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Class: Anti-Paladin

Initial Hit Points: 25
Initial Spell Points: 0

Weapons: Up to d12
Missile Weapons: Any
Spell List: Anti-Paladin

To Hit: 9+ on a 20 sided die.
Critical Hit: 20 hits for double damage.
To Save: 15+ on a 20 sided die.
To Cast: 12+ on a 20 sided die.
[Init Die]: d6

Description

Anti-Paladins have a good chance to hit (60%), and a fair chance to cast (45%). They can use any melee weapon and any missile weapon. They have fair saving throws (30%). They start out with access to the offensive and defensive spells in the anti-paladin spell list.

Anti-Paladins can gain either hit points or a maximum of 1 spell point (the remaining going towards hit points) when they win a match.

Advancement

+1 to hit: 10 hp trade after reaching 45 hit points
+2 to hit: 10 hp trade after reaching 55 hit points
+3 to hit: 10 hp trade after reaching 65 hit points

Pluses To Hit: 20 rank points each
Conversion Ratio: 3 spell points for 1 hit point

Updated: 11/02/03

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