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Wilder

Martial Path (Ranger)

Keepers of the forest and protectors of Beade's woodland creatures, as well as adept fighters, trackers, and spell casters, there are few talents that rangers do not possess. They can talk to animals and bend them to their wills or whisper on the wind, work the serpent's poison against the viper or walk so stealthily they leave no tracks.

This path uses its supreme archery and decent melee offensively with a mix of less potent spells and relies on its parrying defensively.

Available Spell Circles

(Rangers begin with 2 spell circles):

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Astral Prime – Astral Orisons & Rotes

This circle is available to Channelers, Clerics, Empaths, and Wilders.

Number Name Cost Description
sp01 Astral Charge 1 The caster builds up spiritual energy within himself and forces it out to do damage to his enemy.
sp02 Spirit Strike 1 The caster uses this orison to call to the surrounding invisible spirits for aid to help strike down a foe.

This spell can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime.
sp03 Astral Lift 3 The caster calls upon his deity to decrease the weight of heavy items, lowering his burden.
sp04 Becalm 4 The caster calls upon the heavens to calm the target, making it non-aggressive. This only works on simpler creatures.
sp05 Vigor 5 The caster calls upon the heavens to empower the target with stamina and fortitude. The bonus scales with channeling skill.
sp07 Astral Mastery 7 This incantation puts the caster more in tune with his deity and the astral attributes that surround him, increasing his power over his magic. The bonus scales with channeling skill.
sp09 Astral Bound 9 This spell allows the caster to give himself a protecting shield supplied by his deity that will prevent astral warding spells from harming him. The effect depends on the caster's channeling skill to protect him.
sp11 Astral Shell 11 The caster calls upon his deity to surround him with a small bit of the god's power to protect him from physical harm. The effect depends on the caster's channeling skill to protect him.
sp15 Spirit Sight 15 The caster calls forth a shifting mist that searches the veil for its connection with the target. The mist then shows the area where the connection occurs. Without much practice, the exact location of the target's connection is not always accurate.
sp30 Astral Grand Mastery Ultimate This spell is disabled pending class revisions.
Via Teg Aer – Thrael's Essence

This circle is available to Martial Wilders and Religious Wilders.

Number Name Cost Description
vta01 Survival 1 In response to all their time spent outdoors, studious wilders will find their ability to sustain themselves in the wild increased. The bonus scales with channeling skill.
vta03 Trackless 6 The wilder is so in tune with Thrael that the very ground refuses to betray its passage.
vta04 Windborn Guidance 4 The wilder entrusts itself to the wind, guiding its movements away from harm. The bonus scales with channeling skill.
vta07 Thrael's Bounty 7 Drawing upon its attunement with Thrael, the wilder gains the ability to partake of its bounty. The bonus scales with channeling skill.
vta11 Barkskin 11 Taking on the aspect of a tree, the wilder's skin itself grows sturdier against physical harm. The bonus scales with channeling skill.
vta13 Echos on the Wind 13 Using its own voice to call out about it, the wilder sends the image of its surroundings to another.
Via Xan Esut – Bestial Protection

This circle is available to Martial Wilders.

Number Name Cost Description
vxe01 Eagle's Eye 1 Communing with the spirit of the eagle, the wilder gains yet greater accuracy with ranged weapons. The bonus scales with channeling skill.
vxe03 Camouflage 3 The wilder's skin and garments blend in with its surroundings, allowing it to hide far better than it normally could.
vxe07 Animal Understanding 7 Through diligent training and concentration, the wilder is able to identify with and better understand the motivation and desires of the animals in his or her environment. The bonus scaled with channeling skill.
vxe10 Eagle's Talon's 10 The wilder imbues itself with the essence of the eagle, granting its every arrow the power of the eagle's talon's. The bonus scales with channeling skill.
vxe13 Call Animal 13 This spell allows the ranger to locate for him or herself a spirit animal. Spirit animal choices vary for different Thraelian areas, so do not choose hastily. Once the spirit animal is assigned, it can be called to return after death and will be hard-coded into the ranger's character. Choose wisely!
vxe15 Spiritual Arrow 15 Filling its mind and hands with memories of every hunt since time began, the wilder gains the ability to create spiritual arrows. The quality of the arrows scales with channeling skill.

Skills

(Click on the column header to sort by that column. For an explanation of skills and their values, see the Skills page.)

