Showing posts with label Elf. Show all posts
Showing posts with label Elf. Show all posts

15 July 2014

Earthdawn 4E: Example Character 31 - Elf Wizard

This is the thirty-first Example Character in an ongoing series about Earthdawn. Introduction and Index.

There isn't particularly an iconic race for the Wizard discipline. Elves have a natural aptitude for spellcasting and make excellent support magicians. This character is also capable as a back-up social character (or even primary, in the right group).

Each Circle saw this character improve one attribute (as noted after each Attribute Step) 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: Wizard
Race: Elf

Attributes:
DEX: 14 (6) [+1]   STR: 8 (4) [+0]   TOU: 10 (5) [+0]
PER: 20 (8) [+2]   WIL: 19 (8) [+2]   CHA: 16 (7) [+2]

Characteristics:
Initiative: 7
Physical Defense: 8
Mystic Defense: 18 (Recommended: Astral Shield [4])
Social Defense: 10

Physical Armor: 15 (Recommended: Fernweave, Forged +8 [10]; Mage Armor [5])
Mystic Armor: 6 (Recommended: Fernweave, Forged +0 [3])

Damage: 10 (Recommended: Mind Dagger); 19 (with Willforce)

Unconsciousness: 44
Death: 57
Wound Threshold: 7

Recovery Tests: 2
Knockdown: 4
Karma: 32
Karma: Recall information, Change spell range from "self" to "touch"

Talents: 
Dispel Magic: 8 (16)
Patterncraft: 8 (16)
Research: 8 (16)
Spellcasting: 9 (17)
Wizardry: 9 (17)
Standard Matrix: 5
Astral Sight 9 (17)
Etiquette: 8 (16)
Tenacious Weave: 8 (16)
Conversation: 8 (16)
Steel Thought: 9 (17)
Arcane Mutterings: 8 (16)
Astral Interference: 8 (16)
Enhanced Matrix: 5
Willforce: 9 (17)
Avoid Blow: 8 (13)
Hold Thread: 8 (16)
Hypnotize: 8 (16)
Suppress Curse: 8 (16)
Diplomacy: 8 (16)

Spell Matrices: 
Standard Matrix: Astral Shield [Constant; Extra Thread: Increase Duration; Extra Thread: Increase Effect]
Standard Matrix: Mage Armor [Constant; Extra Thread: Increase Duration; Extra Thread: Increase Effect]
Enhanced Matrix: Combat Fury [Extra Thread: Additional Targets]
Enhanced Matrix: Mind Dagger [Extra Thread: Increase Effect (Physical Defense)]

To start with, almost every spellcaster is going to find a way to get more spell matrices long before this point. The spells listed make up the core competency of what this example character is about: pure damage.

Like all spellcasters, this adept is extremely versatile. Outside of a situation where the are limited to only their spell matrices, they have a variety of spells at their disposal. This is the area where all magicians are most powerful, though Wizardry spells cover a quite a bit of space, they focus most on knowledge and magic. And bonuses to Action tests; they can bring a lot of different bonuses to the table. In the interest of expediency, all of those options will not be discussed. 

The emphasis of the talent selection here is on social interactions. This plays to an elf's strengths and seems fitting for a character more inclined to support their allies in a fight, rather than draw significant attention.

For spells, every selection benefits the entire group. Astral Shield and Mage Armor both improve the defensive capabilities of their allies (including the often dangerously low Mystic Defense). Combat Fury will benefit all of the close combatants with increased accuracy and should be the first action in any combat. Mind Dagger may have somewhat unimpressive damage, but that effect is almost secondary to the Physical Defense penalties it serves up. The Extra Thread could be specified for a second target or additional damage, but further reduction in Physical Defense against a single target likely brings the most net benefit in the most situations.

Defensively, this character is in a good place, but they don't bring a lot of offensive power on their own. They rely heavily on the rest of their group to do all of the heavy lifting in combat. The good side to this is they aren't likely to draw as much attention because this.

11 July 2014

Earthdawn 4E: Example Character 29 - Elf Nethermancer

This is the twenty-ninth Example Character in an ongoing series about Earthdawn. Introduction and Index.

