A class is a profession or representation of a set of skills taken by a character. The classes listed below are the ones available for players to choose. Detailed descriptions of the classes are available at the Pathfinder SRD Wiki. If a class is marked with an asterisk, please ask one of the GMs before making your character.

  1. Arcane Classes
  2. Combat Classes
  3. Divine Classes
  4. Expert Classes
  5. Psionic Classes

Arcane Classes

Members of arcane classes are magic users who draw their power from a personal source – from research, from direct communion with alien entities, or from a powerful magical heritage.

  • Alchemist – a mad scientist who uses magical chemistry to make bombs, and often use their own bodies for experiments.

Almost all alchemists in the world hail from Umyswoveh, the dwarven research facility. Some study at the wizarding college Jadu Sala, and there are lone researchers scattered accross mainland, but the vast majority are dwarven scholars.

  • Magus – An arcane spellcaster that focuses on destructive magic. Trained in both combat and casting, they blend the traditional line between warrior and wizard.

The only institution of learning that trains magi is in Jadu Sala. Most magi stay and act as a defense force, but many do travel for a time after their mandatory service.

  • Sorcerer – Arcane spellcasters whose magical ability comes from a magical ancestry. Uncontrollable and unpredictable, their magic is more organic than that of wizards and magi that comes from ancient tomes.

Because of the unpredictability of a sorcerer’s magic, they can appear in almost any culture, although they generally do not have the chance to develop their wild magic among Veparan elves.

  • Summoner – Spellcasters who specialize in conjuring creatures from beyond the normal boundaries in reality. Bonded with an alien entity, a summoner can channel their magic through their eidolon.

Like magi, the only institution that trains summoners is Jadu Sala.

  • Witch – Spellcasters who gain power from bargains made with alien entities. Shunned by society if discovered, most witches hide their powers; many come from a long line of witches, fulfilling bargains made by ancestors long ago.

Most witches hail from northern countries, as the southern countries have easy access to established magical training.

  • Wizard – Spellcasters who treat magic like a science, learned from ancient manuscripts, and prepared with instructions recorded in spellbooks, in notation unique to each caster.

Wizards make up the bulk of students at Jadu Sala, and have a significant representation at Umyswoveh.

Combat Classes

Members of combat classes have skills sets that primarily focuses on the art of war, whether it be the mad fury of the barbarian, the righteous honor of the paladin, or the unerring patience of the ranger.

  • Barbarian – A warrior who goes into an uncontrollable rage in combat, not caring if they are injured, or even who they kill

There are barbarians in most societies; they make up the bulk of the armies of the Bellum goblinoid nations, the Serleg Khun armies, Zapadno berserkers and the few bands of Ezmai warriors.

  • Fighter – An expert in martial combat. This class represents any number of combat styles, from a brutal melee combatant to an archer with implacable aim.

Fighters can come from anywhere. Their skills set is almost universal.

  • Gunslinger * – A soldier trained in the use of rare handheld firearms, always training to hone their skill with the unpredictable weapons.

Most gunslingers are dwarves, due to the rarity of handheld firearms outside of their mountains, but a rare few guns do make it into the hands of non-dwarves; most are human or half-elves, and none are loyal citizens of Vepara. Guns are completely unheard of in Se Pahale.

  • Monk- Martial artists who run the gamut from brothers in monasteries devoted to ancient philosophies to ordinary street brawlers. No matter their origin, monks have trained to be able to kill with their bare hands.

Most monasteries are located in Serleg Khun, and there are some small orders in Se Pahale.

  • Paladin – Knights who are pledged to serve a god of justice; they can channel magic from their god through their blade to smite enemies of the faith.

Paladins only come from regions where religion plays a large role in daily life, like Simbahan, Rainha and Nebun.

  • Ranger – Hunters who spend their time in the wild, who specialize in hunting one specific type of creature, whose connection to nature facilitates limited magical abilities.

Common in wooded regions like Kattil, and in nomadic cultures, like Serleg Khun.

Divine Classes

Members of divine classes draw their magic from divine sources, be it a god, a philosophy, or from the natural world.

  • Cleric – travelling priests who defend the tenants of their faith by channeling magic from their god.

Clerics are present in every society in which their is a concept of a god; that is to say, all save for Se Pahale and Ezmai

  • Druid – Naturalist priests who draw their magic from nature. Eventually, they become so in tune with nature, they can assume the form of animals.

Present in societies whose religion focuses on nature, namely Kattil, Ezmai and Woestyn.

  • Inquisitor – Militant practitioners of a particular faith who use any means at their disposal to enforce the will of their god (or at least what they believe is the will of their god).

Like paladins, inquisitors are only present where religions are a powerful political force, such as Simbahan, Rainha and Nebun.

Expert Classes

Members of expert classes focus largely on training mundane skills useful outside of the battlefield, be it diplomacy, stealth or getting into places where others don’t want them.

  • Bard – Jacks of all trade who can fill many roles; explorer, diplomat, scholar, or musician. Some provide support for their allies through magical music, many are one-person adventuring parties, others are the leaders of groups, and still others are simply scholars.

The class Bard has members everywhere. The profession Bard is licensed by the Dalnok government. Graduates of Iskola University, so most who identify as Bards at least studied there.

  • Rogue – Rogues come from any walk of life, and can be of any profession, from sneak-thieves to assassins to hired enforcers to detectives or politicians.

Rogues can come from anywhere. Their skills set is almost universal.

Psionic Classes

Members of psionic classes have the capacity to affect the world around them with only the power of their minds – often it is through direct training, but it can also be the result of innate ability.
Psionic classes are only represented in Se Pahale, as their magical traditions developed along a completely different path from the rest of the world.

  • Psion * – Scholars who, through intensive training, focus their minds so intently that they can alter the world around them with the power of thought.
  • Psychic Warrior * – Soldiers who train their minds to augment their physical capabilities with psychic powers.
  • Soulknife * – Warriors who learn to focus their psychic energy into a weapon that can be shaped according to the soulknife’s will.
  • Vitalist * – Psychics who focus their training on mending the bodies and minds of others through sheer force of will.
  • Wilder * – Unstable psychics whose emotions are amplified and evoked through their innate mental capabilities, at the risk of hurting themselves or their allies.


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