He has the power to teleport, but only when he's in contact with the earth beneath his paws. If he's mid-air, he won't be able to teleport. He grew up in the Venishra Okral (Sacred Blood Shrine), under the tutelage of his Mother, Tenthalas, who is the Matriarch of the Shrine. Like most of his siblings, growing up in such a place leaves one exposed to the more severe side-effects of a war, exposing them to the damage that the war with the Shades and others has left behind. It's made him grow up without any illusions of what the world is like, but through it all, he's kept a respectable head on his shoulders. A trait which isn't too hard to come by when one's Mother has a very respectable way of holding herself, and when his Father has an equally calm manner about him.
With his mother being a prodigal Shrine Healer, and his father being a Sweeper, it was no surprise that by the time he was an adult he had all his powers mastered. When he reached adulthood he also took to carrying around a silver blade, and was taught by his Mother on how to handle such a weapon in battle. He went on to train at the Guardian's Peaks, seeking training in the Scout Class first as he had always been amazed by the Scouts that came through the Venishra Okral during their training 'hunts'. After a Scout's training is completed, they have to take a test to challenge their skills by using their abilities of tracking to find two other Scouts that can hide anywhere within the Valleys and outlining areas; it's a test that's incredibly hard to pass as the Scouts that they're meant to find will use their powers to hide from their senses, and the Scout trainees that are to track them down will be attacked by other trainees, as only a few Scouts can pass an exam at one time. He failed the first time he attempted the exam, not able to find the hiding Scouts within the timeframe, but didn't give up; he went back and kept taking the exam until he passed it.
And then he went on to learn the arts of the Slayer Class Healer; keeping in mind how valuable the knowldge of the Healing Arts can be in any area. He may or may not go on to seek further training in the Classes he's already learned, and others to come - it's up to him.
Around his tail he has a section of furs that is much like the fur Aruuval wears on his back; it's always warm, and has a calming aura about it that keeps nightmares at bay.
Nijya - Touch sensory manipulation. Allows for the Scout to alter the perceptions of individuals, making it so even they come into contact with the Scout they won't feel it or be aware of it.
Koyja - Smell sensory manipulation. Allows for the Scout to alter the perceptions of individuals, making it so even if they're in an area the Scout is - or even in close proximity - they won't be aware of it.
Honya - Taste sensory manipulation. Allows for the Scout to alter the perceptions of individuals, making is so even if they come into an area riddled with poisons and viral airbourne entities they won't be aware of it.
Yunla - Hearing sensory manipulation. Allows for the Scout to alter the perceptions of individuals, making it so the individual or group cannot hear the Scout, even if they're speaking or breathing right next to the individual.
Sehna - Sight sensory manipulation. Allows for the Scout to move freely around areas, it's presence cloaked from any and all individuals in an area. Requires a great amount of training to master; as Sehna must not only affect an individuals sight of one Scout, but also the changes that Scout causes to an area; ie; it's shadow, shifting leaves, etc.
Second-level Scout Magics
Hyraku - Allows for the Scout to momentarily take on one spell from another Slayer Class, of the First or Second level Magics, for one use.
Hidrau - Allows the Scout to see through the eyes and senses of any small non-sentient creatures up to 8 miles from their current position, and in all directions.
Kyusa - Creates a shadow-entity of the Scout, which possess all spells of the Scout Class but can only use up to three spells before it fades from existance. Cannot cause physical harm.
Korama - Causes the Scout's physical speed to increase tenfold.
Tathunaru - Any Summoning Magics are instantly controlled by the Scout upon the activation of this spell. It causes the Summoning Magic, and whatever it summoned - be it creature or power - to be useable to the Scout.
Rank
Level II
Class
Healer
Slayer Magics
Vitality Magics:
Mortality Reversal - Heals any mortal wounds a nearby ally may gain, but only if physical contact is made. The pain that the wound causes the injured ally will transfer to the Healer, so one should be careful not to use such a magic unless they themselves aren't under immediate threat, as the pain will not go away until the injury of the ally is healed by a Shrine Healer.
Shared Vitality - Causes one or more nearby allies to share their health levels, causing any damage from wounds to be split and shared between them. Can minimize the amount of damage one individual receives, but if more than one mortal wound is inflicted on one individual, it may remove both allies from battle.
Quick-Heals:
Energy Restoration - Instantly revitalizes the energy levels of an nearby ally, but should be used with caution as casting this restoration on an individual too many times can cause them to suffer from a severe feedback of energy loss when the battle is over.
Wound Veil - Instantly heals over any flesh-wounds. If used when a wound is first gained, it can stop a wound from turning mortal.
Confusion Lift - Disorientation and confusion is healed in nearby allies.
Painless - Negates the pain of severe wounds that a nearby ally has gained, allowing for them to be freed from the pain of existing wounds while a Healer is at work, or allowing for them to continue to fight without the throb of a distracting injury.
Combined Energy - Allows one ally to channel the energies of another ally, boosting the energy of the individual's next attack tenfold.
Stasis Meld - Surrounds any downed and/or severely wounded allies in a stasis field of white energies which protects them from further harm, and stops their current injuries from worsening. One should note than when a Stasis Meld is in effect, the ally cannot attack.
Poison Refusal - Removes the effects of poisons and toxins on nearby allies. Cure only lasts for up to four hours, and then symptoms of the poison/toxins will come back.
Rank
Tactics
Class
Level I
Slayer Magics
Bitter Teeth - A defensive trap commonly used on allies, or upon the Slayer itself. Causes a trap to settle in around the target's aura, and when the trap-covered individual sustains a physical blow the trap activates. An explosion of silver 'teeth' will erupt from the individual's aura, cutting through anything caught the target. This trap only has a radius of two feet in every direction, so only the immediate attacker will be affected.
(Trap)
Shra-ves - Spirit Flames engulf the target's Aura, burning away anything unnatural tied to the Aura, as well as creating a temporary defensive barrier around the target. When used against an enemy like a Shade Warrior, it can burn most of their physical form away. Careful when using this on an ally, as it will cause energy drain and also soul damage if they're of a corrupted or darkly influenced nature. (Destructive Magic)
Light's Out - Sets a layer of concealed magic down upon an area, which becomes activated the minute someone steps into the affected area. Causes those caught in the area of magic to instantly lose all use of their senses. Lasts for up to five minutes, but if more than one layer of magic is set in the same area of effect, it adds an additional five minutes. (Trap)
Weapon's Barrage - Summons a wave of small, silver-tipped, weapons to the battlefield. Can be used as a wave of attack, or to summon weapons for use by allies or the Slayer. (Weapon's Magic)
Juvali-mnahi - Sends out a violent-hued wave of energy that causes the oxygen properties in the blood, of those touched by the energy, to turn volatile. Tearing the physical body apart moments later when the blood explodes in their veins. (Destructive Magics)