Skill Value
Alchemy Bad
Animal Handling Very Good
Archery Very Good
Armor Normal
Channeling Good
Conditioning Good
Evasion & Dodging Normal
First Aid Very Good
Fishing Normal
Focus Bad
Foraging Normal
Gnosis Good
Kinesis Normal
Larceny Bad
Lockpicking Very Bad
Lore Normal
Mechanisms Very Bad
Melee Weapons Good
Observation Very Good
Outdoorsman Very Good
Parry Good
Shields Normal
Skinning Normal
Sorcery Bad
Stealth Very Good
Tactics Good
Throwing Good
Unarmed Combat Normal

Spoiler Information

Written with much thanks to his fellow rangers by Vincent, Ranger of the Woode and Paladin of Beade.

A firm hand pulls you up the last ledge, to a windswept plateau that is appears to be a haven for the beauty of nature. Standing in the center is the stump of a giant oak, blackened by lightning, which has been smoothed down to create a rough circular table, fully ten feet across. Around the crude table several figures are seated or sprawled on stools fashioned of hewn logs.

Flames, issuing from a fair-sized firepit, flicker light over the gathering, the reddish glow mirrored in the rosy fingers of twilight that stretch across the sky. What appears to be a battle standard with a snarling black wolfs head has been planted in the nearby ground. Some stars have begun to appear and a grouping make a festive wreath around the luminous azure glow of Tempest.

A bear-like voice booms from the largest of the gathering, a giant of a man with a shaggy beard, who is clad in Kivian attire, "So ye think ye ken defend the Mother do ye? Lemme be straight, it be not all about hugging trees and being nice to the fluffy animals. If that be yer horn of mead, fine. But yell have ta understand the Balance, young un."

To your alarm, you realise that low rumbling sound you just heard issued not from him, but from a large brown bear eying you sleepily from behind him.

The huge man rises, placing his knuckles on the table, he leans towards you and continues in a softer voice, "Sometimes yell just know when the forest needs thinning, an animal culled from the herd...or a beast enraged with sickness or pain needs to be returned to the Mothers breast. Yell learn this soon enough, cub, or end up becoming one with soil by way of the business end of a bear!" He reaches down to rub at the beasts thick matted coat, so similar to his beard, and it lets out another thunderous grumble of what you hope is pleasure.

There is assorted chuckling from the various figures around the table. Some low and soft, some bright and high; some that sound like the bright rush of a forest stream and others like the low growl of a forest creature. The large shaggy man appears to be examining you, even over the distance, his eyes glinting, able to pick out the slightest detail of your attire.

"Hmm. Ye dont seem to have a bow. This be not good." As he shakes his head, craggy features, weathered by time and the elements are glimpsed in the firelight. Instinctively you know this is someone of great wisdom.

"See, the bow may not be everyones favorite weapon," with this he glances at a seated figure in a sleek hunter-green cloak, the wolfs head from the standard, tattooed on his arm. "But yer a fool iff'n it dinna become yer best friend. Ye ken how to use one, no?" He slings an extraordinarily large yew longbow from his shoulder and opens the quiver on his back, as you watch carefully.

Bow in his right hand, arrow in his left, he LOADs his bow with his arrow, DRAWs the gut back, and then SHOOTs at a TARGET that has been set up fifty feet away on the plateau, barely visible outside the circle of firelight. A low thwang sounds as the arrow pieces the center, vibrating still.

With a grunt of satisfaction, he places the bow on the table in front of him, squints at you and continues, "Through communion and meditation, Beade will enhance our skill with this weapon, and eventually, ye will become good enough. Ye will learn to shoot faster, and eventually be able two shoot two arrers in the same time that it used to take ye ta fire the one. I suppose that leads us onto what some folk would call majiks but I prefer to think of as Gifts of Beade."

He nods to a seated woman, dressed in soft greens and creams, a gymri fawn lying nearby nuzzling her hand. As graceful as a willow bending in the wind she stands, her voice a soft lilt as she begins to speak, "Due to our connection with Beade, the majiks of ASTRAL PRIME comes naturally to us, who are paladins of the woode. This circle has spells for a variety of situations such as offensive attacks, defensive warding, as well as aids to increase our concentration and stamina. They may not seem like a rangers greatest attributes, but do not forget them for they are the only spells we are able to use when we can not see the sky."

