Character Creation Checklist

Step One: Introduction to the Lore
To learn a little bit about the lore before you jump in, check out these brief YouTube videos:


 * A Short Introduction to Dragon Age (Highly highly recommended to AT LEAST watch this one before you start)
 * Overview of the Nations of Thedas
 * If you want more info on a particular race as you're trying to make a decision, I encourage you to check out this playlist of brief yet informative 5-min videos that has details about humans, elves, dwarves, magic, religion and more. Or just text me and I'll answer any questions.

Here is a list of the main nations/regions of Thedas, for quick reference:


 * The Anderfels - A kingdom in the northwest. Most of the land is arid, barren desert. It is famous for its harsh weather and extreme religiosity. It is the home of the headquarters of the Grey Warden order, Weisshaupt Fortress.
 * Antiva - A wealthy principality ruled by merchant princes, famous for its fine wines, beautiful leathers. This nation is home to the Antivan Crows, an elite organization of most skilled assassins in Thedas, who are often hired out to kill important people all over the continent.
 * Ferelden - A relatively young kingdom in Southeastern Thedas. Mostly rural, with a small handful of cities. People of Ferelden tend to value their independence and be mistrustful of authority and law enforcement. The vast majority of Ferelden people generally worship the Maker and follow the Chantry religion, although several minority ethnic groups (such as the Chasind and the Avvar) still hold on to their old traditional religions.
 * The Free Marches - This is not a nation but a loose confederation of city-states that rarely unites on any matter. The "Marchers" are independent-minded descendants of tough barbarians. In the event of aggression from larger neighbors, however, the Marchers can assemble a joint military front. The biggest city-states in the Free Marches are Kirkwall, Starkhaven, and Tantervale.
 * Orlais - The largest and most powerful nation in Thedas. The cultural center of the content, Thedas is famous for its fashion, delicious food, and opulence. It is also the seat of the main religion, the Chantry.
 * Nevarra - A wealthy nation located in central Thedas, renowned for its arts and grand tournaments and dragon hunters. Has famously strange burial practices and the Mortalitasi, who are practitioners of necromancy.
 * Rivain - A kingdom in northern Thedas, with the highest level of racial and religious tolerance in Thedas. Rivaini culture tends to be community-oriented, matriarchal, but also less legally strict. As a result some coastal areas of Rivain are havens for smugglers. The Chantry religion has historically had little power within its borders, as many of the people outside of the capital city prefer to worship a pantheon of spirits over the Maker. (Carribean/North African-inspired)
 * Tevinter Imperium - The oldest extant human nation in Thedas, ruled by a mage supremacy. In ancient times, the Imperium's power was unrivaled and its borders stretched across nearly the entire continent. In modern times, while Tevinter is a shadow of its former self in both size and power, it is still relatively powerful. This is the only nation where slavery is still openly legal.
 * Par Vollen - The seat of the Qunari power in Thedas. A tropical island chain covered mostly by rainforests and jungles, located far north of Rivain in the Boeric Ocean.
 * Seheron - This large island is besieged by endless war. The Qunari are the major presence on the island, and the Fog Warriors, Tal-Vashoth, and Tevinter all have claims on pieces of the island and vie for power.

Step Two: Choosing a Race
There are four main options: Human, Elf, Dwarf, and Qunari. If you’re interested in a challenge, there are other unique options available if you discuss with the DM (such as stone golem, lyrium ghost, etc).

Humans
The predominant people of the continent of Thedas.  Humans dominate ALL of the major nations. There are also several prominent human "barbarian" tribes, like the Chasind and the Avvar. Each human nation have a great number of cultural differences and quirks. (The intro videos above will help illustrate these differences.)

Please note you’ll have the most options for backgrounds available to you playing as a human.

Humans can be warriors, rogues, or mages.

Elves
Elves are the indigenous people of Thedas. They resemble humans, but are on the smaller side (5’0-5’7) and are easily identified by their pointy ears. Although in ancient times they used to have a great empire called Arlathan, elven civilization was conquered by humans thousands of years ago. They are the minority race nowadays, and have had much of their history and culture destroyed by humans over centuries of conflict, genocide, and systemic oppression. Elves can be warriors, rogues, or mages.

