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Class: Fighter

Initial Hit Points: 25
Initial Spell Points: 0

Weapons: Up to d12
Missile Weapons: Any

To Hit: 9+ on a 20 sided die.
Critical Hit: 20 hits for double damage.
To Save: 16+ on a 20 sided die.
To Cast: Cannot cast spells.
[Init Die]: d6

Description

Fighters have a good chance to hit (60%). They can use any melee weapon and any missile weapon. They have poor saving throws (25%). They can use talismans and potions, but may not read scrolls, since they cannot cast spells. However, they can read a spell from a paper on a roll of 13 or higher.

Fighters can gain only hit points when they win a match.

Advancement

+1 to hit: 10 hp trade after reaching 40 hit points
+2 to hit: 10 hp trade after reaching 50 hit points
+3 to hit: 10 hp trade after reaching 60 hit points
+4 to hit: 10 hp trade after reaching 70 hit points

Pluses To Hit: 20 rank points each
Conversion Ratio: n/a

Updated: 11/02/03

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