There isn't particularly an iconic race for the Nethermancer discipline. Elves, like dwarfs, are mechanically a natural fit for any spellcasting discipline. Their different strengths and weaknesses lend to a different direction. This particular character is built towards supporting the rest of their group, rather than doing damage.

Each Circle saw this character improve one attribute (as noted after each Attribute Step) 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: Nethermancer
Race: Elf

Attributes:
DEX: 16 (7) [+1]   STR: 8 (4) [+0]   TOU: 10 (5) [+1]
PER: 20 (8) [+2]   WIL: 19 (8) [+2]   CHA: 14 (6) [+1]

Characteristics:
Initiative: 8
Physical Defense: 9
Mystic Defense: 14
Social Defense: 9

Physical Armor: 10 (Recommended: Fernweave, Forged +8 [10])
Mystic Armor: 14 (Recommended: Fernweave, Forged +0 [3]; Circle of Astral Protection [8])

Damage: 10 (Recommended: Spirit Grip); 19 (with Willforce)

Unconsciousness: 44
Death: 57
Wound Threshold: 7

Recovery Tests: 2
Knockdown: 4
Karma: 32
Karma: Once per turn against a Horror/construct/undead, increase penalty of a spell by 2.

Talents: 
Astral Sight: 8 (16)
Frighten: 8 (16)
Nethermancy: 9 (17)
Patterncraft: 8 (16)
Spellcasting: 9 (17)
Standard Matrix: 5
Steel Thought: 9 (17)
Command Nightflyer: 8 (16)
Spirit Talk: 8 (14)
Avoid Blow: 8 (15)
Spirit Hold: 8 (16)
Stealthy Stride: 8 (15)
Summon (Ally Spirit): 9 (17)
Enhanced Matrix: 5
Willforce: 9 (17)
Steely Stare: 8 (14)
Orbiting Spy: 8 (16)
Research: 8 (16)
Hold Thread: 8 (16)
Banish: 8 (16)

Spell Matrices: 
Standard Matrix: Circle of Astral Protection [Constant; Extra Thread: Effect x2]
Standard Matrix: Spirit Grip
Enhanced Matrix: Recovery
Enhanced Matrix: Night's Edge [Extra Thread: Additional Targets]

To start with, almost every spellcaster is going to find a way to get more spell matrices long before this point. The spells listed make up the core competency of what this example character is about: pure damage.

Like all spellcasters, this adept is extremely versatile. Outside of a situation where the are limited to only their spell matrices, they have a variety of spells at their disposal. This is the area where all magicians are most powerful and with the ability to summon ally spirits, Nethermancers have quite a bit going for them. In the interest of expediency, all of those options will not be discussed. 

The emphasis of the talent selection here is on expanding versatility and non-combat options, particularly information. Command Nightflyer and Stealthy Stride both open up new information avenues, along with Research. Banish can potentially solve what would normally be combat problems without resorting to violence. This is rather important since this character is rather frail. Characters less interested in supporting the group and more in keeping safe may consider switching out Circle of Astral Protection for Shield Mist.

In combat, Night's Edge should be their first move. This will both improve the group's overall damage and increase the duration/hit rate of Spirit Grip. Spirit Grip will in turn increase the effectiveness of other abilities. You will probably want to increase the penalties associated with each of these spells. Recovery is there to keep people from dying, with Last Chance waiting in the Reattuing on the Fly wings when needed. 

On the whole, this character is going to be in the background of most combat and will want to avoid drawing attention. The low damage of Spirit Grip should help, though it does put them in the thick of things. If Mystic Armor isn't important, Circle of Astral Protection could also be swapped out for Death's Head, Blind, or Pain to provide additional penalties on the opposition.

07 July 2014

Earthdawn 4E: Example Character 25 - Elf Elementalist

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

There isn't particularly an iconic race for the Elementalist discipline. However, like dwarfs, elfs have a natural aptitude for spellcasting. Unlike dwarfs, they may do best not drawing attention to themselves. This spread does give them some more options outside of combat and thus is designed as a support spellcaster, focused around maximizing the abilities of their group.

