Meriger (Apath)

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Unofficial rules compendium

In some cultures richly steeped in mystic traditions, even fighters learn to utilize the mystic arts in their training. Not spellcasters by any stretch, the mystical warriors known as meirgers use powers related to those of kineticists and understand that mystic might and physical force are a formidable union. Training with unusual moves that resemble a kinetic gathering power, they are able to tap into the "The Well", as they call it, and draw forth mystical power to destroy their enemies.

Meirigers first appeared on the border between the Baklunish and Paynims, where they threaded a dangerous path between the psionicaly gifted Baklunish and the element-worshipping Paynims. The meireger art is hard to keep hidden, with its obvious energy effects. Idolized by both sides, many meirgers became ruthless mercenaries plundering both sides.

Meirgers have all the class features of fighters, except as noted.

Publisher Purple Duck Games, Author Aaron Hollingsworth, development Carl Cramér.

Class Skills

The meriger's class skills are Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str), and Use Magical Device (Cha).

Meirger Weapon Training (Su)

Starting at 5th level, a meirger can select one group of weapons and one energy type (acid, cold, electricity, fire, force , negative, positive, or sonic). Whenever he hits with a weapon from this group, he gains one die of additional damage of the selected energy type. Once these selections are made, they cannot be changed.

If the meirger selects an elemental energy (acid, cold, electricity, or fire), he adds 1d6 damage of this type. If he selects another type of energy (force , negative, positive, or sonic), he inflicts 1d3 points of damage of this type. The meirger's positive and negative energy deals damage to both living or undead.

Every four levels thereafter (9th, 13th, and 17th), a meirger becomes trained in another combination of weapon group and energy type. He gains a single bonus die of the chosen energy type as bonus damage when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by 1 die. When choosing a new weapon group, the meirger may select any weapon group or energy type, even one previously selected. Bonuses granted from overlapping groups/types do not stack. If a weapon allows the meirger to add two different kinds of energy, he decides which energy type to use before making an attack.

For example, when a meirger reaches 9th level, he receives one die of additional damage with one weapon group and energy type and 2 dice of additional damage with the weapon group and energy type selected at 5th level. If his first selection is light blades/force and his second is light blades/fire, he can select either 2d3 force damage of 1d6 fire damage as additional damage when he hits with a weapon from the light blades weapon group. This replaces weapon training.

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