Character Classes.   Posted by Ashuancourux.Group: 0
Ashuancourux
 GM, 56 posts
 Breaking the game
 One rule at a time
Tue 4 Apr 2017
at 18:24
Character Classes
Axe Knight
Weapons: Axes
Promotes to: Paladin
Stats:
HP: 21
Str: 6
Mag: 3
Skl: 4
Spd: 4
Luk: 3
Def: 6
Res: 4
Con: 11
Aid: 18
Mov: 8 (Mounted)
Growths:
HP: 85%
Str: 55%
Mag: 20%
Skl: 45%
Spd: 40%
Luk: 35%
Def: 30%
Res: 15%

Sword Knight
Weapons: Swords
Promotes to: Paladin
Stats:
HP: 20
Str: 4
Mag: 3
Skl: 6
Spd: 6
Luk: 3
Def: 5
Res: 5
Con: 9
Aid: 17
Mov: 8 (Mounted)
Growths:
HP: 85%
Str: 45%
Mag: 20%
Skl: 50%
Spd: 50%
Luk: 35%
Def: 25%
Res: 15%

Lance Knight
Weapons: Lances
Promotes to: Paladin
Stats:
HP: 20
Str: 5
Mag: 3
Skl: 6
Spd: 5
Luk: 4
Def: 5
Res: 4
Con: 9
Aid: 17
Mov: 8 (Mounted)
Growths:
HP: 85%
Str: 45%
Mag: 20%
Skl: 50%
Spd: 40%
Luk: 35%
Def: 35%
Res: 15%

Bow Knight
Weapons: Bows
Promotes to: Paladin
Stats:
HP: 20
Str: 4
Mag: 3
Skl: 6
Spd: 6
Luk: 5
Def: 4
Res: 5
Con: 9
Aid: 17
Mov: 8 (Mounted)
Growths:
HP: 85%
Str: 45%
Mag: 20%
Skl: 50%
Spd: 45%
Luk: 35%
Def: 25%
Res: 20%

Axe Armor
Weapons: Axes
Promotes to: General
Stats:
HP: 25
Str: 9
Mag: 3
Skl: 2
Spd: 2
Luk: 2
Def: 8
Res: 2
Con: 12
Aid: 10
Mov: 5
Growths:
HP: 90%
Str: 55%
Mag: 20%
Skl: 40%
Spd: 25%
Luk: 30%
Def: 50%
Res: 15%

Sword Armor
Weapons: Swords
Promotes to: General
Stats:
HP: 23
Str: 6
Mag: 3
Skl: 4
Spd: 4
Luk: 3
Def: 8
Res: 3
Con: 10
Aid: 9
Mov: 5
Growths:
HP: 90%
Str: 50%
Mag: 20%
Skl: 40%
Spd: 35%
Luk: 30%
Def: 45%
Res: 15%

Lance Armor
Weapons: Lances
Promotes to: General
Stats:
HP: 24
Str: 7
Mag: 3
Skl: 3
Spd: 3
Luk: 3
Def: 9
Res: 2
Con: 10
Aid: 9
Mov: 5
Growths:
HP: 90%
Str: 45%
Mag: 20%
Skl: 40%
Spd: 30%
Luk: 30%
Def: 55%
Res: 15%

Bow Armor
Weapons: Bows
Promotes to: General
Stats:
HP: 22
Str: 6
Mag: 3
Skl: 4
Spd: 4
Luk: 3
Def: 8
Res: 4
Con: 10
Aid: 9
Mov: 5
Growths:
HP: 90%
Str: 45%
Mag: 20%
Skl: 40%
Spd: 30%
Luk: 35%
Def: 45%
Res: 20%

Mercenary
Weapons: Swords
Promotes to: Hero
Stats:
HP: 21
Str: 4
Mag: 3
Skl: 5
Spd: 6
Luk: 5
Def: 4
Res: 4
Con: 8
Aid: 7
Mov: 6
Growths:
HP: 80%
Str: 45%
Mag: 20%
Skl: 50%
Spd: 50%
Luk: 35%
Def: 30%
Res: 15%

Myrmidon
Weapons: Swords
Promotes to: Swordsmaster or Assassin
Stats:
HP: 21
Str: 4
Mag: 3
Skl: 5
Spd: 6
Luk: 5
Def: 4
Res: 4
Con: 7
Aid: 6
Mov: 6
Growths:
HP: 80%
Str: 35%
Mag: 20%
Skl: 55%
Spd: 55%
Luk: 45%
Def: 15%
Res: 20%

