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TM
GURPS System Design z STEVE JACKSON Chief Executive Officer z PHILIP REED
GURPS Line Editor z SEAN PUNCH Chief Creative Officer z SAM MITSCHKE
GURPS Project Manager z STEVEN MARSH Chief Operating Officer z SUSAN BUENO
Production Artist z NIKOLA VRTIS Director of Sales z ROSS JEPSON
GURPS FAQ Maintainer z Page Design z PHIL REED and JUSTIN DE WITT
VICKY “MOLOKH” KOLENKO Art Direction and Prepress Checker z NIKOLA VRTIS
GURPS, Pyramid, Warehouse 23, the pyramid logo, Dungeon Fantasy Career Guide, and the names of all products published
by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license.
GURPS Dungeon Fantasy Career Guide, 2020 Edition is copyright © 2020 by Steve Jackson Games Incorporated. All rights reserved.
The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please
purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.
Contents 2
Introduction
Dungeon fantasy works best if every PC fills a distinct niche. capacity, he has written, edited, or contributed to some 150
– GURPS Dungeon Fantasy 1: Adventurers GURPS releases, revised the game into its fourth edition
(2004), and been a regular contributor to Pyramid magazine.
When GURPS Dungeon Fantasy launched in late 2007, it
From 2008, he has served as the lead creator of the GURPS
featured 11 professions in one short work: GURPS Dungeon
Dungeon Fantasy series, which led to his design of the
Fantasy 1: Adventurers. Dungeon fantasy being hack ‘n’ slash
Dungeon Fantasy Roleplaying Game, released in 2017. Sean
fantasy, though, “more stuff” was essential. Beginning with
has been a gamer since 1979, but devotes most of his spare
GURPS Dungeon Fantasy 3: The Next Level, power-ups,
time to Argentine tango (and occasionally tending bar). He
lenses, and other add-ons followed faster than a scout can rid-
lives in Montréal, Québec with son amour, Geneviève.
dle an orc with arrows.
Dungeon fantasy is also kitchen-sink fantasy; it borrows
from every source that could conceivably fit. Adventurers
might represent archetypes found in any flavor of fan-
tasy – epic fantasy, historical fantasy, horror fantasy, steam-
punk fantasy, even science fantasy. Thus, many templates
About GURPS
for entirely new professions appeared, with power-ups and Steve Jackson Games is committed to full sup-
lenses of their own. port of GURPS players. We can be reached by email:
As of this writing, over a dozen years later, there are [email protected]. Our address is SJ Games, P.O. Box
nearly 50 professional templates, with a huge variety of 18957, Austin, TX 78760. Resources include:
variants and add-ons. This content is strewn across 36 New supplements and adventures. GURPS continues
dedicated supplements (again, as of this writing), as well as to grow – see what’s new at gurps.sjgames.com.
many of the 122 issues of Volume 3 of Pyramid magazine. Warehouse 23. Our online store offers GURPS print
That makes it challenging to create characters, plan cam- items, plus PDFs of our books, supplements, adven-
paigns, and follow discussions. tures, play aids, and support . . . including exclusive
A complete collection of this material would fill an ency- material available only on Warehouse 23! Just head
clopedia we’re unlikely ever to have the means to compile. over to warehouse23.com.
GURPS Dungeon Fantasy Career Guide offers the next-best Pyramid (pyramid.sjgames.com). For 10 years, our
thing: an index to it all. Look up a profession to learn where PDF magazine Pyramid included new rules and arti-
to find its template and other goodies. Information is con- cles for GURPS, plus systemless locations, adventures,
fined largely to page references – although we couldn’t resist and more. The entire 122-issue library is available at
the occasional note. Warehouse 23!
A parting thought: Even if you don’t normally print PDFs, Internet. To discuss GURPS with our staff and
consider printing this one. As a GM, you can highlight tem- your fellow gamers, visit our forums at forums.
plates and add-ons permitted in your campaign. As a player, sjgames.com. You can also join us at facebook.com/
you can annotate roles you’ve played, how you customized sjgames or twitter.com/sjgames. Share your brief cam-
them, what you’d do differently, and whether your hero paign teasers with #GURPShook on Twitter. Or explore
retired in peace – or in pieces! that hashtag for ideas to add to your own game! The
GURPS Dungeon Fantasy Career Guide web page is
Recommended Books gurps.sjgames.com/dungeonfantasy/careerguide.
