Warrior-Wizard
250 points
You have the magical
power of a wizard, but you split your studies between spells and
weapon training. You can use a variety of methods to either improve
your attacks or hinder your enemies, but even without magic you are a
deadly fighter. Unfortunately, studying the two disciplines leaves
little time for anything else, but you’re confident that most
problems can be solved with either magic or violence (or a
combination of the two).
Attributes: ST 11
[10]; DX 13 [60]; IQ 14 [80]; HT 11 [10].
Secondary
Characteristics: Damage 1d−1/1d+1; BL 24 lbs.; HP 11 [0]; Will 14
[0]; Per 14 [0]; FP 11 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0].
Advantages: Magery 3
[35]. • 30 points chosen from among ST +1 to +3 [10/level], DX +1
[20], HT +1 to +3 [10/level], FP +1 to +10 [3/level], Ambidexterity
[5], Combat Reflexes [15], Danger Sense [15], High Pain Threshold
[10], Languages [2-6/language], Luck [15], or Magery 4, 5, or 6 [10,
20, or 30].
One of the following
packages:
• Imbue 2
(Magical, −10%) [18]. • Five Imbuement Skills, all (VH) IQ+1
[2]-15†.
• Imbue 3
(Limited skill access, 2 skills, -60%; Magical, −10%) [12]. • Two
Imbuement Skills, all (VH) IQ+3 [8]-17†.
• Weapon
Master (One weapon) [20]. • One of Blind Fighting (VH) Per [8]-14,
Immovable Stance (H) DX+1 [8]-14, Kiai (H) HT+1 [8]-12, Mental
Strength (E) Will+3 [8]-17, Parry Missile Weapons (H) DX+1 [8]-14,
Power Blow (H) Will+1 [8]-15, or Pressure Points (H) IQ+1 [8]-15.
Disadvantages: −15
points from Code of Honor (Soldier’s or Chivalry) [−10 or −15],
Curious [−5*], Jealousy [−10*], Overconfidence [−5*], Sense of
Duty (Adventuring Companions) [−5], or Stubbornness [−5]. •
Another −15 points from Bloodlust [−10*], Callous [−5], One Eye
[−15], Post-Combat Shakes [−5*], or Wounded [−5]. • Another
−20 points from Bully [−10*], Clueless [−10], Disturbing Voice
[−10], Loner [−5*], No Sense of Humor [−10], Oblivious [−5],
or Social Stigma (Excommunicated) [−10].
Primary Skills:
Thaumatology (VH) IQ [1]-14†. • One of Axe/Mace, Bow, Broadsword,
Shortsword, Smallsword, Staff, or Two-Handed Sword, all (A) DX+5
[20]-18. • One of Fast-Draw (Arrow, Knife, Potion, or Two-Handed
Sword), or Shield (Buckler), both (E) DX+1 [2]-14, Sling (H) DX−1
[2]-12, or Throwing (A) DX [2]-13.
Secondary Skills:
Armoury (Body Armor, Melee Weapons, or Missile Weapons) (A) IQ−1
[1]. One of Brawling, Innate Attack (Any), or Knife, all (E) DX+2
[4]-15, Judo (H) DX [4]-13, or Wrestling (A) DX+1 [4]-14. One of
Hidden Lore (Demons, Magic Items, Magical Writings, or Spirits) or
Occultism, both (A) IQ-1 [1]-13.
Background Skills:
Three of Climbing (A) DX [2]-13, First Aid (E) IQ+1 [2]-15, Forced
Entry (E) DX+1 [2]-14, Intimidation (A) Will [2]-14, Stealth (A) DX
[2]-13, Swimming (E) HT+1 [2]-12, or Tactics (H) IQ−1 [2]-13.
Spells: 10 wizardly
spells, all either (H) IQ+1 [1]-15* or (VH) IQ [1]-14*.
* Multiplied for
self-control number; see GURPS Basic Set, p. 120.
† includes +3 for
Magery.
Customization Notes
There are numerous
possible combinations of combat skills, imbuements, and spells, but a
few archetypes are especially common:
Body Beater: You use
the reach and leverage of a quarterstaff or long staff to deliver
melee spells and powerful blows at the same time. The body control
college offers Paralyze Limb, Wither Limb, and Deathtouch, as well as
several regular spells which can extend their range a little with
your staff. To defend against missile attacks, learn Deflect Missile
or Missile Shield. Either demonstrate mastery of your own body with
extra ST and Power Blow, or use your staff with imbuements like
Crippling Blow, Fatiguing Strike, Telescoping Weapon, or Traumatic
Blow.
Burning Blade: The
fire college has many methods of dealing damage, but Flaming Armor
and Flaming Weapons are the most appealing to swordsmen. If you take
both, you won’t be able to learn any spells to defend against
missiles, so you will want a shield, Parry Missile Weapons, or a
range of defensive imbuements. Burning Strike, Fireproof Armor, and
Incendiary Weapon are thematically appropriate.
