The ______'s class skills (and the key ability for each skill) are:
Acrobatics (Dex), Climb (Str), Craft (chemical, pharmaceutical, mechanical, structural, visual art) (Int), Handle Animal (Cha), Stealth (Dex), Perception (Wis), Ride (Dex), Survival (Wis), and Treat Injury (Wis).
1: Desert Creature, Eyes of Ibad
2: Weapon Focus (Crysknife)
3: Desert Survival +2, Bonus Feat
4: Call the Worm
5: Desert Survival +4
6: Stealthy Movement
7: Desert Survival +6, Bonus Feat
8: Ride the Worm
9: Desert Survival +8
10: Desert Travel
At 1st level, Fremen have trained themselves to walk in the desert so as not to attract the attention of the dreaded sand-worms. The character gains a +4 bonus to all Stealth checks while in the desert.
The Fremen living on Arrakis have spent so much time in the spice-rich deserts that their blood stream has become saturated by melange, manifested in the Fremen's blue-within-blue eyes. This bluing helps cut down on glare, granting the Fremen a +2 racial bonus to all Perception(visual) checks made while in a desert environment.
At 2nd level, a Fremen gains the Weapon Focus feat, granting them a +1 bonus to attacks with their favored weapon, the crysknife.
At 3rd level, a Fremen gains a +2 competence bonus on Survival checks made in a desert environment.
This bonus increases by +2 every 2 levels (+4 total at 5th level, +6 at 7th, and +8 at 9th).
At 4th level, a Fremen learns the art of calling Shai-Hulud. This ability grants a Fremen a +2 competence bonus on all Ride and Acrobatics checks while on the sandworm.
Starting at 6th level a Fremen may add their Reflex save bonus to all Stealth checks.
At 8th level, a Fremen is well versed in desert power. The Fremen gains a +2 bonus to all checks to attract a sandworm (this stacks with the 4th level power Call the Worm) and grants an additional +2 circumstance bonus (for a total of +4) to all Ride and Acrobatics checks while on the sandworm.
At 10th level, a Fremen is at home in the desert and is used to moving quickly when the need arises.
The Fremen increases his natural base speed by +10 feet (making his base speed 40 feet) while wearing light or no armor and only light encumbrance, when in a Desert.
Fedaykin
You belong to the fedaykin, a fierce vanguard of death commandos who serve to right a wrong.
Prerequisite: Influence [Fremen] 3+, Fremen level 6+.
Benefit:
You gain a +2 competence bonus to all Hide, Move Silently, and Survival checks.
Additionally, you know a secret language, Kirath, which consists of bird whistles and hand signals.
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