Classes

Allowed Classes

The following classes are allowed in the Drifting Sands campaign setting. Any caveats to the class are indicated; this includes both Pathfinder and Pathfinder-compatible classes. The list is broken into Fighter, Spellcaster, Specialist, and Psionic.

Fighter Classes

  • Barbarian – Barbarians are usually only from the Stormraven Tribe, the Elven Wildlands (considered part of Velyria), or Rhikari. They are never Aritikan or Valinosian without GM approval.
  • Cavalier – Cavaliers are only trained in Valinos and Aritika. Their Orders are based on their region, which are as follows.
    • Aritikan Cavaliers: Cavaliers from Aritika are members of one of the following Orders: Order of the Cockatrice, Order of the Dragon, Order of the Seal, Order of the Star, or the Order of the Tome.
    • Valinosian Cavaliers: Cavaliers trained in Valinos are members of one of the following Orders: Order of the Blue Rose, Order of the Paw (must be a halfling), Order of the Penitent, Order of the Shield, or Order of the Staff.
    • Cavaliers from either region may be members of the Order of the Land, or Order of the Lion. These Orders do not fraternize or share information and dues across countries, but will show a grudging respect toward one another when meeting members from differing countries.
  • Fighter – No changes to the base class or lore.
  • Gunslinger – Gunslingers come from industrialized nations. They may only have Aritika, Valinos, Mistvale, or Rhikari as their region (and must take that as their native language).
  • Magus: Magi are not from Aritika or the Stormraven Tribe. They are most common in Ki-Taliq or Mistvale.
  • Monk – Monks must be from either Ki-Taliq or Alaekor, and therefore a Monk must take one of those languages as her native dialect. Also, Monks must be from a specific school (meaning they must take an archetype at character creation). These are region-specific and listed below.
    • Monks from Ki-Taliq: Taliqi schools focus on the Lotus, the Four Winds, the Sacred Mountain, Tetori, Mastery of Many Styles, Qinggong, or Sohei styles.
    • Monks from Alaekor: Alaekorish schools focus on Sensei, the Empty Hand, the Healing Hand, Zen Archery, Ki Mysticism, Hungry Ghost Technique, or Flowing Technique.
    • Alternately, any Monk from either region may take the Martial Artist, Maneuver Master, or Weapon Adept archetypes. Drunken Master style is not in use. All Monks may take a vow. Monks from Ki-Taliq tend to take vows of celibacy, poverty, or fasting. Monks from Alaekor tend to take vows of chains, silence, or truth.
  • Paladin – A Paladin in Thirajin generally has a patron government as well as a god she worships. The regions that commonly feature Paladins are Aritika, Velidos, and Velyria. Paladins from other lands are rare, but are available.
    • Paladin of Freedom – Paladins of Freedom are rare, but will appear occasionally. They are most often from oppressed nations or races.
    • Antipaladin – Antipaladins are as common as standard Paladins. They hail from areas that do not have a state religion that is not Lawful or Good in nature. Typically, they come from Rhikari, Ki-Taliq, Mistvale, or Valinos.
  • Ranger – Unchanged from the base text. The most common Terrain Mastery is Desert, and Rangers typically take Favored Enemies in regards to certain humanoids.

