The Mercane Monster class


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Mercane
11-Level Race
HD:
Level HD
1 1d8
2 2d8
3 3d8
4 4d8
5 4d8
6 5d8
7 5d8
8 6d8
9 6d8
10 7d8
11 7d8

Base Attack Bonus: As Fighter of Mercane’s Racial HD
Saves: As Monk of Mercane’s Racial HD

Skill Points:
Level Skill Points gained
1 (8+ Int Mod) x4
2 8+Int Mod
3 8+Int Mod
4 8+Int Mod
5
6 8+Int Mod
7
8 8+Int Mod
9
10 8+Int Mod
11

Special Abilities
Level Abilities
1 Lawful Subtype, Feat, Natural Armor (+2), SR (5)
2 Intelligence bonus (+2)
3 Feat, Telepathy, SR (10)
4 Dexterity and Charisma bonuses (+2 each)
5 Constitution and Wisdom bonuses (+2 each), SR (15)
6 Intelligence bonus (+2), Natural Armor (+3)
7 Spell-like Abilities
8 Feat, Dexterity and Charisma bonuses (+2 each), SR (20)
9 Large Size (Reach 10 feet), Strength bonus (+2)
10 Constitution, Intelligence, and Wisdom bonuses (+2 each)
11 Strength bonus (+2), Natural Armor (+4), SR (25)


Racial Traits
- Type is Outsider (Lawful)
- Starting Ability Score Adjustments: +2 Con, +4 Int, +2 Wis. Mercanes are tough and smart; Just what’s needed for the life of an Extraplanar merchant.
- Speed: Mercane land speed is 30 ft.
- Darkvision: Mercanes can see in the dark up to 60 feet.
- Skills: +4 racial bonus on Appraise checks.
- Automatic Languages: Abyssal, Celestial, Draconic, Infernal, and any two other languages.
- Favored Class: Mercane and Wizard. A Mercane’s Mercane class level and wizard class level do not count when determining whether it takes an XP penalty.

Class Skills
The Mercane’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomancy (Cha), Gather Information (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (the planes) (Int), Sense Motive (Wis), Spot (Wis).
On reaching Large size, a mercane takes a –4 penalty on Hide checks.

Class Features
All of the following are class features of the mercane monster class.
Weapon and Armor Proficiency: Merances are proficient with all simple and martial weapons but not with armor or shields.

Feats: A Mercane receives one feat at 1st level and additional ones at 3rd and 8th level. After 11th level it gains feats normally according to its character level, as shown on Experience and Level-Dependent Benefits.

Telepathy (Su): At 3rd level a Mercane can communicate telepathically with any creature within 100 feet that has a language.

Spell-Like Abilities: At 7th level a mercane can use the following spell-like abilities. 3/day—dimension door, invisiblity; 1/day—Leomund’s sercet chest, plane shift. These spells are cast as a sorcerer of 14th level. Save DC is 10 + Mercane’s Charisma modifier + Spell level.

Large Size: At 9th level, a Mercane grows to Large size and its natural reach extends to 10 ft. It incurs the usual penalties for Large creatures.

heres it is for thos that Dont whant to DL it.
 
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I have relatively little to say, as I havent bought Savage Species yet. But, I have seen the Minotaur that was out for display, so I know a "little" bit about the matter. Its a pretty powerful race, so making it an 11-level race seems a good choice.
SR is a little bit high, normally I use HD+9 for monsters that have it as a "side-ability" whereas some I give them HD+12, for those where SR is a terminal part of the monster.
I actually always liked the Mercane, one of my favourite critters for 10+ level play. Not as opponent though, but as allies (as much as a Mercane can be an ally, its pretty un-cooperative unless it gains its own purposes).
 

well they have a flate SR of 25 so I spread it out.

I did do there ECL wich came out 11 (unlike what the epic level hand book has as 7) so thats why its a 11 level class.

I did them first for im going to be playing one. Ill do others any you want done claymore? Other wise ill be doing the MM2 first ill try to do one a week/with my weapon thing. So sometimes ill make them a weapon for them.
 

Well, I like the Mercane, goes well into becomming the Mercane depicted & described in the book. How about making SR 14 + Monster Level? That way, its a slowly building SR that ends up at the one they have in the book, instead of having one that advances in "bumps".
If you want the fleshed out a bit more, how about some Mercane spells? Wouldn't be illogical to have special spells that only Mercane know, since they are highly intelligent. Here, I think of spells which are useful for the trading purpose the Mercane often fulfills. Thinking of the Mercane, I think some special spells might be more suitable than a special weapon. Other more martially inclined races might be better suited for their own weaponry.
I noticed that you highered the DC a little for their Spell-like abilities, going to 10 + Charisma Modifier + Spell Level instead of 12 + Spell level (which should even out if it was a standard Mercane). To me, it makes perfect sense to have a variable DC, even though I would use Intelligence Modifier, since the Mercane's Preferred class is Wizard. You could always make it 7 + Intelligence Modifier + Spell Level, so the resulting DC would be equal to that of the DC noted in the book, for an average Mercane. When I decide which abillity that impacts a creatures DC, I look at their preferred class.
Ill have to think over which monsters might deserve the upgrading into Race Classes. Ever thought of am Tarrasque Race Class? Just kidding :)
 


Yeah, thanks. If you are allowed to, that is. Not sure about what is OGC and what isn't and what can be posted and what cant. About the SR, it was just a suggestion, just a suggestion, no harm intended, all in good fun :)

So, are you mainly a player or a DM Laz ?
 


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