08-18-2012, 06:47 AM | #11 |
Join Date: Aug 2004
Location: Austin, TX
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Re: Creating a Super Mage/Cleric
I created a thread a while back about using 250 pts to design a versatile, spell-slinging wizard using only Powers instead of spells. It may not be your cup of tea but it might give you a grounding on possibilities. Here's the write-up:
http://forums.sjgames.com/showpost.p...26&postcount=8 You could probably take the above design, swap out Extraordinary Luck [30] for Healing (Faith Healing +20%, Capped at 8 FP -20%) [30], drop Wizard!-14 [24] to Wizard!-13 [12] and add Priest!-13 [12], and be 95% of the way to having a complete character. Or at least something that you can get reviewed by your GM and see what he does and doesn't like. Hope that helps! |
08-18-2012, 07:09 AM | #12 | |
Join Date: Aug 2012
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Re: Creating a Super Mage/Cleric
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I have found useful not only your explanations as to how you built your character but also the whole thread that i started taking a look at. I feel inclined in using your char as a template to build something more suited to my taste and take it from there - after all the GM is pressuring me to have it done so we can start movin' Again, thank you for the input and if I have any doubts regarding your build I hope I can revert back to you for clarifications? Cheers. |
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08-18-2012, 07:27 AM | #13 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Creating a Super Mage/Cleric
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I second Divine Power as an excellent resource. It includes offensive powers, so you won't be a pure healbot.
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08-18-2012, 08:33 AM | #14 | |
Join Date: Aug 2012
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Re: Creating a Super Mage/Cleric
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Well, I wouldn't say i "come from D&D" but yes, I have played D&D for many years and still do - lets put it like this: I intend to have the abilities usually identified with mages, like offensive spells, decryption magic, identifying objects, and also the ones with a support role like healing, buffing, removing debuffs, etc [apologies for the WoW terminology in here]. I definitely need to take a look at Divine Power. |
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08-18-2012, 09:26 AM | #15 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Creating a Super Mage/Cleric
Here is 150 point Cleric i build a while back it easy to spend the additional 100 points make the modular points bigger. at the cost of 5 points for ever 1 modular. Swapping some of Pacts to reflect the God of your cleric.
ST 11 [10]; DX 10 [0]; IQ 13 [60]; HT 12 [20]. Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 13 [0]; Per 13 [0]; FP 12 [0]. Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 8; Parry 9; Block 9. Advantages: Modular Abilities: Divine Inspiration (15 points) (Pact -50%, Physical +100%, Requires Reaction Roll -5%, Trigger: Hold Holy sysbol -20%)[83]; Signature Gear (Holy Symbol) [1] True Faith (Turning +65%) [25] Disadvantages: Chummy [-5]; Fanaticism (Put the Undead to Rest)* [-15]; Guilt Complex [-5]; Lecherousness(12) [-15]; Pasifism (Cannot Harm Innocents)* [-10]; Sense of Duty (Innocents)* [-10]; Vow (Never refuse a request for aid)* [-15]; Quirks: Attentive [-1]; Broad-Minded [-1]; Humble [-1]; Intolerance (Necromancers) [-1]; Likes: Faye Wine [-1]; Skills: Axe/Mace-12 [8]; Carousing-12 [1]; Diagnosis/TL3-12 [2]; Diplomacy-12 [2]; First Aid-15 [4]; Naturalist-12 [2]; Occutism-12 [1]; Pharmacy/TL3 (Herbal)-12 [2]; Public Speaking-12 [1]; Religious Ritual-13 [4]; Shield-12 [4]; Teaching-12 [1]; Theology(Own Relgion)-12 [2]; *Part of the Pact Divine Inspiration is used for paying for spells (prerequires ignored) And Adavatages from the Cleric's God, the Reaction Roll is based on Man Proposes, God Disposes (p148) in GURPS Fantacy Modular Abilities: Divine Inspiration, is 6 points base then +4 for ever point it provideds (15 in this case) [Powers p.63] Pact [Basic p.113] Means this the god will only grant this power as long as do don't brake the (50) points worth of Disadvantges you agreed to live by [I noted which disadvantages were part of the pact with a *] Physical [Basic p.71] means you can also use those 15 points on Physical advatages not just Mental ones and Skills. Requres Reaction Roll [Powers p.110-111] is a lesser form of Fickle as ther are moderfers on the reaction roll, [Fantacy p.148 Man Proposes, God Disposes] which in this case you Pray to you god and try to confins him to grant your an ability (including spells). Trigger: Holds Holy Symbol, means you have to Hold your Holy Symbol to Trigger this ability. All together this means the Cleric has access to a wide range of abilities, spells and other Skills changible with a prayer to thier god, ans long as long as they remain faithful to thier god, and is useing them in a manner suitible with thier god's goals. |
08-18-2012, 09:40 AM | #16 | |
Join Date: Nov 2009
Location: Oregon
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Re: Creating a Super Mage/Cleric
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I do think the Pact might be going overboard though. In particular, the Pacifism and Vow seem to overlap with the Sense of Duty. The GM will have to be very mindful of making this character feel all [-50] cp of the Pact's disadvantages. |
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08-18-2012, 09:42 AM | #17 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: Creating a Super Mage/Cleric
Quote:
There are lots of sample powers, as people quoted above, and Divine Favor is a good place to go for an alternate take on "Supernatural abilities through GURPS Powers". I wouldn't recommend it for your use because I find the buy-in to be an effective Saint is around 200 pts, and that doesn't leave you much space to also be a wizard at 250 points. |
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08-18-2012, 09:46 AM | #18 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Creating a Super Mage/Cleric
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But Modular Abilities: Divine Inspiration isn't slotted but a variation of Modular Abilities: Cosmic which isn't slotted but a pool and CAN have multiple small abilities. |
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08-18-2012, 10:59 AM | #19 |
Join Date: Nov 2009
Location: Oregon
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Re: Creating a Super Mage/Cleric
Ah, my apologies. That does expand its usefulness considerably. Still, at just 15 cp it'll be hard to fit a wide range of powers in it, so I think supplementing it with Alternative Abilities could be helpful.
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08-18-2012, 11:15 AM | #20 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Creating a Super Mage/Cleric
Quote:
if you were happy spending all 100 point on the modal ability you could have a Total of 35. Though options like Energy Reserve (Divine) is another good choice. |
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Tags |
cleric, healer, mage, magic, super |
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