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Class: Druid/Illusionist

Initial Hit Points: 20
Initial Spell Points: 20

Weapons: Up to d6
Missile Weapons: Darts, Sling, Throwing Spears
Spell Lists: Druid, Illusionist

To Hit: 13+ on a 20 sided die.
Critical Hit: 20 hits for normal damage.
To Save: 13+ on a 20 sided die.
To Cast: 6+ on a 20 sided die.
[Init Die]: d6

Description

Druid/Illusionists 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, 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 and illusionist spell lists.

Druid/Illusionists 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
Conversion Ratio: 3 spell points for 1 hit point

Updated: 11/02/03

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