Looking at Pathfinder Classes Through an AGE Lens

Pathfinder Classes in AGE

This is based on “capturing” the feeling of the Pathfinder/3.5 classes using the AGE system. I’m doing this more for my own benefit because I am considering converting my current Pirate game from Pathfinder to AGE.

I love Pathfinder and I love what Paizo has done in regards to the game and the love it has shown the dedicated fans. However I am just not feeling it with crunchy systems lately.

I’m just not in the mood for having rules and descriptions for everything and I’ve been having a call (for a bit now) for a system that just hit a sweet spot for me.. And it was a hard sweet spot to hit, lemme tell ya.

So when I read through AGE and felt a thrill of excitement about it, I was very happy. When I got to play it I was enthralled. It hit a spot of rules-lite but with an evolved sense of what has been learned from 40 years of game design.

I love the AGE system so much I was inspired to do a version of Firefly for: Firefly RPG Hurtlin Through the Verse

Also a quick aside- in Kobold Quarterly 13 there is an awesome set of backgrounds for Freeport using the AGE system!

Anyways I figured that I would put up what I see when I as the classes from Pathfinder to AGE (this can be for in the Dragon Age world or it can be in any other, just the flavor text needs to change).


We will ignore backgrounds for the point of converting a character. Backgrounds exist for Dragon Age and you will need to create a list of backgrounds for your own homebrew world.

Just keep in mind that backgrounds provide either an Ability raise or an Ability Focus.


For classes I will not go into their purpose as seen in the Pathfinder realm because I’m going to assume that there is some familiarity with their mechanics and themes. If you’re not sure about something, check out Pathfinder SRD site.

Again this is my own quick opinion on a quick and dirty way of building a class that resembles Pathfinder classes in the AGE system.

AGE Class- Warrior.
Strength is obviously your best Ability score followed by Constitution and Dexterity.

Weapon Group- I would think that 2 hander is the best bet.

Ability Focuses- A weapon focus that fits, Strength (Intimidation), Strength (Jumping), Strength (Might), Willpower (Courage), and Constitution (Running).

Talents- Two-Hander Style, Another Weapon Style, Quick Reflexes.

Full Effect- Take Beserker Specialization at level 6.

AGE Class- Rogue.
Communication is the best bet for a Rogue followed by Dexterity and Cunning. All three of these are important tools for a Bard.

Weapon Group- Something light and fast- preferably a crossbow to keep them out of harms way.

Ability Focuses- Communication (Performance), Communication (Persuasion), Cunning (Cultural Lore), Cunning (Musical Lore), and Perception (Empathy).

Talents- Music, Lore, and Contacts

Full Effect- Take the Bard Specialization at level 6.

AGE Class- Mage
Magic is obviously your best Ability score followed by Willpower and Communication.

Weapon Group- One Handed and Shield or light blades.

Ability Focuses- Communication (Leadership), Cunning (Religious Lore), Perception (Empathy), Willpower (Faith), and Willpower (Self-Discipline).

Talents- Chirurgy, Creation Magic, Lore (Or Weapon and Shield Style for those who want a Cleric to be a tank type).

Full Effect- Take Spirit Healer Specialization at level 6.

Spells- Take mostly Creation Spells and maybe some spells that do crowd control or buff party members.

AGE Class- Mage.

Magic is obviously your best Ability score followed by Constitution and Cunning.

Weapon Group- Staves and Light Blades, and Bows.

Ability Focuses- Communication (Animal Handling), Cunning (Nature Lore), Perception (Tracking), Magic (Primal), and Perception (Choose one- Smelling, Hearing, Seeing, etc).

Talents- Animal Training, Primal Magic, and Chirurgy.

Full Effect- No suggested Specialization.

Spells- Take mostly from Primal Spells but also ones that fit more in Nature’s realm.

Fighter is pretty easy, just use the Warrior Class.

Monk (Melee)
AGE Class- Fighter
Strength is obviously your best Ability score followed by Willpower and Dexterity.

Weapon Group- Brawling, Staves, and Light Blades.

