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Class: Illusionist/Thief

Initial Hit Points: 25
Initial Spell Points: 10

Weapons: Up to d6
Missile Weapons: Darts, Sling, Throwing Daggers, Short Bow
Spell Lists: Illusionist, Thief

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: 8+ on a 20 sided die.
[Init Die]: d7

Description

Illusionist/Thieves have a fair chance to hit (45%), and a good chance to cast (65%). They can use any weapon up to d6, and slings, darts, throwing daggers and short bows as missile weapons. Illusionist/Thieves may also wield two d4 weapons in combat. Using dual weapons will reduce critical hits on a 20 to x1.5 damage, even while wielding a missile weapon. They retain some of the speed of the thief. They have fair saving throws (35%). They start out with access to the offensive and defensive spells in the illusionist and thief spell lists.

Illusionist/Thieves can gain either hit points or spell points, or they may opt to gain 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 55 hit points
+2 to hit: 15 hp trade after reaching 70 hit points
+3 to hit: 15 hp trade after reaching 85 hit points
+4 to hit: 15 hp trade after reaching 100 hit points
+5 to hit: 15 hp trade after reaching 115 hit points
+6 to hit: 15 hp trade after reaching 130 hit points
+7 to hit: 15 hp trade after reaching 145 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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