Each Circle saw this character improve one attribute (as noted after each Attribute Step) 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: Elementalist
Race: Elf

Attributes:
DEX: 16 (7) [+1]   STR: 8 (4) [+0]   TOU: 13 (6) [+2]
PER: 19 (8) [+2]   WIL: 19 (8) [+2]   CHA: 14 (6) [+0]

Characteristics:
Initiative: 7
Physical Defense: 10
Mystic Defense: 14
Social Defense: 8

Physical Armor: 12 (Recommended: Fernweave, Forged +6 [8]; Air Armor [4])
Mystic Armor: 8 (Recommended: Fernweave, Forged +2 [5])

Damage: 12 (Recommended: Elemental Spear); 21 (with Willforce)

Unconsciousness: 50
Death: 64
Wound Threshold: 8

Recovery Tests: 4
Knockdown: 4
Karma: 32
Karma: Recovery Test, target an additional ally with a spell.

Talents: 
Awareness: 8 (16)
Elementalism: 9 (17)
Patterncraft: 8 (16)
Spellcasting: 9 (17)
Wood Skin: 9 (15)
Standard Matrix: 5
Fire Heal: 8 (16)
Astral Sight: 8 (16)
Elemental Tongues: 8 (16)
Avoid Blow: 8 (15)
Elemental Hold: 8 (16)
Arcane Mutterings: 8 (14)
Summon (Elementals): 8 (16)
Enhanced Matrix: 5
Willforce: 9 (17)
Dispel Magic: 8 (16)
Earth Skin: 9 (17)
Tenacious Weave: 8 (16)
Hold Thread: 8 (16)
Banish: 8 (16)

Spell Matrices: 
Standard Matrix: Venomous Fury
Standard Matrix: Air Armor [Constant; Extra Thread: Duration; Extra Thread: Effect]
Enhanced Matrix: Elemental Spear
Enhanced Matrix: Flameweapon [Extra Thread: Additional Targets]

To start with, almost every spellcaster is going to find a way to get more spell matrices long before this point. The spells listed make up the core competency of what this example character is about: supporting allies.

Like all spellcasters, this adept is extremely versatile. Outside of a situation where the are limited to only their spell matrices, they have a variety of spells at their disposal. In the interest of expediency, all of those options will not be discussed. Additionally, the ability to summon elementals opens up even more avenues, as long as they can pay the terms.

For talents, this is a defensive character. Wood Skin, Fire Heal, Avoid Blow, and Earth Skin all make this character difficult to put down. Air Armor only improve on the situation for the adept. While effective as a group healer, they are down one Recovery Test compared to the dwarf, which gives means they have a little less as their disposal.

In combat, this is a fairly generic, but effective set up. It is going to allow the magician to have a number of effects going at any given time and isn't likely to draw much attention on their own. Which is good, because they cannot take much punishment. Their primary ability is improving their allies (Air Armor, Flameweapon, and Venomous Fury), while adapting to the needs of the conflict with Elemental Spear. Water and Wood, at the very least, are must haves for this character.

Venomous Fury isn't going to be for every encounter, but it will give a significant boost if needed against tougher opponents. It is going to take at least one Thread to cast, which means Extra Threads for Effect, Additional Targets, or Range (if needed) may be helpful. Spending Karma for another ally is a must.

The opening action is Flameweapon on all of their allies. Afterwards, the various Elemental Spears should be able to support their allies as the conflict develops. Earth Darts, instead of Elemental Spear, is a more simple selection. While powerful, it isn't as flexible. However, it is still a solid alternative.

Even though they are a defensive discipline, this is for a magician. Any serious combatant will easily ruin this character's day. The key is to try and avoid attention.

13 June 2014

Earthdawn 4E: Example Character 09 - Elf Scout

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

There isn't truly an iconic pairing for the Scout discipline. However, with their excellent Dexterity and Perception, an elf makes a good fit. To be fair, windlings also fit this bill (with the added bonus of flight and a small size) and human's Versatility can really expand the range of a discipline which can already fill a number of different roles based on the needs of the group.

