The Fallen Skies
Player Character Classes
The following class options are open to players
Fighter : You have become a master of combat through endless hours of practice, determination, and your own sheer physical toughness. Fighters are determined combat adepts trained to protect the other members of their adventuring groups. Fighters define the front line by bashing and slicing foes into submission while reflecting enemy attacks through the use of heavy armor. Fighters draw weapons for gold, for glory, for duty, and for the mere joy of unrestrained martial exercise.(Battlerager, Great Weapon, Tempest, Gaurdian)
Rogue: Rogues are cunning and elusive adversaries. Rogues slip into and out of shadows on a whim, pass anywhere across the field of battle without fear of reprisal, and appear suddenly only to drive home a lethal blade. As a rogue, you might face others’ preconceptions regarding your motivations, but your nature is your own to mold. You could be an agent fresh from the deposed king’s shattered intelligence network, an accused criminal on the lam seeking to clear your name, a wiry performer whose goals transcend the theatrical stage, a kid trying to turn around your hard-luck story, or a daredevil thrill-seeker who can’t get enough of the adrenaline rush of conflict. Or perhaps you are merely in it for the gold, after all.
Warlord: You are an inspiring commander and a master of battle tactics. W Warlords stand on the front line issuing commands and bolstering their allies while leading the battle with weapon in hand. Warlords know how to rally a team to win a fight. Your ability to lead others to victory is a direct result of your history. You could be a minor warchief looking to make a name for yourself, a pious knight-commander on leave from your militant order, a youthful noble eager to apply years of training to life outside the castle walls, a calculating mercenary captain, or a courageous marshal of the borderlands who fights to protect the frontier. Regardless of your background, you are a skillful warrior with an uncanny gift for leadership.
Wizard :You channel arcane forces through extensive study, hidden knowledge, and intricate preparation. To you, magic is an art form, an expressive and powerful method by which you seek to control the world around you. (“’_Tis bad luck to be in a room with more than four wizards, worse luck to be the fifth…_”)(Control, Illusionist, Summoner, War)
Sorceror : Arcane magic is in your blood, as a touch of either ancient draconic power or untamed chaos energy, and you unleash it through sheer force of will and physical discipline. (Chaos, Dragon, Storm or Cosmic)
Bard : You channel magical power through words and music, studying long and hard to master the power contained in the lore and sagas of old. (Cunning, prescient or valorous)
Warlock : You gain your magical power from a pact you forge with a powerful, supernatural force or an unnamed entity. (Fey, infernal, the hateful stars or vestige pacts)
Swordmage : You study ancient magical traditions and practice swordplay, developing arcane powers that work well with your physical attacks, limited to Eladrin or Elf unless some other Fey source is known. (Assault, Ensnaring, Shielding)
Clerics are battle leaders who are invested with divine power. They blast foes with magical prayers, bolster and heal companions, and lead the way to victory with a mace in one hand and a holy symbol in the other. You lead by shielding allies with your prayers, healing, and using powers that improve your allies’ attacks. As a Cleric in the Church of the One God, you may have pledged yourself to the cause of specific saints, acquiring a portion of their sanctified power to aid you in your missions. In heretical lands, there are those who claim to be clerics who channel the depraved magics of the hells or, even worse, ancient primordial forces. You must smite them where they are found.
You are a divine warrior, a crusader and protector of the Church of the One God. You can issue bold challenges to foes and compel them to fight you rather than your allies. Paladins are indomitable warriors who’ve pledged their prowess to something greater than themselves. Paladins smite enemies with divine authority, bolster the courage of nearby companions, and radiate as if a beacon of inextinguishable hope. You may have pledged yourself to the different Saints recognized by the Church or you may have bound yourself to a specific Knighthood, ancient orders of holy force.
You invoke the divine power of the One God and his Saints to blast your foes from a distance, leave them unable to defend themselves, and scatter them to the four winds. You practice an ancient form of divine magic, wielding the power that the angels and the Saints themselves used in their battle against the primordials. You are bound by the strictures of one of the Orders: the Order of Saint Rede, the Word of Malediction and ancient foe of primordials, the Order of Saint Olad the Wrath of Kurst Ankor, foe of demons and devils, or the Order of Saint Breord, the Light against the Darkness. Any who stray from the Covenants of the Orders are heretics to be destroyed and cast into the deep night.
Avenger (two Cabals pledged to strike the foes of the One God and the faith)
In secret temples far from bustling cities and priestly hierarchies, orders of esoteric warriors train their initiates in ancient traditions now forgotten or forbidden by most religious organizations. The champions of these orders are avengers—deadly weapons in the hands of the Saints, imbued with divine power through secret rites of initiation. In battle, avengers swear to execute divine vengeance, entering a mental state that gives them unerring focus on a single enemy. The Cabals of the Avengers are ancient and mysterious, and are still not wholly subservient to the Writ of the Church.
