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Class: Fighter/Illusionist

Initial Hit Points: 25
Initial Spell Points: 10

Weapons: Up to d8
Missile Weapons: Any
Spell List: Illusionist

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: 9+ on a 20 sided die.
[Init Die]: d6

Description

Fighter/Illusionists have a fair chance to hit (45%), and a good chance to cast (60%). They can use any melee weapon up to d8, and any missile weapon. They have fair saving throws (35%). They start out with access to the offensive and defensive spells in the illusionist spell list.

Fighter/Illusionists can gain either hit points or spell points when they win a match, but not both.

Advancement

+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: 12 rank points each
Conversion Ratio: 4 spell points for 1 hit point

Updated: 11/02/03

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