Due to the elvish diaspora, elves generally exist in three major groups:

Assimilated City Elves
City Elves have mostly lost touch with their Elven culture and live in the human nations. The elves that live in the major cities are largely stuck in slums/ghettos called “alienages,” and tend to live in tight-knit communities. They keep some of the old traditions (arranged marriage, for example, is common), but many worship the Maker instead of the old Elven gods (although some cynically follow no religion at all). Elves living in cities face rampant discrimination from humans due to their religious and cultural differences. Some city elves fantasize about running off to join the Dalish (see below). If a city elf is found to have magical abilities, they will be shipped off to live a cloistered life in a Circle Tower with all the other mages, unless they go on the run and become apostates.

Dalish Elves
The Dalish live in nomadic clans. They roam the lands in vehicles called landships, and try to keep deep in the wilds, far from human society. The Dalish are easily recognizable by the elaborate tattoos on their face called vallaslin, which honor the old Elvhen gods (who are thought to be dead... it's a weird religion). They have their own culture, language, lore, and magic. Each Dalish clan is led by an elder called a Keeper, who tends to be focused on rediscovering and restoring the culture and history that has been lost. Dalish clans tend to be mostly suspicious of and hostile toward outsiders. You don't often see Dalish outside clan unless they've been sent on a mission by their Keeper, or if they've been separated or exiled.

Enslaved & Formerly Enslaved Elves
The Elves were conquered and enslaved for centuries by humans, until slavery became illegal a few centuries ago... everywhere except for the Tevinter Imperium. In Tevinter, slavery is very much alive. Slavery still exists underground in some places like the city states of the Free Marches, but is very frowned upon outside of Tevinter. Many enslaved elves attempt to escape to the southern nations, but few succeed.

Dwarves
The dwarves are one of the major humanoid races of Thedas. Strong, stocky, and shorter than any other humanoid race, the dwarves are skilled builders and boast a long tradition of courage and martial skill that has served them well in their millennia-long battle against darkspawn incursions. Dwarven civilization is in decline. Many of the great dwarven underground cities have been wiped out over the centuries by the Blight, and now only two of them remain. Dwarves are fierce warriors, but are also known for their master craftsmanship and self-sufficiency.  

Dwarves can be warriors and rogues, but cannot be mages (they have no connection to the Fade, and therefore cannot dream or use magic).

These are the two main types of Dwarves you will meet in Thedas:

Surface Dwarves
The only dwarves that live among the other nations are Surface Dwarves. In traditional dwarven culture, going above ground is taboo. Some smiths and merchants and emissaries are permitted to emerge to work as middlemen between the Thaigs and the outside world, but many Surface Dwarves are "Casteless" outcasts who escaped to find a new life with hopes of upward mobility. Many take up lives as sellswords, mercenaries, or craftsmen. One of the most feared organized crime factions in Thedas is the Carta, which is run by casteless dwarves.

Thaig-Dwelling Dwarves
Most dwarves live underground in massive structures called Thaigs, and many of them live their whole lives without ever seeing the sky. There are only two major dwarven thaigs remaining in Thedas. The biggest is Orzammar beneath the Frostback Mountains in Ferelden, the other is Kal-Sharok on the edge of Orlais (which is very mysterious and isolationist -- they basically never talk to anyone). In Orzammar, dwarves live in a rigid caste system, consisting of nobles at the top (obsessed with bloodlines), then a flourishing middle class (mostly warriors, smiths, and merchants), and then the "Casteless" at the bottom (these are outcasts, shunned by the whole of dwarven society, their faces branded with a mark so everyone can treat them as if they don't exist). Dwarves do not follow the teachings of the Chantry, but instead worship their ancestors and revere their legendary heroes, called Paragons. A dwarf from a thaig is rarely welcomed back once they have seen the surface.

