Sailor(Commoner)

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==CoffeeMUD Classes==
Bard        Cleric        Commoner        Druid        Fighter        Mage        Thief       
===CoffeeMUD Commoner Classes===
Apprentice        Artisan        Gaoler        Sailor        Scholar       
===Sailor===
Description: Sailors are the workmen of the high seas. These common folk spend their lives gathering resources, traveling, transporting goods, and exploring seas, rivers, and lakes. On large sailing vessels, their skills are unparalleled, and no ship should be without plenty of them.
Primary Stat: Dexterity
Qualifications: Constitution 5+, Dexterity 5+
Practices: 5 +[(Wisdom/6)+1 per lvl]. 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/6)+(1d5) /lvl].
Mana: 100 +[(Int/9)+(1d2)/lvl].
Movement: 100 +[5X(Str/18) /lvl].
Attack: +(Dex/18)-1 per level.
Damage: +1 damage per 15 level(s).
Maximum Stat Values: Dexterity (24), Constitution (24), Others (18)
Bonuses: Sailors earn twice as much XP as other commoners when trawling, sea explore xp, and double experience in ship combat.
Weapons: May use any weapons.
Armor: Must wear cloth, vegetation, or paper based armor.
Limitations:
Starting Equipment: a belaying pin
Races: Beastkin Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Tiefling
Level Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.)
1 Climb    Swim    Unbinding    Recall    Fishing    (Hand to hand combat)    (Write)    (Play Instrument)    (Wood Chopping)    (Bandaging)    (Smoke Rings)    (Caravan Building)    (Floristry)    
2 Sea Legs    (Carpentry)    (Cooking)    (Butchering)    
3 Fire Building    Belay    
4 Abandon Ship    (Stowaway)    (Searching)    (Tanning)    
5 Boatwrighting    Trawling    
6 Crow's Nest    Find Ship    (Morse Code)    (Find Home)    (Shepherding)    
7 Avoid Currents    (Tie Down)    (Meat Curing)    
8 Make Sea Maps    (AutoSwim)    (AutoCrawl)    
9 Diving    Ship Lore    (Ship Building)    
10 Sea Charting    (Baiting)    (Breakout)    
11 Dead Reckoning    (Fish Lore)    
12 Sea Navigation    (Cargo Loading)    (Gardening)    
13 Scuttle    (Bind)    
14 Sea Maneuvers    
15 (Siegecrafting)    (Composting)    
16 Water Tactics    (Siege Weapon Specialization)    
17 (Hard to Port)    (Deep Breath)    
18 Combat Repairs    (AutoClimb)    (Food Preserving)    
19 Master Fishing    (Salvaging)    
20 (Foul Weather Sailing)    (Branding)    
21 (Naval Tactics)    
22 Rig Ramming Speed    
23 Intercept Ship    (Hard to Stern)    
24 Master Trawling    
25 Await Ship    
26
27
28
29 (Master Floristry)    (Master Herbology)    (Master Mycology)    
30 Hire Crewmember    
31
32
33
34
35

How to Play

Sailors are commoners of seaports and fishing villages. As commoners, they tend to level slowly, primarily relying upon their fishing skills at early levels until they can afford a boat to explore inland rivers and local coastal areas. Sailors may also hire on to help experienced sailors or adventurers crew a large sailing ship, where this class really starts to show it's merit. Affording a ship before level 30 may be problematic for a lone sailor, so it is best to find a wealthy benefactor or work on a ship owned by someone else. Once a sailor can afford his own ship, he will probably desire assistance from less experienced sailors to maximize the combat potential of his vessel.

Multi-Classing Options and Effectiveness

Sailor/Mer is an obvious combo with several chants that can help your ship or hurt enemy ships. The ability to breathe underwater makes salvaging defeated ships much easier

A Sailor/Conjurer can conjure trebuchet ammunition, freeze ocean rooms with ice sheet, summon willing players directly to their ship, and create portals to sail through.

Notes

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