Leaning over to rub noses with her familiar, the sylvan maid continues, "Then comes the choice there is no right or wrong to which of our two other available circles you start with, but you must make up you own mind."

Her brow knits as she says, "VIA TEG AER also known as Thraels essence is a set of majiks that Beade has bestowed on us. The spells are all about using the land and its signs and powers. Their might is great and allows us much; from making an obscuring shield of whirling dust to calling tree roots that tear at the enemies of Nature. It even allows us to use the wind to carry messages across the land, blowing your thoughts into someones ear. Should this be the circle with which you want to begin your calling, you should seek Leif. He has settled in a tree a little west of the South gate of Kaezar and welcomes visitors graciously."

A soft smiles lights the face of the woman as she continues, "VIA XAN ESUT is the other discipline bestowed upon her paladins by Beade and it allows us to mirror the abilities of the animals that reside on the Mother. There is a greenhouse in the Lyceum where you may be taught the ways of this astral majik. There you shall learn to make your eyes as sharp as an eagle's, or mayhaps to call forth serpents from the ground that will either attack enemies that smite you or lend you the poison of their fangs to cover your weapon."

The lady of the woode bends to fondly stroke the small gymri at her feet, "You will find an affinity with animals, one that will develop as you grow in knowledge, to the point where you will be able to summon children of the forest to COMMAND to do your bidding."

"Of course, the most powerful of our spells are carefully hidden, but generally, trees are a good place to start looking...show your devotion, and maybe the way will be opened." She smiles mysteriously, and wanders gracefully a little ways from the table.

You take careful note as she PREPares a spell, waits as her concentration mounts, and then CASTs it. As she raises her arms and points to the sky, you watch in amazement as a flock of birds fly in and settle about her shoulders. "My Winged Companions will fly out to distract an enemy during his attack. A powerful spell, and one that must be searched for, far from the beaten track." The birds on her shoulders preen themselves, chirping merrily before taking wing as she resumes her seat.

The huge man at the tables head resumes his induction. "Well, thats the majiks out o' the way. Mayhaps, we could finish up with some of our other skills, eh, woodsman." He nods his grizzled head to the Carabello with the tattoo.

The firelight catches a wolfish grin as the daun stands, and under his sleek green cloak, you notice a profusion of weapons sheathed at his hip and on his back. He stretches his heavily armoured limbs, bows gracefully in your direction, and begins to speak in a deep voice.

"See, the bow t'aint the only thing we be able to weld, oh no!," he says, smirking at the leader of the assembly. "Some folk may like to stay in bows reach when a troll is swinging a tree at their head, but we can learn just as quick as anyone else how to master the axe, the blade, the spear, why it be pretty much whichever takes yer fancy." With this, he pushes his chair back and strides over to a straw dummy in the shape of a troll that someone has hung on a tree limb. "We are pretty handy with our combat tactics too, observe, sprout!"

"Weaponry is not the only high skill we possess either. We can see signs in our surrounds that the layman misses. We also have proficiency with all matters of the outdoors; SKINing with our knives and TRACKing are two where we are unsurpassed. We can also," he glances down at his steel clad body, "SNEAK around stealthy like, if that be what ye want, and the same eyes that can see things in the wood are just as good at spotting traps, if ye train yerself well. Why if ya willing to learn, a bit of our natural dexterity will even help with picking locks, but it dont come natural to us like a trained locksmith or tinker, and will require patience and work." As he moves to seat himself once more, you notice a silver wolf slink up to him, licking its bloody muzzle as he scratches it behind its ear.

The leader of the assembly nods solemnly, and holds you in an unflinching gaze. "Now, yas think yas got all that? Think yas got what it takes to be a ranger? Mayhaps one of the scoundrels here will be kind enough to show ye 'round, 'cause ye should ne'er ferget, as a ranger, yer never alone. Wherever ye see our crest, ye will know yer in good company." He glances down at the wolf's head pin on his cloak, bright silver in contrast to the black the others wear.

"We look after our own, and I be sure any one of 'em will help ye... after their hangovers clear that is!" He roars with rumbling laughter as he glances at several kegs standing by the archery target, and to the rousing cheers from the seated figures, much hand clasping and back slapping, you are pulled towards the table and fear you will be very ill indeed come the morning.