Dungeon Fantasy Occupations

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All Dungeon Fantasy templates are [250] unless noted otherwise. Analogs are similar concepts that appear in other books.
==Artificer==
*Analog: Fantasy p. 114-116 [75]
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.Dungeon Fantasy 4: Sages p. 4)
==Alchemist==
*Alchemist"Dungeon Brewmasters" Pyramid 3/82: Magical Creationsspecializes 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.Dungeon Fantasy 12: Ninja
== 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.Dungeon Fantasy RPG p. 16
Variants: rage, savage, and survivor
Lenses: berserker, refined savage, sea raider, shirtless savage, short barbarian,Dungeon Fantasy Denizens: Barbarians and eastern barbarianPyramid 3/89: Alternate Dungeons 2
==Bard==
*Analogs: GURPS Banestorm p. 203 [150]; GURPS Fantasy p. 117 [75]
Charming, smart, and manipulative with music based powerDungeon Fantasy 1: Adventurers p. 5; Dungeon Fantasy RPG p. 16
==Beastmaster==
A buff, outdoorsy wizard focused heavily on Animal spells (plus a selection of similar animal-based powers)Pyramid 3/60: Dungeon Fantasy III
==Carnie==
Very niche option that mixes social aptitude, roguish skill, and bizarre creepiness.Pyramid 3/114: Mind Over Magic
==Chevalier==
*Analog: Fantasy 121, Knight [75]
A mounted knight, a master of horsemanship both on the battlefield and off, with both tactical and veterinary training.Pyramid 3/122: All Good Things
==Cleric==
*Analogs: Fantasy 120-121, Holy Man [75]
*Varients: See Classic: Religion
Holy spellcaster with a few god-granted powers.Dungeon Fantasy 1: Adventurers p. 6; Dungeon Fantasy RPG, p. 19 Includes evil clericsDungeon Fantasy 3: The Next Level pg 23 and an entire range of potential deities each with a unique list of spells and holy (or unholy) powers.Dungeon Fantasy 7: Clerics. Pyramid had clerics of elder gods,Pyramid 3/43: Thaumatology III order and chaos,"Clerics of Order and Chaos" Pyramid 3/78: Unleash Your Soul and commerce."Gods of Commerce", Pyramid 3/100: Pyramid Secrets
==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.Pyramid 3/122: All Good Things
==Demon-Slayer==
A secular (not holy) fighter who specializes in understanding, spotting, fighting, and destroying demons.Dungeon Fantasy 20: Slayers
==Demonologist==
They do not necessarily worship demons but rather try to bind and banish those who cause mortals problems.Dungeon Fantasy 9: Summoners p 6
Variants: Infernal diabolistPyramid 3/60: Dungeon Fantasy III
==Druid==
A master of Nature, with spells that govern animals, plants, weather, and similar things, along with some Nature-granted special powers.Dungeon Fantasy 1: Adventurers p. 7; Dungeon Fantasy RPG p. 22
Variants: Elemental, priest of Nature druidPyramid 3/68: Natural Magic
Lenses: Kannushi Pyramid 3/89: Alternate Dungeons 2
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.Dungeon Fantasy 9: Summoners pg 9
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.Dungeon Fantasy 1: Adventurers p. 7-8; Dungeon Fantasy RPG p. 25 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.Pyramid 3/36: Dungeon Fantasy)
Lenses: Yamabushi is slightly more adapted for fighting people than demons or the undead.Pyramid 3/89: Alternate Dungeons 2
==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.Dungeon Fantasy 19: Incantation Magic
==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.Dungeon Fantasy 10: Taverns pg 8
==Justiciar==
A lawful investigator, who usually works for a guild or directly for the crown."The Justiciar" Pyramid 3/10: Crime and Grime
==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.Dungeon Fantasy 1: Adventurers p 8-9
Variants: Shield-bearerPyramid 3/118: Dungeon Trips
Lenses: SamuraiPyramid 3/89: Alternate Dungeons 2
==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.mage-hunter Pyramid 3/109: Thaumatology V; Dungeon Fantasy 20: Slayers
==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.Dungeon Fantasy 1: Adventurers p 9-10; Dungeon Fantasy RPG p. 29
==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.Dungeon Fantasy 14: Psi
Variants: Psychic slayerPyramid 3/76: Dungeon Fantasy IV
==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.Pyramid 3/47: The Rogue's Life
==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.Pyramid 3/13: Thaumatology
==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.Dungeon Fantasy 9: Summoners p 12-15
Variants: Gray necromancer channels both life and deathPyramid 3/50: Dungeon Fantasy II 
==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.Dungeon Fantasy 12: Ninja pg 8
==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.Dungeon Fantasy 4: Sages p 8
==Scout==
A master of the outdoors and the scariest archer around.Dungeon Fantasy 1: Adventurers p 10-11
Lenses: Eastern scoutPyramid 3/89: Alternate Dungeons 2
==Shaman==
A spirit-worker, with spells involving the soul, astral travel, seeing ghosts, etc., plus a selection of sensory and protective powers.Dungeon Fantasy 9: Summoners p 16-19
==Sorcerer==
Resembles a wizard with a much smaller selection of spells which are innate and inherent makeing them easy to cast, even repeatedly.Pyramid 3/82: Magical Creations
==Swashbuckler==
*Analogs: Classic: Swashbucklers; Banestorm] p 215 [150]
A fighter who focuses on agility and speed over strength and toughness, and prefers to master a single weapon rather than learn several.Dungeon Fantasy Denizens: Swashbucklers
Variants: aristocrat , buccaneer, duelist
Lenses: Old 'n' bold, philosophical, portly, staff-swinging, wordly, samuraiPyramid 3/89: Alternate Dungeons 2
==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.Dungeon Fantasy 1: Adventurers p 12-13
==Undead-Slayer==
A secular (not holy) fighter who specializes in understanding, spotting, fighting, and destroying undead.Dungeon Fantasy 20: Slayers
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.Dungeon Fantasy 1: Adventurers
Variants: Wizards can be themed either due to wants or limitations on magery.
Lenses: Life-force wizardPyramid 3/68: Natural Magic
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.Pyramid 3/111: Combat II, p.12
==Lenses==
*Dungeon Fantasy Lenses
==References==
*All Dungeon Fantasy Occupations (MyGURPS)
Category:Concepts
Category:Lists