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#81 |
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Join Date: Feb 2008
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#82 | |
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Join Date: Aug 2004
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Get a nice reach weapon to fight from the back lines when you are not casting spells, and some decent armor and you will have a nice fun, easy to play character. Just make a "spells sheet" so the person who gets the cleric has a nice little summary of what each spell does and what it will cost him to do it.
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#83 | |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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#84 | |
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Join Date: Aug 2004
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My GURPS stuff |
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#85 |
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Join Date: Sep 2004
Location: Canada
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The Ally is an NPC controlled by the GM, and sucks points out of the player. This is even more passive than usual.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#86 |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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The tradition is to let summoners like this control the ally in combat
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#87 | |
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Join Date: Aug 2004
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I just see the Ally as a far better return on points than True Faith is. If you want passive, stand around concentrating on True Faith for an entire fight. Ick.
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#88 |
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Join Date: Aug 2004
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So, here is what I was thinking about. This guy is a little off the DF1-3 standard, but only in that I grabbed some disad choices from Messenger God Clerics (without using their spell list) and used DF Allies to build the ally. To PLAY this guy only requires DF 1-3 and Characters/Campaigns. Easy enough to switch out disads if you just cant stand breaking the template like that.
The idea is you summon your ally at the start of each day, and hand him a quarterstaff and a bow/quiver. His job is to cast the corrosive cloud and use the staff at reach 2 to fend off folks, or switch to bow if no one is nearby, while assisting the cleric or the rest of the party with his Luck (Wishing). If you have the time at the start of each day, spend an hour and increase everyones move by 1.5 as well. This will greatly assist this slow as molasses halfling :) The Cleric himself will be buffing people (Flaming Weapon and Armor), healing people as needed, and countering various threats (Turn Spirit, Turn Zombie, various Resists). If no spell seems appropriate to the moment, use the bow to shoot things. Create Water isnt half bad for helping with that Trickster impulse, otherwise use the high bow skill for some tricky humiliating shots. Note that Skill 15 spells only need a gesture, so its valid to try for a stealth roll at the start of combat and buff folks from hiding. If you STAY stealthed till the buffing is done, that first bow shot should get no defenses! A more aggressive Ally might switch staff for polearm, and the quarterstaff