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Class: Cleric/Mage
Initial Hit Points: 20
Weapons: Up to d6
To Hit: 13+ on a 20 sided die.
DescriptionCleric/Mages have a fair chance to hit (40%), and a very good chance to cast (75%). They can use any melee weapon up to d6, and a sling or darts at missile range. They have good saving throws (40%). They start out with access to the offensive and defensive spells in the cleric and mage spell lists.Cleric/Mages 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: 15 hp trade after reaching 55 hit points+2 to hit: 15 hp trade after reaching 70 hit points +3 to hit: 15 hp trade after reaching 85 hit points +4 to hit: 15 hp trade after reaching 100 hit points +5 to hit: 15 hp trade after reaching 115 hit points +6 to hit: 15 hp trade after reaching 130 hit points +7 to hit: 15 hp trade after reaching 145 hit points +8 to hit: 15 hp trade after reaching 160 hit points
Pluses To Hit: 8 rank points each Updated: 11/02/03 |
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