Shareen Maremis

<<< Back to Shareen Races:

Maremis

Description: Tall. strong, stubborn, the Maremis strike a cutting figure as well as they strike down their foe. They hail from the ancient strong horses, their hooves proof of the ancestry. While the race doesn't possess any actual magic, their wast knowledge and use of herbs can to some seem like a strange mystic power.

Starter stats:
HP: 100

MP: 0

SP: 120

Str: 10

Def: 5

Dex: 5

Chr: 5

Int: 8

Mnd: 5

Abilities:
Lv1 Kick: Kicking with one hoof. 1d6 blunt damage.

Lv 1 Sand Shift: Kicks up sand or dirt to distract the target/make a brief cover, then deliver a small flurry of punches. 3d4 blunt damage, adding an additional 1d4 at lv3, lv6, lv9, lv12, lv15, lv18. Costs 10SP, then another 10SP per upgrade.

Lv 3 Trip and tricks: Trips the target, then delivers 1 sharp jab with their hoof, dealing 1d6 blunt damage, then pinning them by putting their hoof down. Costs 30SP.

Herbal use:
Maremis do not expend MP to create their herbal concoctions. Instead, they use SP. Their intelligence score determines how good the potion becomes, a high roll can create a high quality potion. While these cost SP, they can be created before the group goes to rest, and stays potent for a week. After a week, the potency drops by half. 2 weeks, it's expired and deals 1d4 dmg to the drinker.

Lv1 Create potion: 1d6 + INT regain health potion. Add a 1d6 at lv 5, Lv10, lv15, lv20. Costs 5SP. Add 5SP per upgrade.

Lv1 Create drink: 1d6 + INT regain stamina potion. Add a 1d6 at lv 5, Lv10, lv15, lv20. Costs 5SP, Add 5SP per upgrade.

Lv3 Create antidote: Create an antidote, can be for paralyzing, poison, silence. Costs 10 SP.

Lv15 Create Smelling salts: Creates a potion to wake an unconscious person. Combines a lv15 potion, lv15 stamina potion, with smelling salts, to rouse an ally. Can be used in battle, as well outside. Costs 50SP.