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  • Pathfinder Iconics in Dungeon Fantasy: Lini

    Update: This is the GURPS Dungeon Fantasy version of the character. If you want to see a version for the Dungeon Fantasy RPG, click here.

    Welcome back to our series of conversions of Pathfinder’s Iconic Characters to GURPS Dungeon Fantasy! This is the fourth post in the series. Previous entriers can be found here:

    Today’s template is the Druid, which means today’s star is Lini. Here she is:

    By Wayne Reynolds, Copyright 2008 Paizo Publishing

    You can find her full bio here, and her original Pathfinder stats here. From looking at these, we see the following:

    • Lini is a Golarion gnome, which is different from the Dungeon Fantasy gnome.

    • She is a druid and hails from the Land of the Linnorm Kings, home of the Not-Vikings. She was always good with animals, and left the place shortly after meeting her snow leopard animal companion.

    • She wields a sickle and a sling, but prefers to send her animal companion to fight for her. Her magic is more or less even mix of terrain-affecting, support and attack spells. She is also described as having a knack for handling animals, particularly large mammals.

    Template-wise, the default Druid will be appropriate here, as Pathfinder druids draw their power directly from nature. The biggest difficulty will be Lini’s racial template, as gnomes from Golarion (Pathfinder’s setting) are different from those presented in DF. So the first order of business here is creating a racial template for the Golarion Gnome.

    From the point of view of Dungeon Fantasy, the gnomes of Golarion are more like slightly larger leprechauns than the gadget-oriented folk you see in DF 3. They’re about the size of halflings, and while the original system does give them a small bonus to crafting skills, their innate magic and faerie heritage are more emphasized. I also want to keep the template cost at or under 20 points, since that’s what DF gnomes cost. Putting all of that together we have something like this:

    Golarion Gnomes (0 points)

    Attribute Modifiers: ST-3 {-30}; HT+2 {20}.

    Secondary Characteristic Modifiers: SM -2; HP+1 {2}; Will+1 {5}; Per +1 {5}; Basic Move -1 {-5}.

    Advantages: Magery 0 {5}; Night Vision 5 {5};

    Perks: Leprechaun Charms (x3)1 {3}

    Disadvantages: Impulsiveness (12) {-10}

    And now that we have all we need, here’s today’s character! Her spell repertoire is a bit lighter on direct buffs than in Pathfinder, but still strikes the same balance.

    Lini, Gnome Druid

    ST 8 {10}2; DX 12 {40}; IQ 15 {100}; HT 13 {10}2

    Damage 1d-3/1d-2; BL 6.4kg; HP 92; Will 162; Per 162; FP 13; Basic Speed 6.00 {-5}; Basic Move 52.

    Advantages

    • Animal Friend 2 {10}
    • Druidic Ally: Snow Leopard (as Panther in DF 5 p. 7, available on 15 or less) {18}
    • Golarion Gnome {0} (Charms: Light, Sound and Apportation)
    • Green Thumb 1 {5}
    • Power Investiture (Druidic) 4 {40}

    Disadvantages

    • Chummy {-5}
    • Curious (12) {-5}
    • Impulsiveness (12) {0}2
    • Odious Personal Habit (“Dirty Hippy”) {-5}
    • Sense of Duty (Adventuring Companions) {-5}
    • Vow (Never Sleep Indoors) {-10}
    • Weirdness Magnet {-15}

