Tag: class

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  • Fighter

    35 points This template builds a typical "sword and board" fighter who has a basic skill using sword and shield. For other weapon focuses, replace the sword and shield skills with the desired weapon skill(s). *Attribute Modifiers*: ST +1 [ 10 ]; DX …

  • Wizard

    40 Points *See [[Wizardly Magic | Wizardly Magic]]* *Spell Slots*: 2 at IQ+1 [ 12 ] *Advantages*: Magery 0 [ 5 ]; Magery 1 [ 10 ] _Note: If your race provides Magery 0, spend the 5 points on skills and/or another spell slot._ *Skills*: * …

  • Cleric

    35 Points *Advantages*: Clerical Investment [ 5 ], Power Investiture 1 [ 10 ], Domain Power [ 15 ] _*Note: Power Investiture assumes a “built-in” Vow to adhere to the ethics of the chosen deity. If this Vow is broken, all magical powers, including …

  • Bard

    40 points Bard cast spells as per the Ritual Magic rules. The schools permitted them are Communication and Empathy, Knowledge, Mind Control, and Sound. Singing, for bards, is a Very Hard skill, since it is the “base skill” used for Ritual Magic. For …

  • Barbarian

    40 Points ST +2 [ 20 ], HT +1 [ 10 ] Basic Move +1 [ 5 ] Advantages: Hard To Kill +1 [ 2 ]; Fearless 1 [ 2 ]; Mind Shield 1 [ 4 ] Disadvantages: Berserk (Battle Rage; self-control: 12) [ -15 ] Skills: * Intimidation Will+2 [ 4 ] * Two-Handed Axe/ …

  • Monk

    35 Points Advantages: Trained By a Master [ 30 ] Skills: - Flying Leap [ 1 ] - Karate [ 1 ] - Judo [ 1 ] - Power Blow [ 1 ] - Savior Faire (Dojo) [ 1 ]

  • Paladin

    40 points Disadvantages: Vow (uphold ethics of chosen deity) [ -5 ] Note: If this Vow is broken, all magical powers cease to function until proper atonement has been done. Advantages: Holiness 1 [ 5 ], ], Lay On Hands (Faith Healing, +20%; Injuries …

  • Sorcerer

    40 Points Advantages: Sorcerous Empowerment 1(selected sorcerous bloodline) [ 20 ], Sorcerous Talent 1 [ 5 ] (See GURPS Thaumatology: Sorcerers) Skills: * Innate Attack (beam) [ 2 ] Sorcerous spells example (red dragon bloodline) * Cancel …

  • Ranger

    40 Points Advantage: Outdoorsman 1 [ 10 ] (Skills marked with * include this bonus) Skills: * Camouflage Per+1 (default) [ 1 ] * * Naturalist IQ+0 [ 2 ] * * Navigation (land) IQ+0 [ 1 ] * * Stealth IQ+0 [ 2 ] * Survival Per+1 [ 2 ] * * …

  • Druid

    35 Points Druid spells use Ritual Magic with Ritual Magic (Druish) as the key skill. The Animal, Plant and Weather schools are available to the Druid as school skills. Like Clerics, Power Investiture is used in place of Magery as applied to spells. …