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This is a list of Dungeon Fantasy Occupations.
Other templates are listed at Character Templates

All Dungeon Fantasy templates are [250] unless noted otherwise. Analogs are similar concepts that appear in other books.

Artificer[]

A tinker, a gadgeteer, a MacGuyver, who whips gizmos up on the spot and repurposes existi who are also decent alchemists who can identify magic items and brew up up potions.[1]

Alchemist[]

  • Alchemist[2]specializes in just potion creation.

Assassin[]

  • Analogs: Action 1: Heroes, p. 7 [250]; Martial Arts, p. 31 [100]; Banestorm, p. 202 [125]; Fantasy, p. 115 [125]

Hides in the shadows taking out people without fancy gear or mystical powers.[3]

Barbarian[]

  • Analogs: GURPS Fantasy p. 116 [75]; Lenses [+0]: Desert, Plains, Seafaring, Woodland

A huge, strong, tough fighter who tends relies on boatloads of hit points to stay alive and also excellent outdoorsmen, knowing how to survive and spot threats in many situations.[4]

Variants: rage, savage, and survivor

Lenses: berserker, refined savage, sea raider, shirtless savage, short barbarian,Dungeon Fantasy Denizens: Barbarians and eastern barbarian[5]

Bard[]

  • Analogs: GURPS Banestorm p. 203 [150]; GURPS Fantasy p. 117 [75]

Charming, smart, and manipulative with music based power[6]

Beastmaster[]

A buff, outdoorsy wizard focused heavily on Animal spells (plus a selection of similar animal-based powers)[7]

Carnie[]

Very niche option that mixes social aptitude, roguish skill, and bizarre creepiness.[8]

Chevalier[]

A mounted knight, a master of horsemanship both on the battlefield and off, with both tactical and veterinary training.[9]

Cleric[]

Holy spellcaster with a few god-granted powers.[10] Includes evil clerics[11] and an entire range of potential deities each with a unique list of spells and holy (or unholy) powers.[12]. Pyramid had clerics of elder gods,[13] order and chaos,[14] and commerce.[15]

Commander[]

Leader of tactical genius or a beloved and inspiring role model (or a bit of takes leadership to nigh supernatural levels. Decide whether you're a tactical genius or a beloved and inspiring role model (or a bit of both). Either way, you back it up with decent knight-style combat skills and High Command abilities that let you aid and buff the rest of the party.[16]

Demon-Slayer[]

A secular (not holy) fighter who specializes in understanding, spotting, fighting, and destroying demons.[17]

Demonologist[]

They do not necessarily worship demons but rather try to bind and banish those who cause mortals problems.[18]

Variants: Infernal diabolist[19]

Druid[]

A master of Nature, with spells that govern animals, plants, weather, and similar things, along with some Nature-granted special powers.[20]

Variants: Elemental, priest of Nature druid[21]

Lenses: Kannushi [22]

Pk recommends using Nature's Strength from the DFRPG, as the ones in DF1 are unnecessarily harsh.

Elementalist[]

Can be considered a wizard who focuses exclusively on spells of one element or on a little of all four (Air, Earth, Fire, Water), in exchange for access to certain special powers drawn from a connection to those elements.[23]

Variants: Chinese or Indian elements. An unofficial variant can use the five Platonic Solids.

Holy Warrior[]

  • Analogs:

A fighter dedicated to serving a deity, and who receives holy powers (like a cleric, but without the spellcasting) in return.[24] Expanded in Dungeon Fantasy 3: The Next Level and Dungeon Fantasy 7: Clerics

Variants: Warrior-saint is to the holy warrior as the saint is to the cleric; they mainly use learned prayers to help smite their enemies.[25]

Lenses: Yamabushi is slightly more adapted for fighting people than demons or the undead.[26]

Incanter[]

A ritual caster without a spell list, who can create almost any effect. But to avoid onerous restrictions, they must create these ahead of time, binding them to their auras as one-shot spells, or crafting potions or scrolls for later use.[27]

Innkeeper[]

A very tongue-in-cheek character type who can be rather useful thanks to good social skills, a broad range of knowledge, and years of bar fights. If you want a bard without the magic, a scholar who isn't fragile and academic, or a seventh son with experience, consider it.[28]

Justiciar[]

A lawful investigator, who usually works for a guild or directly for the crown.[29]

Knight[]

