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Class: Illusionist
Initial Hit Points: 20
Weapons: Staff, Dagger
DescriptionIllusionists 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 Updated: 11/02/03 |
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