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Class: Ranger

Initial Hit Points: 25
Initial Spell Points: 0

Weapons: Up to d10
Missile Weapons: Any
Spell List: Ranger

To Hit: 10+ on a 20 sided die.
Critical Hit: 20 hits for double damage.
To Save: 15+ on a 20 sided die.
To Cast: 12+ on a 20 sided die.
[Init Die]: d6

Description

Rangers have a good chance to hit (55%), and a fair chance to cast (45%). They can use any melee weapon up to d10, and any missile weapon. Rangers are not limited to 30 missiles per match, as the other classes are, assuming they don't run out. They have fair saving throws (30%). They start out with access to the offensive and defensive spells in the ranger spell list.

Rangers can 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: 10 hp trade after reaching 45 hit points
+2 to hit: 10 hp trade after reaching 55 hit points
+3 to hit: 10 hp trade after reaching 65 hit points
+4 to hit: 10 hp trade after reaching 75 hit points

Pluses To Hit: 16 rank points each
Conversion Ratio: 3 spell points for 1 hit point

Updated: 11/02/03

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