User Rating 0.0
Total Usage 0 times

Press Generate to forge a new hero.

Is this tool helpful?

Your feedback helps us improve.

About

Creating a character in Dragon Age: Origins involves navigating a complex web of dependencies where your choice of Race dictates your available Classes, and the combination of both determines your Origin Story. A mismatch here results in an invalid build. This tool acts as a logic engine that ensures every generated character is 100% legal within the game's ruleset.

Unlike simple randomizers, this generator simulates the attribute point allocation system. It calculates starting stats by applying the base racial modifiers and then distributing the standard 5 bonus attribute points according to class proficiency (e.g., weighted_random favors Magic for Mages). It also adheres to lore restrictions, such as the impossibility of Dwarven Mages or Human Commoners.

rpg generator dragon age character creator fantasy game tools

Formulas

The generator determines total attributes Atotal using the base value of 10, racial modifiers Rmod, and class-weighted bonus points Cbonus.

Atotal = 10 + Rmod + Cbonus

Where Cbonus is the distribution of the 5 free starting points, allocated via a probability function P depending on the class C:

P(attr) =
{
High if attr PrimaryStats(class)Low otherwise

Legend: Str = Strength, Dex = Dexterity, Wil = Willpower, Mag = Magic, Cun = Cunning, Con = Constitution.

Reference Data

RaceClass OptionsAvailable OriginsBase Stats Bonus
HumanWarrior, Rogue, MageNoble, MagiStr+1, Dex+1, Mag+1, Cun+1
ElfWarrior, Rogue, MageCity Elf, Dalish Elf, MagiWil+2, Mag+2
DwarfWarrior, RogueNoble, CommonerStr+1, Dex+1, Con+2, 10% Spell Resist

Frequently Asked Questions

In Dragon Age lore, Dwarves have no connection to the Fade and cannot wield magic. This tool enforces that restriction logic: if Race == Dwarf Class Mage.
No. In Dragon Age: Origins, gender does not affect your base Attribute scores or Skills, only social interactions and romance options. Therefore, Attributes are calculated solely based on Race and Class.
While not a hard cap for generation, optimal builds usually aim for Cun 16 to maximize the Coercion skill early on.
Names are constructed using a syllabic Markov chain tailored to each race. Elves use softer phonemes (e.g., "ae", 'th'), while Dwarves use harder consonants (e.g., "gr", 'd').