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Class: Cleric
Initial Hit Points: 20
Weapons: Up to d8
To Hit: 12+ on a 20 sided die.
DescriptionClerics 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 Updated: 11/02/03 |
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