RANGER
THE RANGER
The Tramp benefits from a contact with the nature much superior to that of any other profession. There where Elémentaliste takes the control and tames the powers of elements, the Tramp makes only one with the life under all his forms and benefits from unique(only) skills of survival which come to him(her) of this link. The Tramp can carry out natural rites capable of treating(manipulating) the environment to hamper(bother) his enemies but he knows also how to draw from the power of the wild lands to help and support his allies in the fight.
He can also tame wild animals and order them to fight beside him. The Tramp is besides the boss of attacks at distance and knows how to pull(fire) the maximum of the weapons of line(feature) as the bows. Its main characteristic, the Expertise(Assessment), demonstrates the advantages that there is to commune(to receive Communition) with the nature. The more he(it) invests(surrounds) with points in the Expertise(Assessment) and the less the skills others than the fates(spells) (as the Traps or the Rites) consume some energy.
In a group, the Tramp is often used to attract(entice) the enemies towards his allies by means of a well placed arrow. Finally, the Tramp harmonizes perfectly with all the particularly comfortable secondary occupations at distance.
CHARACTERISTIC OF the TRAMP
Expertise(Assessment) (Head teacher)((Main clause) The Expertise(Assessment) allows you to manage your energy in a effective way by reducing the cost of the skills others than the fates(spells).
Taming The Taming improves the skills returning your more effective regular visitors to the fight.
Address in the Shooting(Firing) The Address in the shooting(firing) increases the damages bound(connected) to attacks in the bow and establishes(constitutes) the elementary characteristic of most of the skills in the bow.
Survival The Survival improves the defensive poses(installations) of fight, the preparations and the traps as well as the Delights of the environment affecting the whole battlefield.
Miscellaneous
Equipment of The Tramp
- Undershirt: energy 5, Armor 10, 30 against the elementary attacks
Pair of gloves of skin: armor 10, 30 against the elementary attacks
Legwarmers(Gaiters) of skin: recovery of energy 1, Armor 10, 30 against the elementary attacks
Pair of boots of skin: armor 10, 30 against the elementary attacks
Tramp's mask: armor 10, 30 against the elementary attacks
Type of weapons: begin with a bow.
In the creation the Tramp begins with a reserve of energy of 25 and a regeneration of the energy of 3.