Mer(Druid)

From CoffeeMud Wiki
Jump to navigation Jump to search
CoffeeMUD
Administrator                                                  Builder                                                              Player
=CoffeeMUD Player Information=
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==
Bard        Cleric        Commoner        Druid        Fighter        Mage        Thief       
===CoffeeMUD Druid Classes===
Beastmaster        Delver        Druid        Gaian        Mer        Sky Watcher       
===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.

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 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/2)+(2d5) /lvl].
Mana: 100 +[(Int/4)+(1d6)/lvl].
Movement: 100 +[5X(Str/18) /lvl].
Attack: +(Con/18) per level.
Damage: +1 damage per 15 level(s).
Maximum Stat Values: Dexterity (22), Constitution (22), Others (18)
Bonuses: May breathe and cast spells underwater. Attains Tidal Changes (tidal phase based bonuses/penalties) at level 5.
Weapons: May use polearms of any kind or other weapons made from wood, plant-based materials, or leather.
Armor: Must wear non-metal armor.
Limitations: Must remain Neutral to avoid skill and chant failure chances.
Starting Equipment: a trident
Races: Drow Elf Githyanki Gnoll Goblin Half Elf Human Lizard Man Merfolk Ogre
Level Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.)
1 My Plants    Phosphorescence    Shape Shift    Write    Swim    Summon Seaweed    Recall    (Polearm Specialization)    (Wands)    (Revoke)    (Climb)    (Fish Gills)    (Hand to hand combat)    (Predict Tides)    (Sea Lore)    (Play Instrument)    (Bandaging)    (Herbology)    (Aquatic Pass)    (Smoke Rings)    (Fishing)    (Foraging)    (Drilling)    (Floristry)    (Gem Digging)    (Shearing)    (Hunting)    
2 Sense Water    (Darkvision)    (Lacquering)    (Engraving)    (Wood Chopping)    (Cooking)    (Butchering)    (Embroidering)    (Dyeing)    
3 Filter Water    Fire Building    (Summon Chum)    (Bestow Name)    (Snuff Flame)    (Animal Bonding)    (Tailoring)    (Leather Working)    (Clan Crafting)    (Blacksmithing)    (Carpentry)    
4 Eel Shock    (Find Driftwood)    (Locate Animals)    (Searching)    (Distilling)    (Sculpting)    (Weaving)    (Mining)    (Tanning)    (Pottery)    (Costuming)    
5 (Water Walking)    (Speak With Animals)    (Painting)    (Glass Blowing)    (Scrimshawing)    (Armorsmithing)    (Baking)    (Cobbling)    (Fletching)    (Food Prep)    (Weaponsmithing)    (Paper Making)    
6 Summon Coral    (Airy Aura)    (Calm Animal)    (Find Home)    
7 Bloody Water    (Natural Balance)    (Feel Electricity)    (Know Plants)    (Water Cover)    (MeatCuring)    
8 (Water Hammer)    (Underwater Action)    (Animal Companion)    (AutoSwim)    (AutoCrawl)    (AutoClimb)    
9 Summon School    (Call Companion)    (Calm Wind)    (Animal Friendship)    
10 Drown    (Waterguard)    (Smelting)    (Jewel Making)    (Farming)    (Construction)    (Taxidermy)    (Boatwrighting)    (Siegecraft)    (Wainwrighting)    (Speculating)    (Locksmithing)    (Masonry)    
11 Reef Walking    (Venom Ward)    (Call Mate)    
12 High Tide    (Charm Animal)    (Whisperward)    (Find Ship)    (Gardening)    
13 Land Lungs    (Capsize)    
14 Feeding Frenzy    (Observe)    (Muddy Grounds)    
15 Calm Seas    (Warning Winds)    (Composting)    (Irrigation)    (Landscaping)    (Excavation)    
16 (Summon Jellyfish)    
17 Second Totem    (Flippers)    
18 (Hippieness)    (Flood)    (Food Preserving)    
19 Sift Wrecks    (Rust Curse)    
20 Favorable Winds    (Sense Fluids)    (Branding)    
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 (Master Floristry)    (Master Herbology)    (Ship Building)    
30 Tsunami    
31
32
33
34
35


Multi-Classing Options and Effectiveness

  • A Mer with at least 2 levels of Delver can Summon Water in caves, making them very powerful in cave environments.

Notes

Mer are very dependent on having a nearby water resource. On dry land, a Mer's power is limited by their ability to transport water to that location.

.