By Ruan Jia

This is the second of the two Dragon’s Dogma-specific character templates I promised. Like the Magic Archer, it’s a 250-point template suitable for a Dungeon Fantasy campaign, with additional notes on how they fit into the Dragon’s Dogma campaign setting.

Note that this is not the same as the template presented in Pyramid #3/13, despite having the same name. As explained earlier, I’m staying away from Imbuements in this setting. Of course, if you like the Pyramid Mystic Knight better, don’t hesitate to use it instead! And if you want to use both templates in the same game, please feel free to rename this one.

The Mystic Knight

You are a master of war, equally versed in the arts of melee combat and battlefield magic. Unlike the Magic Archer you like to be right in the middle of the fight, though you prefer to make the enemy come to you rather than charge blindly into the fray. You fight like a knight (DF 1, p. 10) but can also handle trickier foes with your wizardly spells.

Attributes: ST 13 {30}; DX 13 {60}; IQ 12 {40}; HT 13 {30}.

Secondary Characteristics: Damage 1d/2d-1; BL 16.9kg (17 lbs); HP 13; Will 12; Per 12; FP 13; Basic Speed 6.00 {-10}; Basic Move 6 {0}.

Advantages: Born War Leader 1 {5}; Magery 3 {35}; and Weapon Channeling {1}. • A further 20 points chosen from Archmagic abilities or ST +1 or +2 {10/level}, DX +1 {20}, IQ +1 {20}, HT +1 or +2 {10 or 20}, HP +1 to +3 {2/level}, FP +1 to +5 {3/level}; Born War-Leader 2-4 {5/level}, Combat Reflexes {15}, Enhanced Block 1 {5}, Enhanced Parry 1 (One Melee Weapon skill) {5}, Fearlessness {2/level}, Hard to Kill {2/level}, Hard to Subdue {2/level}, High Pain Threshold {10}, Luck {15}, Magery 3-4 {10/level}, Mind Shield {4/level}, Rapid Healing {5}, Recovery {10}, Signature Gear {Varies}, Striking ST 1 or 2 {5/level}, or Weapon Bond {1}.

Disadvantages: -20 points chosen from among Bad Temper {-101}, Bloodlust {-101}, Code of Honor (Pirate’s, Soldier’s or Chivalry) {-5, -10, -15}, Curious {-51}, Frightens Animals {-10}, Obsession (Slay a specific type of monster) {-51}, Pyromania {-51}, Unnatural Features 1-5 {-1/level}, or Weirdness Magnet {-15}. • Another -20 points chosen from the previous list or Bully {-101}, Compulsive Carousing {-51}, Greed {-151}, Honesty {-101}, Overconfidence {-51}, Sense of Duty (Adventuring Companions or Nation) {-5 or -10}, Social Stigma (Excommunicated) {-52}, Stubbornness {-5}, or Wounded {-5}.

Primary Skills: Hidden Lore (Demons, Magical Items, Magical Writings, Spirits or Undead) and Occultism, both (A) IQ {2}-12; Thaumathology (VH) IQ+1 {1}3-12. •One of Crossbow or Thrown Weapon (Axe/Mace or Spear), all (E) DX+2 {4}-15; or Throwing (A) DX+1 {4}-14. • One of these three melee skills packages:

  1. One of Axe/Mace, Broadsword, or Spear, all (A) DX+4 {16}-17 and Shield (E) DX+3 {8}-16.
  2. Flail (H) DX+2 {16}-16 and Shield (E) DX+3 {8}-16.
  3. One of Polearm, Spear, or Two-Handed Sword, all (A) DX+5 {24}-19.

Secondary Skills: Armoury (Body Armor or Melee Weapons) and Connoisseur (Weapons), both (A) IQ+1 {4}-13; Brawling (E) DX+1 {2}-14; Wrestling (A) DX+1 {4}-14; Leadership (A) IQ {1}4-12; and Strategy and Tactics, both (H) IQ+1 {2}4-13.

Background Skills: Seven of Forced Entry or Fast-Draw (any), both (E) DX {1}-13; Climbing, Lance, Riding (Horse), or Stealth, all (A) DX-1 {1}-12; First Aid, Gesture, or Savoir-Faire (High Society), all (E) IQ {1}-13; Gambling, Heraldry, Streetwise, Interrogation, or additional Hidden Lore specialties, all (A) IQ-1 {1}-12; Diplomacy (H) IQ-2 {1}-11; Hiking (A) HT-1 {1}-12; or Observation (A) Per-1 {1}-11.

