The Mercane Monster class

Well, well, pretty powerful 1 st. level character you got there, if I might say. But, after all, Mercanes are pretty powerful (dont have one single "bad" score). 16 Hp, pretty nice for a 1 st. level character.
So, how do you intend to play the character? As I see it, there's only a limited amount of information in the Mercane description about what the Mercanes really do, when theyre not trading etc.
 

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well im going to have him get droped off by his fellow mercanes and there going to say find your own way home ect. (Back to that epic city ;) .) As i play him ill use blue text as his speach as well.
 

Excellent, the blue text is for that Mercane flavour I presume? Let me guess, youre gonne go after wizard once you get all your Mercane levels done? See you already got Spellcraft, Knowledge Arcana and Concentration :)

I would presume that it would make a nice Wizard, the Mercane, with their intelligence bonuses and their natural spell-like abilities. They even have good hitpoints & constitution.
 


Very nice class, Las. A little powerful at 1st level, but nice nonetheless. Good to see another mercane aficionado out there.
On a side note, mercanes work just as well as clerics as they do as wizards. The spellcraft really helps in epic levels (which is where mercanes truly thrive, IMO).

Demiurge out.
 

las said:
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.

1st, since it has been made clear this comes from some other source - what is the original source of this Outsider?

2nd, I have been doing a LOT of work with Savage Species since it came out, and I caught one serious flaw to your Racial Class (but overall you did it well).

The ECL is off on this by 2 levels (granted its not a science, but following the mechanic...)

Starting ECL = Level Adjustment + HD : Starting ECL = 13 (not 11)

HD = 7
Level Adjustment = +6
* Unbalanced Ability Scores +1
* Natural Armor +1
* Reach +1
* Spell-Like Abilities +1
* Spell Resistance +1
* Telepathy (an at will Spell-LIke) +1

PS: On a side note - the Ability Score Increases on this things are just SICK @ STR+4, DEX+4, CON+6, INT+10, WIS+6, CHA+4.
::shudder::
 
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the spell like abilitys dont add to the ecl for they are not at will. But the tepathy seamd like not a big deal so left that one out. (it first came out with 12 from the spell like abilitys but they need to be at will.)
 

las said:
the spell like abilitys dont add to the ecl for they are not at will. But the tepathy seamd like not a big deal so left that one out. (it first came out with 12 from the spell like abilitys but they need to be at will.)

Actually the ruling in Savage Species states:

"Spell-Like Abilities: Since characters of standard races have access to spells, spell-like abilities are worth a level adjustment only when those abilities exceed what a spellcasting character of a level equal to the creature's CR could do. If the creature can use any spell-like ability at will, it gains a +1 level adjustment."

This is a 2 Part Rule.
1) "spell-like abilities are worth a level adjustment only when those abilities exceed what a spellcasting character of a level equal to the creature's CR could do"

2) "If the creature can use any spell-like ability at will, it gains a +1 level adjustment."


In the case of this race:

Rule 1: "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."

Ok. At 7th level this Race can cast (per day) - at 14TH Caster Level
3 - 2nd Level spells (Invisibility)
3 - 4th Level spells (Dimension Door)
1 - 5th Level spell (Leomund's Secret Chest)
1 - 7th Level spell (Plane Shift)

A 7th level Wizard can cast (per day): 4 1st / 3 2nd / 2 3rd / 1 4th @ 7th Caster Level
A 7th level Sorcerer can cast (per day): 6 1st / 6 2nd / 4 3rd @ 7th Caster Level

I would definately consider the Race's spellcasting ability IN EXCESS of the abilities of an equal level spellcaster of a standard race. Thus worth a +1 level adjustment.


Rule 2: Telepathy @ Will.
Rary's Telepathic Bond is a 5th level spell that this race gets to use at will. Thats a pretty beefy ability and definately worth a +1 Level Adjustment, as Telepathy is a very powerful and hugely advantagous ability on SO MANY levels.

Thus I would still stand by my statement that this should be a Starting ECL 13 Racial Class.
 
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k ill do it. Then ill split there lower level powers and higeher level powers and give them at diffent level plus strech out some other things.
 


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