1: Gate Hop
2: Bonus Feat, Mag Bauble x2
3: The Space Between
4: Bonus Talent
5: Gate Ambush, Mag Bauble x2
6: Gate Snatch
7: Bonus Feat, Mag Bauble x2
8: Slip Away
9: Bonus Talent
10: True Gateway, Mag Bauble x2
Starting at 1st level, you gain the ability to do a small teleport using the Gate network. This teleport is a move action and moves you up to 10ft per Egressor level. You need line of sight to use this ability and it acts like the greater teleport spell and consumes 5 Control
At level 6 Egressors can preform Gate Ambushes - appearing behind their enemies and sneak attacking or skirmishing without provoking an attack of opportunity. consumes 5 Control
Starting at 4th level, you gain the ability to teleport small objects. As an attack action you are able to use a gateway to teleport a small object you throw or shoot. This teleport starts as the object or weapon leaves your hand and goes as far as your movement teleport (Gate Hop) is able. After it comes out of the teleport it continues to travel the natural distance of your attack in the direction you have chosen. If you choose a direction different than the direction you are facing you gain a -4 on your attack roll. Example: you can shoot a bow and have the arrow come back at you from a distance of your movement teleport (Gate Hop). consumes 5 Control
Starting at 6th level, you teleport small objects to you. As an immediate action you are able to teleport a small object weighing no more than 5-lb to your hand. This object must be unattended. You can use this ability to snatch thrown or shot objects out of the air. Using this ability removes any velocity the object might have. The distance between you and the object cannot exceed the distance you can go with your movement teleport (Gate Hop). consumes 5 Control
Starting at 8th level, your ability to use gates to teleport has become reflexive.
When you successfully make a reflex save you are able to use your movement teleport as an immediate action. Any creature trying to find you must make a perception check DC your Ninjutsu check to see where you teleport too. consumes 5 Control
At 10th level, you are able to teleport yourself and others. As a full-round action you can open a gateway that acts like a mass greater teleport spell. Your caster level is equal to your Egressor class level x2. In addition you can make a Grapple attack and forcefully drag another into the gate as a standard action up to the distance of your movement teleport (Gate Hop). The target of this teleport can make a Will save DC = 15 + Egressor level + your Charisma modifier to negate this effect. You need line of sight to where you are going to teleport the target and you are not able to teleport the target into an object.
The True gateway can open a gate to the Iconian gate next to the tavern but it uses additional chakra based on the distance. (chart pending)
Taiga notes
Starting Meseta: 1000-might 1250-magic 1500-civilian [This should be likely + 1 zero more on each. to be done when coupons are updated!]
Basic classes use 11 points split among [HP, Energy, skills and proficiencies]
+1 HP [1] +2 HP [2]
1d4 control [0] 1d6 [1] 1d8 [2] 1d10 [3]
4 + Int at level 1 ||| 2 + Int per level after [0] 6 + Int at level 1 ||| 4 + Int per level after [2]
Highly skilled increases [Per level after] up to match Initial and costs [2]
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Advanced classes use 7
Skill base is 2 + Int per level. [0]
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Prestige is likely less [points] then adv