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Class: Fighter/Thief
Initial Hit Points: 25
Weapons: Up to d10
To Hit: 10+ on a 20 sided die.
DescriptionFighter/Thieves have a good chance to hit (55%), and a poor chance to cast (30%). They can use any melee weapon up to d10, and any missile weapon. Fighter/Thieves may also wield dual weapons in combat, both weapons up to d6, or one weapon up to d8, and the other up to d4. They suffer no critical hit penalty while wielding dual weapons; it remains x2.5 on a roll of 20. They retain some of the speed of the thief. They have fair saving throws (30%). They start out with access to the offensive and defensive spells in the thief spell list.Fighter/Thieves may opt to gain either hit points or a maximum of 1 spell point (the remaining going towards hit points) when they win a match.
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
Pluses To Hit: 20 rank points each Updated: 11/02/03 |
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