Spellcasting Classes

  • Alchemist – Alchemists are usually trained members of a military force. Adventuring Alchemists are retired (though depending on the campaign, this may not be the case). As such, Alchemists are always allowed to take the Militia, or Militia Veteran traits if they choose, regardless of region. Most Alchemists make up the bulk of an army or fighting force’s medical and engineering corps. Each region has an archetype common to their trained alchemists, listed below.
    • Aritikan Alchemists are typically Chirurgeons, Grenadiers, Visionary Researchers, or Vivisectionists.
    • Valinosian Alchemists are generally trained to be Clone Masters, Crypt Breakers, Internal Alchemists, or Mindchemists.
    • Elven Ranger Corps Alchemists are trained in the secrets of life and death, and as such will know Beastmorph, be Preservationists, or Reanimators.
    • Alchemists from Mistvale will usually be Psychonauts, Ragechemists, or Visionary Researchers.
  • Cleric – No mechanical change. However, a Cleric may option to not share their Deity’s alignment, which is most common in Aritika, as some Clerics are pushed into priesthood without having real belief in Se’hari (the state religion of the Holy Empire of Aritika). As most Clerics follow a religion, and not a direct deity, this does not impede their spellcasting, which is learned very similar in the way that wizards learn their spells (reciting prayers out of a prayer book or from memory). Common archetypes by religion are listed below.
    • Se’harists are typically Cloistered Clerics, Crusaders, or Divine Strategists; Clerics of the gods of the Divine Pantheon are usually Evangelists, Scroll Scholars, or Theologians; Araeist priests are usually just Clerics, but will occasionally be Merciful Healers, or Theologians. None of these are required.
  • Druid – Most Druids follow the religion of the Great Mother; there are occasionally a few Druids that are followers of a specific Divine deity. Druids are typically not from Aritika, unless they are rebels, or exist outside of Aritikan society. The one exception is a group of Druids that work directly with the Aritikan military. This is a relatively small group, and not designed for player characters, but more designed as antagonists. Druids are most common in conjunction with the Stormraven Tribe, however, they are called “Shamans,” and picking this region requires a shamanic archetype. Another place common for Druids is the Elven Reservation Lands, but these Druids are always members of the Elven Ranger Corps. They must also take specific archetypes, and must be Elven. Both nations have their archetypes listed below:
    • Stormraven Druids are Bear Shamans, Boar Shamans, Dragon Shamans, Eagle Shamans, or Wolf Shamans. They may also be Storm Druids or Tempest Druids.
    • Elven Druids from the Reservation are of the following paths: Ape Shaman, Green Faith Initiate, Jungle Druid, Menhir, Mooncaller, Saurian Shaman, Shark Shaman, Swamp Druid, or Storm Druid.
  • Inquisitor – Inquisitors are only from Aritika. No other region has a functioning Inquisition. All Inquisitors must follow the Se’hari Orthodoxy religion. The Inquisitors follow a series of Orders, which have their own internecine politics. They are as follows:
    • Inquisitors from the Order of Al-Beddiq may only take the Heresy Inqusition.
    • Members of the Order of Fal Sayyid may only take the Fervor Inquisition.
    • The Inquisitors who follow the Order of Kor Tharssgart may only take the Redemption Inquisition.
  • Oracle – Unchanged.
  • Sorcerer – Sorcerers are generally more common outside of industrialized nations, and tend to hail from Ki-Taliq, Velyria, the Reservation Lands, or Alaekor. Some also come from the Planes. There is no particular training regimen for Sorcerers that would make them require specific archetypes.
    • The following Bloodlines are not canonical for the Drifting Sands campaign setting: Imperious Bloodline, Kobold Bloodline, Oni Bloodline. All others are possible.
    • If the Sorcerer is a member of the nobility related to the Aritikan Imperial Family, then she must take the Celestial Bloodline.
  • Summoner – Although incredibly rare, Summoners are usually found among Dwarves, Elves, and Orcs, and only occasionally among Humans or Halflings. All other minor races have the same chance of being Summoners as any other class.
    • All Fetchlings are Shadow Callers.
    • All Orcs are Blood God Disciples.
    • Summoners from Velyria typically are Broodmasters or Evolutionists.
    • Summoners from the Reservation Lands tend to be First Worlders or Wild Callers (if Half-Elves). As Summoners are more prevalent and powerful here, more Master Summoners are common.
    • Dwarven Summoners are usually Synthesists, Spellhammers, or Weapon Champions. Like the Elves of the Reservation, Dwarves have always been masterful Summoners, and are commonly Master Summoners.
  • Witch – Witches follow the same regional distinctions that Druids do, however they are most commonly found among the Stormravens (and are often the only Arcane spellcasters that the Stormravens will ever meet if they don’t leave the Tribe to go adventuring). Witches found in Aritika will be hunted down mercilessly by the Inquisition.

Specialist Classes

  • Bard – No change. Bards are usually trained at a bardic college, although this is not always the case.
  • Rogue – No change, although Rogues are usually members of a thieves’ guild, or have a patron for whom they work.

Psionic Classes

  • All members of Psionic classes come from Alaekor except the Wilder, who may be from anywhere. Otherwise, there is no change to any of the following:
    • Aegis
    • Cryptic
    • Marksman
    • Psion (arguably the most common)
    • Psychic Warrior
    • Soulknife
    • Tactician
    • Vitalist

Disallowed Classes

The following classes are not allowed in the Drifting Sands campaign setting, either because they simply do not exist, or because the setting has no need or use for this type of class.

  • Dread (Psionic)
  • Samurai (Fighter)
  • Ninja (Specialist)

Classes

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