    Skills

    • Animal Handling (Big Cats) (A) IQ+1 {1}3 - 16
    • Axe/Mace (A) DX+2 {8}- 14
    • Camouflage (E) IQ {1} - 15
    • Climbing (A) DX {2} - 12
    • Diagnosis (H) IQ-2 {1} - 13
    • Disguise (Animals) (A) IQ-1 {1} - 14
    • Esoteric Medicine (Druidic) (H) Per {4} - 16
    • First Aid (E) IQ {1} - 15
    • Herb Lore (VH) IQ {4}4 - 15
    • Hidden Lore (Faeries) (A) IQ-1 {1} - 14
    • Hidden Lore (Nature Spirits) (A) IQ-1 {1} - 14
    • Hiking (A) HT-1 {1} - 12
    • Mimicry (Animal Sounds) (H) IQ-2 {1} - 13
    • Naturalist (H) IQ {2}4 - 15
    • Observation (A) Per-1 {1} - 15
    • Pharmacy (Herbal) (H) IQ-2 {1} - 13
    • Riding (Big Cat) (A) DX-1 {1} - 11
    • Religious Ritual (Druidic) (H) IQ-2 {1} - 13
    • Shield (E) DX+2 {4} - 14
    • Sling (H) DX {4} - 12
    • Stealth (A) DX {2} - 12
    • Survival (Forest) (A) Per-1 {1} - 15
    • Theology (Druidic) (H) IQ-2 {1} - 13
    • Veterinary (H) IQ-2 {1} - 13
    • Weather Sense (A) IQ-1 {1} - 14

    Spells

    • Beast Soother (H) IQ+2 {1} - 17
    • Beast Speech (H) IQ+2 {1} - 17
    • Beast-Rouser (H) IQ+2 {1} - 17
    • Cure Disease (H) IQ+2 {1} - 17
    • Frostbite (H) IQ+2 {1} - 17
    • Hail (H) IQ+2 {1} - 17
    • Instant Neutralize Poison (VH) IQ+2 {1} - 16
    • Lightning (H) IQ+2 {1} - 17
    • Mammal Control (H) IQ+2 {1} - 17
    • Master (H) IQ+2 {1} - 17
    • Pathfinder (H) IQ+2 {1} - 17
    • Plant Growth (H) IQ+2 {1} - 17
    • Protect Animal (H) IQ+2 {1} - 17
    • Recover Energy (H) IQ+2 {1} - 17
    • Resist Cold (H) IQ+2 {1} - 17
    • Resist Lightning (H) IQ+2 {1} - 17
    • Seek Food (H) IQ+2 {1} - 17
    • Shape Plant (H) IQ+2 {1} - 17
    • Tangle Growth (H) IQ+2 {1} - 17
    • Walk Through Plants (H) IQ+2 {1} - 17

    Equipment

    $223.0, 4.5kg. No encumbrance!

    • Enchanted Ordinary Clothes [Torso, Limbs]: DR 1*. $50, 0.2kg.
    • Faerie Sickle [Belt or Back]: As small axe. Damage sw cut. $40, 0.66kg.
    • Small Shield [Torso]: DB 1. $16, 1.33kg.
    • Sling [Torso]: Acc 0; Range 24/80; sw-2 pi; $6, 0.1kg.
    • Small Pouch [Torso]: Holds 0.5kg. $3, neg.
    • 10 x Sling Bullets [Pouch]: $1, 0.25kg.
    • Backpack, Small [Torso]: Holds 7kg of gear. $20, 0.5kg.
    • Glow Vial x2 [Backpack]: Sheds light in a 1m radius for 12 hours. $60, 0.5kg.
    • Wineskin [Backpack]: Holds 4L of liquid. $10, 0.13kg.
    • Blanket [Backpack]: $7, 0.33kg
    • 2 x Rations [Backpack]: $10, 0.5kg.
    1. See DF 3, p. 9. Typically used for Light, Sound, and Apportation. Changing this selection requires GM approval. 

    2. Part of or modified by Golarion Gnome racial template.  2 3 4 5 6 7

    3. Includes +2 from Animal Friend. 

    4. Includes +1 from Green Thumb  2

  • Dragon's Dogma: Character Races

    Copyright 2013 Capcom

    After covering occupational templates in some detail, it’s time to look at racial templates. What options do players have for creating non-human characters?

    The default answer is “not many”. The original game started out with a more traditional fantasy setting containing all the races you’d expect, but was eventually developed into the setting we see when playing it. Humans make up the bulk of civilization in Gransys and the rest of the world. A minority of alien Pawns are the only non-humans who are also part of it.

