. simple spells. spells readied as a mageblade. More arcana UM, SGG. Approved Archetypes: Default (UM), Hexcrafter (APG), Staff Magus (APG), Kensai (UC), Myrmidarch (UC), Skirnir (UC)
- UM: Arcane pool weapon enhancement options: dancing, vorpal
- UM: broad study power, familiar power, reflection power, spell blending power, wand wielder power
- UC: devoted blade power, ghost blade power, pool strike thunderous power, rod mastery power, rod wielder power
- SGG: elemental assault power, harmonic blending power, imbue spell power, invisible assault power, junx blending power, mounted assault power, protected assault power, wand lord power
9th level AE spells. simple and complex. spells readied as a magister. 1d4 + 4 hit points. Note: oracles will receive a handful of pathfinder spells through their mysteries. These are ok and should be considered unique or rare spells oracles know. APG, SGG has additional curses to choose from. APG, UM has additional mysteries to choose from. Note: the bone mystery and the dark tapestry mystery are blood magic
Approved Archetypes: Default (APG), Dual Cursed (UM), Enlightened Philosopher (UM), Seer (UM), Star Gazer (UM)
- APG: Heavens Mystery, Waves Mystery, Wind Mystery
- UM: Ancestor Mystery, Time Mystery
- SGG: Misshapen Curse, Unbelievable Curse
1d4 + 6 hit points. Spell less. The default form of the ranger, from the core rules, is barred. Instead of spells, a ranger receives a rogue talent at levels 4, 8, 12, 16, and 20. There are new combat styles in the Core, APG. Note: the skirmisher and trapper archetypes now replaces the rogue talents with hunter's tricks or traps respectively. Approved Archetypes: Default (Custom), Beast Master (APG), Guide (APG), Horse Lord (APG), Skrimisher (APG), Trapper (UM), Battle Scount (UC), Deep Walker (UC), Falconer (UC), Warden (UC)
- All spell casting and spell casting related options
1d4 + 4 hit points. Note: even though the swashbuckler is an approved archetype, the rapier and the standard "swashbuckler" weapons are not present in the setting. However, there is nothing that prevents this archetype with working with a broad sword etc… Note: there is a rogue talent in UC that allows you to take ninja tricks instead. However, many of them require ki points. Luckily, there is another rogue trick that allows you to gain a ki pool. Approved Archetypes: Default(core), Acrobat (APG), Burglar (APG), Cutpurse (APG), Poisoner (APG), Rake (APG), Scout (APG), Sniper (APG), Swashbuckler (APG), Thug (APG), Trapsmith (APG), Bandit (UC), Knife Master (UC), Roof Runner (UC), Survivalist (UC)
- Core: Major magic talent, Minor magic talent, dispelling attack
- UC ninja trick: darkvision, deflect arrow, feather fall, flurry of stars, forgotten trick, ki block, ki charge, shadow clone, slow metabolism, snatch arrows, style master, sudden disguise, vanishing trick, wall climber
- UC: firearm training, Getaway artist (fly barred), grit, familiar
Runethane (Arcana Evolved)
7th level AE spells. medium BAB. 1d4 + 4 hit points. simple spells. readied as a mageblade. see Arcana Evolved. Dwarves are the most likely race to select this class, but that is not strictly mandatory. Runethanes have no archetypes. One could consider them an alternate class to the magus.
Templar (Super Genius Games)
See SSG Witch Hunter for the basic class description. Templar have no archetypes. All templar have a minor addiction to lyrium. The Pathfinder's Game Mastery Guide provides rules on drug addictions. For the purpose of this class, "witch" is any creature that uses magic. Templar are proficient in all weapons and armors that a normal fighter is. This includes heavy plate, shield, and all martial weapons. Bias against arcane works against all spells. Templar gain the smite ability as a paladin of equal level. However, it may only be used on witches (therefore spell casters) and it only adds damage equal to half the templar's level. Basically you get it at the frequency of the paladin class, but it is only half as powerful and only useable against casters.