Store Finder (storefinder.sjgames.com): Discover
See GURPS Dungeon Fantasy 1: Adventurers for the nearby places to buy GURPS items and other Steve
ground rules for professional templates in GURPS Dungeon Jackson Games products. Local shops are great places to
Fantasy, GURPS Dungeon Fantasy 3: The Next Level for play our games and meet fellow gamers!
an intro to lenses, and GURPS Dungeon Fantasy 11: Power- Bibliographies. Bibliographies are a great resource
Ups to learn all about power-ups. for finding more of what you love! We’ve added them
Generally, the more Dungeon Fantasy supplements and to many GURPS book web pages with links to help you
Pyramid issues you have on hand, the more valuable GURPS find the next perfect element for your game.
Dungeon Fantasy Career Guide will be. It’s intended for Errata. Everyone makes mistakes, including us – but
those with a good-sized library. That said, we wouldn’t be we do our best to fix our errors. Errata pages for GURPS
unhappy if you used it as a shopping list for your next cam- releases are available at sjgames.com/errata/gurps.
paign or character!
Rules and statistics in this book are specifically for
Introduction 3
Chapter One
What Do You
Want to Do
With Your
Life?
Here are a whole lot of answers to that question, in alpha- Variants: Alternative templates that replace the basic one,
betical order. Each entry provides these details: listed by name. These rarely work exactly like the standard
template – be sure to follow up page references.
Name: The profession’s name. A dagger (†) warns that the
Lenses: Location of lenses for just this template or for a small
occupation might be too lighthearted (innkeeper), technologi-
number of templates including it. For lenses almost any-
cal (demolisher and musketeer), or unorthodox (blob, carnie,
body can have, see General Lenses (p. 16).
dragon, imitator, and Unknowable Thing) for “traditional”
Special Abilities: Location of extraordinary innate capabili-
dungeon crawls.
ties besides spells, most often meaning powers.
General Type: Cunning means somebody adept at many
Special Allies: Location of stats for familiars or summoned
mundane noncombat skills – say, a craftsperson, talker, or
beings (not henchmen, which anybody can have; see
woodsman. Mystical denotes an adventurer whose shtick is
GURPS Dungeon Fantasy 15: Henchmen).
casting spells or wielding powers; [F] indicates they
Special Skills: Location of skills not widely avail-
can possess a familiar (see GURPS Dungeon
able to other delvers.
Fantasy 5: Allies), while [P] means they
Spells: Location of notes on magical spells – pos-
may designate a power item (for the deluxe
sibly including finite, prescriptive spell lists like
treatment, see GURPS Dungeon Fantasy 18:
those of clerics and druids.
Power Items). Warrior refers to a delver whose
Power-Ups: Location of special character
primary purpose is fighting. Professions that
improvement options.
straddle a line get two labels.
Special Gear: Location of paraphernalia exclu-
Preferred Environment: Dungeon means
sive or essential to the profession – or at least,
somebody optimized for looting, combating
rarely used by most other adventurers. Does
Evil, or serving Evil in dark places that are
not include universal gear (notably ordinary
neither civilized nor outdoors. Town labels
weapons and armor!), articles that such delv-
adventurers who are most capable around set-
ers merely favor (e.g., poison for assassins), or
tlements – be they social engineers, urban crim-
magic items (however specialized).
inals, or users of extremely light arms and armor.
Loadouts: Location of preselected packages of start-
Wilderness marks professionals whose noteworthy capabil-
ing equipment, which are useful reminders and checklists
ities concern tracking, trekking, and dealing with Nature. A
even when not buying every last item.
line of work that bridges two situations gets two labels. No
Social: Location of guidelines for social organizations (fam-
Preference says the delver is a useful ally in all environments,
ilies, guilds, temples, etc.) that profession members rou-
though not necessarily an expert in any of them.
tinely lead or belong to. For general social traits that suit
Description: Summary of the profession’s role, strengths,
most delvers, see GURPS Dungeon Fantasy 17: Guilds,
and weaknesses.
pp. 4-7, and Pyramid #3/58, pp. 11-14.