    There are other non-human sapients around: Goblins and their Hobgoblin cousins clearly have a civilization of sorts, and the various species of Saurian (humanoid lizards) are fairly sophisticated tool-users. However, their views of humanity run between “fun to torment” and “tasty”, with humans holding an equivalent low opinion off them. Peaceful interaction between these species is vanishingly rare. Other sapient monsters (such as the Harpy and Dragon families) are even less appropriate as player characters! These will all be covered when we get to the monsters.

    Below you will find two racial lenses for the Arisen and the Pawns. These can be used as-is in the Dragon’s Dogma setting presented in this blog, or in a more traditional DF setting if the GM is willing to bring in the cosmic baggage that comes with them. In those settings, the lenses can be applied to members of any playable race, giving you characters such as elven Arisen or halfling Pawns.

    But first, let’s briefly discuss a setting element tied to both of these lenses:

    Setting Element: The Rift

    The world of Dragon’s Dogma is touched by the Rift, an interstitial realm that appears as a dimly lit, fog-covered plain. The Rift connects multiple worlds, and is the original home of the Pawns. The Dragon comes from somewhere beyond it. The points where it touches the world are marked by Riftstones, and the Arisen can use those to interact with the Rift.

    We’ll reveal much more about it in future posts, but for now it’s enough to know that the existence of the two racial lenses shown below in a setting also implies that it’s touched by the Rift and contains Riftstones. GMs using different settings that already possess similar “planar travel” elements might want to use those instead, or to integrate the Rift with them.

    The Arisen (10 points)

    Copyright 2013 Capcom

    The Arisen are those who dare stand against the Dragon when it first enters the world. For this, they are marked in a mystical ritual where the Dragon consumes their heart. The stolen heart still beats within the beast, and so the victim rises again compelled to confront it once more.

    Having no heart, the Arisen also have no pulse or heartbeat. The ritual also leaves a very large and distinctive scar in their chests, which is the same shape for all of them. This scar can be covered up fairly easily, but it sometimes glows through any clothing or armor when in proximity to a Pawn or a draconic being. The Arisen also have the ability to interact with the Rift by touching a Riftstone. By doing this they are able to draw forth specific Pawns from the Rift itself and the worlds beyond.

    They are widely respected in any society that is aware of their existence, but that comes at the cost of being expected to confront the Dragon. Jealous or snobbish nobles also like to impose “tests of skill” to Arisen characters so they might prove they are “worthy” of the station.

    The Arisen are portrayed as being unusually capable in the original games, though it is unclear if this comes from their condition or if they were chosen for being heroic in the first pĺace. Either way, Arisen PCs shouldn’t be built on less than 250 points.

    It’s worth noting that the ability to drawn Pawns forth from the Rift is a 0-point feature. At most it’s a way of acquiring an Ally (see Arisen Power-Ups below), but usually it’s just fancier dressing for the usual Search rolls to find and hire henchmen.

    Advantages: Injury Tolerance: No Vitals (Heart only, -50%) {3}1; Hero 2 {10};

    Disadvantages: Unnatural Features (No heartbeat, occasionally glowing scar) {-3}2;

    Features: Unaging3; Can interact with the Rift through Riftstones.

    Arisen NPCs

    The Dragon usually only creates one Arisen per incursion, but it’s definitely possible for more than one to exist at the same time. Even if the party already includes an Arisen PC they might find others who are still hanging around from previous draconic invasions. Their attitudes towards a PC Arisen will vary greatly.

    Arisen PCs

    An Arisen PC will necessarily bring with it the narrative of the Dragon. It must be addressed, even if it’s just a sentence in the character’s back story explaining how they avoided the confrontation. If it’s publicly known that the character avoided their “fate”, the positive reputation implied by the Hero advantage can be replaced by a negative reputation for cowardice or laziness instead, giving everyone a -2 Reaction and worth -10 points. Simply removing the Hero advantage brings the cost of the lens down to 0 points. Adding the negative Reputation makes it cost -10 points in total.

