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Class: Illusionist

Initial Hit Points: 20
Initial Spell Points: 20

Weapons: Staff, Dagger
Missile Weapons: Darts, Throwing Daggers
Spell List: Illusionist
To Hit: 15+ on a 20 sided die.
Critical Hit: 20 hits for regular damage.
To Save: 12+ on a 20 sided die.
To Cast: 5+ on a 20 sided die.
[Init Die]: d6

Description

Illusionists have a poor chance to hit (30%), and a very good chance to cast (80%). They may only use a staff or dagger at melee range, and darts at missile range. They have good saving throws (45%). They start out with access to the offensive and defensive spells in the illusionist spell list.

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: 10 hp trade after reaching 55 hit points
+2 to hit: 10 hp trade after reaching 65 hit points
+3 to hit: 10 hp trade after reaching 75 hit points
+4 to hit: 10 hp trade after reaching 85 hit points
+5 to hit: 10 hp trade after reaching 95 hit points
+6 to hit: 10 hp trade after reaching 105 hit points
+7 to hit: 10 hp trade after reaching 115 hit points
+8 to hit: 10 hp trade after reaching 125 hit points
+9 to hit: 10 hp trade after reaching 135 hit points
+10 to hit: 10 hp trade after reaching 145 hit points

Pluses To Hit: 4 rank points each
Conversion Ratio: 2 spell points for 1 hit point

Updated: 11/02/03

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