Tamer



Description:
Comuning with nature a tamer has a tallent with both plants and animals, and a familliarity with the land.
Though they tend to be less apt in in-door environments often losing their way or becoming clostrophobic. As such matching this class with someone more adept at modern environments is recomended.
Weapons wise a tamper preffers a light club or staff or other weapon that conveniantly doubles as a walking stick. Lycanthropes and Man-Beasts in particular make excellent tamers.

Abillities:



Animal Sympathy: What's a tamer without the trademark communion wih animals. While wild animals are naturally afraid of humans a tamer has knowledge of an animals behavior and can be accepted by animals as being one of their own. Birds can be called, wolves and other predators can be convinced to move along without visiting harm on the party, and stubborn beasts can be convinced to be more helpful.

Animal reading: This can not be used at the outset and must be earned by completing a quest. With time and experiance a tamer can learn to read the body language and the sounds of animals to understand what the animal has to say. This is very useful for gathering information.

Animal Speaking: Akin to reading, a tamer must complete quests to earn this. Two quests for this abillity. Animal speaking allows you to not only understand animals but actually talk to animals and give orders having the creatures of the wild perform tasks, within reason.

Tame Animal: The best known skill of a tamer. If through use of various tallents an animal can be convinced to follow the tamer for the duration of one quest weather succeded or failed by the end the animal is considered tamed and will permanantly become a companion for the tamer. This animal will obey commands given by the tamer and always return faithfully. Different animals will have a greater or lesser difficulty in being tamed. Once an animal is tamed it can return to the wild when not in a quest and meet the tamer on the edge of town, or can follow the tamer around if it's small enough. Typically tamed animals should be used as assistants, not as weapons. QMs are discouraged from killing tamed animals that are not directly battling an enemy.

Animal Calling: After having tamed five animals, purchasing a book of calls, a tamer will unlock this abillity. This allows the tamer to let out a loud vocal call to summon a pack of animals in the area and have them do his or her bidding. Very useful as an attack or when one needs a search party. Once their task is complete, called animals will disperse. A tamer however can only call a type of animal he or she has tamed before. Called animals are completely wild and can not be tamed.

Animal Semblance: A tamer learns much about the ways of animals, including how to mimic their special techniques. This is a personal behavior modification ability that doesn't directly alter the physiology of the tamer but any onlooker must might be fooled by how effective it can be. A human can change their subconscious priority of senses seeming to gain superhuman hearing or smell in exchange for the normally superior sight of a human, or can get down and run on all fours at high speed, or take flying leaps like some animals, even climbing abilities can be mimiced with animal semblance. Obviously some things like claws, flying, and poisons just plain don't work with animal semblance, though it's possible to use animal semblance to such an effective degree as to make someone believe you did. Animal semblance is based on the animals tamed by a tamer, however a tamer must still spend time with that animal. As such an animal semblance becomes available one completion quest after the animal in question has been tamed.

Fishing: Given some string, a hook, and a pole a tamer can expertly catch his dinner, rather than purchase it, so long as there's inhabbited water nearby. As part of this a tamer has enough crafting skills to cobble together a reasonable fishing pole from things in the environment.

Foraging: A Tamer is not only familliar with animals but plants as well. Familliar enough to know what is and isn't safe to eat and what plants are useful as medecins, as well as how to go about locating these plants. Useful when supplies run low.

Qualities:
Green Alignment: Being at home in the forests and fields means that a tamer is aligned to forest related magic and spirits. This allows them to easilly walk through and benefit from green type wards, and don't draw attacks from green aligned creatures. Woodsman's eye: A tamer is skilled in finding subtle hints in the wilds such as tracks, variances in plant growth and other natural signs. This is useful sometimes in finding the way, or locating animals, and reading into their behavior. Botony: A tamer knows the nature of plants well and while this seems ueseless at first a tamer will be the first to recognize a medicinal herb, know what is and isn't safe to eat, and even understand the health of the land by the growth of plants. Zoology: It comes with the territory of taming that a tamer must also know the nature of animals, their physical abillities, and their makeup. Sense of Direction: While not as versetile at the pathsmanship of an agent, assassin, or mercenary, a tamer doesn't easilly get lost in the wild. While those who have pathsmanship keep a mental map of the area a tamer's sense of direction only provides a general idea of relative location and as the name of this quality implies a sense of direction, always knowing which way is which. However in cities and enclosed areas this quality is weakened or even nulled.
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