    There’s nothing preventing multiple Arisen PCs from being on the same party! Some of them might be old Arisen created in a previous invasion, or the Dragon might just have decided to be more prolific this time around. It’s not like anyone can stop it from performing the ritual multiple times.

    Arisen Power-Ups

    Most Arisen tend to acquire the company of an extremely loyal Pawn shortly after being marked, known as their Main Pawn. If this Pawn is an NPC, then it can be bought as an Ally (100% of points, Available Constantly) {20}.

    And while not technically a “power-up”, killing the Dragon removes the Arisen lens from all of the Arisen it ever created, returning the hearts it retains to their owners. Such characters retain the loyalty of their Main Pawns and the respect of the rest of the Legion, but become normal members of their base races and immediately age to their natural age. This can cause an ancient Arisen to crumble to dust on the spot, and it’s the main reason why these might be hostile towards their younger “siblings”.

    Pawns (-15 points)

    By TIGER-TYPE on Deviant Art.

    Any world subject to the cycle of draconic invasion is riddled with rifts that open to a foggy place beyond it. From these rifts comes the Pawn Legion, familiar yet alien.

    Pawns, also known as “Myrmidons”, have no childhood, and no parents. They spring fully grown from the stuff of the Rift. Some are created by an Arisen, others seem to be spontaneously generated, and some are brought over from other worlds. Despite this artificial origin, they are very similar to humans physiologically and still need to eat, drink and sleep as normal. All have a “birthmark” of sorts in the palm of their right hands, shaped like an Arisen’s scar and known as the “pawnprint”. This mark sometimes glows when in the presence of an Arisen.

    The main difference between a human and a Myrmidon is psychological. From a human’s point of view, Pawns have a cold and detached demeanor that makes them hard to relate to. They do have emotions and the ability to display them, but the way they do so feels “off” in way that’s hard to describe. They also seem to have a problem displaying significant personal initiative, which is why most of them make a living as errant mercenaries, singly or in small groups. Unlike most standard fantasy races, the average Myrmidon is an adventurer. It’s the “civilians” who are the rare exceptions. Regardless of their profession, all Pawns consider themselves to be members of the “Pawn Legion”, and never fight each other.

    Pawns directly created by an Arisen are unflinchingly loyal to their creator, and all Pawns are predisposed to respect any Arisen they meet. They are unaging and have very long memories. Those who feel particularly well-disposed towards their master or employer might offer a constant stream of advice drawn from these memories in an attempt to be more helpful. Fortunately, they can learn to tone it down.

    When a Pawn is killed, their body dematerializes. They can be drawn back to life from the Rift by an Arisen. This weakens the Pawn’s metaphysical cohesion, so it can only be done a limited number of times before that individual is lost forever.

    Advantages: Eidetic Memory {5}; Extra Life (Requires an Arisen and a Riftstone, -40%) {15}.

    Disadvantages: Hidebound {-5}; Low Empathy {-20}; Social Stigma (Minority Group) {-10}.

    Features: Unaging3; Reacts at +2 to Arisen; Cannot be resurrected by any other means.

    Pawn NPCs

    In the original game, all Pawns are AI-controlled characters, and their psychological traits as described above are a justification for their in-game behavior. It’s similarly easy to make them NPCs in a tabletop campaign: any sufficiently-sized city will have a small contingent of Pawns ready to act as hirelings for an adventuring party. They’re a little cheaper than equivalent human help, which compensates for the increased supervision their lack of flexibility requires. Like any hireling, they will refuse to work for a party who purposefully endangers or mistreats them! Word gets around, even among Pawns.

    Pawn PCs

    PCs can choose to play a Pawn as well. In that case, simply use the racial template above with the same type of template used by the other PCs in the campaign. If another PC is an Arisen, then the Pawn PC will likely be their Main Pawn, and should have a Sense of Duty towards the PC.

    If no other PC is an Arisen but someone still wants to play a Pawn, it’s recommended that the GM either change the limitations on the character’s Extra Life or include an NPC Arisen who might perform the service of restoring the dead Pawn. If neither appeal, feel free to delete this advantage and the resurrection-related feature from the racial lens, making it worth -30 points.

