Difference between revisions of "Mer(Druid)"
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{{ClassTemplate|Name=Mer|Description=The Mer Druid is an aquatic nature lover who has mastered the ability to live and dwell with sea creatures. The Mer Druid is most suited for aquatic areas, and excels at water and ship combat, using the forces of the ocean with an amazing display of power and destruction. So connected is he to the tides that his strength and powers will fluxuate during the day, ebbing and rising with the high and low tide. | {{ClassTemplate|Name=Mer|Description=The Mer Druid is an aquatic nature lover who has mastered the ability to live and dwell with sea creatures. The Mer Druid is most suited for aquatic areas, and excels at water and ship combat, using the forces of the ocean with an amazing display of power and destruction. So connected is he to the tides that his strength and powers will fluxuate during the day, ebbing and rising with the high and low tide. | ||
Revision as of 12:06, 19 July 2016
CoffeeMUD |
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Administrator Builder Player |
=CoffeeMUD Player Information= | |||
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Basics | Info Commands Socials Combat Groups | Character | Stats Races Classes Abilities Expertises Achievements |
World | Deities Areas Property Quests Clans Triumphs | Items | Items Crafting Ships |
==CoffeeMUD Classes== |
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Bard Cleric Commoner Druid Fighter Mage Thief |
===CoffeeMUD Druid Classes=== |
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Beastmaster Delver Druid Gaian Mer Sky Watcher |
===Mer=== | |
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Description: | The Mer Druid is an aquatic nature lover who has mastered the ability to live and dwell with sea creatures. The Mer Druid is most suited for aquatic areas, and excels at water and ship combat, using the forces of the ocean with an amazing display of power and destruction. So connected is he to the tides that his strength and powers will fluxuate during the day, ebbing and rising with the high and low tide.
How to play: Like a fish, the Mer Druid is nearly useless out of the water. But when either above or beneath the waves, the Mer is an unstoppable force. Grouping with others on land and taking charge of the situation when the waves roll in is the way for a Mer Druid to flourish. |
Primary Stat: | Constitution |
Qualifications: | Intelligence 9+, Dexterity 9+ |
Practices: | 5 +(Wisdom/6)+2 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 3
+1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +(Con/2)+(2d5) per lvl. |
Mana: | 100 +(Int/4)+(1d6) /lvl. |
Movement: | 100 +10X(Str/18) per lvl. |
Attack: | +(Con/18) per level. |
Damage: | +1 damage per 15 level(s). |
Maximum Stat Values: | Others
(18) |
Bonuses: | May breathe and cast spells underwater. Attains Tidal Changes (tidal phase based bonuses/penalties) at level 5. |
Weapons: | No limitations. |
Armor: | Must wear non-metal armor. |
Limitations: | Must
remain Neutral to avoid skill and chant failure chances. |
Starting Equipment: | a trident |
Races: | Drow Elf Goblin Half Elf Halfling Human |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | (Polearm Specialization) My Plants (Wands) (Revoke) (Climb)
(Fish Gills) (Hand to hand combat) (Predict Tides) Shape Shift (Sea Lore) Write Swim Summon Seaweed (Bandaging) (Herbology) (Aquatic Pass) (Smoke Rings) Recall (Foraging) (Gem Digging) (Drilling) (Fishing) (Hunting) (Shearing) |
2 | (Darkvision) Sense Water (Lacquering) (Embroidering) (Dyeing) (Butchering)
(Engraving) (Cooking) (Wood Chopping) |
3 | (Summon Chum) Filter Water (Bestow Name)
(Snuff Flame) Fire Building (Animal Bonding) (Blacksmithing) (Clan Crafting) (Tailoring) (Leather Working) (Carpentry) |
4 | (Find Driftwood) Eel Shock (Locate Animals)
(Searching) (Mining) (Weaving) (Pottery) (Costuming) (Sculpting) (Distilling) |
5 | (Water Walking) (Speak With Animals) (Painting) (Food Prep) (Baking) (Armorsmithing)
(Cobbling) (Weaponsmithing) (Glass Blowing) (Fletching) (Scrimshawing) (Paper Making) |
6 | Summon Coral (Calm Animal) |
7 | (Natural Balance) Bloody Water (Feel Electricity) (Know Plants) (Water Cover) |
8 | (Water Hammer) (Underwater Action) |
9 | (Calm Wind) Summon School (Animal Friendship) |
10 | Drown (Waterguard)
(Wainwrighting) (Masonry) (Jewel Making) (Construction) (Siegecraft) (Ship Building) (Locksmithing) (Speculating) (Farming) (Smelting) (Taxidermy) |
11 | (Venom Ward) Reef Walking (Call Mate) |
12 | High Tide (Charm Animal) (Whisperward) |
13 | Land Lungs
(Capsize) |
14 | (Observe) (Muddy Grounds) Feeding Frenzy |
15 | (Warning Winds) |
16 | (Summon Jellyfish) |
17 | (Flippers) Second Totem |
18 | (Hippieness) (Flood) |
19 | Sift Wrecks |
20 | Favorable Winds (Sense Fluids) |
21 | (Animal Spy) (Tide Moon) |
22 | Animal Growth (Half Attack) (Neutralize Poison) |
23 | (Tidal Wave) (Sense Gems) |
24 | Waterspout (Charm Area) |
25 | (Crossbreed) (Whirlpool) |
26 | |
27 | |
28 | |
29 | |
30 | Tsunami |
31 | |
32 | |
33 | |
34 | |
35 |