Tideturner

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
Tideturners are a class of warriors who work well under pressure. Though their stats are overall average, their Skills are excellent for turning the tides of battle in the favor of themselves and their allies, as the name implies. They wield a hatchet and shield in battle, and so are best in close-quarters combat, though their hatchet could be used as a projectile as well.

Skills
Perception Swap: The Tideturner swaps the healthiest enemy's current health with the ally that has the least health currently.* TP Cost: 20

Bolster: The Tideturner shouts a battle cry that maxes out the Attack/Magic Attack and Defense/Magic Defense of up to two allies.* TP Cost: 50, (Magic)Attack = 20, (Magic)Defense = 20

Turning Point: The Tideturner sets a health value that, when dropped below, causes enemies to suffer from multiple random status ailments.* Passive

Payback: The next time the Tideturner or one of their allies gets attacked it will trigger an all-out attack on that enemy by the entire party.* TP Cost: 60

About Face: The Tideturner grants a counterattack maneuver to all allies that will critical hit an enemy that it targets.* TP Cost: 65

Hold the Line: The Tideturner makes the whole party invincible for two turns.* TP Cost: 40

Turnwheel: The Tideturner can turn back the hands of time to the last enemy phase, and can do so up to three times per battle, but will also reverse the effects of any ally actions taken between the enemy phase and the use of the Skill. Passive

Overview
Tideturners are great in campaigns with tough bosses or an overwhelming number of enemies as they are able to level the playing field with their skills.

Perception Swap is good for putting the healthiest enemy out of the mix and putting your least healthy ally back into business by swapping their health values.

Bolster will max out the offensive and defensive stats of two allies when used, and is great for use on offensive units with low defensive stats or support units who lack offensive and defensive stature. It is best used on allies who do not already have certain stats maxed out or above max due to other stat boosts.

The Turning Point Skill will inflict several random status ailments on three enemies when the Tideturner falls below a certain health value; the player gets to decide this health value for themselves and can change it at any time if they choose.

Payback is an offensive Skill that will use the offensive stats of the party member with the highest offensive stats, and then multiply the damage by the dice roll plus the number of party members there are; the Skill will trigger the next time a party member is hit with an attack after it is used.

About Face will grant a counterattack maneuver to all allies, and the next ally to be attacked will counterattack the enemy and do critical damage; once one of the counterattacks is used, the others are removed.

Hold the Line makes the entire party invincible for a full two turns, impervious to any and all damage.

The Turnwheel Skill will undo the last enemy phase, and is best used after an enemy deals critical damage to an ally, kills an ally, successfully uses a powerful Skill, etc. However, the Skill will also reverse any actions taken by allies between the end of the last enemy phase and the Tideturner's turn, and given the Tideturner's average Agility, they will seldom act first during player phase; strategy and communication are key when planning to use this Skill.

Inventory

 * Hatchet (AR: 5)


 * Wooden Shield


 * 180 gold