You can never be too young, too rich or have too many specializations. Here are four specializations I’ve been developing as part of my Eberron mod for the AGE system, which in turn is based on Josh Jarman’s ‘Dragon Hack.’ Some of the inspiration for these came from Pathfinder prestige class powers, 4th edition paragon paths and random creative thoughts. Hope you like them!
Mage, Rogue and Warrior Specialization
Explorers yearn to discover new lands and peoples, sometimes for fame and glory but often just for the sheer joy of finding something new. They are adaptable, and are never satisfied with staying in one place for long.
Class: Mage, Rogue or Warrior.
Requirement: You must have Cunning and Perception 3 or higher.
Novice: You have a knack for finding your way. You gain a +1 bonus to all Cunning (Cartography), Cunning (Navigation) and Perception (Searching) tests when trying to find or follow a path or directions, or read a map.
Journeyman: Your travels have made you resourceful. You can perform the Resources at Hand stunt for 3 SP rather than the usual 4.
Master: Travelling far has made you quick to learn. You can learn a new language in half the time it usually takes, and can ‘get by’ in only week or so. You love to seek out the new, gaining a +1 bonus to all Cunning (Cultural Lore) and Cunning (Navigation) tests when in a region or country you have never been to before. This bonus applies for a month or so, or until the GM rules you have started to settle there.
A protector keeps his allies safe on the battlefield, putting himself in harm’s way to keep his friends or charges alive. Protectors are commonly found in the personal bodyguards of kings and nobles.
Requirement: You must have Strength and Perception 3 or higher, and Weapon and Shield Style (Novice).
Novice: You strive to protect your allies. As a Minor action you can extend your shield arm: one adjacent ally can benefit from your shield’s defense bonus instead of you until the start of your next turn.
Journeyman: You know how to use shields effectively in combat. The defensive bonus gained from all shields is increased by +1.
Master: You can put yourself between a friend and an enemy. When using the Defensive Stance stunt you can designate one adjacent ally who gains the Defense bonus—instead of you—until the start of your next turn.
The soldier is a defensive fighter, relying on the discipline and training of his unit to form an unbreakable wall against which his enemies break themselves. The soldier fights best as part of team, taking strength from his comrades.
Requirement: You must have Strength and Cunning 3 or higher.
Novice: You are trained to fight better in a phalanx. When adjacent to another warrior you gain +1 to attack rolls, and +1 to all Communication (Leadership) tests.
Journeyman: You have drilled exhaustively. You can use a shield together with a two-handed spear or polearm, but the shield provides 1 point less Defense bonus.
Master: You can form a shield wall. When using a shield, and adjacent to another warrior using a shield you gain a +1 bonus to Defense. This can be applied to a warrior on each side of you, for a possible +2 Defense bonus.
Spies are masters of information gathering, employing a variety of techniques to achieve their furtive goals. Although many spies are loyal servants of their country, some are mercenary in outlook, selling information to the highest bidder.
Requirement: You must have Communication and Perception 3 or higher.
Novice: You are skilled in the arts of deception and intrigue. Choose one ability focus from the following list: Communication (Deception), Communication (Disguise), Communication (Investigation), Cunning (Cryptography). If you fail a test using this focus you may re-roll it, but you must use the results of the second roll.
Journeyman: Your mind is capable of picking out unusual patterns and connections between things. You can perform The Object of your Attention stunt for 2 SP rather than the usual 3.
Master: You are not who you seem to be. You can adopt an assumed identity (or alias) and gain +1 to all Communication (Deception) and Communication (Disguise) tests when in that guise. It takes a minimum of 15 minutes to assume the identity. You can have a number of aliases equal to your Communication but it may take several days or even weeks to establish each one. The GM should reward the creative use of these aliases: if they are used frequently and in the right way the bonus may increase and the alias may become more resistant to exposure.