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: Scout
Race: Elf

Attributes:
DEX: 20 (8)   STR: 13 (6)   TOU: 14 (6)
PER: 19 (8)   WIL: 10 (5)   CHA: 13 (6)

Characteristics:
Initiative: 9
Physical Defense: 14
Mystic Defense: 12
Social Defense: 8

Physical Armor: 10 (Recommended: Fernweave, Forged +8 [10])
Mystic Armor: 5 (Recommended: Fernweave [3])

Damage: 19 (Recommended: Elven Warbow, Forged +8 [13])

Unconsciousness: 68
Death: 82
Wound Threshold: 9

Recovery Tests: 3
Knockdown: 6
Karma: 32
Karma: Gathering information, Initiative, and Recovery Tests.

Talents: 
Awareness: 9 (17)
Climbing: 8 (16)
Scout Weaving: 8 (16)
Tracking: 8 (16)
Wilderness Survival: 8 (16)
Navigation: 8 (16)
Missile Weapons: 9 (17)
Stealthy Stride: 9 (17)
Avoid Blow: 8 (16)
Direction Arrow: 8 (16)
Creature Analysis: 8 (16)
Danger Sense: 8 (16)
Anticipate Blow: 8 (16)
Evidence Analysis: 9 (17)
Spot Armor Flaw: 8 (16)
Astral Sight: 8 (16)
Sprint: 7
Safe Path: 8 (16)
Animal Bond: 7 (13)
Orbiting Spy: 9 (17)
Borrow Sense: 7 (12)

Starting with how they address combat. Their Initiative is good, meaning they will probably have someone going after them in most rounds. With their bow, this means they should always be able to reach out and touch someone who is slower, taking advantage of Anticipate Blow in the process. Along with Spot Armor Flaw, their impressive Perception can be used for some synergy in combat.


While this adept can contribute meaningfully to a fight, this isn't their focus by any stretch. If you wanted to give them more punch in a fight, taking Surprise Strike and Tiger Spring in place of Animal Bond and Borrow Sense will give that kind of impact. On the whole, they will do best to maintain distance and support their allies, or focus on harassing key opponents.

Outside of a conflict is where this character shines, particularly in the role of gathering information for their group and traveling to dangerous locales. The particularly notable talents they have selected are Animal Bond and Borrow Sense. The purpose of these is to give the Scout a variety of additional senses to which can be used to further expand their abilities to gather information. 

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

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

Characteristics:
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.

Talents: 
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.

03 June 2014

Earthdawn 4E: Example Character 04 - Elf Sky Raider

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

To say the idea of an elf Sky Raider is unconventional is a bit of an understatement. However, they can be used to take this discipline in interesting directions. Below is a different take on the Sky Raider.

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: Sky Raider
Race: Elf

Attributes:
DEX: 20 (8)   STR: 13 (6)   TOU: 13 (6)
PER: 16 (7)   WIL: 13 (6)   CHA: 16 (7)

Characteristics:
Initiative: 4 (Recommended: Crystal Ringlet [-2], Crystal Raider Shield [-2])
Physical Defense: 16 (Recommended: Crystal Raider Shield [+2])
Mystic Defense: 11 (Recommended: Crystal Raider Shield [+2])
Social Defense: 10

Physical Armor: 10 (Recommended: Crystal Ringlet, Forged +6 [10])
Mystic Armor: 8 (Recommended: Crystal Ringlet, Forged +2 [6])

Damage: 19 (Recommended: Broad Sword, Forged +8 [13]); 28 (with Down Strike)

Unconsciousness: 82
Death: 96
Wound Threshold: 8

Recovery Tests: 4
Knockdown: 14
Karma: 32
Karma: Recovery Tests and melee Damage tests.