Entries go on to list any of the following that apply: Sample Characters: Location of pregenerated characters of
this type.
Template: Location of the basic template. All professions
have this!
Title Abbreviation
Dungeon Fantasy 1: Adventurers DF 1
Dungeon Fantasy 2: Dungeons DF 2
Dungeon Fantasy 3: The Next Level DF 3
Dungeon Fantasy 4: Sages DF 4
Dungeon Fantasy 5: Allies DF 5
Dungeon Fantasy 6: 40 Artifacts DF 6
Dungeon Fantasy 7: Clerics DF 7
Dungeon Fantasy 8: Treasure Tables DF 8
Dungeon Fantasy 9: Summoners DF 9
Dungeon Fantasy 10: Taverns DF 10
Dungeon Fantasy 11: Power-Ups DF 11
Dungeon Fantasy 12: Ninja DF 12
Dungeon Fantasy 13: Loadouts DF 13
Dungeon Fantasy 14: Psi DF 14
Dungeon Fantasy 15: Henchmen DF 15
Dungeon Fantasy 16: Wilderness Adventures DF 16
Dungeon Fantasy 17: Guilds DF 17
Dungeon Fantasy 18: Power Items DF 18
Dungeon Fantasy 19: Incantation Magic DF 19
Dungeon Fantasy 20: Slayers DF 20
Dungeon Fantasy Adventure 1: Mirror of the Fire Demon DFA 1
Dungeon Fantasy Adventure 2: Tomb of the Dragon King DFA 2
Dungeon Fantasy Denizens: Barbarians DFD Barbarians
Dungeon Fantasy Denizens: Swashbucklers DFD Swashbucklers
Dungeon Fantasy Encounters 1: The Pagoda of Worlds DFE 1
Dungeon Fantasy Monsters 1 DFM 1
Dungeon Fantasy Monsters 2: Icky Goo DFM 2
Dungeon Fantasy Monsters 3: Born of Myth & Magic DFM 3
Dungeon Fantasy Monsters 4: Dragons DFM 4
Dungeon Fantasy Setting: Caverntown DFS Caverntown
Dungeon Fantasy Setting: Cold Shard Mountains DFS CSM
Dungeon Fantasy Treasures 1: Glittering Prizes DFT 1
Dungeon Fantasy Treasures 2: Epic Treasures DFT 2
Dungeon Fantasy Treasures 3: Artifacts of Felltower DFT 3
Magical Styles: Dungeon Magic MSDM
Pyramid Dungeon Collection PDC
Pyramid
Pyramid issues are given by number, omitting complete justiciar, monster slaver, mystic knight, and sorcerer pro-
titles to save space. Gamers on a budget may find Pyramid fessions, plus many variants, lenses, and power-ups.
Dungeon Fantasy Collected attractive: It includes the
Assassin
General Type: Cunning-Warrior.
Preferred Environment: Dungeon, Town.
Mainly a sneak, but with enough combat ability to
be a decent light fighter (especially if they can attack
from behind . . .). More than skilled enough to serve as
one of a party’s primary ranged combatants! At home
on urban adventures, even if no killing is needed.
Template: DF 12, p. 9.
Power-Ups: Pyramid #3/50, pp. 33-34.
Loadouts: DF 13, p. 28.
Social: DF 17, pp. 16-17.
Barbarian Bard
General Type: Warrior-Cunning. General Type: Mystical [F, P]-Cunning.
Preferred Environment: Dungeon, Wilderness. Preferred Environment: Town.
Oversized fighter who prefers dishing out and soaking up Charismatic troubadour with innate abilities, special skills,
raw damage to targeting vital spots and evading blows. Can and mana-based spells for influencing minds with music. Also
often get by with basic weapons and minimal armor. Also a a top-notch mundane social engineer, indispensable on urban
skilled outdoorsman, valuable out of combat. adventures. Such breadth means a slow start but boundless
potential for growth.