Ability Focuses- Dexterity (Brawling), Constitution (Stamina), and Willpower (Self-Discipline).

Talents- Dual Weapon Style, Unarmed Style, and Lore.

Full Effect- No suggested Specialization.

Monk (Mystical)
AGE Class- Mage.
Strength is obviously your best Ability score followed by Magic and Willpower.

Weapon Group- Brawling, Staves, and Light Blades.

Ability Focuses- Dexterity (Brawling), Magic (Entropy), and Willpower (Self-Discipline).

Talents- Unarmed Style, Entropy Magic, and Lore.

Full Effect- No suggested Specialization.

AGE Class- Warrior.
Strength is obviously your best Ability score followed by Constitution and Willpower.

Weapon Group- Weapon and Shield and two handed weapons.

Ability Focuses- Communication (Leadership), Cunning (Religious Lore), Willpower (Faith), Dexterity (Light Blades), Willpower (Self-Discipline).

Talents- Lore, Weapon and Shield Style, and Command.

Full Effect- Take the Templar Specialization at level 6. If you want a more magical paladin, take the Mage class and take the Arcane Warrior Specialization.

AGE Class- Rogue.
Dexterity is obviously your best Ability score followed by Cunning and Constitution.

Weapon Group- Bows and Light Blades.

Ability Focuses- Communication (Animal Handling), Constitution (Stamina), Cunning (Nature Lore), Dexterity (Bows), and Dexterity (Stealth).

Talents- Archery Style, Scouting, and Animal Training.

Full Effect- You can choose a Rogue Specialization at level 6. There really isn’t a suggested one.

Rogue is pretty easy, just use the Rogue Class.

Sorcerer and Wizard
Sorcerers could be treated like Apostates as in Dragon Age (natural mages, etc) and Wizards are ones who have gotten schooling.

Just use the Mage Class.

Author: wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn.

8 thoughts

  1. I’m with you on this bro. Currently running a Pathfinder game but feel the rules hevy system weighing me down a bit. I’ve been considering dragon age. I just recently wrote a similar article at our website to. nicely done.

    1. Thanks 🙂

      Yeah I’m just not feeling crunch much lately.. I’m really going rules-lite and abstract Role-playing. I use Aspects from FATE and Complications, Twists, and Conditions from Mouse Guard for role-playing and task resolutions.

      I want to play and move on. The thing that bothers me quite a bit is people forgetting all of their abilities (and why not Pathfinder and D&D you have a plethora of them!) and they have to stop and look stuff up..

  2. I’d suggest you could make a Monk based on the Rogue class. Dexterity as your main ability, constitution and willpower also primary. Focuses in Brawling, Acrobatics and Staves (all Dex), and Self-Discipline (will). Talents, obviously Unarmed and probably Scouting and Thrown Weapon.

  3. Backgrounds and classes are so interwoven in Dragon Age, that looking at Pathfinder (or D&D) in that context seems to require campaign-specific interpretation. What might be cool is to develop a boilerplate for converting, so that you could take elements of your campaign and reskin the boilerplate.

    “In Dragon Age, a background is a mix of culture, race, and upbringing, and it provides benefits like ability increases and focuses to help individualize your character.” — Chris Pramas, in Kobold Quarterly 13

    So, is there a way to say, if you have these elements, consider these mechanical benefits? Maybe the existing examples are enough to go on (the backgrounds in the DA rulebooks coupled with those Chris created for the article.)

    1. It’s true that backgrounds are interwoven, however I can’t suppose what a person’s campaign is. It is something that the GM will need to come up with.

      In the end if a GM wanted to do it Quick and Dirty they could rule that the character makes up a background and then chooses either one ability raise and one ability focus or two ability focuses. That would be the quickest way.

      Sometimes it’s easy to come up with backgrounds, others not so easy. Say a game is ran in Golarion (Pathfinder’s world), that’s pretty easy. You could have your race be the background, especially since in Golarion each race comes from somewhere unique and has a rich culture.

      You could also probably create a few extra backrounds that are available to several classes.

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