Rangers of Meztrailov
“Ours is nature's heart.”
A ranger is a force of nature in every regard. They are skilled hunters, trappers, and survivalists. Their core beliefs are centered on a mutual harmony with nature which is developed in the terrains that they master over time. With the force of nature within them and faith in their skills of ranged battle, a ranger can cripple foes, track them down, and drive them to terrains where the ranger will overcome them with their advantages.
Ranks
These are the descriptions of each rank and what purpose they serve.
Greenleaf: An initiate into the ranger's circle. Their education at this level is greatly learned through mentoring and observation. They learn of the terrains, the weapons, survival, animals, trapping, and hunting. Greenleaf ranked rangers must be assigned to a ranger ranked mentor whom they are permitted to shadow.
Pay: 50 Deras per Week
Scout: At this rank, the initiate has selected their weapons to train with, can identify terrains they are within, and has a basic knowledge of the animals and vegetation amongst the most common areas they will train within. Scout ranked rangers may participate on assignments under the close protection of their mentors.
Pay: 100 Deras per Week
Pathfinder: The ranger is now communing with nature on their own. They have honed their skills in ranged combat, have improved skill with trapping, tracking, and wilderness survival. Nature has started to show favor to this ranger, and it shows. Pathfinder ranked rangers are now studying and training within nature until the time comes that they are marked by nature.
Pay: 250 Deras per Week
Ranger: Nature has chosen you as one of her protectors and revealed to you a personal mark. With a personal insignia now clearly marked in the terrains you have an adept knowledge, your mastery in nature is now coming along. Rangers now have a personal insignia that has been marked onto their skin subtly that defines their place in nature. This mark grants them power when they are within terrains. Rangers may also take on up to three rangers to mentor.
Pay: 500 Deras per Week
Mark of Nature
The bonuses from this mark are always in effect, and cannot be turned off, regardless of where the ranger is located.
Master Ranger: You'd be called a child of nature by others and they'd be right. The ranger has achieved closeness to nature that allows her to track almost any animal, feel every breeze, and hear nature's voice when in meditation. Master Rangers may command rangers of all ranks beneath them, leading them to the ways of nature as she changes.
Pay: 1,200 Deras per Week
Master of the Wild: You can hear the voice of nature clear as day. She speaks to you in whispers on the wind, in every tree, and in every animal that you encounter. You can read the wilds like a gambler can read those around him and accurately command those rangers beneath you with Nature's voice supporting your leadership.
Pay: 3,100 Deras per Week
Wilderness Terrains (basic & exotic)
Among the wilds that a ranger will reside, they will learn skills that assist them in nature. Terrains are broken down into two categories; basic and exotic.
Basic Wilderness Terrains
Forest - A forest is described as an area filled with trees or any tall densely packed area of vegetation.
Desert - A desert is a landscape or region of land that is very dry because of low rainfall amounts. Vegetation is scarce and survives on small amounts of water.
Mountain - A mountain is a large landform that stretches above the surrounding land in a limited area usually in the form of a peak. The higher the altitude, the colder the mountain is, and the less air there is up to the summit.
Swamp - A swamp is a wetland that is forested. Many swamps occur along large rivers, where they are critically dependent upon natural water level fluctuations. Other swamps occur on the shores of large lakes.
Exotic Wilderness Terrains
Rainforest - Rainforests are forests characterized by high rainfall, experiencing monsoon seasons, and humid, hot temperatures.
Grassland - Grasslands are areas where the vegetation is dominated by grasses, small shrubs, weeds, flowers, and low ground vegetation. They occur in temperate climates and are often used for hunting grounds because they attract water game and venison.
River Plains - A river plain or floodplain is an area near a river or a stream which floods when the water level reaches flood stage. Unlike swamps, the water is sourced from a river and will recede to allow vegetation and wildlife to regrow.
Savannah - A savannah, or barrens, is a grassland ecosystem characterized by the trees being sufficiently widely spaced so that the canopy does not close.
Tundra - In physical geography, tundra is a biome where the tree growth is hindered by low temperatures and short growing seasons.
Canyons - A canyon or gorge is a deep ravine between cliffs often carved from the landscape by a river. Rivers have a natural tendency to reach a baseline elevation, which is the same elevation as the body of water it will eventually drain into. This forms a canyon.
Underwater (lake) - A lake is a body of relatively still water of considerable size, localized in a basin, that is surrounded by land apart from a river, stream, or other form of moving water that serves to feed or drain the lake.
Underwater (ocean/sea) - An ocean is a body of saline water that composes a large part of a planet's hydrosphere. A sea is a body of saline water enclosed or partially enclosed by land.