Template: DF 1, pp. 4-5; DFD Barbarians, pp. 4-6.
Variants: Rage Barbarian (DFD Barbarians, p. 6); Savage Template: DF 1, pp. 5-6.
Warrior (DFD Barbarians, pp. 7-8); Survivor (DFD Bar- Lenses: Bard-Barbarian (DF 3, p. 20); Bard-Cleric (DF 3,
barians, pp. 8-9). pp. 20-21); Bard-Druid (DF 3, p. 21); Bard-Holy Warrior
Lenses: Barbarian-Artificer (DFD Barbarians, p. 12); (DF 3, p. 21); Bard-Knight (DF 3, p. 21); Bard-Martial Art-
Barbarian-Assassin (DFD Barbarians, p. 12); Barbar- ist (DF 3, p. 21); Bard-Scout (DF 3, p. 21); Bard-Swash-
ian-Bard (DF 3, p. 19; DFD Barbarians, pp. 12-13); buckler (DF 3, p. 21); Bard-Thief (DF 3, pp. 21-22);
Barbarian-Cleric (DF 3, p. 19; DFD Barbarians, p. 13); Bard-Wizard (DF 3, p. 22); Songshaper (Pyramid #3/109,
Barbarian-Druid (DF 3, p. 19; DFD Barbarians, p. 13); p. 33).
Barbarian-Holy Warrior (DF 3, p. 19; DFD Barbarians, Special Abilities: DF 1, p. 21 (alternatively, see Pyramid
p. 13); Barbarian-Knight (DF 3, p. 19; DFD Barbarians, #3/109, p. 33).
– “Beastmaster,” Cleric
Pyramid #3/60 General Type: Mystical [F, P].
Preferred Environment: No Preference.
Holy person with innate abilities and sanctity-based
spells for opposing supernatural entities and healing allies.
Beastmaster Essential to any party in the healer role! Can also cast com-
General Type: Mystical [F, P]-Cunning. bat “buffs” and hold their own in a fight, despite not being a
Preferred Environment: Wilderness. dedicated warrior.
Specialist in supernatural animal-control abilities and Template: DF 1, pp. 6-7.
spells – and a capable hunter-tracker. “Breaks the rules” Lenses: Beatified (Pyramid #3/36, p. 10); Cleric-Barbarian
by taking normally druidic Animal spells and making them (DF 3, p. 22); Cleric-Bard (DF 3, p. 22); Cleric-Druid (DF
mana-based. Powerful on outdoor adventures, but marginal 3, p. 22); Cleric-Holy Warrior (DF 3, p. 22); Cleric-Knight
almost everywhere else. (DF 3, pp. 22-23); Cleric-Martial Artist (DF 3, p. 23); Cleric-
Scout (DF 3, p. 23); Cleric-Swashbuckler (DF 3, p. 23);
Template: Pyramid #3/60, pp. 35-36.
Cleric-Thief (DF 3, p. 24); Cleric-Wizard (DF 3, p. 24);
Special Abilities: Pyramid #3/60, p. 35.
cult-specific lenses (DF 7, pp. 8, 10, 12, 13, 15-17, 19, 21, 22,
Special Allies: DF 5, pp. 5-11, 20-29.
24, 26, 28-31; Pyramid #3/78, p. 14; Pyramid #3/100, p. 30);
Spells: Pyramid #3/60, p. 35.
Elder Cleric (Pyramid #3/43, p. 11); Saint (Pyramid #3/36,
pp. 8-9).
Blob† Special Abilities: DF 1, p. 22 (alternatively, see DF 7, pp. 8, 9,
General Type: Warrior. 11, 13, 15-17, 19, 21, 22, 24-27, 29, 30; Pyramid #3/78, p. 12;
Preferred Environment: Dungeon. Pyramid #3/100, pp. 28-29); Pyramid #3/19, pp. 4-11.
