Character Classes: Naturists

The skills of a Naturist vary upon class, and each class is unique in it's own set of skills and abilities. Yet they all share a link to the earth and the world around them.



Beastmaster

Beastmasters are men and women who are trained much like a ranger and druid, and yet are neither, and possess some martial skill. They are adept fighters who have moderate strength, but are flexible and what most would call acrobatic. They wield staves only, and these staves are always crafted by their own hand. They are knowledgeable about nature and find peace with it, understand it far better than a ranger, but not as dedicated as a druid. A Beastmaster knows that nature can be cruel, but it is the way of the world, and to change it would be upsetting the balance. What makes Beastmasters unique from other classes is their ability to take on animal traits. They can, with the use of spirit magite, enhance certain aspects of their physical self through an animal spirit by the use of a totem. Beastmasters are only able to use three animal totems, these charms usually hung on a necklace, bracelet or the belt. These totems are made by linking them to an animal spirit, which is done by a complex ritual, and the stronger the animal totem the harder it is. The totems then allow the Beastmaster to temporarily take on abilities such as the eyes of an eagle, the hearing of a wolf, the strength of a bear, etc. Although these effects can't be combined, do not last long and can be draining after use (depending on the totems effect and strength), they are the largest asset to the Beastmaster. Beastmasters also hold some form of empathy with animal life, although they cannot communicate directly with an animal, nor have any form of influence over animals. Beastmasters sometimes have a hawk or raven familiar.

Weapons: Staff only.
Armors: Light to Medium.
Magite: Spirit only.
Race Restrictions: Aerions, Bakhyar, Centaurs, Dwarves, Kojintora, Scathii, Evidae, Gargoyles, Lesurians, Ocaniglis, Syundhi, Vampires, Daywalkers and Vespiers cannot be a Beastmaster.


Druid

Druids are worshipers of the earth, who understand and protect the ways of nature. The druid however, claims no mastery over nature. That claim, they say, is the empty boast of a city dweller. The druid gains their power not by ruling nature but by being at one with it and using their Magite to benefit and protect nature. While druids accept that which is horrific or cruel in nature, they hate that which is unnatural, including aberrations and undead. Their spells are oriented toward nature and animals, and so their chosen Magite types are Earth and Spirit. Druids avoid carrying much worked metal with them because it interferes with their movements in the forest and their ability to cast spells. They have the natural ability to talk with plants and animals.

Weapons: Short swords, staff, spear, scythe, glaive, trident, bow, crossbow, dagger.
Armors: Light to Medium.
Magite: 1 Earth, 1 Spirit
Race Restrictions: Deshiven, Dwarves, Orcs, Celestials, Gargoyles, Vampires and Daywalkers cannot be a Druid.


Herbalist

As a herbalist you study the beneficial and negative effects of plants. They create balms, ointments, remedies and natural tonics for medicinal use. Or, those involved in sinister plots or trickery make poisons, sleeping tonics, itching powders, or flatulence tonics from natural substances. Herbalists don't hate the use of Magite but they believe that there are other ways to help, or harm, a person through natural means. Herbalists are not afraid to get down and in the dirt or climb a mountain in order to find a plant for their needs.

Weapons: Daggers, maces, staffs.
Armors: Any, though most wear none for it is too hampering to carry along with their collection of herbs.
Magite: None.
Race Restrictions: None.


Ranger

Skilled in woods lore and combat, Rangers prefer to live their lives in the wilderness where they often are found protecting the forest and travelers from the dangers found away from civilized areas. They are all skilled trackers, trappers, and hunters. However, the most feared trait of Rangers is their knack for wielding two weapons. To do so they must wear only light armor, but most Rangers are dexterous enough to overcome this problem. Rangers will sometimes have an animal familiar, though they cannot communicate with animals or plants like Druids can.

Weapons: One handed swords, hand axes, dagger, bows, crossbows.
Armors: Light to medium. (Light only if dual wielding.)
Magite: 1 Earth, 1 of any other type. No Arcane spells.
Race Restrictions: Deshiven, Dwarves and Orcs cannot be a Ranger.


Shamans

The shaman is to people what the druid is to nature. He is at peace with nature, animals and the world at large, but where conflict occurs between human expansion and naturist progression, it is the people he will side with. A Shaman has it in mind, though, when the people are foolish, they will simply leave them to it to kill themselves through detrimental abuse of natural resources rather than staying. Shaman specialize in spirit, earth or creation Magite.

Weapons: Crossbow, spear, staff, dagger.
Armors: Light armors, small shields.
Magite: 2 Magite, either Spirit, Earth or Creation.
Race Restrictions: Kojintora and Gargoyles cannot be a Shaman.


Witch/Warlock

Witches, or the male equivalent Warlocks, are women and men who use a form of alchemy mixed with herbalism to create magical effects. Yet, herbalism nor alchemy don't quite define all that they use, for they also use mineral, animal and even mortal ingredients (human/demi-human bone, blood, hair, etc) in their spell casting. Potions, potent sleeping powders, poisons, alteration spells or even remedies, they are adapt at the manipulation of combining items of seemingly little significance and turning them into something great... or something horrible. Dark and earth magic are always in their repertoire being that they are the main focus of their work. Yet the Witch and Warlock are not like an Alchemist who creates permanent mixtures. All spells cast by a Witch or Warlock are instantaneous, and the spell effects are always temporary, though they can last for a while. Everything they create, potions, mixtures or powders only have a potency within twenty four hours of creation, otherwise the magic in them dissipates and they are useless, so in some cases they give the magically enhanced ingredients to be mixed at a the time of use. They are not trained in any form of physical combat.

Weapons: Staff, wand, dagger.
Armors: Light
Magite: 1 Dark, 1 Earth
Race Restrictions: Kojintora and Gargoyles cannot be a Witch/Warlock.