05 June 2014

Earthdawn 4E: Example Character 05 - Elf Archer

This is the fifth Example Character in an ongoing series about Earthdawn. Introduction and Index.

Elf Archer: a genre staple ever since Legolas. Earthdawn is no different in this regard. Below is an example of a Eighth Circle elf Archer, along with equipment and play suggestions.

Each Circle saw this character improve one attribute and take a new Talent Option. There are no Thread Items on this character, however unlikely it may be. 

Note: The entries in this series may be updated periodically as I master the coding to fit all eight of the Circles in a fashion which doesn't result in eye melting. Consider these living entries. Please leave comments if there is anyway this could be made more useful.

Discipline: Archer
Race: Elf

DEX: 20 (8)   STR: 12 (5)   TOU: 12 (5)
PER: 16 (7)   WIL: 19 (8)   CHA: 10 (5)

Initiative: 9
Physical Defense: 14
Mystic Defense: 10
Social Defense: 6

Physical Armor: 10 (Recommended: Fernweave, Forged +8 [10])
Mystic Armor: 6 (Recommended: Fernweave [3])

Damage: 18 (Recommended: Elven Warbow, Forged +8 [13]); 30 (with Flame Arrow)

Unconsciousness: 64
Death: 77
Wound Threshold: 8

Recovery Tests: 3
Knockdown: 5
Karma: 32
Karma: Sight-based Perception tests, Initiative, and ranged Damage tests.

Arrow Weaving: 8 (15)
Avoid Blow: 9 (17)
Missile Weapons: 9 (17)
True Shot: 8 (16)
Mystic Aim: 9 (16)
Call Missile: 8 (15)
Awareness: 8 (15)
Direction Arrow: 8 (15)
Stealthy Stride: 8 (16)
Anticipate Blow: 9 (16)
Tracking: 6 (13)
Long Shot: 8
Wilderness Survival: 6 (13)
Spot Armor Flaw: 9 (16)
Steel Thought: 8 (16)
Bank Shot: 8 (16)
Resist Taunt: 8 (16)
Flame Arrow: 9 (17)
Tiger Spring: 8
Second Shot: 9 (17)
Evidence Analysis: 6 (13)

While primarily built for combat, this character is going to find things to do in nearly any setting. As long as it isn't social. Most at home in the wilderness, they can easily fill the role of a scout and investigator.

In combat, this Archer is almost never going to miss. They will want to pick on slower combatants to use Anticipate Blow, particularly with low Mystic Defense to get the most out of Anticipate Blow, Mystic Aim, and Spot Armor Flaw. Their damage may not be outstanding at base, but it will likely see increases due to extra successes on their Attack test.

The advantage of not being directly involved in the conflict allows them a degree of safety. While this is potentially a big deal (depending on the ranged options and mobility of the opposition), they are still able to take less punishment than others disciplines with similar offensive capabilities (which are excellent). Along with light armor, to ensure they are going before someone on the other side, they will need to make use of Avoid Blow as needed, almost certainly supplemented with Karma. Addressing their low Mystic and Social Defenses are impressive active Defenses for each. Happily, both of these use Willpower for synergy with the Flame Arrow talent.

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