Thief
Weapons: Swords
Promotes to: Assassin
Stats:
HP: 20
Str: 3
Mag: 3
Skl: 6
Spd: 7
Luk: 5
Def: 4
Res: 2
Con: 6
Aid: 5
Mov: 7
Growths:
HP: 80%
Str: 30%
Mag: 20%
Skl: 55%
Spd: 60%
Luk: 45%
Def: 20%
Res: 15%

Soldier
Weapons: Lances
Promotes to: Halberdier
Stats:
HP: 22
Str: 4
Mag: 3
Skl: 5
Spd: 5
Luk: 5
Def: 5
Res: 3
Con: 7
Aid: 6
Mov: 6
Growths:
HP: 80%
Str: 50%
Mag: 20%
Skl: 50%
Spd: 45%
Luk: 25%
Def: 40%
Res: 15%

Axe Fighter
Weapons: Axes
Promotes to: Warriors
Stats:
HP: 23
Str: 6
Mag: 3
Skl: 3
Spd: 4
Luk: 4
Def: 6
Res: 3
Con: 10
Aid: 9
Mov: 6
Growths:
HP: 95%
Str: 60%
Mag: 20%
Skl: 40%
Spd: 35%
Luk: 35%
Def: 25%
Res: 15%

Brigand
Weapons: Axes
Promotes to: Berserker
Stats:
HP: 24
Str: 6
Mag: 3
Skl: 3
Spd: 4
Luk: 4
Def: 5
Res: 3
Con: 10
Aid: 9
Mov: 6 (Can walk on Peaks)
Growths:
HP: 95%
Str: 60%
Mag: 20%
Skl: 35%
Spd: 40%
Luk: 35%
Def: 30%
Res: 10%

Pirate
Weapons: Axes
Promotes to: Berserker
Stats:
HP: 23
Str: 6
Mag: 3
Skl: 3
Spd: 5
Luk: 4
Def: 5
Res: 3
Con: 10
Aid: 9
Mov: 6 (Can walk on Seas)
Growths:
HP: 90%
Str: 55%
Mag: 20%
Skl: 40%
Spd: 50%
Luk: 35%
Def: 25%
Res: 10%

Archer
Weapons: Bows
Promotes to: Sniper
Stats:
HP: 21
Str: 4
Mag: 3
Skl: 6
Spd: 6
Luk: 5
Def: 4
Res: 4
Con: 7
Aid: 6
Mov: 6
Growths:
HP: 85%
Str: 45%
Mag: 20%
Skl: 55%
Spd: 50%
Luk: 30%
Def: 25%
Res: 15%

Pegasus Knight
Weapons: Lances
Promotes to: Falcon Knight
Stats:
HP: 20
Str: 4
Mag: 3
Skl: 6
Spd: 6
Luk: 4
Def: 4
Res: 5
Con: 7
Aid: 17
Mov: 8 (Flying)
Growths:
HP: 65%
Str: 40%
Mag: 20%
Skl: 45%
Spd: 50%
Luk: 40%
Def: 20%
Res: 45%

Wyvern Knight
Weapons: Lances
Promotes to: Wyvern Lord
Stats:
HP: 21
Str: 6
Mag: 3
Skl: 4
Spd: 4
Luk: 3
Def: 7
Res: 3
Con: 9
Aid: 13
Mov: 8 (Flying)
Growths:
HP: 85%
Str: 50%
Mag: 20%
Skl: 50%
Spd: 35%
Luk: 30%
Def: 40%
Res: 15%

Mage
Weapons: Anima Magic (Wind/Lightning/Fire)
Promotes to: Sage or Mage Knight
Stats:
HP: 21
Str: 3
Mag: 4
Skl: 5
Spd: 6
Luk: 5
Def: 3
Res: 6
Con: 7
Aid: 6
Mov: 6
Growths:
HP: 55%
Str: 20%
Mag: 45%
Skl: 55%
Spd: 45%
Luk: 40%
Def: 20%
Res: 45%

Shaman
Weapons: Dark Magic
Promotes to: Druid or Wraith
Stats:
HP: 22
Str: 3
Mag: 5
Skl: 4
Spd: 4
Luk: 4
Def: 5
Res: 5
Con: 8
Aid: 7
Mov: 6
Growths:
HP: 60%
Str: 20%
Mag: 55%
Skl: 50%
Spd: 35%
Luk: 30%
Def: 25%
Res: 50%

Monk
Weapons: Light Magic
Promotes to: Bishop or Sage
Stats:
HP: 21
Str: 3
Mag: 3
Skl: 5
Spd: 6
Luk: 5
Def: 2
Res: 7
Con: 7
Aid: 6
Mov: 6
Growths:
HP: 55%
Str: 20%
Mag: 45%
Skl: 45%
Spd: 55%
Luk: 35%
Def: 15%
Res: 55%

Priest
Weapons: Staves
Promotes to: Bishop
Stats:
HP: 21
Str: 3
Mag: 3
Skl: 4
Spd: 6
Luk: 6
Def: 3
Res: 6
Con: 7
Aid: 6
Mov: 6
Growths:
HP: 55%
Str: 20%
Mag: 45%
Skl: 45%
Spd: 45%
Luk: 35%
Def: 20%
Res: 60%

Cleric
Weapons: Staves
Promotes to: Bishop
Stats:
HP: 22
Str: 3
Mag: 3
Skl: 4
Spd: 6
Luk: 5
Def: 3
Res: 6
Con: 7
Aid: 6
Mov: 6
Growths:
HP: 50%
Str: 20%
Mag: 50%
Skl: 40%
Spd: 45%
Luk: 40%
Def: 15%
Res: 65%

Troubadour
Weapons: Staves
Promotes to: Valkyrie
Stats:
HP: 20
Str: 3
Mag: 4
Skl: 5
Spd: 5
Luk: 4
Def: 3
Res: 7
Con: 9
Aid: 17
Mov: 8 (Mounted)
Growths:
HP: 60%
Str: 20%
Mag: 45%
Skl: 45%
Spd: 45%
Luk: 45%
Def: 20%
Res: 45%

This message was last edited by the GM at 23:23, Wed 05 Apr 2017.

Ashuancourux
 GM, 58 posts
 Breaking the game
 One rule at a time
Tue 4 Apr 2017
at 19:16
Promotions!
Promotions:

No promotion item is required.

Upon hitting level 20 and gaining another 100 experience a unit doesn't "level up" with their growths as they would for all of their other levels, instead they gain a new class. The new class will provide the unit with a higher movement rate, higher constitution, possibly a new skill and/or new weapon. Information about which classes promote to what is detailed below. The unit is marked as level 21 for mechanical purposes (gained XPs and such).

Note that if a class gains a new weapon type the weapon level starts at "D".

Class Descriptions:
Wyvern Lord: An exceptional fighter who dominates the sky atop a mighty wyvern. Few can match a Wyvern Lord in aerial melee combat

Wyvern Knight: Faster than their Wyvern Lord Cousins, Wyvern Knights are agile and fierce, and are a force to be reckoned with.

Falcoknight: Grace and power combined into one being, Falcoknights are some of the most capable aerial fighters around

Zephyr Knight: A Pegasus Rider skilled in the realm of archery. The rider's keen sight matched with the speed and maneuverability of a Pegasus is hard to match.

Paladin: A warrior of virtue and justice (or vice and injustice). Master of many forms of combat, Paladins are a preferred frontline fighter.

Great Knight: Boasting excellent might, both offensive and defensive, Great Knights are veritable tanks of cavalry, capable of tearing through lines of enemies.

Ranger: Skilled in the ways of travel, Rangers can use their keen intuition and grasp of terrain in order to travel freely about battlefields.

Hussar: Cavaliers focused on speed and maneuverability. They're capable of covering great distances in short amounts of time.

General: A veteran of many battles. A General's armor is nigh impenetrable. A General strikes fear and respect into the hearts of friend and foe alike.

Sniper: Archers capable of splitting a hair from 500 yards away. Their marksmanship has surpassed that of a normal archer.

Hero: A balanced warrior, skilled in both axes and swords. Their abilities are well rounded, with no particular field lacking. They are often the staple in a militery brigade.

Warrior: A fierce warrior who fights with wild abandon. They're capable of tearing apart a battlefield in a matter of minutes.

Berserker: Masters of the Axe. They're all Power and little style. Lord help anyone who gets in the way of a Berserker.

Assassin: A swift and deadly man or woman, skilled in swordplay and archery. Their true strength lies in their swift and efficient killing blows.

Swordmaster: True artists with their blades. A swordmaster is often not more than a blur on the battlefield, each stroke of their sword as beautiful and deadly as the last.

Rogue: Cunning men and women who've gained the ability to pick locks without the use of any tools. Skilled too in combat, it is safe to never underestimate a rogue.

Sage: A master of magic with many years of study under his or her belt. They command their mystical arts with ease and grace, but the power behind their ability is no small thing.

Bishop: A clergyman or woman of devout religious faith. Their beliefs are unmatched, and their ability with holy arts is unparalleled.

Mage Knight: A mage who has learned how to ride a horse. Capable of covering great distances and still attacking with great power, Mage Knights are a staple to any cavalry unit.

Wraith: A dark rider of great power. Versed in the elder arts and in healing staves, this being possess a high intelligence, and a penchant for evil.

Valkyrie: A beautiful maiden who brings divine justice to the battlefield. Her presence in itself is enough to calm the hearts of her allies, and instill fear of the wrath of god upon her foes.

Druid: A Master of the Elder arts, calling upon the very nature of the dark energies into his/her being. The sheer power behind their magic is as of yet unmatched, nor does it look like it will ever be.


Promotion Skills:
Steal: Unit may steal an unequipped item from an enemy (or equipped in case of Rings), regarded that Unit AS > Enemy AS (Thief/Rogue)

Adroit: Able to open doors and chests without the use of lockpicks. (Rogue)

Pierce: Unit has a chance to negate enemy defense. Activation = Unit's level (Wyvern Knight/Crusader/Hussar)

Deadeye: Unit has a chance to double accuracy, and another chance to put enemy unit to sleep. x2Acc Chance = Skl/2 + Luk/2; Sleep Chance = Activation Chance/2 (Sniper/Zephyr Knight)

Sol: Unit has a chance to restore HP equal to damage dealt. Activation = Skl/2 + Str/2 (Paladin/Hero/Mage Knight)

Big Shield: Unit has a chance to negate damage of enemy attack. Activation = Def for physical attacks. Activation = Res for magic attacks. (General/Wraith/Great Knight)

Silencer: Unit has a chance to OHKO enemy. Activation = Crit/2 (Assassin)

Collossus: Unit has a chance to deal double damage to enemy, provided enemy's con is lower than unit's. Activation = Str/2 + Con (Warrior/Berserker)

Astra: Unit may perform five consecutive attacks at 50% damage. Activation = Skl/2 + Luk/2. This comes at the cost of ONE weapon use. (Swordmasters)

Prayer: Unit's evasion increases by 30% at 50% health. (Valkyrie/Bishop)

Flare: Unit has a chance to negate enemies RES. Activation = Unit's level. (Sage/Druid)

Geomancy: Unit negates negative terrain bonuses (exceptions = areas normally intraversible by unit), and doubles positive terrain bonuses. No movement penalties (Ranger)

Stun: Disables enemy’s counterattack.  Activation = SKL/2 + STR /2.  (Wyvern Lords/Halberdiers/FalcoKnights)


Stat Gains and Caps:
Promotions + Promotion Bonuses + Caps

All HP Caps are 80 and all Luk caps are 30

Lance Knight, Axe Knight, Bow Knight, Sword Knight ---> Paladin
HP: +4
Str: +1 (26)
Mag: +1 (24)
Skl: +2 (28)
Spd: +1 (26)
Def: +2 (25)
Res: +2 (25)
Con: +1
Aid: -2
Mov: +1
Secondary Weapon: Choose alternate melee weapon.
Skill: Sol

Lance Knight ---> Hussar
HP: +3
Str: +1 (24)
Mag: +1 (20)
Skl: +2 (26)
Spd: +3 (28)
Def: +1 (24)
Res: +2 (23)
Con: +1
Aid: -2
Mov: +2
Secondary Weapon: None
+15% Crit
Skill: Pierce

Axe Knight, Lance Armor ---> Great Knight
HP: +4
Str: +2 (28)
Mag: +1 (20)
Skl: +1 (25)
Spd: +1 (23)
Def: +3 (29)
Res: +1 (23)
Con: +2 (+3 for Lance Armors)
Aid: -2 (+6 for Lance Armors)
Mov: +0 (+3 for Lance Armors)
Secondary Weapon:
Axe Knight ---> Great Knight: Lances
Lance Armor ---> Great Knight: Axes
Skill: Big Shield

Sword Knight, Pegasus Knight ---> Falcoknight
HP: +3
Str: +1 (24)
Mag: +1 (24)
Skl: +2 (28)
Spd: +2 (28)
Def: +2 (25)
Res: +2 (25)
Con: +1
Aid: -2
Mov: +1
Secondary Weapon:
Pegasus Knight ---> Falcoknight: Swords
Sword Knight ---> Falcoknight: Lances
Skill: Stun

Bow Knight, Archer ---> Ranger
HP: +3
Str: +1 (26)
Mag: +1 (20)
Skl: +3 (28)
Spd: +2 (28)
Def: +1 (24)
Res: +1 (20)
Con: +1 (Con: +3 for Archer)
Aid: -2 (+9 for Archer)
Mov: +1 (+3 for Archer)
Secondary Weapon: Swords
Skill: Geomancy

Pegasus Knight ---> Zephyr Knight
HP: +3
Str: +2 (25)
Mag: +1 (22)
Skl: +2 (28)
Spd: +1 (25)
Def: +2 (26)
Res: +2 (26)
Con: +1
Aid: -2
Mov: +1
Secondary Weapon: Bows
Skill: Deadeye

Soldier, Wyvern Rider ---> Wyvern Lord
HP: +4
Str: +2 (30)
Mag: +0 (15)
Skl: +1 (26)
Spd: +1 (25)
Def: +2 (27)
Res: +2 (22)
Con: +1 (+3 for Soldier)
Aid: -2 (+5 for Soldier)
Mov: +1 (+3 for Soldier)
Secondary Weapon: Axes
Skill: Stun

Wyvern Rider ---> Wyvern Knight
HP: +3
Str: +1 (26)
Mag: +0 (15)
Skl: +2 (28)
Spd: +2 (28)
Def: +2 (24)
Res: +2 (20)
Con: +1
Aid: -2
Mov: +1
Secondary Weapon: Swords
Skill: Pierce

Axe Armor, Lance Armor, Sword Armor, Bow Armor ---> General
HP: +4
Str: +2 (30)
Mag: +0 (15)
Skl: +1 (27)
Spd: +1 (22)
Def: +3 (30)
Res: +2 (22)
Con: +2
Aid: +2
Mov: +1
Secondary Weapon: Choose alternate melee weapon
Skill: Big Shield

Archer, Bow Armor ---> Sniper
HP: +3
Str: +1 (26)
Mag: +1 (20)
Skl: +2 (30)
Spd: +2 (27)
Def: +2 (25)
Res: +2 (22)
Con: +1
Aid: +1
Mov: (+1 for Sniper, +2 for Bow Armor)
Secondary Weapon: None
+15% Critical
Skill: Deadeye

Sword Armor, Mercenary, Fighter ---> Hero
HP: +3
Str: +1 (27)
Mag: +1 (22)
Skl: +3 (30)
Spd: +1 (26)
Def: +2 (25)
Res: +2 (22)
Con: +2 (+1 for Sword Armor)
Aid: +2 (+1 for Sword Armor)
Mov: +1 (+2 for Sword Armor)
Secondary Weapon: Axe
Skill: Sol

Axe Armor, Fighter, Brigand ---> Warrior
HP: +4
Str: +3 (30)
Mag: +0 (15)
Skl: +1 (28)
Spd: +1 (25)
Def: +2 (25)
Res: +1 (22)
Con: +2 (+1 for Axe Armor)
Aid: +2 (+1 for Axe Armor)
Mov: +1 (+2 for Axe Armor)
Secondary Weapon: Bows
Skill: Colossus

Brigand, Pirate ---> Berserker
HP: +3
Str: +3 (30)
Mag: +0 (15)
Skl: +2 (26)
Spd: +2 (28)
Def: +1 (24)
Res: +1 (20)
Con: +1
Aid: +1
Mov: +1
+15% Critical, Seawalk, Peakwalk
Skill: Colossus

Soldier, Mercenary ---> Crusader
HP: +3
Str: +2 (27)
Mag: +1 (22)
Skl: +2 (26)
Spd: +1 (26)
Def: +2 (28)
Res: +1 (22)
Con: +2
Aid: +2
Mov: +1
Secondary Weapon:
Mercenary ---> Crusader: Lances
Soldier ---> Crusader: Swords
Skill: Pierce

Soldier ---> Halberdier
HP: +4
Str: +2 (27)
Mag: +1 (20)
Skl: +2 (28)
Spd: +2 (25)
Def: +1 (27)
Res: +1 (23)
Con: +2
Aid: +2
Mov: +1
Secondary Weapon: None
+15% Critical
Skill: Stun

Myrmidon ---> Swordmaster
HP: +3
Str: +1 (24)
Mag: +1 (24)
Skl: +2 (30)
Spd: +3 (30)
Def: +2 (23)
Res: +1 (23)
Con: +1
Aid: +1
Mov: +1
Secondary Weapon: None
+15% Critical
Skill: Astra

Archer, Myrmidon, Thief ---> Assassin
HP: +3
Str: +1 (24)
Mag: +1 (20)
Skl: +3 (30)
Spd: +3 (30)
Def: +1 (23)
Res: +1 (23)
Con: +1
Aid: +1
Mov: +1
Secondary Weapon:
Myrmidon/Thief ---> Assassin: Bows
Archer ---Assassin: Swords
Skill: Silencer

Thief, Pirate ---> Rogue
HP: +3
Str: +2 (25)
Mag: +1 (22)
Skl: +2 (28)
Spd: +3 (30)
Def: +2 (22)
Res: +1 (22)
Con: +1
Aid: +1
Mov: +1 (+2 if pirate)
Secondary Weapon:
Thief ---> Rogue: Axes
Pirate ---> Rogue: Swords
Skill: Steal, Adroit, Seawalk

Mage, Monk ---> Sage
HP: +3
Str: +1 (21)
Mag: +2 (28)
Skl: +2 (30)
Spd: +2 (26)
Def: +1 (21)
Res: +2 (26)
Con: +1
Aid: +1
Mov: +1
Secondary Weapons:
Monk ---> Sage: Anima or Staves
Mage ---> Sage: Light or Staves
Skill: Flare

Mage, Troubadour ---> Mage Knight
HP: +4
Str: +1 (22)
Mag: +2 (27)
Skl: +2 (28)
Spd: +1 (25)
Def: +2 (25)
Res: +2 (26)
Con: +3 (+1 if Troubadour)
Aid: +9 (-2 if Troubadour)
Mov: +3 (+1 if Troubadour)
Secondary Weapon:
Mage ---> Mage Knight: Staves
Troubadour ---> Mage Knight: Anima
Skill: Sol

Cleric, Troubadour ---> Valkyrie
HP: +2
Str: +1 (20)
Mag: +2 (27)
Skl: +2 (26)
Spd: +1 (26)
Def: +2 (22)
Res: +3  (28)
Con: +3 (+1 for Troubadour)
Aid: +9 (-2 for Troubadour)
Mov: +3 (+1 for Troubadour)
Secondary Weapon: Light Magic
Skill: Prayer

Cleric, Priest, Monk ---> Bishop
HP: +3
Str: +0 (22)
Mag: +1 (26)
Skl: +2 (26
Spd: +1 (26)
Def: +2 (22)
Res: +3 (30)
Con: +1
Aid: +1
Mov: +1
Secondary Weapon:
Cleric/Priest ---> Bishop: Light Magic
Monk ---> Bishop: Staves
Skill: Prayer

Shaman, Priest ---> Druid
HP: +3
Str: +1 (24)
Mag: +3 (30)
Skl: +1 (26)
Spd: +1 (24)
Def: +2 (24)
Res: +2 (28)
Con: +1
Aid: +1
Mov: +1
Secondary Weapon:
Shaman ---> Druid: Anima or Staves
Priest ---> Druid: Anima or Dark
Skill: Flare

Shaman, Troubadour ---> Wraith
HP: +3
Str: +1 (20)
Mag: +2 (26)
Skl: +1 (24)
Spd: +2 (25)
Def: +1 (23)
Res: +3 (30)
Con: +1 (+2 for Shaman)
Aid: -2 (+8 for Shaman)
Mov: +1 (+3 for Shaman)
Secondary Weapon:
Shaman ---> Wraith: Staves
Troubadour ---> Wraith: Dark
Skill: Big Shield

This message was last edited by the GM at 19:18, Tue 04 Apr 2017.