You have chosen to follow the path of the Primal spirits of the world that pre-date the rise of the Church of the One God, or perhaps you are descended from a people who were never brought into the rites of the One God. You may be a heathen who chooses to carefully walk a dangerous path into the civilized lands. Or do you pay lip service to the One God, following the call of the primal spirits, who are after all just as much His creations as the Saints of the Church.
Races: Elf, Wilden, Halfling, Wild Human (from the north, from Perdiam, escaped the Wodden Law), other.
Barbarian: You are a primal champion, a warrior devoted to the natural world and an embodiment of your tribe’s fierce traditions. Barbarians are savage warriors who deal out powerful blows from their mighty weapons. They charge from foe to foe and seldom feel the pain of an enemy’s strike. For barbarians’ foes, the moments of greatest terror come when barbarians call upon primal forces to lend power to their raging spirits. As a barbarian, you have a link to powerful nature spirits and other primal forces bound to the warriors of your tribe by the songs and totems of your legacy. These spirits lend energy to your rages, transforming you into a devastating force on the battlefield. As you become more experienced, these rages transcend mortal limitations, manifesting directly as waves of elemental power or gifting you with supernatural recuperative powers.
Warden: You are a primal champion, a guardian of the natural world and custodian of all living things. As mountains stand fast against the buffeting wind and trees bend but do not break in the storm, wardens are stalwart protectors who draw on the primal spirits of nature to defend the natural world from those who would corrupt or destroy it. Some wardens use the power of earth and stone to shield their allies from harm, whereas others summon the primal strength within themselves to increase their ferocity and tenacity.As a warden, you might be the staunch defender of a tribe, chosen by the spirits to be your people’s champion. Perhaps you were visited by spirits at a sacred grove and charged with protecting it against a spreading corruption. You might have been raised by a bear or nurtured by dryads, chosen from infancy to stand fast against nature’s enemies.
Seeker: You are a primal hunter who forges bonds with mysterious spirits to gain their aid in bringing down your prey.Seekers are primal champions who scour the wilderness in search of those who would defile it. Versed in hunting techniques handed down through the generations, seekers combine thrown weapon and bow techniques with primal evocations. The combination allows seekers great range in which to deliver deadly attacks that confound and hamper their enemies. When a seeker looses a missile, the primal spirits bound to it through ancient evocations are freed, sometimes as terrifying beasts and sometimes as nature’s raw destructive potential.
Shaman: Shamans are inspiring and dangerous battle leaders. They command powerful spirit guides, and through them lead their allies. These nature spirits bolster their allies’ attacks and offer protection and healing when needed. In a rite of passage or initiation, you pledged yourself to the spirits, to be their voice and hands in the world. Through ancient song and sacred ceremony, you have called a powerful spirit companion to your side. The primal spirits of nature affirm your will, guide the actions of your allies, and deal mighty attacks against your foes. You might be a venerable advisor to a tribal leader, a young traveler seeking to bring tales of a wider world back to your people, or a scholar devoted to the pursuit of nearly forgotten lore.
Druid: You have gained your powers through a careful study of and communion with the natural world. Your beast form gives you access to powers that provide control at close range, while your humanoid form allows you to hinder your opponents from a distance.Whether you were born to the wilds or retreated from civilization, whether you chose your path or answered a call that whispered in your heart, you share a bond with the primal spirits of nature. You are neither their servant nor their master, but winds, trees, and beasts heed your words, for they recognize you as kin.
You have chosen to follow a path brought to the world by the Githyanki and their ilk. Perhaps your family served the Sky Tyrants, or you chose a teacher who once served. Now you harness the power of your mind to project your subjective reality upon the objective world.
Races: Dragonborn, Human, Dwarves are the most common Player races who pursue this path as their kin or mentors may have served the Sky Tyrants. Others may also pursue this path, but would be seen as traitors to their kind, or aberrations to be destroyed. Githzerai, renegade Githyanki, Bladelings, other options may be available but not commonly.
Ardent: You fill your allies with the will to fight and the clarity of purpose needed for victory. When you attack, you loose thoughts that intensify emotions and lay bare truths. You are a spiritual warrior whose thoughts swirl about you to infect your enemies with doubts and your allies with confidence.
Battlemind: You are tough and fast, while your mastery of psionic magic allow you to outwit your foes. You are a psionic warrior, a weapon master who combines physical might with a cunning intellect.
Monk: You typically eschew weapons in favor of unarmed attacks and you avoid armor in favor of maneuverability and agility. Your powers are more than simple attacks; they are complex forms that allow you to strike and move with unmatched grace.
Psion: You can mentally influence the actions of your foes, and you can toss your enemies around the battlefield with psionic force. You direct psionic energy from within your own mind, focusing that power through meditation and contemplation, acting on the will of others or manifesting as a physical force.