The ______'s class skills (and the key ability for each skill) are:
???
1: Knowledge of the Assimilator +2
2: Favored Enemy: Assimilated Creatures
3: Knowledge of the Assimilator +4
4: Indoctrinated Step
5: Knowledge of the Assimilator +6
6: Hijaked Resistance, Favored Enemy Up
7: Knowledge of the Assimilator +8
8: Bio - Dampener
9: Knowledge of the Assimilator +10
10: Bio - Disrupter, 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 Assimilated Biome, be it on the surface or in caves/ mechanized dungeons.
Every 2 levels thereafter, the walker Increases this bonus by +2 (to a max of +10 at 9th level).
Feat: Favored Enemy
Type: Assimilated 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 Mechanized Biomes. Furthermore, the walker ignores difficult terrain created by Assimilated terrain and flora.
Using various techniques hostile nanoprobes from the biome have been re-purposed into a passive augmentation.
* Short-lived races will find aging to have slowed to the pace of longer lived species
eg. like elves.
+2 to fortitude saves as the nanites attempt to act as a second Immune system.
* Song of the Collective
When in Assimilated Biomes more nanoprobes are coerced into assisting you Boosting Fortitude saves to +6 and Reflex Improves by +2 due to the nanites improving nervous system communication speeds.
At 8th level, the walker can use the Stealth skill to hide in Assimilated environments, even if the terrain does not grant cover or concealment, Assimilators may eventually adapt to this if used around Sentient units too often to warrant active detection protocols.
At 10h level, the walker can use the Stealth skill while he in the various Assimilated Biomes, even when being observed, this ability also disrupts any perception bonuses due to Life-sign detection magics and technologies.
Your brain functions and chemistry have been so significantly altered that you can never entirely separate yourself from the Subspace communication network that Assimilators like the Borg and Reapers use.
You can hear the subtle echoes of Assimlator communications within a sector (20 light-years) and they can hear you.
Within a light-year you can sense their presence and hear fragments of their plans on a difficult will roll of 30+ you can hear vital information from them, however the down side is that the reverse is also true of them. The character needs to make a Willpower roll of 30 to resist the Assimilator collective consciousness reading his mind.
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