Ice Archer: Ice
Missiles is relatively easy to learn and makes your bow more
effective. Use Ice Slick and Water Jet to keep melee fighters away
from you. Binding Shot, Chilling Strike, Continuing Attack, Crushing
Strike, Cutting Strike, and Shattershot all suit frosty arrows, while
Fireproof Armor and Rigid Armor can represent a coating of magical
ice.
Stone Striker: Body
of Stone and Flesh to Stone are very powerful combat spells if you
have enough time and FP to cast them. When you don’t, you can use
imbuements like Bank Shot, Blunting Armor, Crushing Strike, Cutting
Strike, Penetrating Strike, and Impenetrable Armor to boost your
combat abilities. Immovable Stance suits the earth-theme for those
who prefer Weapon Master.
Storm Shield:
Lightning and Shocking Touch allow you to hurt enemies near and far,
so you don’t need a full-size staff, allowing the use of a shield
alongside a wand (baton, knobbed club, light club, or short staff).
Play up the thunder-and-lightning theme with Thunderclap, Kiai,
Deafening Display, Shockwave, or Thunderous Defense, add even more
electricity with Electric Weapon, or use Arcing Shot, Guided Weapon,
or Homing Weapon with Lightning to hit those who think they are safe
at a distance or behind cover.
Warded Warrior:
Stack good armor with protection and warning spells like Armor or
Return Missile and defensive imbuements like Energizing Defense,
Expand Armor, Nullifying Armor (Magic), Spiritual Defense, Vengeful
Defense, or Widen Shield to achieve virtual invulnerability. If you
feel that spells offer enough physical protection without imbuements,
take Weapon Master and Mental Strength to protect from more subtle
threats. There’s no need for a staff when you cast your spells on
yourself, so take a bow or sword, which will help compensate for a
lack of offensive magic.
Power-Ups for
Warrior-Wizards
Warrior-Wizards can
buy up to Imbue 3 (with no limited skill access) and any level of
Weapon Master regardless of which options they started with, as well
as Energy Reserve (Magical) 1-20 [3/level], Magic Resistance
(Improved, +150%) 1-3 [5/level], or Wild Talent 1-2 [20/level].
They can also
purchase the following abilities:
Armor Mastery
As for the knight
ability of the same name.
Jack of All Trades
As for the innkeeper
ability of the same name.
Inextinguishable
Power
As for the wizard
ability of the same name.
Warrior Wizard Perks
Warrior-wizards can
take perks usually reserved for other professions, without the usual
prerequisites.
Armor Familiarity
As for the martial
artist ability of the same name. Counts as a Combat Perk.
Flagellant’s
Blessing
As for the cleric
perk of the same name. Counts as a Magic Perk.
Life-Force Burn
As for the
demonologist perk of the same name. Counts as a Magic Perk.
Mixing Professions
Lenses for Warrior-Wizards
Warrior-wizards should use the lenses described for wizards, with the following exception:
Warrior-Wizard-Wizard
50 points
Attributes: +1 IQ [20].
Advantages: Magery +1 [10].
Skills: Alchemy (VH) IQ [8].
Spells: 12 wizardly spells, all either (H) IQ+2 [1] or (VH) IQ+1 [1], including +4 for Magery.
Becoming a Warrior-Wizard
Use the following lens for any character except a wizard:
Warrior-Wizard Lens
50 points
Advantages: Magery 1 [15].
One of the following packages:
• Imbue 2
(Limited skill access, 3 skills, −40%; Magical, −10%) [10]. • Three
Imbuement Skills, all (VH) IQ [4], including +1 for Magery.
• Weapon
Master (One weapon) [20]. • One of Blind Fighting (VH) Per−2 [2],
Immovable Stance (H) DX−1 [2], Kiai (H) HT−1 [2], Mental
Strength (E) Will+1 [2], Parry Missile Weapons (H) DX−1 [2],
Power Blow (H) Will−1 [2], or Pressure Points (H) IQ−1 [2].
Skills: Thaumatology (VH) IQ-3 [1]. One of Axe/Mace, Bow, Broadsword,
Shortsword, Smallsword, Staff, or Two-Handed Sword, all (A) DX+1
[4].
Spells: 8 wizardly spells, all either (H) IQ−1 [1] or (VH) IQ−2 [1], including +1 for Magery.
Wizards already have Magery and spells, so they can concentrate on combat skills:
Wizard-Warrior-Wizard
50 points
Attributes: DX +1 [20].
Advantages: One of the following packages:
• Imbue 2
(Limited skill access, 3 skills, −40%; Magical, −10%) [10]. • Three
Imbuement Skills, all (VH) IQ+2 [4], including +3 for Magery.
• Weapon
Master (One weapon) [20]. • One of Blind Fighting (VH) Per−2 [2],
Immovable Stance (H) DX−1 [2], Kiai (H) HT−1 [2], Mental
Strength (E) Will+1 [2], Parry Missile Weapons (H) DX−1 [2],
Power Blow (H) Will−1 [2], or Pressure Points (H) IQ−1 [2].
Skills: One of Axe/Mace, Bow, Broadsword,
Shortsword, Smallsword, Staff, or Two-Handed Sword, all (A) DX+2
[8].