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Class: Thief

Initial Hit Points: 25
Initial Spell Points: 0

Weapons: Up to d8
Missile Weapons: Darts, Sling, Throwing Daggers
Spell List: Thief

To Hit: 10+ on a 20 sided die.
Critical Hit: 19 hits for double damage, 20 hits for triple damage.
To Save: 15+ on a 20 sided die.
To Cast: 12+ on a 20 sided die.
[Init Die]: d8

Description

Thieves have a good chance to hit (55%), and a fair chance to cast (45%). They can use any weapon up to d8, and slings, darts, and throwing daggers. Using dual weapons will reduce critical hits on a 20 to x2.5 damage, and on a 19 to x1.5 damage, even while wielding a missile weapon. Thieves tend to wear less bulky clothing to keep their agility high. Combined with high dexterity, they can reach speeds in combat faster than any other class. They have fair saving throws (30%). They start out with access to the offensive and defensive spells in the thief spell list.

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: 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
+5 to hit: 10 hp trade after reaching 85 hit points

Pluses To Hit: 16 rank points each
Conversion Ratio: 4 spell points for 1 hit point

Updated: 11/02/03

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