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Class: Cleric/Thief
Initial Hit Points: 25
Weapons: Up to d8
To Hit: 12+ on a 20 sided die.
DescriptionCleric/Thieves have a fair chance to hit (45%), and a good chance to cast (65%). They can use any melee weapon up to d8, and a sling, darts, and throwing daggers at missile range. They may also wield dual weapons in combat, one weapon up to d6, and the other up to d4 or 2 d5 weapons. Using dual weapons will reduce critical hits on a 20 to x1.5 damage, even while wielding a missile weapon. They retain some of the speed of the thief. They have fair saving throws (35%). They start out with access to the offensive and defensive spells in the cleric and thief spell lists.Cleric/Thieves 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 +7 to hit: 15 hp trade after reaching 140 hit points
Pluses To Hit: 16 rank points each Last Updated: 02/29/2004 |
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