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Holy Warrior

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Dungeon Fantasy 1: Adventurers · p.7

Open source p.7
250 points

Holy Warrior

250 points
You fight for what’s right – and the gods have your back.
You’re on a quest to bury Evil six feet deep and make sure it
stays there. Like the cleric (p. 6), you carry the flame of Holy
Might (p. 22), but where the cleric wields spells, you prefer the
sword, much like the knight (p. 8). While people who don’t
know you sometimes think that makes you a generalist, you’re
a true specialist when it comes to destroying Evil.
Attributes: ST 13 [30]; DX 13 [60]; IQ 12 [40]; HT 13 [30].
Secondary Characteristics: Damage /; BL 34 lbs.; HP 13
[0]; Will 14 [10]; Per 12 [0]; FP 13 [0]; Basic Speed 6.00 [-10];
Basic Move 6 [0].
Advantages: Born War Leader 1 [5]; Higher Purpose (Slay
Demons or Slay Undead) [5]; Holiness 2 [10]; and Shtick
(Foes slain personally can’t rise as undead) [1]. • 25 points
in Holy abilities (p. 22); put leftovers into more advan-
tages. • A further 25 points chosen from among additional
Holy abilities or ST +1 or +2 [10 or 20], DX +1 [20], HT +1
or +2 [10 or 20], HP +1 to +3 [2/level], Will +1 to +5 [5/level],
Born War Leader 2-4 [5/level], Combat Reflexes [15],
Enhanced Block 1 [5], Enhanced Parry 1 (One Melee
Weapon skill) [5], Fearlessness [2/level] or Unfazeable [15],
Hard to Kill [2/level], Hard to Subdue [2/level], High Pain
Threshold [10], Higher Purpose (different from first) [5],
Holiness 3 or 4 [5 or 10], Luck [15], Magic Resistance
[2/level], Rapid Healing [5], Recovery [10], Resistant to
Disease (+3) or (+8) [3 or 5], Resistant to Poison (+3) [5],
Signature Gear [Varies], Striking ST 1 or 2 [5 or 10], or
Weapon Bond [1].
Disadvantages: One of Honesty (12) [-10], Sense of Duty (Good
entities) [-10], or Vow (Own no more than horse can carry)
[-10]. • Another -15 points chosen from among those traits
or Charitable [-15], Compulsive Generosity [-5],
Compulsive Vowing [-5*], Disciplines of Faith (Ritualism or
Mysticism) [-5 or -10], Fanaticism [-15], Intolerance (“Evil”
religions) or (All other religions) [-5 or -10], Selfless [-5*],
Truthfulness [-5*], or Vow (Chastity) [-5]. • A further -15
points chosen from either of the two previous lists or
Bloodlust [-10*], Code of Honor (Chivalry) [-15], Easy to
Read [-10], No Sense of Humor [-10], Overconfidence [-5*],
Sense of Duty (Adventuring companions) [-5], or
Stubbornness [-5].
Primary Skills: Exorcism (H) Will [4]-14 and Hidden Lore
(Demons or Undead) (A) IQ [2]-12. • One of Crossbow or
Thrown Weapon (Axe/Mace or Spear), all (E) DX+2 [4]-15;
or Throwing (A) DX+1 [4]-14. • One of these three melee
skills packages:
1. One of Axe/Mace, Broadsword, or Spear, all (A) DX+3
[12]-16, and Shield (E) DX+3 [8]-16.
2. Flail (H) DX+2 [12]-15 and Shield (E) DX+3 [8]-16.
3. One of Polearm, Spear, or Two-Handed Sword, all (A) DX+5
[20]-18.
Secondary Skills: Brawling (E) DX+1 [2]-14; Wrestling (A)
DX+1 [4]-14; Leadership (A) IQ [1]-12†; Physiology (mon-
ster type) and Psychology (same monster type), both (H) IQ
[4]-12; Strategy and Tactics, both (H) IQ [2]-12†; and
Intimidation (A) Will-1 [1]-13.
Background Skills: Religious Ritual and Theology, both (H)
IQ-2 [1]-10; Meditation (H) Will-2 [1]-10; and Esoteric
Medicine (Holy) (H) Per-2 [1]-10. • Five of Fast-Draw (any)
(E) DX [1]-13; Climbing, Lance, Riding (Horse), or Stealth, all
(A) DX-1 [1]-12; First Aid or Gesture, both (E) IQ [1]-12;
Interrogation (A) IQ-1 [1]-11; Physiology (other monster type)
or Psychology (other monster type), both (H) IQ-2 [1]-10;
Hiking (A) HT-1 [1]-12; or Observation (A) Per-1 [1]-11.
* Multiplied for self-control number; see p. B120.
† Includes +1 for Born War Leader (p. 14).
Customization Notes
The whole point of playing a holy warrior is to have Holy
abilities, so it makes sense to favor these when choosing
advantages. Holy warriors get especially good use out of
Blessed (notably the Heroic Feats variant; see p. B41),
Resistant to Evil Supernatural Powers, and True Faith with
Turning (GURPS Powers, p. 84). Gamers who wish to focus
exclusively on fighting will be happier playing barbarians,
knights, and swashbucklers.
Other choices should support a clear archetype. Some holy
warriors are paragons of religious chivalry (peaceful Higher
Purpose, more Holiness, Charitable, Code of Honor, and of
course the Lance and Riding skills); others are hard-eyed
inquisitors (more Will, Unfazeable, Honesty, Intolerance, No
Sense of Humor, and skills like Stealth and Interrogation). All
are crusaders, whether they lead armies (additional Born War
Leader, Fanaticism, Sense of Duty, and soldier’s skills such as
First Aid and Hiking) or confront Evil’s champions in person-
al combat (more ST and HP, High Pain Threshold, Bloodlust,
and supplementary Physiology and Psychology specialties for
monsters).
Like most fighters, holy warriors should consider sacrific-
ing some of the 5 points from quirks for cash enough to buy
good weapons and armor.