Talents: 
Battle Shout: 9 (16)
Climbing: 8 (16)
Fireblood: 9 (15)
Melee Weapons: 9 (17)
Sky Weaving: 8 (15)
Avoid Blow: 8 (16)
Great Leap: 8 (16)
Shield Bash: 8 (14)
Wound Balance: 8 (14)
Air Speaking: 6 (13)
Fire Heal: 8 (14)
Danger Sense: 8 (15)
Battle Bellow: 9 (16)
Distract: 8 (15)
Steely Stare: 8 (15)
Tactics: 8 (15)
Down Strike: 9 (15)
First Impression: 8 (15)
Momentum Attack: 8 (15)
Tiger Spring: 8

While the troll Sky Raider is all about bringing the pain at every opportunity, this take on the discipline is more focused around defense and teamwork. In combat, their damage is still respectable, though they will need to rely more on timing and supporting their allies to get the job done. To help them in this task, they have Battle Shout, Battle Bellow, Shield Bash, and Distract to create opportunities to exploit. Offensively, they will do best to Aggressively Attack when an opening presents itself; such as by using Shield Bash at the end of a round, then activating Tiger Spring to go before the target and taking advantage of their prone condition. Keeping their allies on plan will be crucial in implementing Tactics, but it can be a boob.

Their high Physical Defense also helps them to get the most out of Distract. However, their lower armor and toughness mean this character will need to be careful around opponents with high damage. Avoid Blow is going to be their best friend and Karma should always be reserved for use with it. As well, finding the correct opportunities to use Fireblood will be important, as timing with this character is going to be everything.

While every Sky Raider should be wary of spellcasters, this particular character has a little less to be concerned about. They should still be concerned, because a Mystic Defense of 10 isn't great by any stretch of the imagination at this point. Though, without Lion Heart, they may do well to not draw too much attention from control-type effects.

Outside of combat, they bring some social abilities to the group, taking advantage of the elf's natural charisma. This can naturally lead to them being the rallying point in combat, able to direct their comrades and employ their debuffs to direct the flow of the conflict.

11 May 2013

Earthdawn: Anatomy of a Discipline 21 - Songsmith

This is the twenty-first Anatomy of a Discipline in an ongoing series about Earthdawn. Introduction and Index.

Overview

The Songsmith exists somewhere between a Troubadour and Weaponsmith, and could easily be considered the elf re-interpretation of a Weaponsmith. They are a Discipline of creation, like the Weaponsmith, though their creations are works of art without exception. They may have a practical function as well, but it may simply be a vehicle for the beauty of the creation (and the practicality of the item may very likely suffer as a result). In contrast, a Weaponsmith will always craft something practical, which may also be beautiful. These adepts also form the center of the communities that they live in, fostering the elf love of beauty in all things and passing down elf culture from one generation to the next.

One of the key differences between Songsmiths and Weaponsmiths is travel. While the latter prefer to be sedentary in their Forge, many Songsmiths travel the world. This where their similarities with Troubadours begin. Their travels allow them to spread beauty to the communities they visit, carrying news and stories, helping to maintain elf culture. They not only visit other elves, but all Namegivers, wishing to see what everyone has to offer and expose them to their art and culture as well.

There can be a sinister angle to those travels. Some Songsmiths (knowingly or unwittingly) serve as spies, gathering intelligence from all Namegivers. Among elves they are without reproach, holding at least the same respect as a Weaponsmith, and among other Namegivers they are innocuous. Everything about them puts others at ease and in a good mood, more than willing to talk (perhaps more than they really should). This is particularly true of Songsmiths in the service of Blood Wood.

Most Songsmiths do not start in that Discipline, but find their way there through their travels. Any adept that exalts beauty in their actions, seeking perfection for its own sake, may find the path of the Songsmith appealing. For such adepts, the important questions are similar to any additional Discipline: how does this Discipline fit into their overall philosophy? What has drawn them here and what do they hope to find? What is their art?

Discipline Violations

These are best employed not as a stick, but as a chance for the player to take a deeper look at what it means to follow their Discipline. The two most important aspects of this Discipline to a Songsmith are beauty (art) and their culture. Any betrayal of those is unacceptable. These adepts could never consider letting harm come to something beautiful - particularly if it has a special cultural meaning. This doesn't just apply to elven crafts - it could just as easily be a lovingly carved totem for a band of ork nomads that serves as their link to their ancestors. As the stewards of elf culture, they are obligated to protect that and any articles of that history. 

