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Class: Cleric

Initial Hit Points: 20
Initial Spell Points: 20

Weapons: Up to d8
Missile Weapons: Sling, Throwing Hammers
Spell List: Cleric

To Hit: 12+ on a 20 sided die.
Critical Hit: 20 hits for x1.5 damage.
To Save: 13+ on a 20 sided die.
To Cast: 5+ on a 20 sided die.
[Init Die]: d6

Description

Clerics have a fair chance to hit (45%), and a very good chance to cast (80%). They can use any blunt melee weapon up to d8, or a lucern hammer, and a sling at missile range. They have good saving throws (40%). They start out with access to the offensive and defensive spells in the cleric spell list.

Clerics may opt to gain either spell points or a maximum of 1 hit point (the remaining going towards spell points) when they win a match

Advancement

+1 to hit: 10 hp trade after reaching 50 hit points
+2 to hit: 10 hp trade after reaching 60 hit points
+3 to hit: 10 hp trade after reaching 70 hit points
+4 to hit: 10 hp trade after reaching 80 hit points
+5 to hit: 10 hp trade after reaching 90 hit points
+6 to hit: 10 hp trade after reaching 100 hit points
+7 to hit: 10 hp trade after reaching 110 hit points

Pluses To Hit: 12 rank points each
Conversion Ratio: 2 spell points for 1 hit point

Updated: 11/02/03

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