The ______'s class skills (and the key ability for each skill) are:
????????
1: Crim Knowledge +2
2: Favored Enemy: Crimson Mutants
3: Crim Knowledge +4
4: Crim Hopper
5: Crim Knowledge +6
6: Crim Regeneration, Favored Enemy Up
7: Crim Knowledge +8
8: Crim Walker Camouflage
9: Crim Knowledge +10
10: One with the Crimson, Favored Enemy Up
At 1st level, The walker gains a +2 bonus on initiative checks and the skills: Knowledge (dungeoneering), Perception, Stealth, and the Party Ability: Survival while in the Crimson Biome, be it on the surface or in caves/ Crim infested dungeons.
Every 2 levels thereafter, the walker Increases this bonus by +2 (to a max of +10 at 9th level).
Feat: Favored Enemy
Type: Crimson mutated creatures.
This increases at level 6 and Level 10.
At 4th level, a walker instinctively travels the most stable surfaces and holds on tighter while moving over his biome Terrain.. The walker gains a +6 bonus on all Acrobatics and Climb checks made to traverse the Crimson. Furthermore, the walker ignores difficult terrain created by Crim terrain and Crim flora.
Gain Fast healing 1. Increases by +2 when in Biome.
At 8th level, the walker can use the Stealth skill to hide in Crimson environments, even if the terrain does not grant cover or concealment.
At 10h level, the walker can use the Stealth skill while he in the various Crimson Biomes, even when being observed.
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