Emerald Enchanter

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Requirement: 


Attributes: Wound Point Bonus: +3    Chakra Point Die: 1d6

The Emerald Enchanter's class skills (and the key ability for each skill) are: Primal Arts [INT], Manipulative Arts [CHA]

Skill Points At Each Level:  2 + Intelligence Modifier

1: One with Land                   | Green Burst I

2: Talent Slot - Dexterity       | Green Burst II

3: Chloromancy                     | Green Burst III

4: Talent Slot - Dexterity       | Green Burst IV

5: Infectious Enfeeblement | Green Burst V

Weapon/Spell/Armor/Unique proficiency:Highly Skilled - Increase base skill points per level by 2.Colored world:
Color Wizards see everything though the tint of the color they are most bound with. This connection does come with some perks like being able to turn spells into color damage rather than elemental damage, bypassing damage reduction.
2 MAG baubles per level replaced with Burst 1/day per level.
Talented II - This class has talent slots, restricted to Dexterity-themed talents. [At level 2 & 4]

One with Land

Favored Terrain:

At 1st level, You may select a type of terrain from Table: Favored Terrains.

Gain a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when she is in this terrain. When traveling through her favored terrain normally leaves no trail and cannot be tracked (though she may leave a trail if she so chooses).

Every Additional Level yields additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the bonuses do not stack; she simply uses whichever bonus is higher.

Camouflage

Can use the Stealth skill to hide in any of her favored terrains, even if the terrain doesn't grant cover or concealment.

Hide in Plain Sight

A master at hiding in her Favored Terrain

While within that terrain, he can use the Stealth skill to hide, even while being observed

Chloromancy

Chloromancy (Su): 1 time per day per Emerald Enchanter level, an EE can double the bonuses, penalties, or damage of an enfeebling or enhancing spell as a swift action.

Favored Terrains

Infectious Enfeeblement

Infectious Enfeeblement (Su): At 5th level, a EE's enfeebling spells become infectious. 

A creature with a status effect inflicted by the EE can inflict other creatures within a 10ft-radius. 

5/day: As a free action a EE can choose a creature to infect with the same spell that was inflicted on a creature within 10ft. of it. This can only be done once per spell.

Alternatively:

For the cost of 1 metamagic charge, you may infect all valid targets within 5 feet of the target. This can only be done once per spell. This does not use a daily use of the single target version to activate.

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}