Special Allies: DF 5, pp. 12-19, 20-29; Pyramid #3/43, p. 10;
Combined professional/racial template for gamers inter-
Pyramid #3/78, p. 13.
ested in playing a monster. “Warrior” less because they excel
Special Skills: DF 1, p. 22.
at fighting, and more because they’re strong, absurdly tough,
Spells: DF 1, p. 19 (alternatively, see DF 7, pp. 9, 10, 12, 14-18,
and skilled at little else. Not suitable for town gaming! At all.
20-25, 27-29, 31; Pyramid #3/43, pp. 11-12; Pyramid #3/78,
Template: Pyramid #3/72, p. 22. p. 14; Pyramid #3/89, p. 17; Pyramid #3/100, pp. 30-31; even
Power-Ups: Pyramid #3/72, p. 22. DFM 1, p. 9).
Power-Ups: DF 3, p. 38; DF 11, pp. 13-16, 21-24 (alternatively,
see Pyramid #3/50, pp. 16-17); DF 18, p. 12; Pyramid #3/36,
Carnie† pp. 25-26.
General Type: Mystical-Cunning. Special Gear: DF 1, p. 26 (holy symbols); DF 7, pp. 33-35.
Preferred Environment: Town. Loadouts: DF 13, pp. 10-13.
Twisted circus entertainer (sinister clown) who wields Social: DF 17, pp. 10-11, 20, 27; PDC, pp. 88-95.
insanity as a power in itself. Making this work in wilder- Sample Characters: DFA 1, pp. 35-36; DFS Caverntown,
ness or dungeon play requires careful character design and p. 16; Pyramid #3/100, p. 31.
Special Abilities: DF 1, p. 22 (alternatively, see DF 7, pp. 8, 9, Power-Ups: DF 11, pp. 14-15, 36-37 (borrowed from wizards);
11, 13, 15-17, 19, 21, 22, 24-27, 29, 30; Pyramid #3/78, pp. 12, DF 19, pp. 6-7; Pyramid #3/109, pp. 31-32.
16; Pyramid #3/100, pp. 28-29); Pyramid #3/19, pp. 4-11. Special Gear: DF 19, pp. 18, 19-20 (components, grimoires,
Special Allies: DF 5, pp. 12-19, and note the box on p. 13; Pyr- scripts, etc.).
amid #3/43, p. 10; Pyramid #3/78, p. 13.
Special Skills: DF 1, p. 22. Innkeeper†
Power-Ups: DF 3, pp. 38-39; DF 11, p. 28 (alternatively, see
General Type: Cunning.
Pyramid #3/50, p. 17); Pyramid #3/36, p. 26; Pyramid #3/61,
Preferred Environment: Town.
p. 9.
Special Gear: DF 1, p. 26 (holy symbols); DF 7, pp. 33-35. Bard or thief’s equal on urban adventures, despite being a
Loadouts: DF 13, pp. 14-18. “joke” profession on some level. Has a broad skill selection,
Social: DF 17, pp. 10-11, 19-20, 23-25; PDC, pp. 88-95. and could even start with solid combat abilities. Factor in the
Sample Characters: DFA 1, pp. 36-37; DFS Caverntown, ability to use any skill occasionally, and they can stand in for
p. 16. any non-spellcaster.
Template: DF 10, p. 8.
Imitator† Power-Ups: DF 11, p. 28.
General Type: Special. Loadouts: DF 13, p. 19.
Preferred Environment: Special. Social: DF 17, pp. 16-19.
Person (?) who can emulate any profession, within lim-
its. The references below cover native capabilities. Read the Justiciar
entries for imitated templates, too – paying special attention General Type: Cunning-Warrior.
to “General Type” and “Preferred Environment.” Preferred Environment: No Preference.
Template: Pyramid #3/72, pp. 30-31. Law-enforcer who’s as good at bringing ‘em back alive as at
Special Abilities: Pyramid #3/72, pp. 31-33. killin’. At home kicking down doors in the dungeon, tracking
Power-Ups: Pyramid #3/72, p. 33. bad guys across the wilderness, and making arrests in town.
Special Gear: Pyramid #3/72, p. 33 (chimerical equipment). Both a solid fighter and a cunning sneak – a sort of “assassin
for Good.”
Incanter Template: Pyramid #3/10, pp. 4-5.