Qunari
Qunari are much taller than humans, tend to be big and strong, and have horns and silvery white hair. Qunari can be warriors, rogues, or mages.

These are the two main types of Qunari you will meet in Thedas:

Followers of the Qun
Most Qunari are from two islands called Par Vollen and Seheron, and follow a religion called "the Qun" that I can only describe as a super intense fusion of communism + Buddhism (there are also Human and Elf converts to this religion too, mostly escaped slaves from Tevinter, but they are relatively rare). Followers of the Qun don't have names--they go only by the job title that is assigned to them (Sten, Saarebas, etc). They don't worship a god, but they are very concerned with order and putting the collective above the individual. Sometimes Qunari are sent outside of their borders to do work in service of the Qun (intel, espionage, diplomacy, lore-seeking, Macguffin-seeking, etc).

Tal-Vashoth
Those who abandon the Qun are called "Tal-Vashoth," or heretics, and these qunari have names. Tal-Vashoth are shunned by the rest of the Qunari, and will generally be killed on sight if seen by a follower of the Qun.

Unique Options
Selecting one of these options will require consultation with the DM. Developing this character will be more challenging.

Stone Golem
Stone golems were manufactured by the ancient dwarven Paragon Caridin on the Anvil of the Void. However, after their disappearance, golems were no longer made and thus they are more valued than any quantity of gold. Unlike their steel counterparts which are forged from finely tempered steel, Stone golems are made from more readily available slabs of rock. Despite their rarity some Stone golems can still be found throughout Thedas, most commonly in abandoned thaigs. Stone golems have the souls of dwarves, and therefore cannot be Mages. They are required to take the Warrior class.

Embodied Spirit
Spirits desire to join the world of the living. Sometimes, very rarely, a spirit might develop a body to become a unique physical entity, caught somewhere between the realm of the Fade and the real world. A spirit is the embodiment of a certain emotion or concept, such as Compassion, Justice, Purpose, Wisdom, or Valor. When a spirit manages to take a bodily form, it is neither entirely human nor spirit.

Step Three: Choose Your Class
The three core classes are Rogue, Warrior, and Mage:


 * Rogue: Typically focus on dexterity, stealth, and speed. These are often thieves, archers, and assassin types. Here are some examples of ways you could play a rogue (please note these are NOT mutually exclusive, and there's a lot of flexibility):
 * Assassin (poisons, daggers, throwing knives, know exactly where to hit to kill)
 * Bard (great at lying, seduction, dazzling people with music, inspiring people, and also assassinating them if needed)
 * Marksman (expert with a longbow, shortbow, or crossbow)
 * Dualist (fight with a weapon in each hand, and improvise to use literally anything as a weapon)
 * Warrior: Typically focus on strength, defense, and constitution. These are often knights, templars, soldiers, mercenaries, or big brute types. The following options are examples of ways you could build your Warrior:
 * Berserker (go into crazy rage and use massive greatswords or even your bare hands to murder things)
 * Chevalier (be a charming and beautiful knight, ride a horse, hold a lance)
 * Reaver (drink dragon blood to get scary death magic powers, and beat the shit out of your enemies with a giant greataxe)
 * Templar (wield a sword and shield, and your strong anti-magic abilities to make mages and spirits bend to your will)
 * Mage: Focuses on magic, cunning, and willpower. Mages draw immense power from the Fade, but are vulnerable to demonic possession. The practice of magic is considered taboo in most of Thedas.
 * You can learn spells from four official Schools of Magic, and one forbidden/illegal one:
 * Creation Magic (largely healing and defensive magic)
 * Primal Magic (elemental magic, e.g. fire/water/earth/lightning)
 * Entropy Magic (mind manipulation, hexes, death magic)
 * Spirit Magic (telekinesis, spirit sight)
 * Blood Magic (forbidden, very illegal, extremely risky; powerful, but with a cost)
 * Note that mages are a little more complicated to play, and magic use comes with additional rules and risks. That said, magic is fun.