    Pawn Power-Ups

    Pawns who serve an Arisen for a long time or who develop strong relationships with other non-Pawns might find their own souls strengthened by these bonds. They may buy more instances of Extra Life for 15 points each, and Special Rapport with their Arisen creator for 5 points. Additionally, they may buy off the Low Empathy and Hidebound disadvantages from the lens. Extraordinary circumstances might allow a Myrmidon to buy off the entire lens and become a full member of their base race.

    1. When struck on the vitals from the front, roll 1d. On a 1-2, treat it as a normal torso hit. 

    2. Gives +3 to any roll to identify you as Arisen. Identification is automatic when the scar glows! 

    3. Not worth points in a Dungeon Fantasy game.  2

  • Dragon's Dogma: Mystic Knight

    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}; 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 Knights 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. 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 shield bash or Beat with the shield will.

    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 any wizardly caster who meets the prerequisites. They’re an efficient choice when the party is composed of two 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. +3 from Magery. 

    4. +1 from Born War Leader.  2

  • Dragon's Dogma: The Magic Archer

    Copyright 2013 Capcom

    As promised, here is the first of the two entirely new templates related to Dragon’s Dogma. The Magic Archer is meant to combine the archery prowess of a Scout with the magic of the Wizard in a more balanced way than what is possible by using “multiclass” lenses.

    The Magic Archer (250 points)

    You blend two tricky disciplines into an elegant, pointy whole. You’re almost as good a shot as any Scout (DF 1, p. 10), but you chose to spend the rest of your time learning the secrets of magic rather than getting lost in the woods. You trade the Scout’s skill at wilderness survival for the ability to deliver magical explosions at greater distances than the Wizard (DF 1, p. 15).

    Attributes: ST 12 {20}; DX 13 {60}; IQ 13 {60}; HT 11 {10}.

    Secondary Characteristics: Damage 1d-1/1d+2; BL 29 lbs (14.4kg); HP 12 {0}; Will 13 {0}; Per 13 {0}; FP 11 {0}; Basic Speed 6.00 {0}; Basic Move 6 {0}.

    Advantages: Heroic Archer {20} and Magery 3 {35}. • A further 20 points chosen from among Archmagic abilities or ST +1 or +2 {10 or 20 points}, DX +1 {20}, IQ +1 {20}; HT +1 or +2 {10 or 20}, Will +1 to +4 {5/level}, Born War Leader 1-4 {5/level}, Combat Reflexes {15}, Eidetic Memory {5} or Photograpic Memory {10}, Fit {5}, Luck {15}, Magery 4 or 5 {10 or 20}, Night Vision 1-5 {1/level}, Rapid Healing {5}, Signature Gear {Varies}, Weapon Bond {1}, or Weapon Master (Bow) {20}.

    Disadvantages: -15 points chosen from among Curious {-51}, Pyromania {-51}, Callous {-5}, Code of Honor (Pirate’s or Soldiers) {-5 or -10}, Greed {-151}, Honesty {-101}, or Sense of Duty (Adventuring Companions or Nation) {-5 or -10}. • Another -35 points chosen from among the previous traits or Bad Temper {-101}, Frightens Animals {-10}, No Sense of Humor {-10}, Oblivious {-5}, Odious Personal Habits {-5 to -15}, Overconfidence {-51}, Social Stigma (Excommunicated) {-52}, Stubborness {-5}, Unnatural Features 1-5 {-1/level}, or Weirdness Magnet {-15}

    Primary Skills: Hidden Lore (Demons, Magic Items, Magical Writings, or Spirits) and Occultism, both (A) IQ {2}-13; Thaumathology (VH) IQ {1}3-13; • One of these two missile-weapon packages:

    • Bow (A) DX+3 {12}-16 and Fast-Draw (Arrow) (E) DX+2 {4}-15.
    • Bow (A) DX+4 {16}-17.