To a lesser extent, they are perfectionists in all of their actions. There are no half-measures in being a Songsmith. They cannot leave a project unfinished, nor can it be hurried or cast aside. Anything else would be disrespectful to their Discipline - which is a bad thing.

All of these elements can bring out conflict with the rest of the Group. The zealous defense of beauty could get everyone into trouble they wanted to stay away from. Their need to protect their culture and find new items from it can drive them and their companions to dangerous lengths, perhaps away from what their "real" goals are perceived as. Even their desire for perfection can put their friends in danger as they refuse to leave a project, or must find exotic materials to complete it. While all of these are portrayed as "problems", they are really "opportunities" for tension and grand adventure.

Specialists

While there are no canon specialists for this Discipline, in my current game I have one that feels less like a special elf Weaponsmith Discipline and more like a steward of elven culture - the Emissary (see House Rules). To be fair, they are actually the default version of this Discipline, while the canon version below is the Craftsman specialist.

The Emissary has Speak Language instead of Evaluate as a First Circle Discipline Talent; Evaluate becomes an Initiate Talent Option. Etiquette is a Second Circle Discipline Talent, while Haggle becomes a Novice Talent Option. Diplomacy is an Eighth Circle Discipline Talent, while True Sight becomes a Journeyman Talent Option. This specialist has a much stronger emphasis on social interaction and less on selling art (also, their Half-Magic already covers Evaluate for art). On the whole, this also opens up some of their Talent Option selections to support a spymaster type character. That is a role that appeals to me with regard to the position Wyrm Wood held prior to the Scourge.

Talents

Initiate
Talent Options: Avoid Blow, Item History, Melee Weapons, Missile Weapons, Speak Language

First Circle
Discipline Talents: Emotion Song, Evaluate, First Impression, Karma Ritual, Performance

Novice
Talent Options: Disguise Self, Emapthic Sense, Etiquette, Forge Weapon, Mimic Voice, Navigation, Read/Write Language

Second Circle
Discipline Talents: Durability (6/5), Haggle

Third Circle
Discipline Talent: Engaging Banter

Fourth Circle
Discipline Talent: Thread Weaving [Art Weaving]

Journeyman
Talent Options: Conceal Object, Detect Weapon, Diplomacy, Enduring Art, Graceful Exit, Inspire Others, Lasting Impression, Lip Reading

Fifth Circle
Discipline Talent: Bedazzle

Sixth Circle
Discipline Talent: Resist Taunt

Seventh Circle
Discipline Talent: Steel Thought

Eighth Circle
Discipline Talent: True Sight

One of the most unique aspects of this Discipline is that they can purchase and improve artisan skills as Novice Talents. This means the reduced cost, maximum ranks and training times of a Talent instead of a skill.

The Songsmith has an interesting collection of Discipline Talents. On the whole, they are a Discipline oriented towards social interaction (Emotion Song, First Impression, Performance, and Bedazzle), though they have some similar merchant inclinations as the Weaponsmith (Evaluate and Haggle). At Journeyman, they gain some of the more uncommon defenses with Resist Taunt, Steel Though and True Sight.

Overall, this Discipline is poorly equipped to deal with combat. Even Talent Options offer the absolute minimal selections. The defensive Discipline Talents they receive are helpful, but unfortunately the Songsmith doesn't have anything else to back them up with. That being said, there is a Talent Knack for Art Weaving that is impressive. Just don't tell Garlen about it, apparently. 

In a traditional adventuring campaign, these adepts may struggle for relevance among their more versatile (and combat ready) companions. In a kaer-crawling game, they may not find any way to meaningfully contribute. It is a socially oriented game where artisan skills are common, they will be a key member of the Group. This is a Discipline where it is vital to know the direction of a game before you jump in.

My recommendations for this Discipline are for use as an additional Discipline. They can build on pretty much any character's capabilities in some fashion. Adding an entirely new dimension to an Elementalist or Woodsman, or building on the social capabilities of a Swordmaster or Troubadour. There is quite a bit to like here, but it can also be a pitfall if you aren't certain about what you are getting into.