  • Analogs: Fantasy p. 121 [75]; Knight in Shining Armor, GURPS Dragons p. 102, 153 [151]; Knight-Errant, Banestorm] p. 208 [150] - Lenses: Hospitaller, Banestorm] p. 62, 209, [-10]; Knight of St. George of the Dragon, Banestorm] p. 119, 209, [+5]; Knight of the Stone, Banestorm] p. 115, 209, [+15]; Templar Banestorm] p. 63, 209, [-5]

A straightforward warrior hit variance can be strong, agile, tough, trained with at least a few weapons, and knowledgable about tactics, armories, leadership, etc.[30]

Variants: Shield-bearer[31]

Lenses: Samurai[32]

Mage-Slayer[]

An armor-and-weapons fighter who specializes in taking down spellcasting opponents. They can disrupt and even dispel spells, ignore magical defenses, and have extra protection against mental and magical attacks. A fairly specialized but potent alternative to the knight.[33]

Martial Artist[]

  • Analogs: effectively someone who specializes in any style in the two GURPS Martial Arts books; GURPS Banestorm p 209-210, Lens: Exotic Master Banestorm] p. 210 [+100]

A fighter who specializes in light (or no) weapons and prioritizes movement and dodging over toughness.[34]

Mentalist[]

A master of psionics, a force that is not very well understood except that it's physically draining and tends to attract the attention of bizarre Elder Things.[35]

Variants: Psychic slayer[36]

Monster Slaver[]

A fighter and outdoorsman who focuses on capturing prey via nets and traps, with a modest array of social skills and Wealth for selling them back in town.[37]

Mystic Knight[]

They can imbue their personal weapons and armor with special, momentary powers: make your arrow explode when it hits, have your shield float and block on its own, turn your sword into flame for a single strike, and so on.[38]

Necromancer[]

A stealthy spellcaster who specializes in creating, summoning, and speaking to the dead (from spirits to zombies), with a list of spells that also include quite a few curses.[39]

Variants: Gray necromancer channels both life and death[40]

Ninja[]

A stealthy rogue and fighter whose clan allegience demands a certain degree of secrecy. They use a wide range of equipment, arguably focusing on gadgets as much as the artificer, and have access to a selection of mystical skills and powers to make them sneakier and deadlier.[41]

Scholar[]

  • Analogs: Fantasy p 123, Scholar [75]

A master of knowledge, with the ability to acquire almost any mental skill or language with the right book and a few hours of study.[42]

Scout[]

A master of the outdoors and the scariest archer around.[43]

Lenses: Eastern scout[44]

Shaman[]

A spirit-worker, with spells involving the soul, astral travel, seeing ghosts, etc., plus a selection of sensory and protective powers.[45]

Sorcerer[]

Resembles a wizard with a much smaller selection of spells which are innate and inherent makeing them easy to cast, even repeatedly.[46]

Swashbuckler[]

A fighter who focuses on agility and speed over strength and toughness, and prefers to master a single weapon rather than learn several.[47]

Variants: aristocrat , buccaneer, duelist

Lenses: Old 'n' bold, philosophical, portly, staff-swinging, wordly, samurai[48]

Thief[]

  • Analogs: Thief, Fantasy p 124-125 [75]

A versatile rogue who helps get the party past locked doors and traps, and prefers to attack from the shadows (or behind) in a fight.[49]

Undead-Slayer[]

A secular (not holy) fighter who specializes in understanding, spotting, fighting, and destroying undead.[50]

For a more versatile undead killer, see the holy warrior. If you bind and enslave the undead, see the necromancer.

Wizard[]

  • Analogs: Mage, Basic Set p 260 [100]; Battle Wizard [125], Enchanter [125], Hedge Wizard [75], Fantasy p 118-120; Spellcaster, Fantasy p 124 [75] - Lenses: Elementalist, Illusionist, Mentalist [+0]

The classic spellcaster, with no special powers except for access to the widest range of spells available in the game.[51]

Variants: Wizards can be themed either due to wants or limitations on magery.

Lenses: Life-force wizard[52]

Draws on Nature's Strength (like a druid) instead of mana level, but still uses the wizardly spell list, not the druidic one.