Step Four: Choose your Background
Consult the official Rulebook for details on these various backgrounds. Several additional backgrounds have been added, and include links that will provide more information. Please read through them and see which one appeals to you!

Here is a quick list of all the options, broken down by race and class, for quick reference:

** Special classes, will require extra explanation

Step Five: Choose a Name
Each character needs a First name and a Surname/Clan name that is rooted in your character’s background. You may also choose to have nicknames, middle names, etc.

Here is a list of names from each origin/nation/race to help get you started. Use these as inspiration, and feel free to make your own.

Dwarven names


 * FEMALE: Corra, Ethelwid, Felsi, Helmi, Hildred, Jarvia, Kalah, Leske, Myaja, Orta, Peada, Rica, Sigge, Valta, Unna
 * MALE:  Bodin, Dwyn, Eadrik, Endrin, Gatsi, Gorim, Hirol, Janar, Jukka, Kardol, Kerdik, Korbin, Legnar, Oerik, Oswulf, Roshek, Tegrin, Vengest, Witred
 * NOBLE SURNAMES: Cadash, Dace, Dunnharg, Forender, Helmi, Ivo, Moratin, Ortan, Saelac, Varen, Vollney
 * COMMONER SURNAMES: Azagale, Davri, Feddic, Gavorn, Gundaar, Ivo, Korkill, Kitrik, Sturhald, Tethras
 * SURFACE DWARVES that were born and raised on the surface can use any of the names above, but if their families have been on the surface for a long time they sometimes adopt more assimilated first names based on where they settle down (for example, Lace Harding is the name of a third-generation surface dwarf who grew up in Ferelden).

Dalish Elf names:

(Note: many City Elves still use these names too)


 * FEMALE: Adanna, Adaia, Asha’nan (woman’s vengeance), Bellanaris (eternity), Da’Fen (little wolf), Desta, Dirthalen (knowledge), Elgara (sun), Elora, Felthenaras (slow dream), Ghilana (guide), Hanan, Lanaya, Lasa (gift), Mahariel, Maram, Melava (time), Melora, Mihris, Mithra, Namaya, Panowen, Rinalla, Sa’renan (one voice), Samahl (laugh), Shiral (journey), Shivanas (duty), Tallis, Then’teran (alert mind), Tianni, Variel
 * MALE:  Abelas (sorrow), Adahl (tree), Assan (arrow), Athim (humility), Athras, Boranehn (lost joy,) Felassan (slow arrow), Fenris (young wolf), Gisharel, Ghilan (guide), Harshal, Junar, Loranil, Lindel, Masarian, Nethras, Pellian, Ralath, Sarel, Thenaras (dream), Zathrian
 * DALISH CLAN NAMES: Alerion, Alvar, Falon’Halla (friend of the halla), Fen’ghilas (wolf guide), Hanal (pathfinder), Levellan, Mirthadra (honored), Oranavra, Ralaferin, Sabrae, Suledin (endure), Tabris, Thelhen, Yonwin

Human and Assimilated Elf names:


 * Avvar names (Nordic/Germanic inspired):
 * FEMALE:  Agnes, Anashe, Anja, Astrid, Dagmar, Embla, Hulda, Kaelah, Lilja, Sigrid, Sunnifa, Svarah, Tyrdda
 * MALE:  Amund, Arne, Bertil, Dietmar, Gurd, Havard, Helsdim, Kiveal, Movran, Niall, Olaf, Owyne, Tancred, Thiemo, Yrian
 * THE FOUR EXISTING CLANS: Stone-Bear Hold, Wyvern Hold, Red-Lion Hold, Eagle-Reach Hold
 * LEGEND MARKS (these are earned nicknames based on a notable deed, but not necessarily a heroic one; some legend-marks are mocking, some are honorable): Bright-Axe, Sun-Hair, First-Thaw, Star-Caller, Feather-Fall
 * Ander names (Germanic-inspired, although with some Roman influence via Tevinter):
 * FEMALE: Adelheide, Anke, Brigitta, Cora, Dita, Gunda, Jana, Korinne, Marliss, Malthe, Mina, Narika, Sulza, Thea
 * MALE:  Axel, Detlef, Ewald, Friedal, Gerlach, Janko, Niko, Lukas, Konrad, Otwin, Pascal, Quirinus, Severin, Raimund, Renke, Velker, Wendelin, Willem
 * SURNAMES: Althaus, Bader, Becke, Hennig, Otmar, Sommer, Teufel, Torben, Thilo, Ulli, Volker, Witold
 * Antivan names (Italian/Mediterranean/Spanish inspired):
 * FEMALE: Alessia, Araceli, Azahara, Chiara, Donata, Imelda, Lia, Leonor, Marisa, Nives, Oriana, Orsina, Piera, Quima, Renza, Rinalla, Romilda, Valeria, Zara
 * MALE: Adan, Azahar, Basilio, Dimas, Estefan, Giacomo, Ignacio, Marzio, Orsino, Roldan, Rafael, Sabas, Tore, Zacaras
 * SURNAMES: Arantza, Arainai, Azeri, Berezai, Casali, Cayetan,’d’Evaliste, de Valisco, Dellamorte, Itziari, Madrigal, Noguera, Queiroa, Salai, Yavan
 * Chasind names (Sort of Old English/Welsh/Irish, but also somewhat Slavic-inspired)
 * FEMALE: Ancret, Bogdana, Denore, Eda, Gaenor, Hallthora, Hawise, Jocosa, Lada, Lisotta, Meryld, Stoyana, Tibba, Tiriel, Vanora, Veneca, Yismay, Zorya
 * MALE: Aleyn, Bedwir, Cahir, Cai, Daw, Cenayn, Drystan, Gawne, Hamon, Helayn, Jasce, Moimir, Neel, Radomir, Ronayn, Tygell, Walgan, Velimir, Uther
 * Clan names: Deasun, Judoc, Koval, Medved, Perun, Utkin, Rees, Zima
 * Ferelden names (English/Irish/Scottish-Inspired):
 * FEMALE: Adria, Alaina, Brynn, Demelza, Edith, Goldanna, Jocelyn, Judith, Leandra, Leora, Maeve, Moira, Petra, Rosamund, Sorcha, Tamsin, Wynne
 * MALE: Alec, Ambrose, Blaise, Cedric, Declan, Ellison, Garrick, Goodwin, Finnian, Ivan, Landon, Nathaniel, Roderick, Richard, Ultan, Wilmot
 * HUMAN NOBLE SURNAMES: Bryland, Bronach, Bryton, Eremon, Darby, Donall, Dryden, Guerrin, Keir, Kendells, Lendon, Ruahn, Perrin, Telman, Wulff
 * HUMAN COMMONER SURNAMES: Blackburn, Cotterill, Devith, Eversham, Gale, Honeycutt, Repton, Ryhall, Temmerly, Turnbull, Ward, Wymond, Vahn
