The Crimson Conjurer's class skills (and the key ability for each skill) are: Weapon Arts [STR], Primal Arts [INT]
Skill Points At Each Level: 2 + Intelligence Modifier1: Crimson Blitz | Red Burst I
2: Speed I: +5 Feet | Red Burst II
3: Bend Rules | Red Burst III
4: Speed II: +5 Feet | Red Burst IV
5: Unleashed Power | Red Burst V
Flip a coin - If Heads you gain +4 Initiative at the start of combat. If tails you gain +0 to initiative.
If you rolled a 20 on your initiative and rolled heads you gain +2 to your Initiative. If tails you gain +6 instead.
Bend Rules (Su):
The Crimson Conjurer is able to alter the rules on some spells to a limited effect. For example, the rule on a weapon art may state that it is a melee strike with a sword. Why not use the spell and then throw the sword? Would that not be valid? - perhaps not as the spell may lose its containment without the bearer holding the weapon, that is when bend rules would kick in allowing them to do so at the small cost of life energy equal to the spell's level.
Another example of a bendable rule with weapon arts is once again using the above example of a sword slash spell - why does it need to be a sword, would not any slashing weapon be capable of delivering such effect? Bend the rules~
Other spell rules may be alterable by this ability but not so much the shape or element of a spell. Nor can bend Rules do anything a metamagic feat already handles.
Unleashed Power
The Crimson Conjurer is able to fire a blast of pure red energy( as an attack action, this action requires 5 Control, this ability can consume hitpoints like powers, but unlike a power it will still fail to function if you are in an anti-magic zone.
The blast is a ranged touch attack with a long range (30 feet plus 15 feet every 2 levels) that deals 1d8 points of red damage per Crimson Conjurer level, plus 1d8 every 5 points of Control spent in it. The Crimson Conjurer cannot spend more than 5 points of Control every level.
(at level 5 you can spend 5 + 25 for a total of 30 control, this attack would deal 6d8 damage)
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 uses 4 Class design points
1 Class ability per level [5 total] If one is replaced with a talent slot. Add +1 Class design point, This is referred as talented
Skill base is always just INT mod, unless highly skilled - costs 2, sets base to 2.
Special:
Artifact Collector - Mag baubles per level increase from 2 to 3.
Martial | Magic Focus - Mag baubles per level drop from 2 to 1.
Gain 2 Class design points used in HP, CP or Proficiencies or extra class abilities.
Cannot be used with Highly Skilled {Prestige}