- Bias against divine power, dedicated smite power
1d4 + 4 hit points, 9th level AE spells. simple and complex. spells readied as a magister. Note: it is possible, through witch's patrons, for a witch to gain access to pathfinder spells. This is ok. They represent unique or rare spells that the witch knows. Note: witches walk the edge between normal and blood magic. Their dark evil powers and spells are blood magic, while their others are not. Among others, powers and spells related to evil, necromancy, demons, outsiders, or undead are blood magic. Approved
Archetypes: Default (APG), Gravewalker (UM), Hedge Witch (UM)
- APG hexes: coven, flight, waxen image, weather control, eternal slumber, forced reincarnation
- APG patrons: agility, elements, water
- UM hexes: beast of ill-omen, child scent, prehensile hair, water lung, cook people, summon spirit, witches hut
- UM patrons: light, spirits, time
1d4 + 4 hit points. 7th level spells. simple spells. spells readied as a mageblade. Summoners are blood mages. Their eidolons are enslaved demons. However, they have the sheer willpower necessary to keep the demon, at least mostly, in check. This grants them some leniency within certain Circles of Magi. Their ability to summon and control other creatures as well buys them at least a modicum of discretion. However, the Chantry always keeps close tabs on Summoners. Creatures summoned by this class are always animals, dragons, or demons. Make cosmetic changes to the summoned creature as appropriate. APG, SGG has additional eidolon evolutions. The UM provides some eidolon models. They are some suggested powers to pick if you want your eidolon to mirror a certain type of creature. Approved
Archetypes: Default (APG), Broodmaster (UM), Master Summoner (UM)
- APG: gills (1 pt evolution), flight (2 pt evolution), burrow (3 pt evolution)
- UM: aquatic base form, basic magic (1 pt evolution), channel resistance (2pt evolutions), minor magic (2 pt evolution), major magic (3 pt evolution), dimension door (4 pt evolution), incorporeal form (4 pt evolution), ultimate magic (4 pt evolution)
- SGG: air mastery (1 pt evolution), earth mastery (1 pt evolution), hidden compartment (1 pt evolution), ink cloud (1 pt evolution), water mastery (1 pt evolution), corrode metal (2 pt evolution), drench (2 pt evolution), suction (2 pt evolution)
|The Shaman
Impressive. BTW, why did you choose the witch as the major arcane caster rather than the wizard or the sorcerer?
One more thing - I had a supplement for using 3.5/pathfinder for games in civil war/shogunate-era Japan, and it discussed spell-less bards. It suggested giving them sneak attack to allow for better damage potential than what they'd otherwise have - I think that you should allow that, at least to some extent. Rogue tricks are nice, but without spells and arcane strike, bards will have a serious issue with doing damage. Instead, consider either allowing bards to have a few rogue talents "free" (spells, even 6 levels, are quite a useful resource) or in exchange of some of their other powers.
Impressive. BTW, why did you choose the witch as the major arcane caster rather than the wizard or the sorcerer?
One more thing - I had a supplement for using 3.5/pathfinder for games in civil war/shogunate-era Japan, and it discussed spell-less bards. It suggested giving them sneak attack to allow for better damage potential than what they'd otherwise have - I think that you should allow that, at least to some extent. Rogue tricks are nice, but without spells and arcane strike, bards will have a serious issue with doing damage. Instead, consider either allowing bards to have a few rogue talents "free" (spells, even 6 levels, are quite a useful resource) or in exchange of some of their other powers.
As to witch and oracles over wizards and sorcerers.In one of my scribbling notes version I did include the sorcerer. I was thinking to myself that some of the more evil, demonic bloodlines would have been good for a blood mage. Some sort of mage that has drifted toward a demon/abomination. It would likely make a good NPC/monster as an abomination mage or hurlock. Ultimately I ended up cutting them in favor of adding the summoner. Of course, the summoner isn't strictly part of the universe either. But it felt good to throw in there. So I guess it was opinion. The wizard I cut because they don't really have any powers. The Arcana Evolved spell system is a bit weaker than the normal pathfinder spells, so I didn't know how well the wizard would survive. Same with the magister. The witch and the oracle just "felt" better than the sorcerer/wizard when all magic has the potential to be tainted by demons.
For bard
Good suggestion. Again, during my scribble phase I just gave the bard combat feats instead of spells. That didn't feel right though. The Dragon Age bard is a rogue. This is completely untested, so I'm not sure what kind of tweaking the bard would need. But sneak attack is a good option for a damage boost if the rogue tricks turn out to not be enough.
Glad you like it. I have had fun the last few days working over things in my head.
|George Velez
I have an ongoing DARPG campaign, but I am not happy with the rules light system and the LONG time between box set releases. I am going to adapt my campaign to the PF rules set, and be posting some conversion notes as I do so (I need to read and incorporate all the info already posted above). One thing I want to take a good look at is if I can create the Qunari race with the new ARG options, and if I need to modify any of the core races to make it more DA theme oriented.
And I want to thank everyone who has already posted on this thread, many of the ideas here are a good starting point and time saver. :)
|George Velez
Humanoid [qunari] (0 RP)
Humanoid races have few or no supernatural or spell-like abilities, but most can speak and have well-developed societies. Humanoids are usually Small or Medium, unless they have the giant subtype, in which case they are Large. Every humanoid creature also has a subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. If you are making a new humanoid race, you should either find an existing subtype to match or make a new one by using the name of the race as the subtype. If you are making a half-breed race, it should have the racial type of both parent races. For example, a half-elf has both the human and the elf subtypes. Subtypes are often important to qualify for other racial abilities and feats. If a humanoid has a racial subtype, it is considered a member of that race in the case of race prerequisites. A humanoid race has the following features.
• Humanoids breathe, eat, and sleep.
Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
Normal Speed (0 RP): The race has a base speed of 30 feet.
Flexible (2 RP): Members of this race gain a +2 bonus to any two ability scores (Str & Con)
Standard (0 RP): Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
•Defense Racial Traits
The following racial traits augment the defenses of members of the race.
Fearless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait.