 * ELVEN COMMONERS: Often use their old clan names as surnames (see Dalish elf names section above for examples)
 * Riviani Names (Mediterranean-inspired)
 * FEMALE: Carmen, Daniela, Hari, Lucia, Maribel, Mireia, Nohemi, Nina, Odalis, Oriana, Petra, Remei, Rivella, Rocio, Roshanna, Sol, Subira, Tayana, Triana, Yadira, Yaiza, Zabina, Zoraida
 * MALE: Alano, Amador, Bahadur, Cade (ca-day), Cirino, Donato, Eladio, Felipe, Gil, Lalo, Ruy, Zefirino
 * SURNAMES: Arnaiz, Arvale (ar-va-lay), Bascal, Carranza, Cibrian, Erramun, Norozco, Ortzi, Palau, Quiroga, Shabi, Spiradon, Valvarcel, Unai, Zafra
 * Free Marcher Names (Old English-inspired):
 * FEMALE: Aida, Bionca, Cissa, Erie, Gwyneth, Hadriene, Hilde, Lilla, Mercia, Mildred, Oda, Osana, Tova, Tetwin, Wilhelmina
 * MALE: Aidan, Burgess, Cedric, Credan, Dunstan, Edgar, Felix, Finley, Gregor, Lorcan, Oswald, Paul, Randell, Sebastian, Wilmot
 * SURNAMES: Abell, Canters, Darrow, Dryden, Lockwood, Maedoc, Morgair, Ogden, Purcell, Rencliff, Rowe
 * Nevarran Names (Austrian/Dutch-inspired, with some Ancient Roman due to Tevinter’s influence on the region):
 * FEMALE: Agnes, Allegra, Dorothea, Emmeline, Forsythia, Gabriele, Hannelore, Idalia, Klara, Leanor, Nyree, Odelia, Portia, Romilda, Rosamund, Sotiria, Tigana
 * MALE: Almeric, Anzo, Aurelian, Caspar, Cynemar, Felix, Ferdinand, Isidor, Jurian, Leonid, Matthias, Marcel, Markus, Nestor, Otto, Warrin, Typhon, Tythas
 * SURNAMES: Anaxas, Calogera, Felhausen, Hexham, Karn, Nazras, Peren, Van Arthus, Van Markham, Van Laren, Volkahrin
 * Orlesian Names (French-inspired):
 * FEMALE: Aveline, Carrine, Catrielle, Celandine, Elodie, Etienne, Evette, Joceline, Josette, Manon, Marjolie, Perrine, Roselle, Sylvienne, Violette
 * MALE: Alain, Alphonse, Bastien, Cyril, Fulbert, Ghyslain, Guy, Justien, Lazare, Michel, Pierre, Urbain, Yvon
 * COMMON SURNAMES: Azoulet, Belal, d’Arlesans, de Chavel, de Pallier, Gautron, Mellerin, Reville, Richomme, Trillaud, Vedel
 * NOBLE SURNAMES: See Noble Families of Orlais
 * Tevinter Names (Ancient Roman-inspired):
 * FEMALE: Althea, Caelia, Calpernia, Charis, Claudia, Galba, Hadriana, Laelia, Lavinia, Livia, Murcia, Myrion, Nerva, Quivinia, Senestra, Severina, Vibiana
 * MALE: Adrius, Cyprian, Darinius, Dorian, Ether, Felix, Florian, Gnaeus, Hadrian, Irian, Julian, Laurentin, Lucian, Nevio, Otho, Pertinax, Tarsian, Titus, Tycho, Vadis, Vitallian
 * ALTUS (NOBLE) SURNAMES: See Noble Families of Tevinter
 * LAETAN & SOPORATI (COMMON) SURNAMES:

