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Class: Druid/Thief

Initial Hit Points: 25
Initial Spell Points: 10

Weapons: Up to d8
Missile Weapons: Darts, Sling, Throwing Daggers, Throwing Spears, Short Bow
Spell Lists: Druid, Thief

To Hit: 12+ on a 20 sided die.
Critical Hit: 20 hits for double damage.
To Save: 14+ on a 20 sided die.
To Cast: 8+ on a 20 sided die.
[Init Die]: d7

Description

Druid/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, throwing spears, 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 druid and thief spell lists.

Druid/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.

Advacnement

+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
Conversion Ratio: 4 spell points for 1 hit point

Last Updated: 02/29/2004

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