Healthy (2 RP): Prerequisite: The race has at least a +2 racial bonus to Constitution; Benefit: Members of this race gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
Stability (1 RP): Prerequisites: None; Benefit: Members of this race receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
•Feat and Skill Racial Traits
Feat and skill racial traits typically grant bonuses on particular skills or grant bonus feats.
Skill Bonus (2 RP): Prerequisites: None; Benefits: Pick a single skill. Members of this race gain a +2 racial bonus on skill checks made with this skill. Alternatively, pick two related skills—each member of this race gains a +1 racial bonus on these skills during character creation. Special: This trait can be taken up to three times. Each time it is taken, choose a different skill (+2 bonus) or two different skills (+1 bonus on one of character's choice).
•Offense Racial Traits
The following racial traits augment a race's fighting prowess.
Gatecrasher (2 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.
Relentless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.
•Senses Racial Traits
All races start with normal vision. The following traits augment their vision or otherwise enhance their senses.
•Weakness Racial Traits
The following racial traits apply weaknesses to members of the race. All weakness racial traits cost negative RP, which means they subtract from a race's total RP spent for the purposes of meeting the race's power level restrictions.
Magic Weakness (-2 RP): Prerequisites: None; Penalty: Members of this race gain a -2 racial penalty on saving throws against spells and spell-like effects.
|Matthew Morris RPG Superstar 2009 Top 32, 2010 Top 8
|George Velez
Interesting. Shame we don't have 'poweful build' points. I'd give them the Xenophobic language array though.
Good idea, I will include that when I do my revision on it (waiting for player feedback first).
|George Velez
I have been working on more conversion notes for my Pathfinder Dragon Age game, newest addition is updating the "Fear Level/TN" rules to a PF Will save equivalent. Here is what I have so far:
Fear Level (TN/Will Save)
Unsettling (TN 7/DC 6)____Bronto, Darkspawn
Disturbing (TN 9/DC 9)____Bear, Corpse, Skeleton
Frightening (TN 11/DC 12)_Bereskan, Werewolf
Ghastly (TN 13/DC 15)____Ogre, Sylvan
Harrowing (TN 15/DC 18)__Rage/Sloth Demon
Dreadful (TN 17/DC 21)___Dragon, Revenant
Horrifying (TN 19/DC 24)__High Dragon, Pride Demon
Terrifying (TN 21/DC 27) __Arch-Demon
I really like the Stunt aspect to Dragon Age and I would probably convert that to Pathfinder by way of hero points. Spend a hero point, roll a d6 and get to perform the stunts listed.
As far as fluff goes, I think there is enough Pathfinder/DnD 3.5 material to reconstruct almost anything. I would probably make Darkspawn outsiders then go from there with subtypes. Grey Wardens could be either a paladin archetype or a prestige class, I might go with the later but make it a prestige class that can be obtained early with out too many feats or other requirements.
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Has anyone given any thought to adding a touch of the Dragon Age feel to Golarion? After picking up the game once more after a lone time away, I want to put some sort DA feel into my game. I thought about starting with the introduction of Red Steel & Veridium. The mechanics would look some thing like this.
- Red Steel:reduce the price of enchantment by 25%
- Veridium:Weapons are treated as if they are light for the purpose of feats and abilities; Armors are treated as one category lighter(ie. Heavy armor becomes medium armor)


text:
in the code but commented out?
I was trying to test out regex_match, and didn't notice that the line of code above was commented out. Trying to use those types of parameters didn't work, and was a source of confusion.
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subset: commoncrawl


text:
Item: NAC26
60 Caps
Protect your health with ImmuAll, a powerful complex of immune-boosters. ImmuAll is a high quality, exclusive formulation providing the most advanced, most effective form of natural nutrients directly targeted to provide support for the body's defenses. Featuring, vitamins A, C and E, ALA, selenium, echinacea and much more, ImmuAll works to help you maintain optimum health.
Serving Size 2 Capsules
Servings Per Container 30
|Amount Per Serving
|%Daily Value
|Vitamin A(as Beta Carotene and Vit A acetate)
|Vitamin C (as Ascorbic Acid)
|250 mg
|Vitamin E (as natural d-alpha-tocopheryl succinate)
|Zinc (as Zinc amino acid chelate)
|15 mg
|Selenium (as Selenomethionine)
|200 mcg
|100 mg
|Andrographis (leaf extract)
|50 mg
|Green Tea (leaf extract)
|50 mg
|Proprietary BlendProprietary Blend: Beta-1, 3-D Glucan, Olive Leaf Extract, Astragalus (root extract), Echinacea purpurea (root extract), Turmeric (root extract), Maitake (plant extract), Reishi mushroom (mycelia extract), Shiitake (mycelium extract), and Garlic (odor controlled) (bulb)
|136 mg
|N-Acetyl Cysteine (NAC)
|50 mg
|50 mg
|Alpha Lipoic Acid
|15 mg
*Daily Value not established.
Other Ingredients: Gelatin capsule, Cellulose, Magnesium stearate, Silica, and Titanium dioxide (natural mineral capsule color).
Directions: Use only as directed. Adults take 2 capsules daily. For optimal benefits, take 2 capsules twice daily. Store in a cool, dry place.
