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.
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 advantages. • A further 25 points chosen from among additional Holy abilities or ST+1 or ST+2 (10 or 20), DX+1 (20), HT+1 or HT+2 (10 or 20), HP+1 to HP+3 (2/level), Will+1 to Will+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 (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:
- One of Axe/Mace, Broadsword, or Spear, all (A) DX+3 (12)-16, and Shield (E) DX+3 (8)-16.
- Flail (H) DX+2 (12)-15 and Shield (E) DX+3 (8)-16.
- 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 (monster 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).
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 personal combat (more ST and HP, High Pain Threshold, Bloodlust, and supplementary Physiology and Psychology specialties for monsters).
Like most fighters, holy warriors should consider sacrificing some of the 5 points from quirks for cash enough to buy good weapons and armor.