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Class: Druid
Initial Hit Points: 20
Weapons: Scimitar, Spear, Hand Axe, Hammer, Dagger, Club, Staff
To Hit: 12+ on a 20 sided die.
DescriptionDruids have a fair chance to hit (45%), and a very good chance to cast (80%). They can use any non-sword up to d6 (see above), and a sling, darts, or throwing spears at missile range. They have good saving throws (40%). They start out with access to the offensive and defensive spells in the druid spell list.Druids 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: 8 rank points each Updated: 11/02/03 |
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