Spells: Spend 20 points on wizardly spells, which start at either (H) IQ+1 {1}-13 or (VH) IQ {1}-12 with the +3 from Magery. Alternatively, spend some of those points in additional Archmagic abilities.

Customization Notes.

Much of the variation in this template comes from weapon and spell choice. All Mystic Knights favor either spells that enhance their own abilities and weapons (such as Flaming Weapon and Flaming Armor), deliver DR-ignoring damage that they can channel through their weapons or shields (such as Shocking Touch or Death Touch), or cause damage over an area that doesn’t depend on resistance rolls. Spells such as Affect Spirits also come in handy for insubstantial foes.

Mystic Knigs who favor their spells should increase either IQ or Magery with discretionary advantage points. They might also wish to spend 10 of their points reserved for spells in an additional level of Magery. Adding an Energy Reserve or extra FP is always useful, as well. Those who wish to emphasize their martial side should increase DX or ST, or perhaps invest in more Born War Leader talent. And in all cases, spending some of the points earned from quirks in extra starting cash for armor and weapons is advisable.

Beyond that they can be knightly paragons (Honesty, Sense of Duty), dastardly brigands (Greed, Callous, Bully), slightly odd from their study of magic (Unnatural Features, Pyromania, Weirdness Magnet), or a combination of these.

Mystic Knight Power-Ups

Mystic Knights may spend extra points in spells and in anything on their template, plus these options:

  • Magery up to 6 {10/level}.
  • Born War Leader up to 6 {5/level}.
  • Any Archmagic abilities.
  • Enhanced Block up to 2 {5/level}.
  • Enhanced Parry (one Melee Weapon skill) up to 2 {5/level}.
  • Extra Attack 1 {25}.
  • The Armor Mastery and Shield Mastery power-ups found in DF 11 p. 29.
  • Weapon Master (Single Weapon) or Weapon Master (Weapon and Shield) {20 or 25}.

As their base skill level with wizardly spells is kind of low compared to that of a full caster, all Mystic Knights can benefit from more Magery, from an Energy Reserve, or increased FP (which also helps with combat maneuvers).

Mystic Knights in Gransys

Mystic Knights are more common in Gransys and neighboring nations than Magic Archers, especially among actual knights, as the physical component of their fighting style is already popular with that crowd. They remain relatively rare when compared to their non-magical cousins, though.

Like pure Knights, they have access to Status 1 or 2 in campaigns where that matters. And since all magic in Gransys is wizardly in nature the Social Stigma (Excommunicated) advantage is worth only -5 points.

New Perks

Weapon Channeling

Normally, the Staff enchantment doesn’t work if applied to something other than a wand or staff. With this perk, available only to Mystic Knights, you become able to use melee weapons and shields with the enchantment! You must still buy or find items so enchanted, and you can’t use them to reduce the range to a distant subject. They can still be used to deliver touch and Melee spells like standard Staffs. A block with a shield won’t trigger a held Melee spell, but a subsequent Beat attempt will. So will a shield bash.

New Spells

One of the signature Mystic Knight abilities in the original game is the power to enchant all the party’s weapons with a given element at once, which saves a lot of time when that element turns out to be required in the middle of a fight. This is something can try replicating here by introducing a few new spells.

These spells can be learned by anyone who meets the prerequisites. They’re an efficient choice when the party is composed of three or more adventurers who have the chance to cluster inside the affected area. GMs worried about having their PCs waltzing into every fight with elementally-charged weapons should disallow them!

Flame Trance (Area)

Adds the effect of either Flaming Weapon or Flaming Missiles on the melee and missile weapons held by every person in the affected area.

  • Duration: 1 minute.
  • Base Cost: 5. Cannot be maintained.
  • Time to Cast: 2 seconds.
  • Prerequisites: Magery 3 and Flaming Missiles.

Frost Trance (Area)

Like Flame Trance, but adds the effects of Icy Weapon and Icy Missiles as appropriate.

  • Duration: 1 minute.
  • Base Cost: 4. Cannot be maintained.
  • Time to Cast: 2 seconds.
  • Prerequisites: Magery 2 and Icy Missiles.

Lightning Trance (Area)

Like Flame Trance, but adds the effects of Lightning Weapon or Lightning Missiles as appropriate.

  • Duration: 1 minute.
  • Base Cost: 5. Cannot be maintained.
  • Time to Cast: 3 seconds.
  • Prerequisites: Magery 3 and Lightning Missiles.
  1. Multiplied by self-control number; see p. B120.  2 3 4 5 6 7 8 9 10

  2. Or -10 in generic Dungeon Fantasy. 

  3. +2 from Magery. 

  4. +1 from Born War Leader.  2