Island Chains - An island is any piece of sub-continental land that is surrounded by water.
Volcanic Terrain - A volcano is an opening, or rupture, in a planet's surface or crust, which allows hot magma, volcanic ash and gases to escape from the magma chamber below the surface. When not active, the soil that forms around a volcano is known to be the most fertile on earth allowing a rich harvest for farmers who can prepare their lands with it.
Ranger Abilities
All Ranger abilities can only be used or be in effect in a basic wilderness environment or an exotic wilderness that the ranger has communed with.
Identify Animal/Vegetation: The ranger can identify any animal or vegetation and determine the properties inherent of the discovered wildlife.
Rank Requirement: Greenleaf
Detect Traps: Within a range of 15 yards, the ranger can detect displacements in the wilderness that are suspect to traps, pits, quicksand, or sinkholes.
Rank Requirement: Ranger
Track Person/Animal: After passing perception, the ranger has uncovered all trails in the wilderness within a radius of 15 yards left within the last 24 hours.
Rank Requirement: Ranger
Detect Life: Up to a range of 60 yards, the ranger can detect traces of all life in the wilderness and be able to identify if it is plant life, animal life, or humanoid.
Rank Requirement: Master Ranger
Cure Poison: The ranger can cure any poisons in wounds caused by poison dipped weapons or animal bites. Health degeneration from poison is cured in the round that the poison is cured.
Rank Requirement: Pathfinder
Apply Poison: The ranger may coat any weapon or arrow tips with poison, causing health degeneration for five (mun) rounds. Degeneration does not stack itself or with other degeneration effects. Each bottle of poison purchased will coat 10 arrows, or up to 5 hand-held melee weapons.
Rank Requirement: Scout
Four point Arrow: The four point arrow is a specialized arrow that rather than being thin is crafted as a four point tip which causes bleeding, delivering health degeneration for three (mun) hours. Degeneration does not stack itself or with other degeneration effects. Each purchase gives the ranger 10 arrows.
Rank Requirement: Greenleaf
Enchanted Arrow: An arrow that is crafted with a current of magic which can be enchanted by a mage to hold one magical element and deliver that damage (i.e. an arrow enchanted with the element of fire will deliver fire damage). Each purchase gives the ranger 10 arrows.
Rank Requirement: Pathfinder
Ether Bow (spell): Using Mark of Nature, the ranger may summon a bow and arrow made entirely of aether which delivers spiritual damage. Can only be summoned once a day.
Rank Requirement: Ranger
Commune with Nature: Using his/her Mark of Nature, the ranger carves his/her symbol into a sigil or totem that is crafted from the nature s/he is in. Within any exotic wilderness, s/he communes with nature through his/her totem and is then attuned to that exotic wilderness so long as s/he remains in it. The ranger may only be attuned to one exotic wilderness at a time.
Rank Requirement: Ranger
Nature's Compass: After using 'Commune with Nature', the ranger can locate where they are in the world, what wilderness they are in, and can determine the direction of true North (innate ability of Commune with Nature).
Rank Requirement: Master Ranger
Call of the Wild: The ranger can summon a companion once per combat to fight at their side during the length of that particular combat. The companion will have the attributes that the animal is logically supposed to have. The companion summoned is dependent on the terrain that the ranger is in.
Rank Requirement: Pathfinder
A ranger is a force of nature in every regard. They are skilled hunters, trappers, and survivalists. Their core beliefs are centered on a mutual harmony with nature which is developed in the terrains that they master over time. With the force of nature within them and faith in their skills of ranged battle, a ranger can cripple foes, track them down, and drive them to terrains where the ranger will overcome them with their advantages.
Ranks
These are the descriptions of each rank and what purpose they serve.
Greenleaf: An initiate into the ranger's circle. Their education at this level is greatly learned through mentoring and observation. They learn of the terrains, the weapons, survival, animals, trapping, and hunting. Greenleaf ranked rangers must be assigned to a ranger ranked mentor whom they are permitted to shadow.
Pay: 50 Deras per Week
Scout: At this rank, the initiate has selected their weapons to train with, can identify terrains they are within, and has a basic knowledge of the animals and vegetation amongst the most common areas they will train within. Scout ranked rangers may participate on assignments under the close protection of their mentors.
Pay: 100 Deras per Week
Pathfinder: The ranger is now communing with nature on their own. They have honed their skills in ranged combat, have improved skill with trapping, tracking, and wilderness survival. Nature has started to show favor to this ranger, and it shows. Pathfinder ranked rangers are now studying and training within nature until the time comes that they are marked by nature.
