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Class: Anti-Paladin/Cleric

Initial Hit Points: 25
Initial Spell Points: 10

Weapons: Up to d10
Missile Weapons: Any
Spell List: Anti-Paladin, Cleric

To Hit: 11+ on a 20 sided die.
Critical Hit: 20 hits for double damage.
To Save: 14+ on a 20 sided die.
To Cast: 8+ on a 20 sided die.
[Init Die]: d6

Description

Anti-Paladin/Clerics have an average chance to hit (50%), and a good chance to cast (65%). They can use any melee weapon up to d10, and any missile weapon. They have fair saving throws (35%). They start out with access to the offensive and defensive spells in the anti-paladin and cleric spell lists.

Anti-Paladin/Clerics can gain either hit points or spell points, or they may opt to gain a maximum of 1 spell point (the remaining going towards hit points) when they win a match.

Advancement

+1 to hit: 15 hp trade after reaching 50 hit points
+2 to hit: 15 hp trade after reaching 65 hit points
+3 to hit: 15 hp trade after reaching 80 hit points
+4 to hit: 15 hp trade after reaching 95 hit points
+5 to hit: 15 hp trade after reaching 110 hit points
+6 to hit: 15 hp trade after reaching 125 hit points

Pluses To Hit: 16 rank points each
Conversion Ratio: 5 spell points for 1 hit point

Updated: 11/02/03

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