General Type: Mystical [F]. Power-Ups: Pyramid #3/10, p. 5.
Preferred Environment: No Preference. Loadouts: Pyramid #3/50, pp. 29-30.
Mana-using caster who doesn’t learn discrete spells, but
improvises them to do almost anything but heal or control Knight
nature. Takes an experienced player (and GM) to shine – but General Type: Warrior.
given that, can contribute in every adventuring situation! Preferred Environment: No Preference.
Template: DF 19, pp. 5-6. Pure fighter who balances raw damage-dealing and
Lenses: Incanter-Barbarian (DF 19, p. 7); Incanter-Bard (DF toughness with finesse. Useful wherever and whenever
19, pp. 7-8); Incanter-Cleric (DF 19, p. 8); Incanter-Druid there’s fighting, but has a very limited role outside of combat.
(DF 19, p. 8); Incanter-Holy Warrior (DF 19, p. 8); Incanter- Relies on having good armor and weapons – though these
Knight (DF 19, p. 8); Incanter-Martial Artist (DF 19, p. 9); needn’t be fancy.
Incanter-Scout (DF 19, p. 9); Incanter-Swashbuckler (DF
19, p. 9); Incanter-Thief (DF 19, p. 9); Incanter-Wizard (DF Template: DF 1, pp. 8-9.
19, p. 9). Lenses: Knight-Barbarian (DF 3, p. 28); Knight-Bard (DF 3,
Special Abilities: DF 19, pp. 4-5; Pyramid #3/114, p. 4. p. 28); Knight-Cleric (DF 3, p. 28); Knight-Druid (DF 3,
Special Allies: DF 5, pp. 20-29. p. 28); Knight-Holy Warrior (DF 3, pp. 28-29); Knight-Mar-
Special Skills: DF 19, pp. 5, 10-14; Pyramid #3/109, p. 31. tial Artist (DF 3, p. 29); Knight-Scout (DF 3, p. 29);
Spells: DF 19, pp. 14-17, 19-22 (how-to) and pp. 23-30 (exam- Knight-Swashbuckler (DF 3, p. 29); Knight-Thief (DF 3,
ples); Pyramid #3/114, pp. 4-11 (more examples). p. 29); Knight-Wizard (DF 3, p. 29); Samurai (Pyramid
#3/89, p. 19).
Mentalist
General Type: Mystical [F, P]-Cunning.
Musketeer†
Preferred Environment: No Preference. General Type: Warrior-Cunning.
Preferred Environment: No Preference.
Uses psionic powers to produce effects similar to magic.
Though the options number fewer than spells, they encom- Fighter who uses deadly, newfangled “guns.” Might snipe
pass offense, defense, movement, and senses. Can explode in the wilderness, shotgun monsters in the dungeon, or whip
heads, but more useful out of combat – reading minds and out pocket pistols in town – just make sure they have access
searching the area – than in it. to firearms and ammo! Has many noncombat skills, but isn’t
a deep thinker.
Template: DF 14, pp. 15-16.
Lenses: Mentalist-Barbarian (DF 14, p. 17); Mentalist- Template: Pyramid #3/36, pp. 17-18.
Bard (DF 14, p. 17); Mentalist-Cleric (DF 14, p. 17); Power-Ups: Pyramid #3/36, p. 19.
Mentalist-Druid (DF 14, p. 17); Mentalist-Holy War- Special Gear: Pyramid #3/36, pp. 19-20 (guns and ammo).
rior (DF 14, pp. 17-18); Mentalist-Knight (DF 14, p. 18); Loadouts: Pyramid #3/50, pp. 31-32.
Scout
General Type: Warrior-Cunning.
Preferred Environment: Dungeon, Wilderness.
Top-notch ranged fighter, lethal with a bow. Competent at
melee combat, too, just not a specialist at it. Also a skilled out-
doorsman – particularly when it comes to tracking! – making
them valuable out of combat.
Template: DF 1, pp. 10-11.