Pay: 250 Deras per Week
Ranger: Nature has chosen you as one of her protectors and revealed to you a personal mark. With a personal insignia now clearly marked in the terrains you have an adept knowledge, your mastery in nature is now coming along. Rangers now have a personal insignia that has been marked onto their skin subtly that defines their place in nature. This mark grants them power when they are within terrains. Rangers may also take on up to three rangers to mentor.
Pay: 500 Deras per Week
Mark of Nature
The bonuses from this mark are always in effect, and cannot be turned off, regardless of where the ranger is located.
Master Ranger: You'd be called a child of nature by others and they'd be right. The ranger has achieved closeness to nature that allows her to track almost any animal, feel every breeze, and hear nature's voice when in meditation. Master Rangers may command rangers of all ranks beneath them, leading them to the ways of nature as she changes.
Pay: 1,200 Deras per Week
Master of the Wild: You can hear the voice of nature clear as day. She speaks to you in whispers on the wind, in every tree, and in every animal that you encounter. You can read the wilds like a gambler can read those around him and accurately command those rangers beneath you with Nature's voice supporting your leadership.
Pay: 3,100 Deras per Week
Wilderness Terrains (basic & exotic)
Among the wilds that a ranger will reside, they will learn skills that assist them in nature. Terrains are broken down into two categories; basic and exotic.
Basic Wilderness Terrains
Forest - A forest is described as an area filled with trees or any tall densely packed area of vegetation.
Desert - A desert is a landscape or region of land that is very dry because of low rainfall amounts. Vegetation is scarce and survives on small amounts of water.
Mountain - A mountain is a large landform that stretches above the surrounding land in a limited area usually in the form of a peak. The higher the altitude, the colder the mountain is, and the less air there is up to the summit.
Swamp - A swamp is a wetland that is forested. Many swamps occur along large rivers, where they are critically dependent upon natural water level fluctuations. Other swamps occur on the shores of large lakes.
Exotic Wilderness Terrains
Rainforest - Rainforests are forests characterized by high rainfall, experiencing monsoon seasons, and humid, hot temperatures.
Grassland - Grasslands are areas where the vegetation is dominated by grasses, small shrubs, weeds, flowers, and low ground vegetation. They occur in temperate climates and are often used for hunting grounds because they attract water game and venison.
River Plains - A river plain or floodplain is an area near a river or a stream which floods when the water level reaches flood stage. Unlike swamps, the water is sourced from a river and will recede to allow vegetation and wildlife to regrow.
Savannah - A savannah, or barrens, is a grassland ecosystem characterized by the trees being sufficiently widely spaced so that the canopy does not close.
Tundra - In physical geography, tundra is a biome where the tree growth is hindered by low temperatures and short growing seasons.
Canyons - A canyon or gorge is a deep ravine between cliffs often carved from the landscape by a river. Rivers have a natural tendency to reach a baseline elevation, which is the same elevation as the body of water it will eventually drain into. This forms a canyon.
Underwater (lake) - A lake is a body of relatively still water of considerable size, localized in a basin, that is surrounded by land apart from a river, stream, or other form of moving water that serves to feed or drain the lake.
Underwater (ocean/sea) - An ocean is a body of saline water that composes a large part of a planet's hydrosphere. A sea is a body of saline water enclosed or partially enclosed by land.
Island Chains - An island is any piece of sub-continental land that is surrounded by water.
Volcanic Terrain - A volcano is an opening, or rupture, in a planet's surface or crust, which allows hot magma, volcanic ash and gases to escape from the magma chamber below the surface. When not active, the soil that forms around a volcano is known to be the most fertile on earth allowing a rich harvest for farmers who can prepare their lands with it.
Ranger Abilities
All Ranger abilities can only be used or be in effect in a basic wilderness environment or an exotic wilderness that the ranger has communed with.
Identify Animal/Vegetation: The ranger can identify any animal or vegetation and determine the properties inherent of the discovered wildlife.
Rank Requirement: Greenleaf
Detect Traps: Within a range of 15 yards, the ranger can detect displacements in the wilderness that are suspect to traps, pits, quicksand, or sinkholes.
Rank Requirement: Ranger
Track Person/Animal: After passing perception, the ranger has uncovered all trails in the wilderness within a radius of 15 yards left within the last 24 hours.
Rank Requirement: Ranger
Detect Life: Up to a range of 60 yards, the ranger can detect traces of all life in the wilderness and be able to identify if it is plant life, animal life, or humanoid.
Rank Requirement: Master Ranger
Cure Poison: The ranger can cure any poisons in wounds caused by poison dipped weapons or animal bites. Health degeneration from poison is cured in the round that the poison is cured.
