Although The Fallen uses typical D&D classes, some of them have different definitions than their standard versions like you'd find in Dragonlance or Forgotten Realms.  What follows is a list of the classes available in Neverwinter Nights and how they fit into the fictional world of The Fallen.

Some of the spell casting classes below reference 'divine magic' and 'ethereal magic'.  While the class descriptions offer a brief summary of what these types of magic are, for a more detailed explanation, please refer to the 'Magic and the Multiverse' page in the 'Fiction' section.

 

Non-Prestige Classes

 

Barbarians

Barbarians are not your typical 'savage warrior' in The Fallen, as due to events in the history of Tymora, nearly all of the world is 'civilized' in some form.  Rather, they are warriors who are trained to focus on offense rather than defense, and have learned to channel their anger into a powerful, almost-magical weapon.  Some believe that this style of fighting is, in fact, a form divine magic similar to that of a monk's, albeit less focused - although it has never been proven.

Bard

Bards in The Fallen are very much like their D&D counterparts.  They are charismatic storytellers and musicians, who have learned to fuse the ethereal magic used by Wizards and Sorcerers with their music to create subtle-but-noticeable effects when they play.  As they grow more experienced, they learn how to harness ethereal magic the same way a Sorceror does.

Cleric

Clerics in The Fallen are quite different than the priest-types you'd find in typical D&D.  As there are no Gods to speak of, Clerics instead are magic users who have learned to harness the divine energy within themselves and direct it at themselves or for others - mostly for defense and healing, although they occasionally find ways to use it as an attack.  This results in what is known as 'divine magic'.  Their power is often seen as coming directly from the soul, and for that reason, as much as for their healing abilities, they are well respected throughout the world - especially in the continent of Azderan.  Note that while Clerics do have access to negative energy spells, they do not in general use them, as negative energy is seen as a perversion of positive energy.  While PC Clerics are welcome to use those spells, they may find their alignment shifting if they do, and other characters may not be pleased.  Non-demonic summoning spells are allowed - but rather than 'summoning' a creature, the Cleric is actually putting divine energy into the 'form' of whatever creature is being 'summoned'.  The only time a creature is actually 'summoned' by a spell is when it is demonic, and in that case, it is a Fallen who has been bound to the caster against its will.

Druid

Similar to their D&D counterparts, Druids are close to nature.  Their magic is a form of divine magic, but rather than using the divine energy present in themselves, as Clerics, Paladins, and Monks do, they are able to control and use the divine energy present in plants and animals.  Powerful Druids apparently have the ability to control the weather to a small extent as well - whether or not this is a form of divine or ethereal magic is the subject of much debate.  Druidic summoning spells are the same as a Cleric's summoning spells - rather than 'summoning' a creature, the Druid is actually putting divine energy into the 'form' of whatever creature is being 'summoned'.  The only time a creature is actually 'summoned' by a spell is when it is demonic, and in that case, it is a Fallen who has been bound to the caster against its will.

Fighter

There's very little difference between a fighter in The Fallen and your standard D&D fighter.  They are people who have devoted themselves to the art of combat, and focus on a balance between offensive and defense.  Exceptionally well-trained fighters are a marvel to observe, and it's rumored that some of the very best have honed their mind to the point that there is some sort of unconscious connection with the Universe that allows them to predict what their opponent's next move may be.  Regardless of whether or not this is true, the philosophy of combat that the Rangers teach is similar to this idea - that if you are one with the Universe, then you are one with all creatures of the Universe, including your opponents.

Monk

Monks in The Fallen are somewhat different than the typical monks you'd find in D&D.  They do not necessarily belong to a religion or order, but rather, 'Monk' is a general term for a hand-to-hand fighter who harnesses the divine energy within themselves - not for defensive or healing spells, like a Cleric or Paladin -  but rather to enhance their own combat abilities, giving them nearly-superhuman strength, speed, and coordination.  Those doubting this should observe an unarmed conflict between a typical hand-to-hand fighter and one trained as a monk - there is little contest.  As they grow more experienced, they become closer with the Universe and as such, become more apt at using their divine energy, and some of their 'talents' take on spell-like qualities.  Some of the most powerful monks - with a life time focused on developing their own inner-energy, rather than expending it outwards - reach a level of unity with the Universe similar to that of older beings, such as Dragons.

