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Class: Ranger/Thief

Initial Hit Points: 25
Initial Spell Points: 0

Weapons: Up to d10
Missile Weapons: Any
Spell Lists: Ranger, Thief

To Hit: 10+ on a 20 sided die.
Critical Hit: 20 hits for x2.5 damage.
To Save: 15+ on a 20 sided die.
To Cast: 12+ on a 20 sided die.
[Init Die]: d7

Description

Ranger/Thieves 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. Ranger/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. Using dual weapons will reduce critical hits on a 20 to double (x2) damage, even while wielding a missile weapon. 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 ranger and thief spell lists.

Ranger/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
Conversion Ratio: 5 spell points for 1 hit point

Updated: 11/02/03

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