Hallowed Hiker
Attributes: Wound Point Bonus: +0 Chakra Point Die: 1d4
The ______'s class skills (and the key ability for each skill) are:
Weapon/Spell/Armor proficiency
General Choice +3
1: Hallow Knowledge +2
2: Favored Enemy: Hallow Creatures
3: Hallow Knowledge +4
4: Hallow Hopper
5: Hallow Knowledge +6
6: Hallowed Regeneration, Favored Enemy Up
7: Hallowed Knowledge +8
8: Hallow Camouflage
9: Hallowed Knowledge +10
10: One with the Hallow, Favored Enemy Up
Hallowed Knowledge
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 Hallowed Biome, be it on the surface or in caves/ Hallowed dungeons.
Every 2 levels thereafter, the walker Increases this bonus by +2 (to a max of +10 at 9th level).
Favored Enemy: Hallow Creatures
Feat: Favored Enemy
Type: Hallowed creatures.
This increases at level 6 and Level 10.
Hallowed Hopper
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 Hallow. Furthermore, the walker ignores difficult terrain created by Tainted terrain and Tainted flora.
Hallowed Regeneration
The Tainted Trekker begins to absorb Hallow energy from the environment around them
This ability acts like fast Control 1, Increasing to +3 in Hallow Biomes.
These points are known as Hallow Energy, they can only be used on Yang and Astral Magic, Accumulated Hallow Energy is lost when resting.
Hallow Camouflage
At 8th level, the walker can use the Stealth skill to hide in Hallowed environments, even if the terrain does not grant cover or concealment.
One with the Hallow
At 10h level, the walker can use the Stealth skill while he in the various Hallowed 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