| PC Classes |
| This page details the different Base Classes that are available to Kajiran Characters. Please note that Psionic Classes are not available to native Kajirans, and that Psionics do not function anywhere on the plane. For a more detailed rant on the topic, please email the webmaster. |
| Barbarian - Kajiran Barbarians are quite common especially among the Orcs and Lizardmen of the East. Barbarians are often Tribal leaders and warriors. They are commonly looked askance on by the civilized people Even still a barbarian in the midst of a rage is an intimidating and powerful combatant. |
| Bard - Nomads by definition, Bards travel the land in search of new songs, new spells, and regular meals! Although some bards settle down and perform for specific noble courts, most prefer to make their living wandering from town to town. Often they join adventuring groups to witness acts worthy of their art firsthand. |
| Cleric - Clerics serve the will of the gods who govern Kajir. Each faith has a different role in the world, and clerics of evil religions may still practice openly, though few choose to. Respected or feared, Clerics wield the authority of the divine, and their prayers - for good or for evil - are heard. See the Organizations page for the roles of specific faiths in the world of Kajir |
| Druid - Druids serve Gaia, the goddess of the woodlands, as protectors of the wild untamed lands of Kajir. Commanding the natural creatures and wielding potent divine powers, Druids call down the power of the natural world against those who would despoil it. |
| Fighter - From the crusading knight to the street brawler, fighters are incredibly common in the Ice Age. Masters-at-arms can usually be found in most cities who will train people in the art of war. Fighters can make their way as bodyguards, pit fighters, guardsmen or mercenaries. The opporitunities are as diverse as their fighting styles. |
| Monk - Natives from the Isle of Ryshenki, monks harness the power of their bodies to perform feats of martial prowress that rival the greatest warriors. Seekers of enlightenment and physical perfection, some monks leave their home accepting voluntary exile in order to better contemplate the mysteries of life. (DM's Note: The Monk Class is available only to characters from Ryshenki.) |
| Ranger - Though the fighters are the martial power in the cities of Kajir, it is the rangers who rule the frozen landscape of Kajir. Blending survival skills with martial prowress and command of the beasts, a ranger pursues his own agenda and can make their way anywhere they choose. |
| Ritualist (Wizard) - Ritualists were quite common in Kajir up until the time of the devastation. What few Ritualists remained were hunted to near extinction by the inquisitions in the north. Modern ritualists are now exclusively found in the Tara-Nur Empire, and practice ancient magics wielding awesome power against those who oppose their might. (DM's Note: The Ritualist Class is available only to characters from Tara-Nur) |
| Geomancer - Geomancers are mages who by and large fill the role of traditional wizards in most regions of Kajir. Geomancers draw their power from the mana inherant in the lands that they are most familiar, and most adventuring geomancers travel to expand their knowledge and power. |
| Artificer - Members of the Expert Class, Artificers specialize in specific skills in order to design machinery. Artificers are capable of incredible feats of engineering, and rival mages for sheer knowledge. Artificers use their knowlege of machinery to create traps, build siege equipment, and create mechanical constructs. |
| Arcanist (Sorcerer) - Arcanists create magic by manipulating the fabric of reality. Unlike Geomancy or Ritualism, the power of an Arcanist comes from within, requiring neither mentoring nor tutoring. Arcanists tend to be rogue mages who operate outside of the dictates of the Conclave of Magi. Ofter feared or hunted, Arcanists travel to better understand their powers and to avoid persecution of a fearful populace. |
| Paladin - Paladins are holy warriors gifted with power of benevolant deities. Paladins are highly respected and often undertake quests for their deity, church, nation, or occasionally simply to spread the virtues of law and good. Paladins are sometimes confused with Paladin Knights, a similar, allied order. Paladins are called to defend the weak, to uphold justice, and to promote the cause of peace. Paladins must adhere to the Code of Seven, and lose their class abilities if they stray. |
| Rogue - Opporitunistic or benevolant, Rogues are an independant lot. Some fill roles similar to the artificers, but most ply their trade as little more than thieves. Still others take to the adventuring lifestyle, making their money by seeking out treasure long buried by the devastation. |
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| Warlock - Channeling the power of dark magic, Warlocks are few in number, but feared greatly in the lands of Kajir. Most serve themselves first, and their dark gods second, but some brave few manage to renege on their pacts and use their powers to fight the beings of evil., |