The Wilderlands of High Fantasy
The classes from the Pathfinder RPG (and other sources) that can be found in the Wilderlands include:
Barbarian: The Barbarians of the Wilderlands are often thought of as foreigners in the City States. Many of them are saavy, intelligent individuals who have their own goals. notes: Barbarian PCs from the Wilderlands use the Conan RPG Barbarian class if at all possible, but defaults to the Pathfinder RPG class.
Bard: There are minstrels and heralds who do not have any magical powers. But rare are bards who capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and magic, the true strength of bards lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances.
Cleric: More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies’ prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need.As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction. (Work with your GM if you prefer this path to selecting a specific deity.)
Druid: While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Druids worship personifications of elemental forces, natural powers, or nature itself. Typically this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic demigods, or even specific awe-inspiring natural wonders. Fighter: Fighters excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.
Paladin: Paladins serve as beacons for their allies within the chaos of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting.
Ranger: Rangers are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies.
Rogue: Rogues excel at moving about unseen and catching foes unaware, and tend to avoid head-to-head combat. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different rogues. Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and conning dull-witted opponents.
Shaman: Shamans are passionate followers of a path that often lies at an oblique angle to the pursuits of other people. While the pursuit of wealth, knowledge, and creature comforts is what drives most people, shamans have an insight into a world where the ambition is to help others, and in doing so, to progress towards a personal state of heightened spiritual awareness. In essence, shamans are people who love people. Shamans are compassionate healers, both in a physical and a spiritual sense.
Sorcerer: Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages. As they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and versatile ways of making use of magics other spellcasters might overlook. Their bloodlines also grant them additional abilities, assuring that no two sorcerers are ever quite alike.
Wizard: While universalist wizards might study to prepare themselves for any manner of danger, specialist wizards research schools of magic that make them exceptionally skilled within a specific focus. Yet no matter their specialty, all wizards are masters of the impossible and can aid their allies in overcoming any danger.
Witch: While many witches are recluses, living on the edge of civilization, some live within society, openly or in hiding. The blend of witches’ spells makes them adept at filling a number of different roles, from seer to healer, and their hexes grant them a number of abilities that are useful in a fight. Some witches travel about, seeking greater knowledge and better understanding of the mysterious powers that guide them. Most Witches are hidden in the Wilderlands in covens. Some are rumored to carry the cure to Lycanthropy and Vampirism.
Summoner: Summoners spend much of their time exploring the arcane arts, be it while traveling the world or spending months studying the nature of their eidolons. While their power comes from within, summoners rely heavily on their eidolon companions whenever they find themselves in dangerous situations. While a summoner and his eidolon function as individuals, their true power lies in what they can accomplish together.
Psion: Manipulators of energy directly by thought. Psions in the Wilderlands are rare and powerful, although the most numerous are shapers, others are specialists in manipulating matter, transportation, divining the future, manipulating their bodies, and reading and manipulating the thoughts of others. Most psions are among the Atlanteans, Elans, Kalashtar, and the Amazons.
Psychic Warrior: Psychic Warriors combine the use of psionics with training in weapons. They are usually found among the Amazon tribes and the Half-Giants, but few can hail from anywhere, any creed, any nation.
Soulknife: Soulknives are trained that their mind are the most powerful weapon in the Universe. They manifest a blade of pure energy, looking as anything they desire, to use against their enemies. Soulknives are found most frequently among the Kalashtar, who regard them as the paladins of their race.
Wilders: Wilders are psionic denizens that are capable of emotional psychic outbursts. They also have a few powers that rival those of the Psion. Most Wilders are found among the Maenads and the Amazons.