WARNING: Do not use if safety seal is broken or missing. Keep out of reach of children. Keep your healthcare practitioner informed when using this product. Do not use if pregnant, nursing, have bile duct obstruction, gallstones, stomach ulcers, or hyperacidity. Do not exceed 8 weeks of continual usage without a rest period.
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text:
It's looking like rappers will be heavily represented in Gears of War 3. Last week, we learned that O.G. Ice-T says he's providing a voice for the game, and this morning we learn that rapper Drake is confirmed as voice talent in the game. Maybe most importantly to gamers: Drake will be doing the voice for Jace Stratton, a new playable character in the upcoming finale to the celebrated Gears saga.
Drake, described as "the fastest rising superstar in today's hip-hop music scene" also has a new album, Thank Me Later, coming out on June 14. How convenient.
"Jace is a central character in the comic books, so he was an obvious choice as a character we wanted to bring into the third game," said Epic Executive Producer Rod Fergusson. "When we began casting for the role, 'So Far Gone' had just released and Drake's combination of heart and grit was just what we were looking for. Rather than search for somebody who sounded like him, it was clear that we should approach him directly… fortunately he turned out to be a huge fan."
"When Epic came to me with the role, I couldn't pass it up," said Drake. "They've created an amazing character in Jace, and I'm looking forward to my tour in Delta Squad."
So... what do you guys think of Drake/Jace?
Do doubt we will be playing Gears of War 3 at E3 this year!


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High Beck Tavern
564 S. High St., German Village
High Beck might be best known for the free pizza it serves on Mondays, but regulars know the barbecue and barbecued brisket should be the High Street bar's claim to fame. (For the best of both worlds, the meats are available as pizza toppings.)
The crowd in large part comprises young German Village dwellers and employees from the nearby courthouse, but it's not a place where regulars glare at new customers and think, "What are you doing here?" More importantly, the bartenders are always welcoming.
Open 365 days a year, the bar keeps most of its holiday decorations up all year long: Christmas lights and snow-covered tree statues share space with Halloween- and St. Patrick's Day-themed objects. Maybe that makes sense for an establishment famous for its annual Christmas party, which is one of the few times each year the big wooden stage is unfolded from the back wall. The stage lights back there, though, are on every day, illuminating the pingpong table.
Don't miss the multitude of small paintings by Daniel Work on the walls — one reoccurring theme is dancing cats — or the graffiti art scrawled in the bathroom stalls.
Beck Tavern
284 E. Beck St., German Village
Large, beautiful brick homes surround Beck Tavern, an unassuming little bar in the heart of German Village. No matter that the outside environs are a bit counterintuitive; inside, the bar nicknamed "Low Beck" by neighborhood residents is a quintessential dive. Bartenders quickly serve up cheap drinks to non-regulars at the U-shaped bar, but they take time to chat with regulars.
Seated in the handful of booths — including one big enough to fit a decent-sized group — and gathering near the dart boards are patrons of all sorts: preppy twentysomethings, middle-aged men in suits and plenty of older folks who you can tell have had a tough week. It's the ideal place for German Villagers to end a night out or grab a drink after work.
Red Brick Inn
292 E. Gates St., Merion Village
When a regular walks into Red Brick — passing under a suspended life-sized shark with a hand sticking out of its mouth — the bartender calls out to him to ask which of his two preferred beers he would like. Even on a busy Saturday night, when a first-time visitor sitting at the bar sneezes, that bartender offers a "Bless you." It's a friendly place, but Red Brick is not a "Cheers"-esque bar; it has more character.
Collectible Jim Bean bottles immortalizing historical figures line the wall above the wood-topped brick bar, paintings of old Yankees players hang near the pool table and dartboards, and the barkeep's pours are very, very generous. One visit is all it takes to want to become a regular.
Hal & Al's
1297 Parsons Ave., Merion Village
It's hard to miss Hal & Al's bright blue facade while driving on Parsons; that color signals that the homey bar is an oasis of cool amid a bevy of discounts stores, pawn shops and pizza places. The bar serves as a hangout for Merion Village residents of all ages, but its extensive beer list and impressive vegan menu also attract a young crowd from other parts of town. Between the rotating selection of craft beers on tap and multiple fridges full of bottles and cans, there are usually 100 to 120 beers to choose from.
Thursdays offer a special sushi menu that's so popular the rolls often sell out. During the weekend, grab a basket of fried avocados or a fake-meat corndog, then chill on a couch while listening to music by Phillip Fox Band, singer-songwriter Elijah Aaron or other great local musicians.


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Dynasty Warriors 7 Previews
Displaying 1–2 of 2 previews
Video Preview
Dynasty Warriors 7 Hands-On Preview
Dynasty Warriors 7 adds climbing ladders and swimming to the franchise! Yay! Morgan Webb and Blair Herter go hands-on with the dynasty for an early look.
Video Preview
Dynasty Warriors 7 Weapons & Multiplayer Gameplay Preview
Atsushi Miyauchi, Director at Omega Force, gives you a quick preview look at the story, the massive amount of weapons, and the mechanics behind the multiplayer mode in Dynasty Warrior 7.