Lenses: Holy Warrior of Messengers and Rogues (DF 7, p. 23);
Mystic Archer (Pyramid #3/36, pp. 27-28); Scout-Barbarian
(DF 3, p. 31); Scout-Bard (DF 3, p. 31); Scout-Cleric (DF 3,
p. 31); Scout-Druid (DF 3, p. 32); Scout-Holy Warrior (DF
3, p. 32); Scout-Knight (DF 3, p. 32); Scout-Martial Artist
(DF 3, p. 32); Scout-Swashbuckler (DF 3, p. 32); Scout-
Thief (DF 3, p. 32); Scout-Wizard (DF 3, p. 32).
Power-Ups: DF 3, p. 39; DF 11, pp. 32-33; Pyramid #3/61, p. 13.
Loadouts: DF 13, pp. 24-25 (holy warriors of messengers and
rogues see DF 13, p. 17).
Social: DF 17, pp. 19-20, 23-27.
Sample Characters: DFA 1, p. 41.
Shield-Bearer
General Type: Warrior.
Preferred Environment: Dungeon.
A shaman calls upon allied Fighter who focuses on the shield not just for defense, but
also for offense and to aid allies. Most useful with a heavy
spirits to do whatever they are shield in a pitched battle – and lacks the knight’s knack for
best at. large-scale leadership and tactics. Team player, built for
small-unit dungeon warfare.
– GURPS Dungeon Fantasy 9: Template: Pyramid #3/118, pp. 4-5.*
Summoners Special Skills: Pyramid #3/118, p. 6.
Power-Ups: Pyramid #3/118, pp. 5-6.
Special Gear: Pyramid #3/118, pp. 6-8 (enhanced shields).
Sample Characters: Pyramid #3/118, p. 9.
Shaman * Dungeon Fantasy Roleplaying Game template with con-
General Type: Mystical [F, P]-Cunning. version notes.
Preferred Environment: Wilderness.
“Priest” adept at diplomatically dealing with spirits: ele-
Sorcerer
mentals, ghosts, nature spirits, the works. Depends heavily on General Type: Mystical [F].
these entities to tackle challenges – has few spells that affect Preferred Environment: No Preference.
the world directly (but where there are spirits, shamanic magic Mana-based magic-worker who wields innate power, lim-
always works). Quite capable at wilderness tasks. ited by point costs to buy abilities, not by energy costs to use
Template: DF 9, pp. 16-17. them. Has fewer “spells” that true casters (especially wizards),
Lenses: Beatified (Pyramid #3/36, p. 10). but can improvise, making them versatile. Can produce pow-
Special Abilities: DF 9, pp. 18-19. erful effects with little effort!
Special Allies: DF 5, pp. 20-29; DF 9, pp. 17, 21-22, 26-35. Template: Pyramid #3/82, pp. 9-10.
Spells: DF 9, p. 19. Special Abilities: GURPS Thaumatology: Sorcery (abso-
Power-Ups: DF 11, pp. 13-16, 23, 33-34; DF 18, p. 12; Pyramid lutely essential!); GURPS Sorcery series; Pyramid #3/63,
#3/36, pp. 25, 27. pp. 6-10; Pyramid #3/82, pp. 11, 12-13.
Loadouts: DF 13, p. 26. Special Allies: DF 5, pp. 20-29.
Social: DF 9, p. 18; DF 17, pp. 21-23, 26-27. Power-Ups: Pyramid #3/82, pp. 10-12.
The Fluidist is part Magery-based elementalist, part thief; the Iron Mage
is a magic-using artificer-knight; the Underworld Mage, Thaumaturgeticist,
and Echoist offer Magery-based alternatives to the necromancer, elementalist,
and bard, respectively; the Pentaclist is a wizardly scholar; and the Mirror-
Mage is a second bard alternative.
– GURPS Magical Styles: Dungeon Magic
Still Not
Sure?
These tips can help you to pick the right template and lens(es) for the campaign and your point budget.
General Lenses
The following lenses aren’t specific to one profession – they work with almost any template.