Paladin

In The Fallen, Paladins are warriors who have learned to control their personal divine energy, although to a less extent than Clerics.  Not as focused on combat as a warrior, and not as focused on divine magic as a Cleric, Paladins strike a healthy balance between the two.  Some of their talents are devoted to enhancing combat, although most of their spells are defensive or healing in nature.  Paladins are much sought after, as they can hold their own in combat when necessary, and then help tend to the wounded in the aftermath.  For this reason, they are often vary charismatic and thus make good leaders, which furthers their desirability.  In modern times, most Paladins can be put into one of three factions. The most prevalent, are those that have joined the Covenant of the Phoenix. These paladins have taken on a near ascetic lifestyle, in a hopes of becoming more in harmony with the universe. The second group is the errant, or as the Covenants call them, the "Unfound". These paladins have taken up a form of self training, and are uninterested in joining the Covenant for reasons their own. The final faction, are the "Oathbreakers". These are ex-Covenant Paladins that have forsaken the Covenant's teachings and it's beliefs, and have sought out their own path to follow. Disturbingly, some Oathbreakers turn to the negative side of the universe, becoming Blackguards, and for that reason they are rightfully feared. However, for the most part, one Oathbreaker will aid another, as they are pretty much hunted by the Covenant for their "crimes".

Ranger

In the same ways a Paladin is a warrior with talent in using Cleric-like divine magic, a Ranger is a warrior with talent in using Druidic-like divine magic.  Not to be confused with the group known as 'The Rangers', which consists of individuals from all lifestyles, a Ranger is typically a warrior who found themselves with a strong affinity for nature, and thus, as they become more experienced, this affinity results in the ability to control the divine energy within plants and animals.  Their connection to nature is also reflected in their choice of equipment - although a Ranger is not limited to items that can be crafted in, or easily carried through, the wilderness - they typically choose them out of personal desire. 

Rogue

Rogues in The Fallen are little different than their D&D counterparts.  The name covers a broad range of people - be they thieves, scouts, spies, or assassins - with similar abilities.  Typically, those abilities revolve around avoid direct confrontation when possible, whether it be through the use of stealth to get past or flank an opponent, picking a lock to avoid the guard down the hall, or laying a trap for an unsuspecting demon.  

Sorcerer

Sorcerers in The Fallen are those born with the inherent ability to sense, control, and direct ethereal energy, resulting in 'ethereal magic'.  Ethereal magic is the most basic of magic, and is present in both our Universe and Zel'en'tor - the Fallen's universe.  Likened to a raw metal before it is shaped into a weapon or shield, ethereal magic, like divine magic, can be controlled by a skilled wielder and used either for defensive or offense.  Unlike divine magic, however, ethereal magic cannot be used for healing purposes.  It is unknown why Sorcerers are born with the ability to control ethereal magic, however, it has been found that whatever causes this ability is somehow related to those who have a natural affinity for dragon's blood, and thus Sorcerers and Bards are the only ones who have the potential to become Dragon Disciples.  Sorcerers are typically awed or feared, or both, depending on who you talk to.

Wizard

Wizards in The Fallen, like Sorcerers, have the ability to control and direct ethereal magic.  However, unlike Sorcerers, they are not born with this ability, but rather they learn and develop it through years of work and study.  This gives them the ability to actually learn more potential spells than a Sorcerer but, as their bodies are not naturally meant for channeling ethereal energy, they can cast less total spells per day.  Like their Sorcerer counterparts, they are the often the subject of both amazement and terror, due to the sheer amount of potential power at their disposal.

 

 

Prestige Classes

 

Arcane Archer

Although in typical D&D the Arcane Archer class is limited to Elves or Half-Elves, since those races are not available in The Fallen, the class will be modified with a hak pak to remove the racial requirements.  Arcane Archers have learned to use ethereal magic to enhance the arrows they fire during combat; similar to how a Wizard or Sorcerer would enchant a weapon, but much quicker, such that the effect can be applied to their arrows during the heat of combat.

Assassin

Assassins in The Fallen closely resemble their D&D counterparts.  They are, in essence, rogues who have chosen to focus their skills on infiltration and combat.  Assassin training typically includes the learning of a few ethereal magic abilities that assist the assassin's stealth abilities.  Due to the nature of the occupation, focusing on taking the life of another, assassins must be of evil alignment.

Blackguard

In The Fallen, Blackguards wield negative energy magic the same way Paladins wield positive energy.  Typically, Blackguards were trained as Paladins but learned to corrupt the positive energy within themselves and turn it into negative energy which can be directed towards others, causing harm and death.  Powerful Blackguards are even rumored to possess the ability to summon a Fallen, bound against its will to fight at the Blackguard's side.  Some Blackguards believe they are simply 'fighting fire with fire' by using negative energy to aid in the fight against the Fallen - it's even rumored a Blackguard was in the ranks of the Rangers during the Second Great War - but regardless of intentions, Blackguards are required to be of evil alignment.

Champion (aka Champion of Torm)

Champions of Torm (simply 'Champions' in The Fallen)  are very much like Paladins, but rather than focusing on both healing and defensive positive magic abilities, they focus on a few specific positive magic abilities used to enhance their combat abilities.  It is not unusual for a Paladin to train as a Champion for some time in order to increase their effectiveness in battle.