Previews 1–2 of 2
Dynasty Warriors 7 Video Review
13,328 Views | 02:25
Dynasty Warriors 7 Hands-On Preview
9,537 Views | 03:07
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Dynasty Warriors 7 Debut Trailer
7,775 Views | 02:23
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DUI task force advocates 'social host' ordinance
IRVINE Heading into a holiday season full of celebrations often accompanied by alcohol, the Orange County DUI task force held a news conference Monday at the Irvine Civic Center, in part to discuss the dangers of drunken driving and to also address its advocacy of a "social host" ordinance.
Designed to penalize adults who condone underage drinking, the ordinance is proposed on today's agenda of the Orange County Board of Supervisors. If passed, it would be implemented in the county's unincorporated areas. A similar ordinance has already been passed in eight Orange County cities, including Irvine.
Supervisor Todd Spitzer called the overindulgence of drugs and alcohol by Orange County's underage population a problem of "epidemic proportions." He cited county statistics, which indicate that about half of underage drinkers are doing so in a friend's home.
"We're losing young people" Spitzer said. "And it's completely unacceptable."
John Saliture, whose 16-year-old daughter Allison was killed by a drunken driver in a 1994 Cypress crash, said he feels the law can have an impact by holding adults accountable for what happens in their homes. Saliture said in his daughter's accident, the 19-year-old man had been drinking at a house party before crashing into the rear of the car in which Allison was a passenger.
"Had there been social host ordinance laws on the books at the time, as they are now here in Irvine, my daughter's death may have been prevented," he said.
Since Irvine adopted the law in 2011, Mayor Pro Tem Jeff Lalloway said the Irvine Police Department has issued 16 citations for violations, none of which, he added, have been appealed.
"As someone who believes in limited government, I'm very sensitive about laws that expand the reach of law enforcement," Lalloway said. "But I know the social host ordinance is not overreaching; it merely allows our police to enforce the laws that are already are on the books, the laws against underage drinking."
The original Nov. 5 vote on the law was postponed after Spitzer and board Chairman Shawn Nelson disagreed over privacy concerns; Nelson called it an example of the government reaching into private lives and a chance for politicians to grandstand.
Introduced by Spitzer, the county law would penalize people who "allow, permit, or host" a party with underage drinking. An illegal gathering is defined as having three or more people, the draft states, with at least one person under 21 who is drinking. A parent wouldn't be penalized for giving alcohol to his or her own children. A $750 fine would be imposed on the first offense and make subsequent offenses a misdemeanor with penalties up to $1,000 or six months in jail. Some of the city laws have steeper penalties.
According to Mothers Against Drunk Driving, more than 150 cities and counties – and more than 30 states – have social host laws.
Staff writer Mike Reicher contributed to this report.
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Fly the Sea Kitten-Friendly Skies!
It's no secret that the airline industry has been struggling to make ends meet—even the perennially profitable Hawaiian Airlines has hit some market turbulence lately. So PETA has reached out to Hawaiian with a win-win proposition: Make Hawaiian Airlines the official airline of sea kittens.
Hawaii is known for its "aloha spirit." What better way to extend love, compassion, and mercy than by standing with these smart, fascinating, and most misunderstood animals? If Hawaiian accepts our offer, the airline would be working to help change the public's perception of fish by giving these vastly underappreciated animals a new name and a new image that reflects their interesting personalities and remarkable intelligence. And PETA would promote Hawaiian to our friends (that would be you guys) as the airline of choice for sea kitten–friendly travelers.
In the meantime, if you want to wrap something (including yourself) in a pro–sea kitten message, check this out.
Written by Jeff Mackey
Commenting is closed.
You might have better luck getting the approval of an airline based somewhere landlocked where most people only encounter stillscaled fish in pet stores as opposed to an island that consumes a disproportionately large number of freshcaught fish.
Watch them say no and it wouldn't surprise me.
Cute! I'd ride in that airplane! Showing my compassion at 30000 feet! Or is that 30000 fins?
Great idea. The name is definitely silly but I think it's time that people start thinking more about fish. I don't think the understand the consequences of overfishing dumping trash or let's not forget the disaster du jour that gigantic oil spill. Way to go PETA.


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(Pasadena Views Real Estate Team, Inc.)
Comments 2
Storybook California Cottage 2190 Paloma Street, Pasadena, CA 91104 View Map This wonderful California English Cottage offers a great floorplan with a spacious living room, formal dining room and two bedrooms and two baths on the first floor. Master bedroom suite is on the second level with a wa...
(Coldwell Banker Residential Brokerage)
Comments 16
Pasadena CA Mountain Park Villas Located in a desirable neighborhood in Northeast Pasadena which consists primarily of single family homes is the Mountain Park Villas townhome complex. Built in 1965, the 70 residences at Mountain Park Villas have two or three bedrooms in a variety of single an...
(Coldwell Banker Residential Brokerage)
Comments 14
Pasadena CA -- California Rose Court A Craftsman-Inspired Community Built in 1990, California Rose Court is a paired-home community in Pasadena. From its distinctive entrance to the homes in the community, the popular Craftsman architectural style is clearly evident. River rock accents, wind...
