Chloromancer

"what was that?"

"just your imagination soldier, focus on your duties...."

"sir.... i don't feel so good"

- the coming and going of a chloromancer, unnoticed by all until its too late...

Requirements

To qualify to become an green mage,

a character must fulfill all the following criteria.

Skills:

Knowledge (Nature) 12 ranks, Treat Injury 8 Ranks

Chakra Control 12 ranks, Ninjutsu 8 Ranks

Spells: Able to cast a 3rd rank enfeebling technique

and a 3rd Rank enhancing technique

Class wound modifier -1

Control Die Type 1d12

Starting Abilities -

Favored Terrain, Camouflage, Hide in Plain sight

Favored Terrain:

At 1st level, You may select a type of terrain from Table:Favored Terrains.

Gain a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when she is in this terrain.When traveling through her favored terrain normally leaves no trail and cannot be tracked (though she may leave a trail if she so chooses).

Every Additional Level yields additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the bonuses do not stack; she simply uses whichever bonus is higher.

Camouflage

Can use the Stealth skill to hide in any of her favored terrains, even if the terrain doesn't grant cover or concealment.

Hide in Plain Sight

A master at hiding in her Favored Terrain

While within that terrain, he can use the Stealth skill to hide, even while being observed

Chloromancy:

Beginning of 1st level, a Chloromancer's enfeebling and enhancing spells gain an additional duration of the appropriate type per Chloromancer level. (For example, if a spell is 1/round, it would be 1/round + 1 round.)

.

Increase Speed

At 2nd level, base speed increase by 5ft as long as he doesn't carry heavier than a light load.

This bonus increases to 10ft at 4th level, and stacks with the Increase Speed talent tree.

Superior Chloromancy (Su): At 3rd level, 3 times per day, a Chloromancer can double the bonuses, penalties, or damage of an enfeebling or enhancing spell as a swift action.

Infectious Enfeeblement (Su): At 5th level, a Chloromancer's enfeebling spells becomes infectious.

A creature with a status effect inflicted by the Chloromancer can inflict other creatures within a 10ft-radius.

As a free action, a Chloromancer can choose a creature to infect with the same spell that was inflicted on a creature within 10ft. of it.