Trickster

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

Description
Tricksters are a pseudo-support class that wield both a dagger and a healing staff in battle. Thanks to their solid Magic Attack they can provide sufficient healing to their allies and tank enemy magic attacks with their high Magic Defense. Their average Attack and Defense allow them to contribute offensively as well, while their low Agility makes them vulnerable to enemy attack.

Skills
Lucky Seven: The Trickster gains an increase in Magic Attack and Attack during the first seven turns of a battle.* Passive, (Magic)Attack+5

Pass: The Trickster can pass right through enemy lines, even well fortified ones, to get behind enemies.* Passive

Locktouch: The Trickster can pick any lock like it's nothing.* Passive

Make A Killing: If an enemy is killed during a battle the Trickster took part in, the Trickster will obtain twice as much gold as health points the fallen enemy had.* Passive

Savvy: The Trickster catches onto the target's plan and reverses the effects of the target's next action or roll.* TP Cost: 80

Sneakstrike: The Trickster strikes a single target twice, stealing TP from the target in the process. The amount of TP received will equate to half of the damage dealt by the attack. This Skill does not critical hit, however.* TP Cost: 5

Bonus Trick: The Trickster donates TP to a single ally; they may donate as much as they like, so long as it does not exceed their current amount of TP.* TP Cost: 0

Overview
Tricksters are good to have in any campaign because they contribute both on support and in offense.

Lucky Seven grants the Trickster a significant increase in offensive stats for the first 7 turns of a battle, bolstering their attack power and healing abilities.

The Pass Skill lets the Trickster get behind enemy lines very easily without being blocked by their fortifications.

Locktouch allows the Trickster to pick the lock on any door, cage, chest, etc.

Make A Killing will give the Trickster twice as much gold as the total value of health points of every slain enemy at the end of a battle; this Skill is incredibly useful as it yields a great deal of gold in battles with very tough enemies or battles against lots of enemies.

Savvy is useful to have in boss battles as it allows the Trickster to reverse the effects of a single enemy's turn; it is best to use after an enemy has activated a strong Skill, an ally has been killed, or an ally has taken critical damage.

Inventory

 * Healing Staff (AR: 1)


 * Dagger (AR: 5)


 * 1,500 gold


 * Copper Armband

Starting Spells
Heal: Heals an ally it is used on. MP: 10

Curse of Greed: Cast a curse on a single creature that the user can physically touch; the curse strengthens any greed they might hold, and makes them act very selfishly and greedily. Lasts for one day. MP: 20

Serpent Tongue: Everything the user says for the next five minutes will more easily charm or persuade those who hear it. MP: 30

Blind: Blinds a single target, making them miss with attacks. Targets a single creature within 20 feet. MP: 25