(Coldwell Banker Residential Brokerage)
Comments 11
Pasadena CA - The Groves of Pasadena Condominium Complex Located at 1310 East Orange Grove Boulevard, The Groves of Pasadena is a 58 unit condominium complex. Built in 1982, the complex at the southwest corner of Orange Grove and Holliston consists of both one and two level residences with two b...
(Coldwell Banker Residential Brokerage)
Comments 12
Pasadena CA - Welcome to Artisan Square Located in Northeast Pasadena, Artisan Square is a Mediterranean inspired community of 52 townhomes built in 2005. The two and three bedroom multi-story residences are appointed with high-end finishes, fireplaces, patios and balconies plus individual gara...
(Keller Williams Porter Ranch)
Comments 3
Detached Townhome For Sale located at 35 E Howard St, Pasadena CA. If you are home buyer looking for a place to live close to Schools and Comercial area, this is the place. On the 1st floor are the living room, Kitchen and a attached garage. On the 2nd story are 3 Bedrooms and 2 Bath, The ...
(Munson Realty Southern California Real Estate)
Comments 6
Los Angeles First Time Home Buyers |Home Vs. Condo-Which is better? This is a very common question buyers are faced with now (especially Los Angeles First Time Home Buyers ). Often because there seems to be a lot more "bang for the buck" in square footage and property condition when you compare a...
Pasadena, CA Real Estate Professionals


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It hasn't been a sexy offseason for the Pittsburgh Steelers despite recent rumblings of going after big names like Jake Long and Elvis Dumervil. Those aren't typical moves for a team that likes to build with young talent through the draft, but it isn't unusual for the Steelers to dip into the market once in awhile to pluck a gem or two.
They have managed to make several moves with their own free agents and ones from others teams, however. Those moves could have some impact on what the team does do when it comes to April's draft.
Here's a look at how each signing might impact Pittsburgh's draft strategy.


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Our Pet Care Partners
Caring for all of your pet's needs takes more than we could ever provide alone. Here are some local organizations and businesses that we recommend to our patients and their families.
Pet Health and Lifestyle Information
We know a well-informed owner coupled with an expert veterinary care team is key to maintaining the happiness and
health of your pet. That's why we partnered with Vetstreet.com to bring you additional pet health and lifestyle
information you can't find on our website. Vetstreet.com contains a wealth of pet information written by leading
veterinarians, journalists, and animal health care experts. Whether you are wondering about why your dog puts his
head out of the window while driving, seeking a workout plan for you and your dog, or trying to figure out how to get
your cat to take her medicine, VCA and Vetstreet.com are here to help.
Visit: Vetstreet.com
Dober, Inc.
(Dreaming of Better Endings Rescue)... because far to many dogs spend their final days in a shelter where they are lonely and afraid, or at the hands of someone who has not given them the life they deserve.
Visit Dober, Inc.
Snort Rescue
Brachycephalic Dog Rescue
Visit Snort Rescue
We recommend pet insurance for all of our clients
Visit Trupanion
Dr. Wendy Warner MD
Providing Holistic women's health care
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Dogs and cats ruleNatural pet foods and supplies
Visit Dogs and cats rule
Hamilton Pet MeadowPet memorial park and crematory
Visit Hamilton Pet Meadow
Natural pet expoNatural pet expo and wellness source
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Town and Country KennelsBoarding and grooming kennel
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Evercare Veterinary Crematory Services
Evercare is the facility we use for our pet cremations and services.
Happy Hound Storeorganic and natural dog products
Visit Happy Hound Store
Deserving PetsNatural vitamins
Visit Deserving Pets
Pet Loss Resources
Losing a pet can be devastating, but you are not alone in your grief. The following online communities and resources can help you begin recovering from your loss.


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by jakesmom (1 post)
5 years ago
Good Evening Everyone,
I am the mother of a talented teenager who wanted to make a change from playing bass clarinet to tenor sax. We purchased him a new Cannonball Big Bell Stone Series Raven Model T5-B Ice B back in 2007 and it never came out of the case after the first day. At the time, the instrument cost me just over $3000. It is one of the most beautiful instruments I've ever seen and it breaks my heart to see it sit unused and unappreciated. The pricing seems to vary greatly so I'm looking for some guidance from the experts as what would be considered a fair price.
Thank you for your help!!!
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by Saxquest (387 posts)
5 years ago
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by RyanCannonball (37 posts)
5 years ago
by Colby_Main (1 post)
4 months ago
I know this was posted 5 years ago, but do you still have that saxophone because I'm looking for one exactly like it, if you still have it please e-mail me at email@example.com Thanks in advance :)


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Over forty years of sailing and marine construction experience
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New to sailing? Read builder of the Flying Scot Harry Carpenter's thoughts on this amazing sport.
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Gia Allemand
Reality star Gia Allemand dead at 29
NEW ORLEANS, LA – Reality TV star and model Gia Allemand has died from an apparent suicide. She was 29.
