Scout

General
Scouts rely on being cunning and sneaky and getting close up although they're not too shabby at ranged either. • Note: Though they mainly use daggers, it’s the poison they work with that makes the kill.

Role
Scouts are the eyes of the Alkrin nations, used in many ways to scout out enemy territory as well as master the arts at remaining in the shadows. They are not trained too well with a bow, but are mainly the spotter for a Ranger on a dual scouting mission. The ranger is called in once the scout makes a path.

Variations
Though a more heretic-sided trade one can also be a Smuggler. Many smugglers are Alchemists, making poisons or drugs to enhance combat capabilities and sell to others who wish to have a dirty trick up their sleeve. They use bows and crossbows for a ranged kill if need be, but aren’t the best with them. A knife in the back is their game. Many are quick and nimble. The lighter side of that coin are Flarewalkers. They have ascended above the need for shadows, being blessed by Solaris, they use a blinding light to shroud their own form, almost shimmering in with the sunlight. Though it is useful, one must be careful for if their form has shadow behind it, it may shimmer like a wall of water in the viewer's sight. They kill in righteous honour, applying a burning fire to their daggers to quickly silence their foe, as well as purify it. So in death they may seek a brighter path.