White Wizard

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Requirement: 


Attributes: Wound Point Bonus: +1 Chakra Point Die: 1d10

The White Wizard's class skills (and the key ability for each skill) are: Energy Control [WIS], Primal Arts [INT]

Skill Points At Each Level:  2 + Intelligence Modifier

1: Agathós Loci | White Burst I

2: Talent Slot - Wisdom | White Burst II

3: Consensus of Colors        | White Burst III

4: Talent Slot - Wisdom | White Burst IV

5:  Divine Light         | White 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 Wisdom-themed talents. [At level 2 & 4]

Agathós Loci

At 1st level, a White Wizard radiates a Powerful 40-foot aura that causes enemies within to be overcome with feelings of calmness and camaraderie.

Your enemies treat the aura as difficult terrain, as they become sluggish within its area of effect. 

Furthermore, while within the aura, your enemies cannot provide flanking, nor can they attempt to strike or otherwise attack anyone in the area or outside of the area from within This is a mind-affecting emotion effect. A successful save only negates the Terrain effect.

If control has been paid in a single round that exceeds 4 points  - Gain 1 Life, for every 4 More gain +1 more life.

Consensus of Colors

At 3rd level, at the beginning of combat a White Wizard can take a vote from a number of allies equal to or less than 2 + the White Wizard's Wisdom modifier, all of whom must be within 40 feet of the White Wizard. Each ally can vote for one of the colors below, whichever color receives the most votes becomes the buff they all receive until the end of combat.

If you are considered the matching color or lack thereof the bonus is increased See { }

 Divine Light

Divine Light (Su): 

Once per day, the White Wizard is able to spend a full action to collect energy from their surroundings for the purpose to revive any character who was brought down to -10 hit points or lower within the last 3 rounds.

The revived character can make a Fortitude save (DC 20) to stabilize and be brought back to 7 hit points.

A character cannot be affected by this ability more than once every 7 days.

These 7 hitpoints are not considered [medical] healing but [divine] instead and won't negatively affect the medical system.

A White wizard may use this ability additional times per day but at scaling cost to their own life. -7 HP second use, -14 HP third use, etc. . .

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}