Initiate definitely has some good Talent Options, and it is unlikely you will be able to take everything that you want. This is a theme that will repeat itself throughout the tiers for this Discipline. For now, I would suggest taking Talents that you know will be useful and won't regret later:
  • Avoid Blow - Like all of the other instances, I just do not like active defense Talents when the aren't a Discipline Talent. I see them fail often enough when Karma is spent on them.
  • Item History - If no one in the Group has this Talent, it is a virtual certainty someone will need to take this. There is a Karma cost associated with it, but it is negligible given the daily free Karma and the timescale this operates on (a week).
  • Melee Weapons - You are going to want a combat Talent of some kind. This is a solid choice, and the more offensive selection. It will need to be improved at every Circle to remain competitive.
  • Missile Weapons - The other option, and a good one. A high Dexterity will be important to use a war bow. This is the more defensive selection. It will need to be improved at every Circle to remain competitive.
  • Speak Language - Odds of you being the social character of the Group are reasonably high and this Talent will help. However, the skill is a solid investment as well, so consider this only if you have an open Talent Option choice. If you do, then this is a great pick.
More excellent Talent Options to be had at Novice. Again, there are more Talents you are likely to want than you will be able to select. It is important to know what your role in the Group will be, and what kind of campaign you are playing in to plan accordingly:
  • Disguise Self - While a fun Talent, there may not be enough selections to really take advantage of it. In a game that emphasizes espionage, or capers, this is a great selection for a social character.
  • Empathic Sense - For the role this Discipline plays, this is a great Talent. It aids in social interaction, as well as a general awareness of the Group.You never know when that last part will come in handy.
  • Etiquette - Another excellent choice for these adepts. It adds to the social Talents at your disposal, and the more you have, the better off you will be in that department.
  • Forge Weapon - This is an interesting Talent Option because of simply how rare it is. Normally the exclusive purview of a Weaponsmith, if your Group doesn't have one of those, this may be worth investing in. Keep in mind, that at a certain point it won't be as useful once everyone has switched to Thread Items, unless you are also a magician and interested in crafting your own Thread Items.
  • Mimic Voice - If you took Disguise Self, consider this Talent as well. You will get the most mileage from it in a game where Disguise Self is a valuable asset. Otherwise, it can be safely passed on.
  • Navigation - In an exploration campaign where no one else has this Talent, it may be useful. Otherwise, there are reasonable odds you can find something more useful.
  • Read/Write Language - Similar to Speak Language, though to a lesser extent in general. However, Read/Write is a little less common.
There are more solid Talent Options at Journeyman than there are openings for Talents. This is a place of hard choices, where you need to think about the role this adept has played and what you would like to build into are important:
  • Conceal Object - If you have Disguise Self, this is a natural addition to that suite of Talents. In a high drama game where you have access, this can still be useful even without Disguise Self. Who would suspect the Songsmith? 
  • Detect Weapons - There isn't a lot of use for this Talent compared to all of the others at this tier. It's best to just move along, in all honesty - you will find something better.
  • Diplomacy - Another social Talent that will build on the others. I would consider this a must have.
  • Enduring Art - This is a neat Talent to give some somewhat unique benefits to your Group (it's in the Player's Companion). I would suggest taking it, simply because it is that fun. Who doesn't like magical tattoos?
  • Graceful Exit - Given how lackluster a Songsmith is in combat, this may be a viable choice. Still, I have never seen a PC use it - it is effectively investing in running away.
  • Inspire Others - As far as I am concerned, the Karma requirement on this is a good thing as a Talent Option. The higher the result, the better off everyone in your Group is. Oh, yeah - you want this Talent. It is amazing, particularly given the limitations of this Discipline in combat. It also works in other situations as well.
  • Lasting Impression - This may be the best social Talent out there. You will want this.
  • Lip Reading - Given the role that I typically have Songsmith's play, emissary, this is a natural choice. In a dungeon-crawling campaign, it is unlikely to find a great deal of use. That same critique would apply to this Discipline as a whole, however.
Equipment

Given that there is absolutely nothing that requires initiative here, you will want to stack up on all the armor you can wear and still act. There is absolutely no reason to not do this, and the odds are reasonable you will want all the protection you can get. For weapons, it depends if you chose Melee Weapons or Missile Weapons. If the former, a one-handed weapon and a shield will likely work out (having the Strength to make a two-handed weapon worth it is unlikely). If the latter, an elven war bow is the go to missile weapon. Just make certain you have the required Dexterity, which shouldn't be a problem for an elf.