Wrestler[]

Focuses on leveraging Lifting ST and Wrestling to grapple opponents and then strangle, pin, or detain them.[53]

Lenses[]

References[]

  1. โ†‘ Dungeon Fantasy 4: Sages p. 4)
  2. โ†‘ "Dungeon Brewmasters" Pyramid 3/82: Magical Creations
  3. โ†‘ Dungeon Fantasy 12: Ninja
  4. โ†‘ Dungeon Fantasy RPG p. 16
  5. โ†‘ Pyramid 3/89: Alternate Dungeons 2
  6. โ†‘ Dungeon Fantasy 1: Adventurers p. 5; Dungeon Fantasy RPG p. 16
  7. โ†‘ Pyramid 3/60: Dungeon Fantasy III
  8. โ†‘ Pyramid 3/114: Mind Over Magic
  9. โ†‘ Pyramid 3/122: All Good Things
  10. โ†‘ Dungeon Fantasy 1: Adventurers p. 6; Dungeon Fantasy RPG, p. 19
  11. โ†‘ Dungeon Fantasy 3: The Next Level pg 23
  12. โ†‘ Dungeon Fantasy 7: Clerics
  13. โ†‘ Pyramid 3/43: Thaumatology III
  14. โ†‘ "Clerics of Order and Chaos" Pyramid 3/78: Unleash Your Soul
  15. โ†‘ "Gods of Commerce", Pyramid 3/100: Pyramid Secrets
  16. โ†‘ Pyramid 3/122: All Good Things
  17. โ†‘ Dungeon Fantasy 20: Slayers
  18. โ†‘ Dungeon Fantasy 9: Summoners p 6
  19. โ†‘ Pyramid 3/60: Dungeon Fantasy III
  20. โ†‘ Dungeon Fantasy 1: Adventurers p. 7; Dungeon Fantasy RPG p. 22
  21. โ†‘ Pyramid 3/68: Natural Magic
  22. โ†‘ Pyramid 3/89: Alternate Dungeons 2
  23. โ†‘ Dungeon Fantasy 9: Summoners pg 9
  24. โ†‘ Dungeon Fantasy 1: Adventurers p. 7-8; Dungeon Fantasy RPG p. 25
  25. โ†‘ Pyramid 3/36: Dungeon Fantasy)
  26. โ†‘ Pyramid 3/89: Alternate Dungeons 2
  27. โ†‘ Dungeon Fantasy 19: Incantation Magic
  28. โ†‘ Dungeon Fantasy 10: Taverns pg 8
  29. โ†‘ "The Justiciar" Pyramid 3/10: Crime and Grime
  30. โ†‘ Dungeon Fantasy 1: Adventurers p 8-9
  31. โ†‘ Pyramid 3/118: Dungeon Trips
  32. โ†‘ Pyramid 3/89: Alternate Dungeons 2
  33. โ†‘ mage-hunter Pyramid 3/109: Thaumatology V; Dungeon Fantasy 20: Slayers
  34. โ†‘ Dungeon Fantasy 1: Adventurers p 9-10; Dungeon Fantasy RPG p. 29
  35. โ†‘ Dungeon Fantasy 14: Psi
  36. โ†‘ Pyramid 3/76: Dungeon Fantasy IV
  37. โ†‘ Pyramid 3/47: The Rogue's Life
  38. โ†‘ Pyramid 3/13: Thaumatology
  39. โ†‘ Dungeon Fantasy 9: Summoners p 12-15
  40. โ†‘ Pyramid 3/50: Dungeon Fantasy II
  41. โ†‘ Dungeon Fantasy 12: Ninja pg 8
  42. โ†‘ Dungeon Fantasy 4: Sages p 8
  43. โ†‘ Dungeon Fantasy 1: Adventurers p 10-11
  44. โ†‘ Pyramid 3/89: Alternate Dungeons 2
  45. โ†‘ Dungeon Fantasy 9: Summoners p 16-19
  46. โ†‘ Pyramid 3/82: Magical Creations
  47. โ†‘ Dungeon Fantasy Denizens: Swashbucklers
  48. โ†‘ Pyramid 3/89: Alternate Dungeons 2
  49. โ†‘ Dungeon Fantasy 1: Adventurers p 12-13
  50. โ†‘ Dungeon Fantasy 20: Slayers
  51. โ†‘ Dungeon Fantasy 1: Adventurers
  52. โ†‘ Pyramid 3/68: Natural Magic
  53. โ†‘ Pyramid 3/111: Combat II, p.12
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