| Subclasses: Druid, Ranger |
| Base Class Feats: |
| Eye for Injury: Crippling shots with a bow are more severe |
| Trap Maker: Ability to craft permanent bear and spike(?) traps |
| Druidic: Can speak Druidic, an unlearnable language |
| Trackless Step: When breaking in with a partner, can omit to leave one's own clues. Atleast one person must leave clues, clues Pol must still indicate the accurate number of infiltrators |
Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls.
Or for those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game—even fugitives among their own people.
| Learnable Class Feats |
| Trick Shot: Shots fired from your bow will ricochet if you miss your target |
| Hunter's Bond: Can summon a beast in combat, applies a buff on the owner while alive |
| Wild Shape: Can transform into a beast in combat |
| Venom Immunity: Cleanses mechanical poisons automatically upon reaching five stacks. Immune to the effects of RP poisons |