Arena Logo
Arena Home Schedule Character Listings Forums AOL Chat AIM Chat
Rules Spells Classes Trading Post
Class: Druid

Initial Hit Points: 20
Initial Spell Points: 20

Weapons: Scimitar, Spear, Hand Axe, Hammer, Dagger, Club, Staff
Missile Weapons: Darts, Sling, Throwing Spears
Spell List: Druid

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

Druids 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
Conversion Ratio: 2 spell points for 1 hit point

Updated: 11/02/03

Arena Home - Trading Post - Rules - Characters - Guilds - Boards - AIM Chat Room - AOL Chat Room
This site created and maintained by Purple Frog Productions.
The Arena Theme by Ian Friedman