Any from the Players Handbook are allowed. For additional information on specific class abilities, consult the Players Handbook or the SRD sections on Basic Character Classes. Note that the SRD will make mention of many alternate 'Prestige' Classes, such as the Arcane Archer, Assassin or Blackguard. These classes are not available at start, but can be qualified for by a member of another class, making them suitable goals for a member of one of the eleven basic character classes to achieve.

 

 

Barbarian – tough warrior, not as skilled or diverse (or as heavily armored) as a Fighter, but capable of berserker rages.  Barbarians in the Scarred Lands often hail from Albadia, the Blood Steppes, the Plains of Lede, the Ukrudan Desert or similar forbidding locales.  The nomadic Horsemen of Vangal, residing in the Blood Steppes, are the most prevalent local Barbarian society, and are generally both chaotic and evil, reveling in bloodlust and strength at arms.

 

Bard – a musician capable of swordplay and light magic use, uses magical songs to boost the morale (and combat effectiveness) of his allies.  Bards in the Scarred Lands are common in more civilized areas, although some wander from city to city.  They could be found almost anywhere, from Shelzar to Darakeene.

 

Cleric – an armored spellcaster in service to one of the eight main gods, specialized in healing magic and combating the undead, limited offensive magic.  Depending on the god served, Clerics could be found almost anywhere, from Elven Clerics of Tanil in Vera-Tre to Coreanic Clerics in Mithril, Hedradite Clerics in Hedrad, Enkilite Clerics in Shelzar, Charduni Clerics in Calastia or Vangalite Clerics in the Blood Steppes.  The Titans have no Clerics, and so Titanspawn races, such as Orcs and Giants, rarely have any Clerical support, relying instead on Druids for healing and divine spellcasting.

 

Druid – a lightly armored spellcaster in service to the forces of nature, with spells related to animals, plants and the four elements and limited shapeshifting.  Druids are almost never found living within a city, and are most common among the elven peoples of Vera-Tre.  The chaotic and evil Titan-worshippers count no Clerics among them, having only Druids as Divine spellcasters, giving this class a somewhat unsavory reputation among more civilized peoples, and Clerical and Druidic faiths rarely overlap, save among the Elves (who serve both Denev and Tanil) and the Albadian barbarians (who serve Denev, Madriel and Belsameth).

 

Fighter – a heavily armed and armored warrior, almost as tough as a Barbarian, but far more versatile with a large array of Feat options.  Fighters are the standard warrior class, common to all of the lands.  Darakeene and Calastia have the strongest military traditions, with Calastia having a large (and active) military, and Darakeene being the center of a half-dozen or more ‘colleges of war’ where a young warrior can learn all sorts of special tactics and philosophies.

 

Monk – an unarmored martial artist, fast and nimble, able to strike with his hands as hard as some sword-wielding fighters.  Monks must be lawful, and yet can be found not just in the highly lawful cities of Mithril (if good), Hedrad (if neutral) and central Calastia (if evil), but also in out of the way monasteries in the wild, honing themselves, body and mind, against the dangers of the wilderness.

 

Paladin – a holy knight in service to the god of good and law, sacrificing the versatility of the Fighter for holy powers and spells, many related to healing and combating evil creatures and the undead.  Almost every Paladin is in service to Corean, the Avenger, and the greatest concentration of them can be found in his city of Mithril, living in the shadow of his Mithril Golem.  Many others can be found in the Gleaming City, working with the Hollow Knights to create a benevolent and orderly bastion in those uncivilized lands.

 

Ranger – a less armored ‘holy warrior’ in service to nature, sacrificing the versatility of the Fighter for spells and abilities focused more on animals and nature.  Anywhere Druids are more common than Clerics, Rangers will be more common than Paladins, and in this case both among the elves, and the Veshians, such is the case.  Rangers are woodsmen, trackers and hunters in many less civilized lands, less overt warriors than Barbarians, and more ‘useful’ to the border societies they frequent than the more combat-centric Barbarians and Fighters.

 

Rogue – the classic thief, lightly armed and armored, but with a raft of special skills and the ability to Sneak Attack (backstab) for excellent damage if able to get in position.  Rogues almost always inhabit cities, and not all practice outright theft from the people around them.  While some are thieves, pickpockets, spies and assassins, others are simply skilled couriers, professional lockpicks, or city-trained ‘light fighters,’ adapted for an urban environment where bearing plate and a longbow is less useful than learning how to stick a dagger in someone quietly.  Even the most lawful of cities, Hedrad, has it’s own guild of thieves, called the Scaled.

 

Sorcerer – an unarmored spellcaster who draws power from his magical birthright, able to cast many spells per day from the spells he has mastered, but only able to learn a few spells compared to the far more versatile Wizard.  Most Sorcerers can trace their magical bloodline back to a supernatural creature of some sort, a Fiend, Celestial, Fey, Genie or even Dragon, far back in his lineage.  Sorcerers in the Scarred Lands are said to derive their powers from the blessings of Mesos, Sire of Sorcery, the first of the Titans to fall in the Divine War, and most Titanspawn creatures with any arcane leaning are Sorcerers, using the power of their blood instead of scholarly research to harness these forces.  As such some societies are leary of Sorcerers, who are thought to be tapping into an evil birthright, and have not ‘earned’ their power.  Sorcery is more common in barbaric Albadia, where the power of the written word has not taken sway, wild Shelzar, where their blood is strong among the local populace and among the Wood Elves of Vera-Tre.

 

Wizard – an unarmored spellcaster who draws power from arcane spellbooks and texts, able to cast fewer spells during a day than a Sorcerer, and required to prepare his spells in advance, but with a far greater supply of spells available.  Most common among the Divine races, who were not favored with natural Sorcerous gifts, a Wizard could be a Necromancer of Hollowfaust, Dwarven Rune-master, Calastian Battle-Mage or a Sage of the Phylacteric Vault in Darakeene, among many other options.  Wizards are more common in these societies, and among the Forsaken Elves of Termana.

 

 

No Psions or Psychic Warriors