Difference between revisions of "Purist(Cleric)"

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{{ClassTemplate|Name=Purist|Description=Purists are the idyllic representatives of the goodness of divinity.  They are so strict in their goodness that they seem to many cold and unyielding. This nature is so ingrained, in fact, that the purist gains
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{{ClassTemplate|Name=Purist|Description=Purists are the idyllic representatives of the goodness of divinity.  They are so strict in their goodness that they seem to many cold and unyielding. This nature is so ingrained, in fact, that the purist gains many cold and cold-based attacks and defensive prayers.  This includes special powers over water and purity.  The Purist is a good aligned class, meaning that he always fumble evil prayers.  
many cold and cold-based attacks and defensive prayers.  This includes special powers over water and purity.  The Purist is a good aligned class, meaning that he always fumble evil prayers.  
 
  
How to play: The Purist is a wonderfully social cleric, though only in the sense that he is often found with other people.  His strict unyielding prayers can sometimes get annoying glances from group
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How to play: The Purist is a wonderfully social cleric, though only in the sense that he is often found with other people.  His strict unyielding prayers can sometimes get annoying glances from group members, though the Purist should remain resolute in his convictions that he is right.  Overall, the Purist is a good balanced cleric who can hold his own, as well as a valued group member (so long as
members, though the Purist should remain resolute in his convictions that he is right.  Overall, the Purist is a good balanced cleric who can hold his own, as well as a valued group member (so long as
 
 
he keeps his mouth shut).|PrimeStat=Wisdom|Qualifications=Wisdom 9+, Charisma 9+|Practices=5 +(Wisdom/6)+2 per level|Trains=3 +1 per level|Hitpoints=20 +(Con/3)+(1d10) per lvl|Mana=100 +(Int/4)+(1d4)
 
he keeps his mouth shut).|PrimeStat=Wisdom|Qualifications=Wisdom 9+, Charisma 9+|Practices=5 +(Wisdom/6)+2 per level|Trains=3 +1 per level|Hitpoints=20 +(Con/3)+(1d10) per lvl|Mana=100 +(Int/4)+(1d4)
 
/lvl|Movement=100 +10X(Str/18) per lvl|Attack=+(Wis/18) per level|Damage=+1 damage per 30 level(s)|MaxStat=Charisma (22), Wisdom (22), Others (18)|Bonuses=Receives 1pt/level cold damage
 
/lvl|Movement=100 +10X(Str/18) per lvl|Attack=+(Wis/18) per level|Damage=+1 damage per 30 level(s)|MaxStat=Charisma (22), Wisdom (22), Others (18)|Bonuses=Receives 1pt/level cold damage

Revision as of 17:06, 4 April 2019

CoffeeMUD
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=CoffeeMUD Player Information=
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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       
===Purist===
Description: Purists are the idyllic representatives of the goodness of divinity. They are so strict in their goodness that they seem to many cold and unyielding. This nature is so ingrained, in fact, that the purist gains many cold and cold-based attacks and defensive prayers. This includes special powers over water and purity. The Purist is a good aligned class, meaning that he always fumble evil prayers.

How to play: The Purist is a wonderfully social cleric, though only in the sense that he is often found with other people. His strict unyielding prayers can sometimes get annoying glances from group members, though the Purist should remain resolute in his convictions that he is right. Overall, the Purist is a good balanced cleric who can hold his own, as well as a valued group member (so long as he keeps his mouth shut).

Primary Stat: Wisdom
Qualifications: Wisdom 9+, Charisma 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/3)+(1d10) per lvl.
Mana: 100 +(Int/4)+(1d4)

/lvl.

Movement: 100 +10X(Str/18) per lvl.
Attack: +(Wis/18) per level.
Damage: +1 damage per 30 level(s).
Maximum Stat Values: Charisma (22), Wisdom (22), Others (18)
Bonuses: Receives 1pt/level cold damage

reduction.

Weapons: Must use hammers, staves, flailed, natural, or blunt weapons.
Armor: May wear any armor.
Limitations: Always fumbles evil prayers, and fumbles all prayers when alignment is below pure

neutral. Qualifies and receives good prayers, and bonus damage from good spells. Using non-aligned prayers introduces failure chance. Vulnerable to fire attacks.

Starting Equipment: a small

mace

Races: Drow Duergar Dwarf Elf Half Elf Human
Level Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.)
1 Turn Undead (Bandaging)

Convert Revoke (Wands) (Cure Light Wounds) Hammer Specialization (Extinguish) Recall Write (Smoke Rings) (Marry) Swim Restore Smell (Foraging) (Gem Digging) (Drilling) (Fishing) (Herbology) (Hunting) (Shearing)

2 Create Water (Purify)

(Lacquering) (Embroidering) (Dyeing) (Butchering) (Engraving) (Cooking) (Wood Chopping)

3 Fire Building (Fidelity) (Sacrifice) Sanctimonious (Blacksmithing) (Clan Crafting) (Tailoring) (Leather Working) (Carpentry)
4 (Protection Undead) (Searching)

Protection Evil (Mining) (Weaving) (Pottery) (Costuming) (Sculpting) (Distilling)

5 (Create Food) (Protection Cold) (Painting) (Food Prep) (Baking) (Armorsmithing)

(Cobbling) (Weaponsmithing) (Glass Blowing) (Fletching) (Scrimshawing) (Paper Making)

6 (Righteous Indignation) Cure Serious Wounds
7 (Bless) (Hunt Evil)
8 (Freedom) Protection Paralyzation
9 (Cure Fatigue) (Gills)
10 Restore Voice (Sense Magic) (Wainwrighting) (Masonry) (Jewel Making) (Construction) (Siegecraft)

(Ship Building) (Locksmithing) (Speculating) (Farming) (Smelting) (Taxidermy)

11 (Protection Poison) (Monolith)
12 Protection Disease (Fountain of Life)
13 (Protect Health)

(Sanctuary)

14 Cure Critical Wounds
15 (Freeze Metal) (Holy Aura) (Irrigation)

(Landscaping) (Excavation)

16 (Conviction) Calm (Infuse Holiness)
17 (Half Attack) (Blindsight) Cure Blindness Piety Curse
18 (Wave) (Protection Elements)
19 Aura of the Divine Edict Godstrike
20 (Mass Mobility) (Mass Freedom)
21 (Atonement) Heal
22 (Neutralize Item) (Bless Item)
23 Judgement

(Linked Health) (Mass Heal)

24 (Holy Word) Nullification
25 (Ice Healing)

(Elemental Aid)

26
27
28
29
30 (Aura of Intolerance)
31
32
33
34
35

Multi-Classing Options and Effectiveness

Notes

.