Rank Requirement: Pathfinder
Apply Poison: The ranger may coat any weapon or arrow tips with poison, causing health degeneration for five (mun) rounds. Degeneration does not stack itself or with other degeneration effects. Each bottle of poison purchased will coat 10 arrows, or up to 5 hand-held melee weapons.
Rank Requirement: Scout
Four point Arrow: The four point arrow is a specialized arrow that rather than being thin is crafted as a four point tip which causes bleeding, delivering health degeneration for three (mun) hours. Degeneration does not stack itself or with other degeneration effects. Each purchase gives the ranger 10 arrows.
Rank Requirement: Greenleaf
Enchanted Arrow: An arrow that is crafted with a current of magic which can be enchanted by a mage to hold one magical element and deliver that damage (i.e. an arrow enchanted with the element of fire will deliver fire damage). Each purchase gives the ranger 10 arrows.
Rank Requirement: Pathfinder
Ether Bow (spell): Using Mark of Nature, the ranger may summon a bow and arrow made entirely of aether which delivers spiritual damage. Can only be summoned once a day.
Rank Requirement: Ranger
Commune with Nature: Using his/her Mark of Nature, the ranger carves his/her symbol into a sigil or totem that is crafted from the nature s/he is in. Within any exotic wilderness, s/he communes with nature through his/her totem and is then attuned to that exotic wilderness so long as s/he remains in it. The ranger may only be attuned to one exotic wilderness at a time.
Rank Requirement: Ranger
Nature's Compass: After using 'Commune with Nature', the ranger can locate where they are in the world, what wilderness they are in, and can determine the direction of true North (innate ability of Commune with Nature).
Rank Requirement: Master Ranger
Call of the Wild: The ranger can summon a companion once per combat to fight at their side during the length of that particular combat. The companion will have the attributes that the animal is logically supposed to have. The companion summoned is dependent on the terrain that the ranger is in.
Rank Requirement: Pathfinder
Terrain
Forest
Desert Mountain Swamp Rainforest Grassland River Plain Savannah Tundra Canyons Water (Lake) Water (Ocean/Sea) Island Chains Volcanic Terrain |
Animal
Wolf
Scorpions Billy Goat Alligator Panther Coyote Stag Lioness Grizzly Rattlesnake Bald Eagle Barracuda Raptor Lava Blister |
Damage
Bite
Poison Blunt Crushing Bleeding Bite Piercing Slashing Stun Poison Slashing Bleeding Piercing Burning |
Set Trap: The ranger may set a trap in the wilderness which causes the following conditions below. Only one trap may be set within a range of 15 yards and ranger may only set up to three in any wilderness.
Rank Requirement: Scout
# Barb Trap: Cripples a foe, reducing their speed.
# Net Trap: Foe is suspended in the air in a net, unable to act until s/he is cut down.
# Stink Trap: Ranger uses a concoction that creates a plume of acrid smoke that inhibits all senses of foes and allies, reducing perception. Rangers of 'Ranger' rank and above are immune to the effects of stink trap.
# Sink Trap: Foe sinks into a mud or sand trap that immobilizes target. If target is not pulled out within one hour, the target will be underground and will lose health until death by suffocation. Only rangers of 'Ranger' rank and above may create this trap.
# Smoke Trap: An explosion of smoke blinds all foes and allies within a range of 15 yards reducing sight for twenty minutes. Rangers of 'Ranger' rank and above are immune to the effects of smoke trap.
# Spear Pit: Ranger creates a ten foot deep pit with spearheads at the base of the pit that causes piercing damage that ignores armor, causes bleeding, cripples, and damage is considered lethal. If victim is not rescued in six hours, s/he will bleed out until death. Only rangers of 'Master Ranger' rank and above may create this trap.
Cover Tracks: The ranger can cover the tracks of one individual or animal for every ranger rank s/he is within the wilderness.
Rank Requirement: Pathfinder
Calm Creature: The ranger can calm a creature down from attacking others quickly for every ranger rank past Greenleaf or from a frenzy unless the creature is rabid or diseased.
Rank Requirement: Master Ranger
Command Creature: Upon reaching Master Ranger and after using 'Calm Creature', the creature that is calmed will fight for the Ranger for 3 (mun) hours using the creature's respective strengths.
Rank Requirement: Master Ranger
Class Restrictions
A rangers Wilde Bonus only applies when the ranger is in a basic wilderness terrain. Exotic terrains require 'Commune with Nature' in order to activate the Wilderness Bonus.
Rangers are restricted to wearing cloth, leather, studded leather, and plated leather armor.
Only one condition (poison, bleeding, stun, burning, piercing, slashing, crushing) may be in effect on a target per each ranger for its duration unless otherwise specified. The same condition applied does not stack.