16 February 2013

Earthdawn: Anatomy of a Discipline 16 - Woodsman

This is the sixteenth Anatomy of a Discipline in an ongoing series about Earthdawn. Introduction and Index.

Here is the Earthdawn Fourth Edition version of this discipline.

Overview

The adepts of this elf-only Discipline call the forest communities of their people home. Before the Scourge, they were often dispatched from Wyrm Wood to protect the elf homes of Barsaive when it was lush and verdant. Now, they are the guardians of the elves, both in form and culture.

While most Woodsmen don't leave their homes, seeing the best way to fulfill their duties as guardians by remaining in the forests, this is not true for all. Some see the best way to protect their legacy is by venturing into the world and spreading elf culture to those of their own race and others who may benefit from their wisdom, much learned from difficult mistakes of the past.

Followers of this Discipline are fearsome combatants, both patient and practical. They are also typically what many players are looking for in a fantasy archer (as opposed to the Archer or Scout Disciplines). They are heavily geared towards their themes of forest guardians, best suited for that terrain and engaging in combat on their own terms. With a remarkable durability, they can engage in a long-running battle of attrition against most foes, taking advantage of their Talents and ranged combat.

On the whole, a Woodsman tends to be slower to act, preferring to gather all applicable information before committing to any action. This does not make them passive, by any means; it is simply in their nature to be wary of what they may not see initially and wait for an opening. They will rarely have numbers on their side, so must compensate with strategy.

When playing a Woodsman, it is important to consider their home and their culture. Where did they come from? This is going to be a key element to them, along with why they left that home. Similarly, what are the cultural elements that they hold above others, and what do they want to spread to Barsaive? What is it that they protect now? Their relationship with their Group will likely be extremely protective as they fulfill that niche they have left behind. A mother bear with cubs has nothing on a Woodsman with her charges.

Discipline Violations

These are best employed not as a stick, but as a chance for the player to take a deeper look at what it means to follow their Discipline. The most common issue to arise for a Woodsman is acting without considering all everything that is available. This may put them at odds with many adventuring Groups, but with Swordmasters in particular. In fact, any situation where they find themselves losing control will likely be an issue for these adepts - they like nothing more than to be in the driver's seat, even if they are not the leader. Even when patiently waiting, they are working towards something

Despite their devotion to their Group, they do not have the same need for harmony that a Air Sailor does. Still, they are protectors and defenders, and may form close bonds with Namegivers and communities they meet on the way. Their home and these other people and places can continue to be involved in a Woodsman's life and a great source of drama. What happens when a Woodsman is spread too thin to protect all of the things they care about?

Specialists

The only Woodsman specialist is the Assassin. They trade defense for offense on the whole: Surprise Strike is the Second Circle Discipline Talent and Mystic Aim is a Novice Talent Option, while Animal Bond becomes a Journeyman Talent Option. Also, Wilderness Survival is no longer available through Half-Magic, instead the Alchemy skill (only for poisons) is granted.

On the whole, these changes are very appropriate for the specialty - emphasizing patience and striking from surprise with every advantage you can muster (including Karma on damage and poison). That being said, this specialist isn't very good for the average adept. You are likely to miss Wood Skin more than you take advantage of Surprise Strike, and Wilderness Survival is going to be good often for any game a Woodsman is likely to appear in, while poisons may be iffy at best. The best upside for the average campaign will be earlier access to Mystic Aim and the occasional Surprise Strike murder.

Let me be honest, I don't think I have ever heard a player say, "What am I going to do with all of these hit points?!" On the other hand, I have heard grumbling that the troll Warrior makes surprise attacks this fantastic dream that will never happen. Just sayin'.

Talents

Initiate
Talent Options: Climbing, Melee Weapons, Sense Danger, Throwing Weapons, