lol, I'm just playing with ya. Other observations: lol. Between the shield and his artifact, Frenz's defense is now equal to Malleus. Really the pair of them are defensive powerhouses with a cumulative +4 to defense, plus Malleus shrugs off the first attack like a boss and takes -1 damage, and Frenz takes -2 damage. I went ahead and gave Frenz both armaments under the assumption someone else took the sword and gave it to him.
Also, you four get your choices now; keep in mind that like skills there's only two levels for each evolution, and you all get two picks. In some cases the second evolution is quite a bit better than the first level. ^^;
WYMAR
Talented Oracle: Sometimes you get flashes of the future without even needing to rely on the tools of your trade. (Can choose to auto-hit or auto-dodge once per combat) Lv2: Can be used twice.
Warrior Oracle Lv2: Your ability to read the flow of combat has become so sharp you can now predict your enemy's movements with unerring accuracy. (Can choose to auto-crit once per combat without needing to roll to hit; doesn't count as an 8 for leveling purposes)
Guardian Oracle: Your ability to read the future enables you to protect your allies. (Once per combat you can negate any damage dealt to a party member, including yourself, for the next round) Lv2: This applies to two party members when used.
Weirding Oracle: Once per combat may activate this ability, causing your next attack to hit, dodge to succeed, hit to crit, or struck ally to take no damage, chosen at random. You do not know which ability is active until it occurs. Lv2: Can be used twice.
GREENMOORE -> Studied Priest only has one level.
Practical Priest Lv2: You have fought the creatures of the dark your entire life and have learned to draw power from them. (Enemies hearts now restore 1d6 MP on whoever you want)
Virtuous Priest: Greater faith in God allows you to make better use of His holy implements. (Crosses & Holy Water now inflict 1d6/1d8 on hits, depending on enemy weaknesses) Lv2: An attack die is added on a successful strike.
Studied Priest: Through study of several mystical volumes across your long life, you have become adept at reducing the energy needed to cast spells. (Magic Books now take 1 MP instead of 2)
Holy Priest: Through faith alone, you can attempt to cure the wounds of the living and banish the undead. (Once per battle can either heal 1d6 an ally/your own health or auto-Massive Damage an Undead enemy with 2d6x2 damage.) Lv2: Heal 1d8, deal 2d8x2.
DANIEL
Studious Physician Lv2: Daniel's studies in herbology allow him to cure most physical ailments. (Daniel's Kit now cures Poison, Curse, Paralysis, and status effects that lower attack/defense!)
Fighting Physician: Daniel's studies in anatomy allow him to better place his attacks on living opponents. (Daniel's attack die increases by 1 rank -ie d4 to d6, d6 to d8- when attacking non-undead enemies!) Lv2: Daniel adds one attack dice on a successful strike.
Exact Physician: Daniel's studies in physiology allow him to target joints and nerves with brutal efficiency. (Daniel's called shots to the arms or legs deal are more effective. Called shots normally inflict 1/2 damage and alter the target's attack and damage/defense {depending on whether the arms or legs were targeted} by -2 for 1d4 rounds, but Daniel inflicts 75% damage instead!) Lv2: Called shots have no penalty.
Unorthodox Physician: Daniel's studies in herbology have shown him that what can cure can also kill, when applied properly. (Daniel can give up one use of his Physician's Kit to coat a weapon in poison. A poisoned weapon has a 50% chance of poisoning the target on its next attack and deals 1d4 HP damage per round for 2-4 rounds. The enemy can attempt to make a save vs 5 to negate the effect.) Lv2: Weapon has 75% chance of poisoning; enemy must roll vs 7.
FRENZ
Steadfast Nobleman: A man of noble blood must endure all attacks, no matter the foe. (Once per battle, Frenz can choose a turn to completely ignore all incoming damage). Lv2: Can be used twice per batte.
Vigorous Nobleman: A man of noble blood must be stronger than the common man. (When countering a foe, Frenz has a 50% chance of having his damage doubled.) Lv2: Damage is always doubled on a counter.
Inspiring Nobleman Lv2: A man of noble blood must inspire the common folk to greatness. (Once per battle, Frenz can boost the damage rolls of all allies by 1, including himself) -> Basically turns it into a free action, so you can still attack and use it.
Commanding Nobleman: A man of noble blood must be able to effectively lead anyone and anything. (Enemies Frenz captures as a mount gain +1 to damage rolls.) Lv2: Frenz mounts get another attack dice.