for a halberd, which you could then cast Flaming Weapon on. Hafling Cleric Total points: 250 ST 9* [20] DX 13* [40] IQ 14 [80] HT 12* [10] HP 11* [0] Will 14 [0] Per 14 [0] FP 12 [0] Damage 1d-2/1d-1 BL 16 lbs Basic Speed 6.00 [0] Basic Move 5* [0] Advantages: Clerical Investment [5]; Power Investiture 3 [30]; Ally (Equal points, Summonable +100%, 15-) [29]; Halfling Marksmenship +2 [10]; Giant Weapons 2 [2]; Luck [15]; Strongbow [1]; Halfing [0]: Halfling Markmanship 2, Honest Face, Silence 2. Disadvantages: Sense of Duty (Coreligionists) [-10]; Trickster (12) [-15]; Overconfidence (12) [-5]; Sense of Duty (Adventuring Companions) [-5]; Weirdness Magnet [-15]; From Halfling: Gluttony (12), Kelptomania (12). Quirks: [-5]. Features: SM -2; Hairy feet. Code:
Skill Level Target Cost Esoteric Medicine (Holy) (H) Per 14 4 Exorcism (H) Will 14 4 Bow (A) DX+1 18** 4 Shortsword (A) DX+2 15 8 Shield (E) DX+2 15 4 First Aid (E) IQ 14 1 Hidden Lore (Undead) (A) IQ-1 13 1 Occultism (A) IQ-1 13 1 Public Speaking (A) IQ-1 13 1 Teaching (A) IQ-1 13 1 Diagnosis (H) IQ-2 12 1 Theology (H) IQ-2 12 1 Religious Ritual (H) IQ-2 12 1 Surgery (VH) IQ-2 12 2 Meditation (H) Will-2 12 1 Climbing (A) DX-1 12 1 Stealth (A) DX-1 12*** 1 Hiking (A) HT-1 12 1 Scrounging (E) Per 14 1 Search (A) Per-1 13 1 Swimming (E) HT 13 1 Jumping (E) DX 13 1 Code:
PI Spells Cost Duration Notes All spells are skill 15 for Hard, 14 for VH. 1 Armor (Reg) 2xDR 1 minute max DR of 5. Half to maint. -1 to final cost and halved maint cost for skill. 1 Minor Healing (Reg) 0-2 Instant Heal 1 HP per FP cost, +1 HP. -3 skill for addtional casts on same subject/day. 1 Recover Energy - - Recover 1 FP per 5 minutes 1 Watchdog (Area) 1 10 hours 1 to maintain. -1 to final cost for skill. 9 seconds to cast 2 Create Water (Reg) 2/lvl Permanent 1 gallon per level, -1 to final cost for skill. 2 Continual Light (Reg) 1/3/5 2d days first level is moonlight, second is torch, third is daylight. 2 Healing Slumber (Reg) 5/9 up to 8 hours Fall asleep and heal 1 hp/level per hour up to 8 hours max. 2 Major Healing (Reg, Vh) 1-4 Instant Heal 2 HP per FP. -3 skill for additional casts on same subject/day. 2 Resist Acid (Reg) 1/5 1 minute 0/2 to maint. Second level is to resist essential acid. 2 Resist Cold (Reg) 2/4/6 1 minute Half to maint. -1 final cost for skill. second level for -40 deg. third for abs zero. 2 Resist Fire (Reg) 2/4/6 1 minute Half to maint. -1 final cost for skill. second level for volcano. third for star. 2 Resist Lightning (Reg) 1 1 minute 0 to maint. 2 Turn Zombie (Area) 2 1 day -1 to final cost for skill. 3 seconds to cast. 2 Turn Spirit (Reg, Res by Will) 3 10 seconds 1 to maint. +1 casting cost to reduce spirit resistance by 1. 3 Affect Spirits (Reg) 3 1 minute 1 to maint. Allows person or object to interact with or harm insubstantial spirits. 3 Cure Disease (Reg) 3 Instant 10 minutes to cast, One try. 3 Create Food (Reg) 1/2/3 Permanent First level converts organic to food. Second does inorg. Third does air. 3 Flaming Weapon (Reg) 3 1 minute 0 to maint. 1 sec cast. +2 burn damage if weapon penetrats DR. 3 Restoration (Reg, VH) 15 1 month 1 minute to cast, One try. 3 See Secrets (Reg) 4 1 minute 1 to maint. Causes hidden items, doors, traps, etc to stand out clearly. 4 sec cast. 3 Stop Paralysis (Reg) Spec Instant Costs 1 for a limb, 2 for whole body, -1 for skill. Allies Divine Servitor of Good, Chaos, Travel (100% points, Summonable, same one +100%, 15 or less) ST: 12 [20] HP: 12 [0] Speed: 6.00 [-10] Dodge: 11 DX: 13 [60] Will: 14 [5] Parry: 13 IQ: 13 [60] Per: 13 [0] Move: 4 DR: 0 HT: 13 [30] FP: 13 [0] BL: 29 lbs SM: 0 Quarterstaff (16): 1d+5 cr swing, Reach 1,2. 