04 January 2017

Earthdawn 4E: Rogues' Gallery 13 - Archer

This is the thirteenth 4E Rogues' Gallery, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

Below are example non-adept archers. These characters are intended to be representative of archers in a formal military, as distinct from scouts or irregulars.


The combat challenge they represent isn't as finely tuned as an equivalent creature, due to being built like a character, rather than a creature. Also, the list of skills is not intended to be exhausive. As a specific note for Anticipate Blow: there is an optional method presented for use to simplify things at the table and reduce rolling overall.

All example characters are assumed to be human as a default. However, at the end racial templates are provided. The goal for applying the templates is not complete verisimilitude, but to maintain a rough equivalence between them. Emphasis on rough.

As well, their equipment can be exchanged for whatever is most appropriate for the setting. No blood charms or healing aids have been included - keeping it simple is the goal.

If there are any non-magical archetypes that would be valuable, leave a comment and let me know. As well with comments on the content and format. This is less an exercise in playing with the system and more about making something useful for the community.


Archer (Recruit)

Challenge: Novice (First Circle)
DEX: 6        Initiative:                  6       Unconsciousness:      22
STR: 5         Physical Defense:  8        Death Rating:               27
TOU: 5        Mystic Defense:      8        Wound Threshold:    8
PER: 6         Social Defense:       6        Knockdown:                 6
WIL: 5        Physical Armor:      2        Recovery Tests:           2
CHA: 5        Mystic Armor:         2
Movement: 12
Actions: 1; Long Bow (40, 80): 7 (9)
Powers:
Avoid Blow (7): As the skill, Player's Guide, p. 129.
Awareness (7): As the skill, Player's Guide, p. 129.
Anticipate Blow (7): +2 to an Attack test and Physical Defense against one opponent, or as the skill, Player's Guide, p. 128.
Conversation (6): As the skill, Player's Guide, p. 136.
Graceful Exit (6): As the skill, Player's Guide, p. 151.
Equipment: Long bow, padded cloth armor


Archer (Seasoned)

Challenge: Novice (Second Circle)
DEX: 6        Initiative:                  6       Unconsciousness:      24
STR: 5         Physical Defense:  9        Death Rating:               29
TOU: 5        Mystic Defense:      9        Wound Threshold:    8
PER: 6         Social Defense:       7        Knockdown:                 8
WIL: 5        Physical Armor:      3        Recovery Tests:           2
CHA: 5        Mystic Armor:         2
Movement: 12
Actions: 1; Long Bow (40, 80): 9 (9)
Powers:
Avoid Blow (9): As the skill, Player's Guide, p. 129.
Awareness (9): As the skill, Player's Guide, p. 129.
Anticipate Blow (9): +2 to an Attack test and Physical Defense against one opponent, or as the skill, Player's Guide, p. 128.
Conversation (8): As the skill, Player's Guide, p. 136.
Danger Sense (8): As the skill, Player's Guide, p. 137.
Graceful Exit (8): As the skill, Player's Guide, p. 151.
Tactics (8): As the skill, Player's Guide, p. 172.
Equipment: Long bow, leather armor


Archer (Veteran)

Challenge: Novice (Third Circle)
DEX: 7        Initiative:                  7       Unconsciousness:      26
STR: 6         Physical Defense:  9        Death Rating:               32
TOU: 6        Mystic Defense:      9        Wound Threshold:    9
PER: 7         Social Defense:       7        Knockdown:                 9
WIL: 5        Physical Armor:      4        Recovery Tests:           3
CHA: 5        Mystic Armor:         2
Movement: 12
Actions: 1; Warbow (48, 96): 12 (13)
Powers:
Avoid Blow (12): As the skill, Player's Guide, p. 129.
Awareness (12): As the skill, Player's Guide, p. 129.
Anticipate Blow (12): +2 to an Attack test and Physical Defense against one opponent, or as the skill, Player's Guide, p. 128.
Conversation (10): As the skill, Player's Guide, p. 136.
Danger Sense (12): As the skill, Player's Guide, p. 137.
Distract (10): As the skill, Player's Guide, p. 137.
Graceful Exit (12): As the skill, Player's Guide, p. 151.
Tactics (12): As the skill, Player's Guide, p. 172.
Equipment: Padded leather armor, warbow (Forged: 2)


Archer (Elite)

Challenge: Novice (Fourth Circle)
DEX: 7        Initiative:                  7       Unconsciousness:      28
STR: 6         Physical Defense:  10     Death Rating:               34
TOU: 6        Mystic Defense:      10     Wound Threshold:    9
PER: 7         Social Defense:       8        Knockdown:                10
WIL: 6        Physical Armor:      5        Recovery Tests:          3
CHA: 6        Mystic Armor:         2
Movement: 12
Actions: 2; Warbow (48, 96): 12 (12)
Powers:
Avoid Blow (14): As the skill, Player's Guide, p. 129.
Awareness (14): As the skill, Player's Guide, p. 129.
Anticipate Blow (14): +2 to an Attack test and Physical Defense against one opponent, or as the skill, Player's Guide, p. 128.
Conversation (11): As the skill, Player's Guide, p. 136.
Danger Sense (14): As the skill, Player's Guide, p. 137.
Distract (12): As the skill, Player's Guide, p. 137.
Graceful Exit (13): As the skill, Player's Guide, p. 151.
Tactics (14): As the skill, Player's Guide, p. 172.
Equipment: Padded leather armor (Forged: 1), warbow (Forged: 2)


Racial Modifiers:
Dwarf: +1 TOU, +1 PER, -1 Physical Defense, +4 Unconsciousness, +5 Death Rating, -2 Movement
Elf: -1 TOU, +1 Physical Defense, -4 Unconsciousness, -5 Death Rating, +2 Movement
Obsidiman: +3 STR, +1 TOU, -1 Physical Defense, -1 Mystic Defense, +1 Physical Armor, +3 Mystic Armor, +6 Unconsciousness, +7 Death Rating, +4 Wound Threshold, +3 Knockdown, +4 Damage, -1 Attack, -1 all Dex-based skills, change armor to fernweave
Ork: +1 STR, -1 Mystic Armor, +2 Unconsciousness, +2 Death Rating, +1 Knockdown, +1 Damage
Troll: +1 STR, +1 TOU, -1 Mystic Defense, +4 Unconsciousness, +5 Death Rating, +1 Knockdown, +2 Damage, +2 Movement
T'skrang: +2 Unconsciousness, +2 Death Rating, Swimming
Windling: -2 STR, -1 TOU, +2 Physical Defense, +1 Mystic Defense, +1 Social Defense, -4 Unconsciousness, -5 Death Rating, -2 Knockdown, -4 Damage, -8 Movement, Flight (16), Astral Sight