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Old 02-26-2012, 08:19 PM   #41
Lamech
 
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Default Re: Warrior/wizard

Quote:
and if i convince the DM to set the cap point to 300-400?
I think the fundamental problem will remain. "Fighter" skills and such don't have any synergy with the wizard ones. A fighter wants ST, DX, weapon skills and techniques. A wizard wants magery, IQ, and magic spells. The wizard side especially requires a large point investment in things that give broad benefits (magery and IQ) and then a lot of one point investments in spells.

However I can think of a couple things that might work: One lots of support spells. Build one: Magical buffs to aid in fighting. For example this build
Spoiler:  



Also one thing you might like: Imbuements. You essentially use magic up your weapons.
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Old 02-27-2012, 02:53 AM   #42
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Default Re: Warrior/wizard

The difficulty of getting a proper Warrior/Wizard was what inspired me to create The Mystic Knight for Dungeon Fantasy. If you have access to it (It's on Pyramid #3/13), and to Imbuements, you can use the Dungeon Fantasy on the Cheap fan material for a decent template for it.

You'll get a decent (not awesome, but decent) fighter that can deliver magically enhanced blows (if you get Perfect Defense in Pyramid #3/4, you also get to magically strengthen your armor and shield), but doing so regularly (at this point level) will severely tire him, meaning that you're better off waiting to do you shtick when it counts.
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Old 01-30-2013, 11:24 PM   #43
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Default 150 points wizard / warrior (part 1)

ST 12 (20)
DX 10
IQ 14 (80)
HT 10

Per 10 (-20)
Will 10 (-20)

Advantages:
Absolute direction* (5)
Arm ST 1 (One arm) (3)
Magery 3 (35)
Weapon Master (choose Spear OR Broadsword) (20)

Disavantages:
Colorblindness (-10)
Curious/Incurious (-5) (choose one)
Greed (-15)
Sense of Duty (your Group) (-5)
5x quirks (-5)

Skills:
Armoury (Armor) 13 (1)
Armoury (Melee Weapons) 13 (1)
Spear OR Broadsword 13 (12)
Body Sense 14 (8) (+3 from *)
Fast Talk 13 (1)
Merchant 13 (1)
Riding 9 (1)
Shield 12 (4)
Stealth 10 (1) (default from IQ)
Swimming 10 (1)

Mov spells:
Aportation,Deflect Missle, Distant Blow, Glue, Levitation, Haste, Blink (all 1 cp / lvl 15)
Flight, Hawk Flight (all 1 cp / lvl 14)
Great Haste, Teleport (all 2 cp / lvl 15)

Protect n Warn:
Catch, Return Missle (all 1 cp / lvl 15)

Mind Control:
Foolishness, Forgetfulness, Command (all 1 cp / lvl 15)

Making n Breaking: Inspired Creation 14 (1)

Healing:
Recover energy, Lend Energy, Lend Vitality, Minor Healing (all 1 cp / lvl 15)
Major Healing 14 (1)

Meta:
Delay spell 15 (1)
Hang spell 14 (1)
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Old 01-30-2013, 11:24 PM   #44
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Default 150 points wizard / warrior (part 2)

Ive used most of the broken spells/disavantages i could think of.. (sorry)

This char deals high melee damage but has low damage tolerance.

Due to its magical abillities I believe it can take most pure warriors on one-on-one battle.

Weapon Master can be traded for ST if the GM dosnt aprove.

Blocking spells are the best defences around (but cant be used indefinitely):
Blink let you scape the blow and move to a safe distance (very useful with Spear build). Command spell can defend a blow and make your opponent lose his weapon! ("drop it!").

Glue can trap the foe so you can safely poke him from a distance with Spear build. For greater damage, chose the broadsword build instead and just go behind the guy and bash him.

Teleport can take you to the back of the enemy lines (giving your party the tatical advantage).

You will become a killing machine if you have the time to use Great Haste. (turn 1: all-out-atack[double]; turn 2: all-out-defence or attack and defence).

Inspired Creation can make you Very Fine Balanced Broadswords! (+2 damage +1 skill) Take that, full warriors!

Lastly, Hang spell + Distant Blow makes you instantly a killing machine (for few fp) agains foes who cant get to you. Just give all-out-attack doubles until the opponent gets close! Hang spell also work with Great Haste if you can use a lot of fp.