1d+2 cr thrust, Reach 1,2. Fine, Balanced. Dont cast flaming weapon on this! Longbow (14): 1d+1 imp, Acc 3, Range 165/220 ROF 1, Shots 1 (2), ST 11 bow. Advantages: Blessed (Heroic Feats, DX) [10]; Immunity to Metabolic Hazards [30]; Corrosion Attack 1d (Area Effect, 2 yards, +50%; Drifting +20%; Persistent, +40%; Reduced Range 1/10 -30%) [18]; Extraordinary Luck (Wishing, Others Only +0%) [30]; Affliction 1 (HT; Area Effect, 4 yards, -50%; Advantage, Enhanced Move 0.5 (Ground), +100%; Emanation -20%; Extended Duration, Permanent while servitor alive and summoned, +150%; Malediction 1 +100%; Preperation Required, 1 hour -50%; Selective Area +20%) [50]. Disadvantages: Sense of Duty (Coreligionists) [-10]; Dependency (Sanctity; Very Common; Constantly) [-25]; Unnatural Features 1 [-1]; Wealth (Dead Broke [-25]; Intolerance (Evil religions) [-5]; Vow (Place the will of my diety above my own needs) [-10]. Quirks: [-5]. Skills: Hidden Lore (Servitors of Good) (A) IQ [2]-13; Theology (H) IQ [4]-13; Esoteric Medicine (Holy) (H) Per [4]-13; Religious Ritual (H) IQ [4]-13; Staff (A) DX+2 [8]-15; Bow (A) DX [4]-14; Gambling (A) IQ [2]-13. Class: Servitor of Good. Combat Dodge: 10/9 Parry: 12 Block: 12 w/Medium Shield (DB 2) Move: 4 (Light enc), 3 (Med enc) Code:
Weapon Damage Reach Skill Wt ST Parry Cost Notes Shortsword 1d-1 cut 1 15 2 6 0 $40 SM 0. Thrust 1d-2 imp 1 15 - - 0 Medium Shield 1d-2 cr 1 15 1.4 - - Ranged Weapon Damage Range Skill Wt Acc RoF Shots ST Cost Notes Longbow 1d+1 imp 165/220 18 3 3 1 1 (2) 11 $200 normal arrow Bodkin 1d+1(2) pi 165/220 18 - 3 1 1 (2) 11 - Essential Food: $3.75 and 0.125lbs per day. Essential Water: 0.33lbs and $1.25 per day. Most tools are 1/3 weight and cost. Clothing is 1/5th Code:
Equipment Wt Cost Notes Blanket 0.8 $20 Torso Canteen 3 $10 Torso, weight includes 2lbs water. Backpack 3 $30 Torso, holds 40lbs Personal Basics 1 $5 Backpack Rope, 3/8" 1.5 $5 Backpack, 10 yards, supports 300lbs Silver Pennies - $24 x6 Copper Farthings - $3 x3 Ordinary Clothing 0.4 $0 Torso, Arms, Legs. Medium Shield, light 1.4 $45 Left Arm, DB 2 Mail Hauberk 3.75 $230 Torso, Groin DR 3/1* Mail Leggings 2.25 $110 Legs DR 3/1* Mail Sleeves 1.35 $70 Arms DR 3/1* Mail Coif 0.6 $55 Skull, Neck DR 3/1* Cloth Gloves - $15 Hands, DR 1* Shoes 0.3 $40 Feet, DR 1* Fortify - $50 +1 DR, added above. Lighten - $100 0.75 x weight, figured above. Shortsword 2 $490 SM 0, jewled, Power Item FP 5 Longbow 6 $400 x2, SM 0 Cornucopia quiver 0.5 $110 x2, One arrow at a time, infinitely. Cornucopia quiver 0.5 $110 One bodkin arrow at a time, infinitely Balanced, Fine Quarterstaff 4 $70 +1 skill, +1 damage, -1 odds of breakage. ----- ----- 29.35 $2000 Light Enc.
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My GURPS stuff Last edited by chandley; 04-09-2012 at 11:52 AM. |
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#89 |
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Join Date: Sep 2008
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#90 | |
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Join Date: Aug 2004
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I was going for the chaos and trickery angle, but it is pretty steep a disad for a newbie. On the other hand, you havent lived until you have satisfied your Trickster disad by doing something appropriate to a thing that showed up because of Wierdness Magnet :)
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