    Secondary Skills: Eight of Climbing or Stealth, both (A) DX {2}-13; Armoury (Missile Weapons), Research, Hazardous Materials (Magical), Hidden Lore (any) or Leadership; all (A) IQ {2}-13; Strategy or Tactics, both (H) IQ-1 {2}-12; or 2 points to raise one of the previous skills by 1. • Either Smallsword (A) DX+2 {4}-15 or Staff (A) DX+2 {4}-15.

    Background Skills: Seven of Brawling, Fast-Draw (any), Jumping or Knife, all (E) DX {1}-13; Boxing, Riding (Horse), or Wrestling, all (A) DX-1 {1} - 12; First Aid or Gesture, both (E) IQ {1}-13; Cartography or Fast-Talk, both (A) IQ-1 {1} - 12; Hiking or Running, both (A) HT-1 {1}-10; Intimidation (A) Will-1 {1} - 12; Scrounging (E) Per {1} - 13; Observation or Search, both (A) Per-1 {1} - 12.

    Spells: Spell-Archery (H) IQ+2 {2}3-15; 25 points in wizardly spells, which will be either (H) IQ+1 {1}-14 or (VH) IQ {1} - 13 with the +3 from Magery. Some of them may be spent in Archmagic abilities instead.

    Magic Archers in Gransys

    Magic Archers are relatively rare in Gransys, as it takes a lot of work to get this good with both a bow and magic. Noble scions are the ones most likely to have the necessary time on their hands, though anyone who makes a living fighting could also acquire the necessary training during their careers. This includes both knights and bandits!

    In campaigns where Status and social position matter, Magic Archers have access to Status 1 or 2, like knights. And since all magic in Gransys is wizardly in nature the Social Stigma (Excommunicated) advantage is worth only -5 points.

    Customization Notes

    The Magic Archer is about as specialized as the Scout, being built around the Spell-Archery spell and its prerequisites. A wide spell selection allows for plenty of diferentiation between characters, and several different avenues present themselves.

    Arcane Artillerists blanket the battlefield witht their magic from afar. They take extra Magery and/or a large Energy Reserve, go for Area spells, and make frequent use of the fact that attacking an area rather than a person gives +4 to skill.

    Sorcerous Snipers focus on eliminating high-value targets. They take Weapon Master (Bow) to improve their base damage and chose single-target damaging touch spells to increase it even further.

    Archer-Commanders go for Born War Leader and choose healing and support spells to use on allies through boffer arrows (see the Cleric-Scout lens on DF 3, p. 23 ). If using the template on a generic Dungeon Fantasy game, you could replace Magery 3 {35} with Clerical Investment {5} and Power Investiture 3 {30} on the template and add an apropriate required disadvantage to make it a Holy Archer.

    Magic Archer Power-Ups

    Magic Archers may spend earned points on extra spells and anything on their template, plus these options:

    • Magery up to 6 {10/level}.
    • Any Archmagic abilities.
    • Enhanced Tracking (Multiple Lock-Ons, +20%) {6/level}, with no upper limit.
    • Extra Attack 1 {25}.
    • Zen Archery without needing Meditation.
    • The Double-Shot (DF 11, p. 32), Quick-Shot (DF 11, p. 33) and Strongbow (DF 11, p. 33) power-ups.
    1. Multiplied by self-control number; see p. B120.  2 3 4 5 6

    2. Or -10 in generic Dungeon Fantasy. 

    3. Includes +3 from Magery.  2

  • Dragon's Dogma: Characters, Part 3

    Copyright 2013 Capcom

    Now that we have a solid grasp of magic in the world of Dragon’s Dogma, we can finish our tour of its vocations and how they relate to the templates in GURPS Dungeon Fantasy. The last big category we have yet to cover are Hybrid Vocations, which I think are one of the most distinctive aspects of the original game.

    Hybrid Vocations in Dragon’s Dogma

    Dragon’s Dogma has three hybrid vocations, each of which combines aspects from two of the color-coded categories we covered back in Part 1. They are covered here in a little more detail than the single-color vocations were, because I feel it’s important to examine how their concepts are executed.