Yeah, you can also heal.
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Old 01-30-2013, 11:35 PM   #45
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Default Re: Warrior/wizard

If you can get Weapon Master:
Very Fine Broadsword with ST12, Arm ST+1, Weapon Master: 2d+6 cut

If you get ST 14 instead:
Very Fine Broadsword with ST14, Arm ST+1: 2d+4 cut
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Old 01-30-2013, 11:45 PM   #46
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Default 150 points wizard / warrior (part 3)

Forgot to mention:

Fatigue Points 13 (9 cp)
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Old 01-31-2013, 03:14 AM   #47
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Default Re: Warrior/wizard

Apologies for the sloppy layout. I rushed through some of the math too, so feel free to point out mistakes. This is just something I whipped together quick while on my way to get some shut eye. I'm sure there are plenty of things I could do differently; I wasn't trying to optimize, but the character seems playable.

I was working with the assumption of 150 points and a disadvantage limit of 50. If you added more disadvantages, you'd have some more points to work with. I stopped at -33; didn't try to hit the cap I set for myself.
__________________________________________________ _____________


Mervis Preslin
Human Male
6'; 300 lbs
_____________
-Attributes-
--------------
ST 12 [20]
DX 12 [40]
IQ 11 [20]
HT 12 [20]

100
_____________
-ADVANTAGES-
---------------
Magery 0 [5]
Magery 1 (Restructurable Hyper-Divided; 8 hours)[6]
Magery 2 & 3 (same as above, but also Gadget:DR 2, can be stolen)[4]
High Pain Threshold [10]

Notes: Normally, he has Magery 1. However, if he is carrying a staff to help focus his arcane energies, he is treated as having Magery 3. Also, he needs to spend 8 hours each day resting and preparing his spells. Part of this preparation requires allocating FP for use with each spell. The concept is similar to Vancian casting; you allocate FP toward each spell you want to be able to cast, and those FP can then only be used toward the spell they are assigned to until you take another 8 hour period to rest and study your spells.

25
______________
-Disadvantages-
----------------
Fat [-3]
Gluttony [-5]
Enemy: Lord Simmons (one more powerful person; rival; fairly often) [-10]
Dependent: Children at the Orphanage (25%; friends; fairly often) [-10]
Quirk: Likes books [-1]
Quirk: Dislikes cats [-1]
Quirk: Congenial [-1]
Quirk: Personality Change: No Sense of Humor when drunk [-1]
Quirk: Humble [-1]

-33
_____________
-Skills-
---------------
Area Knowledge IQ/E; 11; IQ+0 [1]
Brawling DX/E; 14; DX+2; [4]
Climbing DX/A; 11; DX-1; [1]
First Aid IQ/E; 12; IQ+1; [2]
Gesture IQ/E; 12; IQ+1; [2]
Hiking HT/A; 12; HT+0; [2]
Innate Attack: Projectile DX/E; 12; DX+0 [1]
Navigation: Land IQ/A; 12; IQ+1; [4]
Shield DX/E; 14; DX+2 [4]
Smallsword DX/A; 12; DX+0 [2]
Staff DX/A; 12; DX+0 [2]
Swimming HT/E; 15; DX+3 [1] (includes bonus from Fat)
Sumo Wrestling DX/A; 14; DX+2 [8]
Thaumatology IQ/VH; 13 with staff; 11 without; IQ-1 [4]

38
_____________
-Spells-
----------
Spend 20 points on spells
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Old 02-02-2013, 03:53 AM   #48
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Default Re: Warrior/wizard

250 points Wizard from DF 15: Henchman:

Apprentice + Veteran (125+125)

Attributes: ST 11 [10]; DX 12 [20]; IQ 14 [80]; HT 12 [20].

Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 16 [10]; Will 13 [0]; Per 13 [0]; FP 13 [3]; Basic Speed 6 [0]; Basic Move 6 [0].

Advantages: Half-elf [20]; Magery 2 [20]*; Combat Reflexes [15]; Weapon Master (Staff Or Broadsword OR Rapier) [20]

* Half-elves has Magery 0, reducing Magery cost.

Disadvantages: [-50]

Quirks: [-5]

Skills:

Staff (Or Broadsword Or Rapier) (A) DX+7 [28]-19
Hidden Lore (Magic Items) (A) IQ [2]-13
Hidden Lore (Magical Writings) (A) IQ [2]-13
Hidden Lore (Elementals) (A) IQ-1 [1]-12
Occultism (A) IQ [2]-13
Thaumatology (VH) IQ [2]-13 ***
Research (A) IQ-1 [1]-12
Speed-Reading (A) IQ-1 [1]-12
Teaching (A) IQ-1 [1]-12
Writing (A) IQ-1 [1]-12
Hazardous Materials (Magical) (A) IQ-1 [1]-12
Cartography (A) IQ-1 [1]-12
Fast-Talk (A) IQ-1 [1]-12
Search (A) Per-1 [1]-11
Area Knowledge [1]
Body Sense (H) [1]-9

Spells:

Sense Foe (H) IQ [1]-14
Sense Emotion (H) IQ [1]-14
Truthsayer (H) IQ [1]-14
Lend Language (H) IQ [1]-14
Borrow Language (H) IQ [1]-14
Mind-Reading (H) IQ [1]-14
Mind-Sending (H) IQ [1]-14
Mind-Search (VH) IQ-1 [1]-13
Telepathy (VH) IQ-1 [1]-13
Lend Energy (H) IQ [1]-14
Lend Vitality (H) IQ [1]-14
Minor Healing (H) IQ [1]-14
Steal Energy (H) IQ [1]-14
Missile Shield (H) IQ [1]-14
Purify Air (H) IQ [1]-14
Seek Air (H) IQ [1]-14
Create Air (H) IQ [1]-14
Shape Air (H) IQ [1]-14
Body of Air (H) IQ [1]-14
Earth to Air (H) IQ [1]-14
Haste (H) IQ [1]-14
Apportation (H) IQ [1]-14
Deflect Missile (H) IQ [1]-14
Quick-March (H) IQ [1]-14
Lockmaster (H) IQ [1]-14
Levitation (H) IQ [1]-14
Flight (VH) IQ-1 [1]-14
Hawk Flight (VH) IQ-1 [1]-13
Teleportation (VH) IQ-1 [1]-13
Light (H) IQ [1]-14
Colors (H) IQ [1]-14
Continual Light (H) IQ [1]-14
Infravision (H) IQ [1]-14
Dark Vision (H) IQ [1]-14
Sunlight (H) IQ [1]-14
Darkness (H) IQ [1]-14
Blur (H) IQ [1]-14
Invisility (H) IQ [1]-14
See Invisible (H) IQ [1]-14
Glow (H) IQ [1]-14

Equips:

Balanced Fine Enchanted Quarterstaff; $100; 4 lbs
Unyielding Scale of Lightness, Medium; $ 700; DR 5; lbs 21

=========

This is just an idea. I chose Magery 2 and 40 spells because I think it's much harder to learn 10 spells than to increase Magery by one point, but one can take Magery 3 and 30 spells OR Magery 4 and 20 spells. Few spells helps in combat, since Missile and Melee spells are BAD CHOICES for battle-focused wizards.; Blur is a must, since it's cheapy and very efficient. The other spells were chose to remember that, after all, you're a wizard and can do things that others can't (e.g., Telepaty, Invisibily and Flight).

He doesn't do lot of damage with ST 11, but with earned points he can increase his ST up to 13 or buy Striking ST 2. I chose Staff because 1) Can use melee spells on attack (if it's enchanted with Staff spell); 2) It gives +2 to Parry, which is sweet; 2) Swing +2 damage (+3 if fine), which can become cutting damage in future if you take imbuements or take the Mystic Knight lens; 3) Reach is 1-2; 4) It's a cheapy weapon. But you can choose a Rapier or Broadsword (Katana-wielding wizards!).

For 10 points, he has HP 16, a very respectable HP, specially for a wizard! Yet, one may opt to trade that for Striking ST 2, improving damage to 2 dices (and gaining a +4 damage bonus for Weapon Master) at the cost of it's survivability.

Finally, in addition to that HP, Combat Reflexes and Weapon Master makes him a decent (not ubber) warrior. This character is designed to be a Wizard (with full Power-ups) that has some martial training.

Please, I'd like to see some suggestions and criticism, specially about the chosen spells that could aid such combatant wizard.
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Old 02-02-2013, 08:56 AM   #49
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Default Re: Warrior/wizard

Missile spells are only a bad choice if you don't have flight and/or invisibility. You seemed to have made a wizard that can't do much but support the other players. If that is what you are going for, cool. Flight is fairly useless in combat if you have to close to stick them with a sword, since they can stick you too. They get a hearing roll to hear you in combat and if they are pure fighters the -4 from not seeing you is not going to be a big deterrent. You might terrorize mooks but any dedicated warrior is going to end you quickly.

Get some missile spells and nuke them invisibly from orbit.

Also, a wizard with Weapon Master is not wizard with "some martial training" Weapon Master means someone pretty dedicated to melee
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Old 02-02-2013, 09:52 AM   #50
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Default Re: Warrior/wizard

Alternatively to making a wizard who can fight, make a warrior who can cast a few choice spells. Invisibility isn't enough to make a wizard deadly. Its pretty nasty on a dedicated combatant. Blur is also a nice option. Steel Wraith is hilarious. Great Haste is awesome. (no, you shouldn't get all of these together cause prereq chains)

Don't feel obligated to have a 15 skill for 1 point. get a 13 in the things you want to use and buy up FP like crazy. You'll be built for just casting big spells, but those are the ones that make massive differences in combat.
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