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GURPS

Advanced Dungeons & Dragons

Classes

Character classes typically have the following advantages, disadvantages and other abilities. When characters are directly converted from AD&D to GURPS they should take these advantages.

Warriors

Fighters:
Combat reflexes (15 pts)

Suggested skills: Any weapon

Rangers
Ambidexterity (10 pts)
Animal empathy (5 pts)
Tracking IQ+2 (6 pts)
Stealth IQ (2 pts)
Reputation: Ranger enemy (Var.)

Suggested skills: Any weapon, Survival: Woods
Suggested Advantages: Divine magic spheres (minor animal and plant, 3.5 pts), Divine magic skill
Rangers acquire spells as clerics do. See the magic section for a description of cleric magic.

Paladins have the GURPS abilities:
Blessed - immunity: magic + 2 (4 pts)
Clerical Investiture (5 pts)
Detect evil (as the 1st level cleric spell, 10 pts)
Healing level 1 (15 pts)
Immunity to disease (15 pts)
Protection from evil, 10' radius (15 pts)
Vow: Poverty (may not possess more than 10 magic items, must never retain wealth, must tithe, -15 pts)

Suggested skills: Any weapon
Suggested Advantages: Divine magic spheres (minor combat, divination, healing and protective, 6 pts), Divine magic skill
Paladins acquire spells as clerics do. See the magic section for a description of cleric magic.

Priests

Clerics
Clerical investment level 1(5 pts)
Divine Magic (40 pts)
Divine Magic Skill (1 pts)
Vow: Use only blunt weapons (-10 pts)
Duty: Church (variable)
The clerics turn undead ability is equal to the clerical spellcasting ability. Priestly spell casting ability is described in the magic section.

Suggested skills: Any allowed weapon

Druids who are spellcasters have the abilities:
Clerical investment level 1(5 pts)
Divine Magic (major spheres: all, animal, elemental, healing, plant, and weather, minor spheres: divination, 22 pts)
Divine Magic Skill (1 pts)
Vow: Use only natural armor (-8 pts)
Vow: Use only druid weapons (-8 pts)
Animal empathy (5 pts)
Sense of Duty: Nature (-10 pts)
Priestly spell casting ability is described in the magic section.

Suggested skills: Any allowed weapon, Survival: Woods

Rogues

Thieves should have the following skills:
Climbing
Lockpicking
Pickpocket
Stealth
Traps
Acute Hearing

True Bards
Use the above conversion of the following thieves skills Climb walls, detect noise, and pick pockets.
Bard IQ+1 (4 pts)
Musical instrument IQ+1 (4 pts)
Arcane Magic (40 pts)
Arcane Magic Skill (1 pts)
Climbing
Pickpocket
Acute Hearing
Charisma

Bards gain spells just like mages do. Wizard's spell casting ability is described in detail in the magic section.

Wizards and Illusionists
Wizard's spell casting ability is described in detail in the magic section.


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