Allemand was a former cast member of ABC's "Bachelor Pad" and the 14th season of "The Bachelor." She was also a model and girlfriend of NBA Pelican player Ryan Anderson.
According to her publicist, Allemand was rushed to University Hospital Monday night following "a serious emergency medical event." She was immediately placed on life support.
In a statement her publicist said, "While in her residency in New Orleans on Monday night, Ms. Allemand was found by her boyfriend, NBA Basketball Player Ryan Anderson, following an apparent suicide attempt."
Her publicist went on to say, "Due to a critical loss of brain and organ function, life support was withdrawn today. Ms. Allemand passed away peacefully with her mother, boyfriend, and other life-long friends by her side."
An outpouring of emotion is hitting Twitter:
Vienna Girardi, who won season 14 of "The Bachelor" tweeted "Gia you are my angel! You changed so many lives with your beautiful soul and will be missed and loved forever"
Jake Pavelka, who appeared on the "Bachelor" tweeted: "I had to pull over, I can't stop crying. We have lost an angel."
Jenna Burke, who was a contestant on "The Bachelor" during season 16 tweeted: "We lost a loved one but heaven gained an angel I will miss you sweet Gia Allemand. You will always be in our hearts and thoughts. [Heart] You"
Sean Lowe from "The Bachelor" season 17 tweeted, "My prayers go out to @GiaAllemand 's family during this time. Life on earth is but a vapor and she's with our Lord now."


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Mayor Carty Finkbeiner turned in his last proposed budget Monday with a $30.2 million deficit that will likely fall to the next mayor and City Council to balance.
Mr. Finkbeiner said the city has cut services to the bone and must raise taxes to continue to keep the city clean and safe.
He urged council to enact a $16 per month trash collection fee and to eliminate the income tax credit enjoyed by city residents who work in other communities with a payroll tax.
He also advocated raising the temporary 0.75 percent income tax that has been renewed regularly since 1982 to 1 percent.
Mr. Finkbeiner said council would do Mayor-elect Mike Bell a favor by enacting the revenue enhancements before Mr. Bell takes office.
But several city council members Monday put the chances of raising trash fees and cutting the income tax credit in 2009 at slim to none.
The total proposed budget of $241.2 million would provide for a new fire class of 40 starting in January and a new police class of 40 to start in September.
However, without tax increases, city revenue sources would generate about $211 million.
Mr. Finkbeiner said economists are warning that the automobile manufacturing economy won't bounce back enough in 2010 to project an increase beyond $147 million in payroll tax revenues.
And he said the city's other major budget sources — including property taxes and state revenue sharing — will fall as well.
The 2010 budget must be passed by March 31. The mayor is required under the city charter to submit a proposed balanced budget for the next year by Nov. 15.


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Hikes to mark anniversary
Three hikes are scheduled at Droop Mountain Battlefield State Park in Pocahontas County to commemorate the 150th anniversary of the Civil War battle that occurred there Nov. 6, 1863.
Park Superintendent Mike Smith has scheduled the hikes to follow the routes that soldiers coursed on their way to that conflict. The first of four scheduled hikes took place June 22, a 9-mile retracing of the steps of the 10th West Virginia Infantry and the 28th Infantry, during which descendants of Droop Mountain battle soldiers walked, talked and shared Civil War history.
The three remaining Droop Mountain Battle memorial hikes are scheduled for July 20 (4 miles), Aug. 31 (3 miles), and Nov. 5, a 30-mile overnight hike that concludes at Droop Mountain on Nov. 6. Advance registration is required. Download preregistration forms to hike as a participant in a 150th Memorial Hike, at www.droopmountainbattlefield.com or email firstname.lastname@example.com. Calls regarding the hikes should be made during the daytime at 304-653-4254; please leave a short message if a recording is received.
- July 20 – 2nd and 3rd West Virginia Mounted Infantry Memorial Hikes
Registrations for the July 20 hike are still being accepted. One registrant is a descendant who will be traveling from Florida. Mounted infantry was a temporary designation for several of Gen. William Averell's regiments. When Averell was transferred to western Virginia in May 1863, he was put in command of mostly infantry units, foot soldiers, but he was a cavalry commander, and would be facing mostly Confederate cavalry troops.
The enemy could move from place to place more quickly on horseback, so Averell secured mounts for most of his men and began training them in cavalry tactics, in order to better counter his opponents. The Union troops could move from place to place more quickly, then dismount and fight on foot as regular infantry.
This hike will be along the attack route of the 2nd and the 3rd West Virginia Mounted Infantry. Those same units in 1864 were reorganized and the men re-enlisted in the 5th and the 6th West Virginia Cavalry. There will be no horses on any of the hikes, as the terrain is no more suitable for horses today than it was 150 years ago.
– Aug. 31 – 8th West Virginia Mounted Infantry Memorial Hike
At least eight descendants of men in the 8th West Virginia Mounted Infantry – later the 7th West Virginia Cavalry – have already signed up for this hike. Two of those are from Ohio and one is from Colorado. This is our shortest mileage of the four memorial hikes. Preregistration is required and the form is available on the park website at, www.droopmountainbattlefield.com.