Qunari names:


 * Followers of the Qun (these are technically job titles):
 * MALE: Ashaad (scout), Karasaad (mid-rank infantry soldier), Karashok (private), Karasten (corporal), Sten (infantry platoon commander), Saarebas (mage)
 * FEMALE: Ashaad (scout), Ben-Hassarath (spy), Tamassran (priestess), Saarebas (mage)
 * Tal-Vashoth (these names are gender neutral):
 * Aban (the sea), Dathras (cattle), Hissra (illusion), Issala (dust), Kadan (friend), Kata (death), Maraas (nothing), Sataa (the world), Shok (struggle), Taam-kas (battle axe).
 * Some exiles also take up nicknames in the Trade Tongue, e.g.“Redhorn” or “Bullhead”

Step Six: Persona
Since you're going to be roleplaying this character, it's important to start thinking about how your character thinks and reacts to many different types of situations. When building your character, you don't necessarily want your character to be perfect. They should be a person with strengths and weaknesses.

Step Six: Appearance
What does your character look like?


 * Physique or build (tall/short, stocky/slender, etc)?
 * Hair color?
 * Skin color?
 * Eye color?
 * Do they have any prominent or identifying features? Tattoos/scars/birthmarks?

Step Seven: Ability Stats
These eight Abilities make up the core components of your character, and determine how you interact with the world around you. The higher your score, the better your control/mastery of that ability and all its associated focuses and skills:


 * Communication: Are you charming and flirtatious? Or shy and quiet? Rude and brutish? Are you exceedingly honest? Good at lying and disguise? Always in search of a bargain? Are you particularly good with animals?


 * Constitution: Can you drink other people under the table? Or maybe you're a total lightweight? Do you have the stamina to run forever? Or are you a bit out of shape?
 * Cunning: Are you well read, or maybe you're illiterate? Do you have one particular area of interest/expertise (arcane lore, culture, art, music, military history, etc.)? Or are you generally a nerd, always in search of knowledge?
 * Dexterity: Are you agile and dexterous, or are you clumsy? Good with your hands, or all thumbs?
 * Perception: Do you have any particularly acute sense (hearing, seeing, smelling, etc)? Are you particularly good at picking up on how others are feeling, or do you tend to be oblivious?
 * Magic: Are you familiar with the arcane arts? Are you in favor or opposed to using magic offensively? Do you feel mages are too dangerous to be allowed out amongst regular people, or maybe you believe mages should be allowed to live freely?
 * Strength: How swole are you? Do you have any formal training, or are you self-taught? Can you perform any impressive feats of strength, like scaling a wall without breaking a sweat?
 * Willpower: Are you self-disciplined, or impulsive? How do you act in times of high stress? Are you a particularly optimistic or pessimistic individual? Do you have faith in any particular religion?

Rolling Your Starting Ability Stats
The DM will guide you through this process. Roll 4d6, then get rid of the lowest die. Then sum the score of the remaining 3d6 dice. Do this eight times, until you have have eight separate numbers. Match each 3d6 sum to the corresponding Starting Ability Score below:

Once you do this, you will allocate each score to Communication, Constitution, Cunning, Dexterity, Perception, Magic, Strength, and Willpower as you wish. No score should be lower than -2 or higher than 4.

Step Seven: Planning for your Specialization (Optional)
Your character starts out at a low level with limited abilities, but as you get stronger it is good to have an idea of what your longer-term goals are on how you want to play. Start forming an idea of what SPECIALIZATION you would like to start building toward. Or if you have something unique in mind, speak to the DM and it might be possible!

Here are the main specializations for each class (for more details, check out pg 65 of the Rulebook):


 * ROGUE:
 * Assassin (master in the art of killing people quickly and efficiently, often with poison)
 * Bard (skilled musicians who act as spies/sabateurs, and sometimes killers)
 * Duelist (agile fighters who wield one weapon in each hand)
 * Legionnaire Scout (dwarf only, durable fighters who can shrug off most of the worst damage)
 * Marksman (bowmen who can hit the bullseye at extreme distances)
 * Ranger (at home in nature, rangers know how to tame animals)
 * Shadow (masters of stealth)
 * WARRIOR:
 * Berserker (able to tap into their rage to go into a killing frenzy)
 * Champion (beacons of strength, natural leaders who inspire all those around them on the battefield and intimidate their foes)
 * Chevalier (the elite and noble mounted knights of Orlais, they have immense power militarily and socially)
 * Guardian (selfless warriors who dedicate themselves to protecting others, able to shrug off blows with ease)
 * Reaver (drink the blood of a dragon to draw strength from pain and death, enabling you to suck the life from your enemies and feed off their pain)
 * Spirit Warrior (make a deal with a spirit of the Fade, and they might lend you some magical power)
 * Templar (the militant arm of the Chantry whose main function is hunting down rogue mages and keeping them under control; highly resistant to magic and effective against it)
 * MAGE:
 * Arcane Warrior (a mage that have also learned the arts of melee combat)
 * Blood Mage (highly illegal yet powerful school of magic, but every spell comes with a price)
 * Force Mage (pummel your foes with pure magical energy)
 * Keeper (available to Dalish elves only, gain access to ancient elven nature magic)
 * Shapeshifter (learn how to turn into animals), Necromancer (call upon the spirits of the dead to aid you)
 * Spirit Healer (summon benevolent spirits to heal friends, and even bring them back from the brink of death)