Missionary(Cleric)

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==CoffeeMUD Classes==
Bard        Cleric        Commoner        Druid        Fighter        Mage        Thief       
===CoffeeMUD Cleric Classes===
Cleric        Doomsayer        Healer        Missionary        Necromancer        Oracle        Purist        Shaman        Templar       
===Missionary===
Description: Missionaries are the crusading adventurers for the gods, exploring and spreading the good word of their deity far and wide. So energetic and mobile are the Missionaries that they seem like the wind, and in fact gain many powers of wind and electricity. The Missionary is a neutral aligned class and lawfully inclined.


How to play: Although Missionaries can flourish with other missionaries, they do their best work alone, bringing the word of their god, as well as his wrath when necessary, to the unwashed masses. Missionaries will sometimes be asked to join groups so as to deliver some of that "olde-tyme neutral punch", and can even be useful to them if he strikes a careful balance with the good and evil prayers he qualifies for.

Primary Stat: Wisdom
Qualifications: Wisdom 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/3)+(1d10) /lvl].
Mana: 100 +[(Int/4)+(1d4)/lvl].
Movement: 100 +[5X(Str/18) /lvl].
Attack: +(Wis/18) per level.
Damage: +1 damage per 30 level(s).
Maximum Stat Values: Dexterity (22), Wisdom (22), Others (18)
Bonuses: Never fumbles neutral prayers, and receives 1pt/level luck bonus to all saving throws per level. Receives 1pt/level electricity damage reduction.
Weapons: Must use swords, staves, natural, ranged, or blunt weapons
Armor: May wear any armor.
Limitations: Using non-neutral prayers introduces failure chance. Vulnerable to acid attacks.
Starting Equipment: a small mace
Races: Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie Svirfneblin Tiefling
Level Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.)
1 Write    Restore Smell    Read Prayer    Ranged Weapon Specialization    Revoke    Recall    Divine Luck    Convert    (Relics)    (Play Instrument)    (Marry)    (Annul)    (Protection Bless)    (Bandaging)    (Swim)    (Scroll Scribing)    (Smoke Rings)    (Caravan Building)    (Foraging)    (Herbology)    (Floristry)    (Fishing)    (Gem Digging)    (Drilling)    (Hunting)    (Shearing)    
2 Sense Life    (Sense Evil)    (Sense Good)    (Cooking)    (Wood Chopping)    (Butchering)    (Lacquering)    (Dyeing)    (Embroidering)    (Engraving)    
3 Fire Building    Bury    (Infuse Balance)    (Infuse Discipline)    (Blacksmithing)    (Carpentry)    (Leather Working)    (Tailoring)    
4 (Position)    (Protection Undead)    (Searching)    (Distilling)    (Mining)    (Sculpting)    (Pottery)    (Tanning)    (Costuming)    (Weaving)    
5 Sense Chaos    Create Food    (Birds Eye)    (Glass Blowing)    (Scrimshawing)    (Armorsmithing)    (Weaponsmithing)    (Paper Making)    (Food Prep)    (Fletching)    (Cobbling)    (Baking)    (Painting)    
6 Create Water    (Sense Traps)    (Find Home)    (Shepherding)    
7 Hunt Chaos    (Electric Strike)    (Sense Devotion)    (Meat Curing)    
8 Protection Paralyzation    (Revival)    (AutoSwim)    (AutoCrawl)    
9 (Airyform)    (Minor Infusion)    
10 Sense Magic    (Sense Invisible)    (Smelting)    (Construction)    (Siegecrafting)    (Boatwrighting)    (Locksmithing)    (Speculating)    (Farming)    (Jewel Making)    (Wainwrighting)    (Masonry)    (Taxidermy)    (Shrooming)    
11 Sense Hidden    (Protection Poison)    
12 (Protection Disease)    (Find Ship)    (Gardening)    
13 Sanctuary    (Blood Curse)    
14 (Holy Wind)    
15 (Wings)    (Remove Curse)    (Composting)    (Irrigation)    (Landscaping)    (Excavation)    
16 (Etherealness)    (Sense Parish)    (Herding)    
17 Blindsight    (Half Attack)    
18 Retribution    (Protection Elements)    (AutoClimb)    (Food Preserving)    
19 (Chain Strike)    
20 Mass Mobility    (Monolith)    (Branding)    
21 Discipline    Moral Balance    (Gateway)    
22 (Moderate Infusion)    (Neutralize Item)    
23 Linked Health    (Change Weather)    
24 Nullification    (Undeniable Faith)    
25 (Electric Healing)    (Elemental Aid)    
26
27
28
29 (Master Floristry)    (Master Herbology)    
30 Sermon    
31
32
33
34
35

How to Play

Multi-Classing Options and Effectiveness

Notes

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