Defender (aka Dwarven Defender)

Although Dwarven Defenders (simply 'Defenders' in The Fallen) in D&D are a Dwarf-only defensive warrior class, as there are no Dwarf race in The Fallen, the class will be modified with a hak pak to remove the racial requirements.  Defenders are warriors who have chosen to focus heavily on defensive arts; there are to defense what Barbarians are to Offense.  As they further their training, they can be more difficult to get past than a fortress wall.

Dragon Disciples (aka Red Dragon Disciples)

Red Dragon Disciples (simply 'Dragon Disciples' in The Fallen) are unique among the available classes.  While certain spell-casting classes do imply some sort of natural affinity for magic, Dragon Disciples are more of a race than a class.  Shortly after the Second Great War, it was discovered, quite by accident, and to the amazement of both Dragons and Humans alike, that dragon blood had powerful healing abilities.  Applies in small doses to outer wounds, it would greatly speed up the healing process with no lasting side effects.  However, eventually, people tried ingesting Dragon blood in order to cure diseases.  And, while in some cases it worked, it had a very unintended side effect - certain people, when exposed to large amounts of dragon blood, take on draconic characteristics, such as the ability to greatly increase the temperature of their breath, resulting in the ability to "breath fire" and, in the most extreme cases, a few were even known to grow wings.  In more typical cases, it simply results in increased strength and constitution - in some cases, this is a permanent improvement.  Due to this, Dragon blood is a very heavily-regulated product, used only in extreme cases and only on outer wounds.  However, some people, intent on becoming closer to the Dragons, have been known to steal Dragon blood in order to become Dragon Disciples themselves.  Most of those people are part of a dragon cult, founded some time after the Second Great War, that treat the dragons as near-Gods.  Other than those who bring the change on themselves, those who are the offspring of Dragon Disciples often find they are Dragon Disciples themselves - whatever responds to the Dragon blood is apparently passed from generation to generation.  In fact, later generations of Dragon Disciples are more likely to display the 'extreme effects' than one who simply ingested the blood.  In some places, Dragon Disciples are greatly revered due to their connection to the Dragons; in others, they are viewed with fear and suspicion due to their non-human properties.

Pale Master

Pale Masters in The Fallen are ethereal magic users (either Wizards or Sorcerers) who have become so fascinated by negative energy that have decided to study it in great detail - those who go too deep find that their mortal body does not have the ability to sustain the constant channeling of negative energy, and in response, they begin to take on some characteristics of the undead.  One of their darker abilities is the power to re-animate a corpse using negative energy, creating an undead servant.  Becoming a Pale Master is often a precursor to the study of, and at times the ascendance to, Lich-hood. 

Scout (aka Harper Scout)

Not related to the Harpers of Forgotten Realms fame, Harper Scouts (simply 'Scouts' in The Fallen) are typically Bards who have chosen to act as advance scouts for both small groups or large armies.  As they continue in their training, they develop ethereal magic abilities that help them in this role.

Shadowdancer

Shadowdancers in The Fallen are those who have shown great skill in the arts of stealth - so much skill, in fact, that it borders on magical or supernatural.  Certainly, their ability to vanish while in plain sight of their opponents is something beyond natural abilities.  It is believed that Shadowdancers are similar to Sorcerers, except that they have a specific affinity to the illusionary school of ethereal magic, hence their natural ability to all-but turn invisible even in the heat of battle.  Those who have trained as Shadowdancers for some time actually develop the ability to bring a nearby shadow to 'life' as their servant for some time.  It is similar to certain types of undead Fallen, although whether or not the shadow is a product of negative energy magic is still the subject of some debate.

Shifter

In The Fallen, Shifters are Druids whose link to nature has become so strong that their own divine energy has become irreversibly linked to that of the plants and animals are them - so much so that they have developed the ability to change their own form to an even greater extent than typical Druids.  They are not even  limited to actual, living creatures - some of their forms are even those of legendary beasts that exist only in the myths of ancient Tymora.  The actual limitation of a Shifter's abilities are unknown, some believe the strongest of Shifters are limited only by their own imagination.

Weapon Master

A Weapon Master in The Fallen is a warrior who has focused all their training on a specific type of weapon.  The most skilled of Weapon Masters are almost indistinguishable from  their weapon - it has become an extension of their body.  They fight as naturally with their chosen weapon as a monk would with their arms and legs.  Some even believe that they train so heavily with their weapon that a small part of their divine energy enchants the blade, making the idea that their weapon becomes a part of their body into more than just a metaphor.

 

Last Update: 5/05/04