Dungeons and Dragons Mercane 3.5 PBP RPG

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Mercane

Mercane

Large Outsider

Hit Dice:

7d8+21 (52 hp)

Initiative:

+2 (Dex)

Speed:

30 ft.

Armor Class:

15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13

Base Attack/Grapple:

+7/+13

Attack:

Masterwork falchion +9(2d4+3) melee

Full Attack:

Masterwork falchion +9/+4 (2d4+3) melee

Space/Reach:

10 ft./10 ft.

Special Qualities:

Spell resistance 25, spell-like abilities, telepathy

Saves:

Fort +8, Ref +7, Will +8

Abilities:

Str 15, Dex 15, Con 16, Int 20, Wis 17, Cha 15

Skills:

Appraise +19, Bluff +12, Diplomacy +12, Gather Information +12, Intimidate +12, Knowledge (arcana) +15, Knowledge (the planes) +15, Listen +13, Profession (bookkeeper) +13, Sense Motive +13, Sleight of Hand +14, Spellcraft +15, Spot +12

Feats:

Combat Expertise, Improved Disarm, Improved Feint

Environment:

Any land and underground

Organization:

Company (1-4 mercanes and 3-18 5th-level fighter bodyguards) or progression (1 mercane, 3 14th-level fighters, 1 21st-level fighter/2nd-level Union Sentinel)

Challenge Rating:

5

Treasure:

Double standard

Alignment:

Always lawful neutral

Advancement:

By character class

Level Adjustment:

+7

Mercanes speak Abyssal, Celestial, Draconic, Infernal, and at least two other languages.

Combat

Spell-Like Abilities: 3/day-dimension door, invisibility; 1/day-secret chest, plane shift. Caster level 14th; save DC 12 + spell level.

Telepathy (Su): Mercanes can communicate telepathically with any creature within 100 feet that has a language.

Skills: Mercanes receive a +4 racial bonus on Appraise checks.

Mercane Characters

A mercane's favored class is wizard. Player character mercanes have a level adjustment of +7.


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I'm only a few dozen posts away from qualifying, so I'll let you know how it goes. KN, do you use FP when you activate Gems? The Gems have a per gem cost, so you might be able to activate one gem in one game and a second may need the higher qualifications. You do need more core posts to qualify, either way.

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