    The Red/Yellow vocation is the Assassin. An Assassin can equip all basic “red” and “yellow” weapons in any combination, which allows them to have a large number of active special abilities accessible via the equipment menu. These abilities tend to have involve high mobility and precision damage, with some use of explosives. An Assassin is versatile and fights by choosing the best weapon for each opponent and trying to kill them quickly before they can fight back.

    The Yellow/Blue vocation is the Magic Archer. They can wear heavier armor than a pure spellcaster, and since their arrows are made of magic they use no ammunition. Their abilities add specific elemental and “trick” effects to their arrows (bouncing on walls, explosions, and so on). They fight mostly by remaining at range and hitting enemies on their elemental vulnerabilities.

    The Red/Blue vocation is the Mystic Knight. Mystic Knights wear heavy armor and wield one-handed swords or maces paired with large shields. Their abilities allow them to reflect blocked damage back to the attacker, add elemental damage to the whole party’s weapons at once, and place damaging mystical sigils on the ground. They fight by controlling the battlefield and making sure the enemy suffers for any decision they make.

    Missing Templates

    You might have been wondering how the two DF 1 templates we haven’t discussed yet fit into this. The short answer is they don’t.

    Martial Artists would seem like a good example of a Yellow/Blue template, as they rely on agility and have access to supernatural powers. However, the template as it stands is tied into the whole “kung-fu” aesthetic, which Dragon’s Dogma doesn’t really go for. The “exotic but supremely skilled foreign combatant” niche is better filled by a Swashbuckler wielding fencing weapons.

    Holy Warriors also seem like a good example of a Red/Blue template, but once again the Holy Might power implies a strong connection to the divine that doesn’t match the way magic works in this setting. Changing this template to match Dragon’s Dogma magic would be more work than it was for the Cleric, and so it’s better to drop it.

    Hybrid Templates

    How can we translate the feel of these vocations into Dungeon Fantasy templates? The obvious way would be to resort to the Mixed Profession lenses from GURPS Dungeon Fantasy 3: The Next Level. Aside from giving players the ability to combine powers from multiple templates, they also feel like an “advanced option” for characters with a some experience under their belts, just like their counterparts in the original game.

    The other option would be to create a character from the start using a template that draws on multiple concepts to inform their abilities. We will also look at those options here.

    A good way to get a versatile, “Assassin”-like character is to add a Scout lens to a character who started with either the Knight or Swashbuckler template. Alternatively, you can add the Swashbuckler lens to a Scout, choosing a melee weapon such as a broadsword. This will leave you with an agile character who is equally adept at ranged and melee combat. A small investment in the appropriate Fast-Draw specialties and the Quick-Sheathe perk can ensure you always have the right weapon on hand.

    For a “Magic Archer”-like character, adding the Scout lens to a spellcaster certainly helps, but the most important bit is the Spell-Archery spell found in both DF 3 and DF 11. Doing it the other way around (Adding a Wizard lens to a Scout) is somewhat less efficient but still possible.

    Similarly, a “Mystic Knight”-like character could be approximated by either a Knight with the Wizard lens or a Wizard with the Knight lens. A Cleric with the Knight or Swashbuckler lens would also work and give us a more balanced approach.

    In both cases, the choices available feel somewhat unsatisfactory, as the end result doesn’t strike a good enough balance between the physical and magical sides of the concept.

    As an aside, I’m aware that there’s a Mystic Knight template in Pyramid #3/13. Despite the rather fortuitous naming coincidence, I chose not to include it because it uses Imbuements. While I like the concept of Imbuements, I don’t like the amount of rolls their implementation adds to the average fight.

    New Templates!

    So it seems we have two vacancies in our template lineup with the removal of the Holy Warrior and Martial Artist. Given that the “Mixed Professions” route for creating a Magic Archer or a Mystic Knight leaves something to be desired, I feel compelled to bring the number of available templates back to 11 by creating two entirely new templates for those vocations. This will be the subject of my next couple of posts.

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