Update: This is the GURPS Dungeon Fantasy version of the character. If you want to see a version for the Dungeon Fantasy RPG, click here.

Welcome back to our series of conversions of Pathfinder’s Iconic Characters to GURPS Dungeon Fantasy! This is the third post in the series. Previous entries can be found here:

Today’s template is the Cleric, which means today’s star is Kyra. Here she is:

By Wayne Reynolds, Copyright 2008 Paizo Publishing

You can find her full bio here, and her original Pathfinder stats here. From looking at them we can see the following:

  • Kyra is from Qadira, her world’s Persia/Arabia equivalent. She’s the sole survivor from a bandit raid on her farming village.

  • Kyra is a cleric of Sarenrae, the goddess of healing, redemption, honesty, and the sun. She teaches her devotees to always seek to redeem those who follow the path of evil, and to destroy them if that proves impossible.

  • She wields a scimitar, her deity’s favored weapon. Her cleric spells generally have a “light, fire and healing” theme, and she possesses the typical D&D cleric ability to turn undead.

Given Sarenrae’s portfolio, we could represent Kyra with the just the base Cleric template from GURPS Dungeon Fantasy 1: Adventurers… but the Sun Priest lens from GURPS Dungeon Fantasy 7: Clerics fits her better, so let’s use that!

Once again we managed to hit all the major points of the original character. Her mandatory disadvantage is the Vow, which about as inconvenient as Pacifism (Cannot Harm Innocents) and is priced accordingly. Kyra spends one point in extra starting cash in order to afford the scimitar (which has the same stats as a thrusting broadsword). Instead of a sling she uses a bow, because that’s how sun clerics roll in Dungeon Fantasy.

Kyra, 249-point Human Cleric

ST 13 {30}; DX 12 {40}; IQ 14 {80}; HT 12 {20}.

Damage 1d/2d-1; BL 17kg; HP 13; Will 14; Per 14; FP 12; Basic Speed 6.00; Basic Move 6.

Advantages

  • Clerical Investment {5}
  • Power Investiture 4 {40}
  • True Faith with Turning {24}
  • Psychic Guidance (Sunbolt) {1}

Disadvantages

  • Charitable (12) {-15}
  • Fanaticism (Sarenrae) {-15}
  • Sense of Duty (Adventuring Companions) {-5}
  • Truthfulness (12) {-5}
  • Vow (Always attempt redemption before violence) {-10}

Skills

  • Bow (A) DX+2 {4} - 14
  • Broadsword (A) DX+3 {12} - 15
  • Climbing (A) DX-1 {1} - 11
  • Diagnosis (H) IQ-2 {1} - 12
  • Diplomacy (H) IQ-2 {2} - 13
  • Esoteric Medicine (Holy) (H) Per {4} - 14
  • Exorcism (H) Will {4} - 14
  • First Aid (E) IQ {1} - 14
  • Hidden Lore (Undead) (A) IQ-1 {1} - 13
  • Meditation (H) Will-2 {1} - 12
  • Occultism (A) IQ-1 {1} - 13
  • Public Speaking (A) IQ-1 {1} - 13
  • Religious Ritual (H) IQ-2 {1} - 12
  • Riding (Horse) (A) DX-1 {1} - 11
  • Savoir-Faire (High Society) (E) IQ {1} - 14
  • Surgery (VH) IQ-2 {2} - 12
  • Teaching (A) IQ-1 {1} - 13
  • Theology (H) IQ-2 {1} - 12

Spells

All get +4 from Power Investiture.

  • Fire:
    • Fiery Weapon (H) IQ+2 {1} - 16
    • Ignite Fire (H) IQ+2 {1} - 16
    • Resist Fire (H) IQ+2 {1} - 16
  • Healing:
    • Cleansing (H) IQ+2 {1} - 16
    • Cure Disease (H) IQ+2 {1} - 16
    • Major Healing (VH) IQ+1 {1} - 15
    • Minor Healing (H) IQ+2 {1} - 16
    • Recover Energy (H) IQ+2 {1} - 16
    • Resist Disease (H) IQ+2 {1} - 16
    • Resist Poison (H) IQ+2 {1} - 16
  • Knowledge:
    • See Secrets (H) IQ+2 {1} - 16
  • Light and Darkness:
    • Continual Light (H) IQ+2 {1} - 16
    • Continual Sunlight (H) IQ+2 {1} - 16
    • Light (H) IQ+2 {1} - 16
    • Sunbolt (H) IQ+2 {1} - 16
    • Sunlight (H) IQ+2 {1} - 16
  • Meta-Spells:
    • Dispel Magic (H) IQ+2 {1} - 16
  • Protection and Warning:
    • Armor (H) IQ+2 {1} - 16
    • Shield (H) IQ+2 {1} - 16

Equipment

$1394.0, 26.13kg. Light Encumbrance.

  • Ordinary Clothes [Torso, Limbs]: Free, 1kg.
  • Chain Shirt [Torso]: DR 4/2*. $150, 8kg.
  • Pot-Helm [Head]: DR 4, $100, 2.5kg.
  • Heavy Leather Sleeves [Arms]: DR 2. $50, 1kg.
  • Heavy Leather Leggings [Legs]: DR 2. $60, 2kg.
  • Boots [Feet]: DR 2*. $80, 1.5kg.
  • Regular Bow [Torso]: Acc 2, damage thr+1 imp. $100, 1kg.
  • Hip Quiver [Torso]: Holds 20 arrows. $15, 0.5kg.
  • Arrows x20 [Quiver]: $40, 1kg.
  • Scimitar [Torso]: As thrusting broadsword. Damage sw+1 cut or thr+2 imp. $600, 1.5kg.
  • Holy Symbol [Torso]: $50, 0.5kg.
  • Backpack, Small [Torso]: Holds 20kg of gear. $60, 1.5kg.
  • First Aid Kit [Backpack]: $50, 1kg.
  • Blanket [Backpack]: $20, 2kg.
  • Rations x2 [Backpack]: $4, 0.5kg.
  • Personal Basics [Backpack]: $5, 0.5kg.
  • Waterskin [Backpack]: Holds 4L of liquid (4kg if water). $10, 0.13kg.
  • $106 remaining.