The Clan of Glades Schools

Basic Schools

Juhi Animist

Bonus Attribute: Stamina
School Skills: Calligraphy, Defense, Hunting, Medicine, Meditation, Spellcraft, any one Courtly or Military skill.
Emphasis: Nature (Hunting)
Honor: 4.5
Outfit: Daishō, Robes, Scroll Case, Personal Effects, 3 Ryō.
Spells: Entreat, 3 Earth, 2 Water, 1 Fire
Elemental Affinity: Earth

Gain the ability to speak with animals and spirits from the World Beyond the World. Friendly spells cast on animals or animal spirits, or friendly Earth spells cast on any ally, gain a Free Raise. In addition, when casting Entreat, you may choose to Entreat spirit beasts from the World Beyond rather than elemental spirits. These spirits give more clarity when asked questions, but only in relation to their environments and natures, and they do not always understand the actions or reasoning of mankind.

Kajiru Ranger

Bonus Attribute: Varies
School Skills: Animal Handling, Athletics, Hunting, Investigation, Stealth, any one Courtly or Military skill, One Weapon skill associated with your Animal Spirit.
Emphasis: Tracking (Hunting)
Honor: 4.5
Outfit: Daishō, Medium Armor, Sturdy Clothes, any one weapon, Aiguchi, Personal Effects, 3 Ryō

Rank 1 - On the Prowl
You may ignore the penalties incurred by wearing Medium Armor and your Athletics Mastery level is considered one higher. You do not lose Honor for using the Stealth skill. Knives and weapons associated with your Animal Spirit gain the [Samurai] tag.
A Ranger learns to wear their armor like a second skin and move in the wilds as beasts.

Rank 2 - Wild Thing
Gain a Free Raise on Athletics, Hunting, and Stealth rolls while in a wilderness setting. In addition, gain +2k0 on Contested rolls involving detection, whether avoiding detection or attempting to detect.
None are as attuned to the natural world as the Clan of Glades, and few move as comfortably in it as their Rangers.

Rank 3 - Red in Tooth and Claw
You may make attacks as a Simple Action with [Samurai] weapons.
No matter how tame a wild animal may seem, they will always attack when threatened.

Rank 4 - Shadow in the Forest
While in any kind of natural terrain you gain a bonus of +1k1 on Stealth tests and on Athletics tests made to overcome naturally occurring Terrain Quirks. In addition, the TN to influence you with Social Skills is increased by your ranks in Stealth.
The Kajiru stalk their prey with grace seen only in the deadliest of predators.

Rank 5 - Rules of Nature
You gain the ability to communicate with animals associated with your Animal Spirit. This communication is imprecise and rough, and some ideas will not translate well. In addition, gain one [Heritage] Advantage that is appropriate for your Animal Spirit and subject to GM approval.
As the connection to the World Beyond the World grows, the line between Man and Beast begins to blur.

Animal1 Attribute Weapon Skill
Bear, Badger, Ox Stamina Kanabōjutsu
Tiger, Shark, Wolf Strength Kenjutsu
Eagle, Snake, Fox Reflexes Kyujutsu

1This is intended to give examples, not be a complete and restricted list. Talk to your GM about including different animals.


Juhi Animist

Beast-Caller Dojo

Requirements: Animal Handling 5, Willpower 4

Rank 3 - Call of the Wild
You may expend an Earth spell slot. If you do, you may summon an animal spirit by making a normal Earth spell casting test at Target Number 5 * The Earth of the desired animal. It appears during the next Reactions phase and acts on your Initiative. These spirits last for X hours, where X is equal to your Earth ring, and have the [Spirit] quality. These spirits do not need to eat, sleep, drink, or breathe to survive. Only flying animal spirits can truly fly, but aquatic animal spirits "swim" through the air up to a few feet above the ground.
If you are good to nature, she will be good to you.

Kajiru Ranger

Warding Claws Dojo

Requirements: Defense 3, Earth 4

Rank 2 - Thick Hide
When performing the Guard action, your target adds X to their Armor Target Number, where X is equal to 2 * Your Earth. If an enemy successfully attacks the target of your Guard action, you may roll Defense/Earth at Target Number 30 to redirect the attack to yourself. You may redirect attacks onto yourself a number of times per combat equal to your Insight Rank.
Only the toughest Kajiru are allowed entry into the Warding Claws.

Rank 4 - Survival of the Fittest
If you successfully use your Rank 2 technique to redirect an attack onto yourself, you may force a contested roll of the attacker's Water versus your Earth as a Free action. If you succeed, you take half damage from that source before Reduction.
The Warding Claws will happily die to protect their charges, but prefer to think more long-term.

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