25 August 2021

Earthdawn 4E: Rogues' Gallery 41 - Illusionist, Elf [Alt]

This is the forty-first 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.

Like other entries in the Rogues' Gallery [Alt] series, this presents NPCs in a different fashion easier to use in combat. Essentially, these are disposable opponents who don't need to have skills referenced. They are also written to be more appropriate as combat challenges for the given Circle.


This particular entry presents a Seventh Circle elf Illusionist. Given the nature of the Discipline, there's less difference between these iterations as Circles increase compared to other spellcasting Disciplines. As mentioned previously, Illusionists don't have a lot of combat spells. Many of what they do have doesn't translate easily to this format. They work better with more dedicated attention and with a bag of weird tricks. As can be seen below, they start to build up powerful abilities. This Illusionist is masquerading as a Nethermancer.

I thought briefly about doing a character write-up for this adept, but realized that premise runs counter to the point of these alt entries. These are more disposable NPCs who should graduate to a full character if they end up with that kind of staying power and growth. This gives a basis for that development, but should more reflect the needs of the campaign.


Illusionist, Elf


Challenge: Journeyman (Seventh Circle)

DEX: 7 Initiative: 7 Unconsciousness: 50

STR: 5 Physical Defense: 14 Death Rating: 56

TOU: 5 Mystic Defense: 16 Wound Threshold: 7

PER: 8 Social Defense: 15 Knockdown: 7

WIL: 8 Physical Armor: 8 Recovery Tests: 2

CHA: 7 Mystic Armor: 7 Karma: 4 (8)

Movement: 12

Actions: 1; Ephemeral Bolt (20 yards): 18 (19), Phantom Flame (10 yards): 18 (19), True Ephemeral Bolt (20 yards): 18 (16)

Powers:

Astral Sight (15): As the talent, Player’s Guide, p. 129.

Awareness (15): As the talent, Player’s Guide, p. 129.

Ephemeral Bolt: Illusion. This attack is made against Mystic Defense and affects Mystic Armor. The target suffers -2 to Willpower tests until the end of the next round.

Fog of Jeer (18, Standard): Illusion. The elf Illusionist chooses a target within 20 yards and makes a Fog of Jeer test against the highest Mystic Defense within a 4-yard radius of the target. If successful, everyone in the affected area is harried and must use the Aggressive Attack combat option.

Phantom Flame: Illusion. This attack is made against Mystic Defense. The target suffers damage again on the next round. A successful Sensing test negates the subsequent damage.

Stealthy Stride (14): As the talent, Player's Guide, p. 170.

Stop Right There (18, Standard): The elf Illusionist makes a Stop Right There test against the Mystic Defense of a target within 10 yards. If successful, the target is harried and their Movement Rate is 0 until the end of the next round. The target may make a Willpower (8) test as a Simple action on their turn. If they succeed, the effect ends. They gain +5 to this test if they take damage that round.

Taunt (14): As the talent, Player’s Guide, p. 173.

True Ephemeral Bolt: This attack is made against Mystic Defense and affects Mystic Armor. The target suffers -2 to their next Sensing test.

Vertigo (18, Standard): The elf Illusionist makes a Vertigo test against the Mystic Defense of a target within 30 yards. The target suffers -2 per success to Action tests until the end of the next round.

Special Maneuvers:

I'm Gonna Stop You Right There (Elf Illusionist, Stop Right There): The elf Illusionist may spend additional successes to extend the duration by 2 rounds.

They’re All Gonna Laugh at You (Elf Illusionist, Fog of Jeer): The elf Illusionist may spend two additional successes to cause the effect to last until the end of the encounter.

Equipment: Hide armor

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