– Aug. 31- Sept. 1 – The Battle at Droop Mountain Re-enactment
The West Virginia Re-enactors Association invites the public to attend the 150th Anniversary re-enactment of the Battle of Droop Mountain scheduled Aug. 31-Sept. 1. The original battle, fought on Nov. 6, 1863, pitted General John Echols' Confederates controlling the Greenbrier Valley against General William Averell's Federals advancing from the north.
A welcome social will be held on Friday evening in the park shop building. Coffee and refreshments will be served along with Civil War videos and a warm fire if the weather is cold. Civilian activities will center on a social to be held near the Union camp during the tactical. Saturday evening will feature the Droop Mountain Open Air Ball and Young Ladies' Cotillion.
Period music and dance instruction will be provided, with a special opportunity for a "coming out" presentation for young ladies. On Sunday morning, an authentic church service will be held at the overlook near the Confederate camp.
– Nov. 5-6, 2013 – Echols' Brigade, Confederate Army of Southwestern Virginia Memorial Hike
Three people have firmly committed to the all-night, 30-mile. The starting point is near Lewisburg, and participants will hike along U.S. Route 219 for approximately 27 miles, mostly at night, with 1,000-foot elevation change and moderate grades. The hike will begin in the afternoon with a two-hour break from midnight to 2 a.m., then continue through the night to arrive at the park near dawn as did the Confederate Army of Gen. John Echols prior to the battle at Droop Mountain.
A support vehicle with food, first aid supplies and a portable restroom will be provided. Should anyone become physically or mentally exhausted, the support vehicle will also be available to allow those participants to sag out for a rest (or entirely) if they need to do so. This will be an extremely rigorous hike, mostly at night, along a public road on a weekday in November when the weather could easily be quite miserable. It is not intended for the faint of heart, and registrants are requested to obtain a doctor's statement that they are physically fit for a 30-mile trek.
After arrival at Droop Mountain Battlefield, a second extended rest period is scheduled, to be followed by a public dedication of a monument and reading of names of battle casualties in the early afternoon. Because much of this hike will be at night and along a major highway, reflective arm bands provided by park will be worn by all participants. Other safety measures may also be required.
Droop Mountain Battlefield State Park is located in Pocahontas County in West Virginia. The park address is Hillsboro. It is a day-use park steeped in history of the Civil War and of the Civilian Conservation Corps contribution to the development of the state park system in the early 1930s.


text:
David Stone Martin papers, 1939-1991
Martin, David Stone, b. 1913 d. 1992
Active in New York, N.Y.
Collection size: 0.8 linear ft.
Collection Summary: Professional and personal correspondence; photographs of Martin, family, friends, and artwork; biographical material, including passport, obituary and memorial service program, photo badges for OWI and COI, and awards, 1949-1980, including Art Directors Club and Society of Illustrators; pen and ink drawings; several watercolors; published art work, 1946-1986, including album covers and TIME magazine cover portraits of political figures; writings by and about Martin; and printed material, including catalogs, reviews, and a book, DAVID STONE MARTIN: JAZZ GRAPHICS by Manek Daver, published in Japan, 1991.
Biographical/Historical Note: Illustrator; New York, N.Y. Born 1913. Died 1992.
Donated by Anthony Martin, son of David Stone Martin, 1994.
How to Use this Collection
- Use of original papers requires an appointment and is limited to the Archives' Washington, D.C., Research Center. Contact Reference Services for more information.
- For more information on using the Archives' resources, see the FAQ or Ask Us.


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Find great books for preschool, elementary, and middle school children and teens along with ideas of ways to teach with them in the classroom across the curriculum.
by Betsy Byars. Novel. 128 pages. Grades 4-7.
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Betsy Byars' book Keeper of the Doves is the deceptively simple story of one turn of the century family during one summer in Kentucky. Accessible to kids from fourth grade up, it speaks gently but packs a punch. The story revolves around words and their power to wound as well as heal. Chapters in alphabetical order carry the reader through this story. And there is an alphabet of invisible flowers within the book to accent that motif.
All of the children have names beginning with A. The father's name is Albert. Their mother, Lily, spends most of the time in her room, distant in fact as well as in effect, and, of course, she has a name that begins with a different letter. The sisters are all very different, sharing only their dislike of Aunt Pauline who is in charge of them most of the time.
There are six sisters in the McBee family. The youngest sister, Amen, called Amie, is our narrator. In love with words, she writes poems in order to make sense of and to commemorate the world around her. Neither she nor any of the sisters seem to resent the fact that their father desperately wanted a son. He is known to have wept bitter tears at the birth of Amen. He weeps again -- tears of joy this time -- when at last his son Adam is born.
The indistinguishable twins, Arabella and Annabella, are grouped together at all times by a single name, The Bellas. They delight in terrifying Amie with their stories and often cruel games. Many of their games and stories concern Mr. Tominsky, a mysterious man who lives in a chapel at the back of the estate. The tale is dominated by that man who is largely off-stage. He's the Keeper of the Doves.
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