

Under Construction
Dec. 29, 2014
Ranger
Class Specialty Skills
Tracking: They can gather information that leads them to finding paths or clues on which direction to travel. (10% per CP, GM Discretion)
Traps: The Ranger is familiar with their nature's patterns and can utilize natural tools to attempt capture. The trap can be used to either be an early alarm system, or to temporarily capture something and make it lose a turn if it was attacking. Other uses might be allowed at GM Discretion. (10% per CP)
Stragegist: Able to plan out attacks, routes and more in order to have an edge. (Increases Init, 1 per CP)
Riding: Can successfully ride most creatures. (10% per CP.)
Experienced Camper: Gain extra LP from camp 'rest' bonus on quests. (5 per CP)
When Druids are guarding and defending nature, Rangers are spending their time studying it. There is no better guide in the wilderness than that of a Ranger. They know paths, trees, animals, herbs, the effects of weather, how to read the sky... their talents are vast and useful. Generally peaceful, they don't find a lot of conflict in their profession, but that doesn't mean they aren't skilled in the ways of fighting. As guides, they do not discriminate against who they aid, and this sometimes can lead them to trouble. Due to this fact, Rangers make sure they are skilled enough in battle to defend themselves or those they are guiding. Piss a Ranger off, and you may find yourself in locations no other than that of the Ranger and the Gods have seen, left to starve to death or go mad.
Magic Allowed
Heal
Harm*
*Cannot damage nature; like plants or animals. Beasts allowed.
Armor Allowed
Cloth
Wood
Leather
Studded Leather
Chainmail
Elven
Dragon Scale
Weapon Specializations Allowed
One-Handed
Mechanical
Thrown
*Limit: 1