Native

No one respects the intricate balance of nature quite like a Native. These individuals, who wholeheartedly embrace this profound path, are able to harmonize with the vibrant aura that emanates from both themselves and all living things around them, granting them unique and remarkable control over this vital energy. Their deep love for Nature runs through their veins, and they can be easily angered by the relentless destruction and pollution that threatens the beauty of thriving biomes. When these precious environments are weakened, it doesn’t just harm the planet; it also diminishes a Native's power and connection to the world.

Spending their life out in the wilds has meticulously conditioned them to endure the harshest climates found in nature, making them far more durable than other adventurer classes. These rugged individuals are willing to charge headlong into perilous situations, fully confident that they possess the toughness and resilience necessary to handle any challenge that comes their way. Their abundant vitality and impressive physical strength provide solid logic to justify this bold way of thinking, enabling them to thrive where others might falter.Not only is this class incredibly valuable for bravely taking on the bulk of incoming danger, but their deep connection to the wonders of nature also provides them with a remarkable ability to cast a variety of nature-based spells. A Native can truly prove themselves to be a very valuable ally in any challenging situation, enhancing the overall capabilities of the team.

What is Aura: Every living thing in the vast expanse of the universe contains a unique spiritual energy, commonly referred to as Aura. This remarkable energy is precisely what provides an entity with its very essence of “life.” Interestingly, Natives are particularly sensitive to the sensation of aura. They possess an extraordinary ability to not only perceive this energy but also manipulate their own aura with remarkable skill and finesse. They can feel it shift with wavering emotion, or wither away as an entity’s soul leaves their body. Some say that this heightened sensitivity is precisely what makes them so incredibly attached to the well-being of those around them, almost as if they are connected by an invisible thread. After all, unintentional empathy can weigh heavily on one’s mind and heart.

Becoming a Native

When you become a level 1 Native, you will gain the following.

  • How much damage you can take before dying or becoming unconscious

  • Determines how much damage you deal with melee weapons.

  • Determines how much damage you deal with ranged weapons.

  • Determines how well you mitigate incoming damage.

  • Determines how potent your magical abilities are.

  • How many meters of distance you can move during each of your turns.

  • Roll 3 ten-sided die, and add them together. Then add 10. The total will be your characters starting Life stat.

  • Roll 1 six-sided die. The result will be your characters starting Melee Attack Stat

  • Roll 1 six-sided die. The result will be your characters starting Ranged Attack Stat

  • Roll 2 six-sided die. Add them together. Then add 6. The total will be your characters starting Defense Stat

  • Roll 1 twenty-sided die. The result will be your characters starting Magic Stat.

  • This is a Natives starting Movement. Add this to any Movement Increase you gain from your Race. The total is your characters starting Movement Stat.

  • 5 skill points in your Insight skill

  • 5 skill points in your Wilderness skill

  • 8 skill points to distribute freely

Starting Skill Bonuses

  • Efficient with spears, short bows, and long bows

  • You learn 1 Elemental Art

  • You start with a spell power maximum equal to 1d6+6

  • Three Tier 1 spells from the Native spell list

  • You learn 1 new Ability

Other Things

Aura Control: Your connection the Nature allows you to manipualte aura, in the way of 4 different forms. You can activate or change forms during an Action Phase. Whenever a form is active, it will remain that way until you lose consciousness, change forms, or settle your aura; deactivating your active form. You can only have 1 form active at a time.

  • Aura Emnity: While active, any time you hit an entity with a targeted attack, they will become angry towards you. If that entity attacks during their next turn, they will attack you, as long as they have the option to do so.

  • Aura Sense: While active, you will be able to sense all living things within 20 meters of you. This will tell you approximately how many life forms are in the area, as well as their approximate location

  • Aura Empathy: While active, you are able to reach out to life forms within 10 meters, and focus on one; discerning its emotions. When you do this, you will feel whatever emotions that they are currently feeling.

  • Aura Attack: While active, whenever you hit a target with a weapon attack, or an Unarmed Fighting Attack, you will add 1d6 critical aura damage to the damage. Increase this damage by an additional 1d6 per 25 Native Levels.

Native Gift

Poison: 9
Bleed: 7
Sleep: 4
Stun: 3
Infection: 5
Luck: 8

Starting Natural Resistance

Scared: 7
Hinder: 5
Freeze: 9
Burn: 10
Charm: 6
Curse: 3


Leveling as a Native

Anytime your Native level increases by 1, you will gain the following

  • Roll 3 eight-sided die and add them together. Your characters base Life Stat will be increased by the result.

  • Roll 1 six-sided. Your characters base Melee Attack stat will be increased by the result.

  • Roll 1 six-sided die. Your characters Ranged Attack Stat will be increased by the result.

  • Roll 1 twelve-sided die. Your characters base Defense Stat will be increased by the result.

  • Roll 1 twelve-sided die. Your characters base Magic stat will be increasd by the result..

  • Roll 1 ten-sided die. Your characters maximum spell power will be increased by the result.

  • 2 skill points to distribute freely every 4th Native level

  • 1 new Ability every 16th Native level

Additional Bonuses

  • Level 25 = Familial Soul: Twice per full rest, you may use your Perform Phase to project your aura energy onto an animal you can touch. If that animal is not hostile, then you will form a connection to each other. This animal will become your ally for up to 4 hours. During this time, you will be able to speak telepathically with this animal as long as you are within 1 kilometer of them.

  • Level 50 = Aura Jump: During your Perform Phase, you are able tap into the aura around you, and travel through it. This will allow you to teleport from your current location, to a different location that is adjacent to an entity you consider as a close ally. The entity you teleport to must be on the same plane of existence as you, and within 1 kilometer of you.

  • Level 75 = Aura Strike: If you currently have an aura form active, you may use your Attack Phase to collect it into your hand and morph it into a spear of energy, which can then be thrown at a single target you can see within 20 meters. This attack will not miss, as long as you can see the target clearly. An entity hit by this attack will suffer 2d10 aura damage per 50 points you have in your Magic stat. Using this talent will render your Aura inactive for 1 Hour.

  • Level 100 = True Connection: When choosing to activate your aura, you may choose to have all 4 Aura Forms active at once. Using Aura Strike will only render your Aura inactive for 10 minutes.

Native Talents

While Natives rely on aura for a lot of their attributes, they use Nature magic to cast their spells. To restore spell power, you must meditate while in a location that is abundant in nature energy. This includes every where but the following; Inside structures or constructs. Unnatural caves or tunnels. Areas where nature has been corrupted. Within settlements. Barren deserts and wastlands where no life can be seen or is very sparse.

While meditating in these areas, you will recover 1 spell power per minute. This rate will increase to 2 spell power per minute at level 50, and again to 3 spell power per minute at lvl 80. Native learn spells according to the chart below.

Spell Casting