Walking Pavise ● Stone ● Artificia ● Grunt

A shield imbued with animation and limited limbs, letting it move around a battlefield on its own.

Basic (R3)
Made of wood
Adv (R5)
Made of metal
SPD: 1, DASH: 2, ATK: 15, MGK: 0, PDEF: 44, MDEF: 44, RES: 3
SPD: 1, DASH: 2, ATK: 30, MGK: 0, PDEF: 54, MDEF: 54, RES: 5
Basic
Advanced
Action Name
Action Description
1-3
1-2
Intervention

Dash +1, I gain READIED(1)

4-5
3-4
Toss Ally

One GMC in Aura 1 Flies 2 tiles in a line

6
5
Brace

I gain RETALIATE(1) and Heal 1 HP

-
6
Shield Smash

I inflict CRUSHED on a target in melee range

BASIC
PDEF: 44
MDEF: 44
ADV.
PDEF: 54
MDEF: 54
No Loss
0 - 43
0 - 43
No Loss
0 - 53
0 - 53
44 - 53
44 - 53
54 - 63
54 - 63
⯀⯀
54 - 63
54 - 63
⯀⯀
64 - 73
64 - 73
⯀ x 3
64 - 73
64 - 73
⯀ x 3
74 - 83
74 - 83
⯀ x 4
74 - 83
74 - 83
⯀ x 4
84 - 93
84 - 93
⯀ x 5
84 - 93
84 - 93
⯀ x 5
94 - 103
94 - 103
⯀ x 6
94 - 103
94 - 103
⯀ x 6
104 - 113
104 - 113
⯀ x 7
104+
104+
⯀ x 7
114+
114+
Counters per Turn: 1
Counters per Turn: 2
Vulnerabilities: FLM ‐, WAV ⯀, FRS ▢, STN ▢, AER ⯀, BLT ▢, BLM ‐, MTL ⯀, NVR ‐
HP: ⯀⯀⯀⯀⯀⯀⯀⯀ (8)
HP: ⯀⯀⯀⯀⯀⯀⯀⯀⯀⯀ (10)
1d6 - Loot Table
1d6 - Loot Table
1-4
1-2 Normal Crafting Materials
1-4
2-3 Normal Crafting Materials
5
1 Gaianite
5
2 Gaianite
6
1 IP
6
1 IP

A Walking Pavise can expend a Counter to use the Protect Counter, as well as the normal Defend Counter.

Description

Walking Pavises are the creation of wizards with a peculiar sense of humor. They are walking shields, made of wood or metal, with a single eye at the center and a pair of feet. They otherwise lack manipulators, but are extremely agile when it comes to using their shield-bodies to move things around.

A Walking Pavise

Encounters

Walking Pavises accompany other creatures. They protect them from attack, use their Toss Ally move to get them into melee faster, and otherwise act as support units.

Their low ATK makes them unsuitable as attackers. Instead, they rely on status effects like RETALIATE to do damage, and spend the rest of their actions absorbing damage done to allies. Trapping them away from allies can negate their effectiveness.