Mer(Druid)

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===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 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

Ogre

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)

Calm Seas (Irrigation) (Landscaping) (Excavation)

16 (Summon Jellyfish)
17 (Flippers) Second Totem
18 (Hippieness) (Flood)
19 Sift Wrecks

(Rust Curse)

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