Totemic Beastmaster
The Totemic Beastmaster is a capable warrior that is also accompanied by two powerful animal companions with which they share a psychic bond.
Totemic Beastmasters fill the "Ranger" niche quite well and are useful additions to any adventuring group that spends a good deal of time in wildlands. They are competent fighters and also have some interesting abilities from their Totemic arts.
Cost Ability
55 Totemic Warrior Package
55 Light Foot Package
5 x2 Animal Companion of Totem
10 Mind Link with 2nd Animal Companion
Value Disadvantages
0 None

+125

Total Cost of Package

Basic Package Deals
Totem Warrior
The Totemic Shamanism Magic System is detailed here.
The Totemic Warrior knows only one Totem, but has an animal companion of their Totem of unusual attribute with which they have a psychic bond. Totem Warriors can be dangerous opponents even with just their one Totem, and can also always learn more Totems later if they so choose.
Cost Ability
4 One Totem of Choice
30 Animal Companion (Totem Animal)
10 Mind Link , Animal Companion, Psychic Bond
3 Totem Lore: Power (EGO-based)
4 Animal Handler +1 (Totem Animal)
3 Tracking
1 Weapon Familiarity of Choice
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
var Multiform for Animal Form appropriate to Chosen Totem
var Additional Totems

Basic Package Deals
Light Foot
As the name would indicate Light Foot typically fight on foot. They generally wear lighter armor and wield lighter weapons.
Light Foot concentrate on speed, manueverability, skill, and technique over brute force and strength. Reflexes and adroitness are their bread and butter, and they often make use of easily carried thrown weapons which they can hurl at an opponent.
Adept skirmishers, Light Foot are much more dangerous than their lightly armored fast moving nature would suggest, and what they lack in striking power they make up for with accuracy and finesse.
Cost Ability
6 Quick: +2 DEX
10 Nimble: +1 SPD
4 Fleet: +2" Run
10 Precision: Find Weakness 11-: One Attack (choose)
2 AF: Light Armor Proficiency
5 WF: Common Melee, Common Missile, Slings
10 Choose One:
 
  • Combat Skill Levels: +1 All Combat and
    +1 OCV with Weapon of Choice
  • Combat Skill Levels: +1 HtH and
    +1 DCV
  • Combat Skill Levels: +1 Ranged and
    +1 DCV
  • Combat Skill Levels: +5 OCV with Weapon of Choice
  • Skill Levels: +1 Overall Level
  • Penalty Skill Levels: +4 vs. Range Modifier and
    +2 OCV with Weapon of Choice
  • Penalty Skill Levels: +2 vs. Range Modifier and
    +2 OCV with a Tight Group of Attacks
  • Penalty Skill Levels: +2 vs. Range Modifier with All Attacks and
    Telescopic Sight: +4 with Normal Sight only to Offset Range Penalties and
    Enhanced Perception: +2 PER with Normal Sight
1 FAM: Acrobatics
3 Breakfall
3 Fast Draw
1 Warrior Elite: Right to Bear Arms or Equivalent For Culture
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
4 Archer's Strength: +10 STR No Figured (-1/2), Only to Offset Strength Minima of Bows (-1)
10 Lethal: Deadly Blow: +1d6 Killing, any circumstance, any weapon
7.5 Light Lethality: Deadly Blow: +1d6 Killing, any circumstance, any light weapon 
+10 More Precise: Increase Find Weakness to Tight Group
+20 Incredibly Precise: Increase Find Weakness to All Attacks
+10 Reliably Precise: Increase Find Weakness to 13-
+40 Always Precise: Increase Find Weakness to 17-
6 Shifty: Combat Luck (3 PD/3 ED)
4 Dodgy: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Not Wearing Armor (-1/2)
4 Second Skin: Combat Luck (3 PD/3 ED) (6 Active Points); Only While Wearing Light Armor (-1/2)
5 Passive Blocking: +3 DCV; OAF: Weapon of Choice (-1), vs HtH Only (-1)
-5 Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
-5 Psychological Limitation: Warriors Code (Uncommon, Moderate)
-10 Psychological Limitation: Swashbuckler Mentality (Common, Moderate)
-10 Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)