Lens Point Cost Location Cannot Be Added To
Alchemist Lens 50 Pyramid #3/82, p. 7 Artificer
Artificer Lens 70 DF 4, p. 7 Artificer
Assassin Lens 50 DF 12, p. 9 Assassin
Chevalier Lens 50 Pyramid #3/122, p. 15 Chevalier
Commander Lens 50 Pyramid #3/122, p. 18 Commander
Death Knight 50 Pyramid #3/50, pp. 13-14 Necromancer
Demon Knight 50 Pyramid #3/50, p. 14 Demonologist
Incanter Lens 50 DF 19, p. 9 Incanter
Mentalist Lens* 50 DF 14, p. 19 Mentalist
Mystic Knight Lens 50 Pyramid #3/13, p. 18 Mystic Knight
Ninja Lens 50 DF 12, p. 11 Ninja
Regular Cleric 10 PDC, p. 89 –
Scholar Lens 50 DF 4, p. 11 Scholar
Secular Cleric 15 PDC, p. 89 –
Servant of the Divine 50 Pyramid #3/36, p. 10 Cleric, Druid, Evil Cleric, Holy
Warrior, Unholy Warrior
Sorcerer Lens 50 Pyramid #3/82, p. 10 Sorcerer
Wilderness Training 15 DF 16, p. 5 –
* More simply, add Unusual Background (Psionic) [10]
and psi-related traits; see DF 3, pp. 40-41.
When assembling a team,
Who Do I Send? consider adventure backdrop
The campaign’s typical adventure backdrop influences and a balance of abilities.
what professions are most useful. As well, the best adventur-
ing parties are balanced between broad categories of ability.
These lists should help players pick the right people when Thing, wizard. For backup: Artificer, assassin, imitator,
assembling a team. justiciar, martial artist, ninja, scholar, scout, wrestler.
Town: Artificer, assassin, bard, carnie, innkeeper, justiciar,
Environment martial artist, mentalist, ninja, scholar, thief. For backup:
Cleric, commander, elementalist, imitator, incanter,
“We’re mostly in . . .”
knight, mage-slayer, musketeer, mystic knight, sorcerer,
Dungeons: Barbarian, blob, cleric, commander, demolisher, swashbuckler, wizard, wrestler.
demon-slayer, demonologist, dragon, dwarf, elementalist, Wilderness: Barbarian, beastmaster, chevalier, dragon,
evil cleric, holy warrior, incanter, knight, mage-slayer, druid, elf, monster slaver, scout, shaman. For backup:
mentalist, monster slaver, musketeer, mystic knight, nec- Cleric, commander, elementalist, imitator, incanter, justi-
romancer, psychic slayer, shield-bearer, sorcerer, swash- ciar, knight, martial artist, mentalist, musketeer, mystic
buckler, thief, undead-slayer, unholy warrior, Unknowable knight, ninja, scholar, sorcerer, wizard.
Like to Customize?
It’s possible to create a “custom profession” by adding one professions. (Conversely, you can add general lenses intended
of the 125-point lenses below to any template above. With for 250-point heroes – like those on p. 16 – to 62- and 125-
tweaking, these lenses can also snap onto standard 250-point point templates. See DF 15, p. 36 for further thoughts.)
Lens Location Four-Word Summary
Adept DF 15, p. 34; DF 19, p. 9 Spellcasting, no gods required.
Burglar DF 15, pp. 34-35 “Recovering” valuables my specialty.
Champion DF 15, pp. 35-36 Fight for the gods!
Eldritch Initiate Pyramid #3/60, p. 39 Learn to imbue yourself.
Gadgeteer DF 15, pp. 36-37 Gizmos for all professions.
Genin DF 15, p. 37 Disappear, return a ninja.
Learned DF 15, p. 37 Get a proper education.
Monk DF 15, pp. 37-38 I know kung fu!
Priest DF 15, pp. 38-39 Spellcasting is simply divine.
Psi DF 15, p. 40 Beat the Randi challenge.
Scorpiman Pyramid #3/72, p. 24 Stinging monster as profession.
Treasure-Hunter DF 15, p. 40 Universal upgrade for adventurers.
Troubadour DF 15, pp. 40-41 Sing songs, control minds.
Vampire Pyramid #3/72, p. 25 Undead abomination as profession.
Veteran DF 15, p. 41 Bulk up and fight.
LE SAULE PLEUREUR
L’A U B É P I N E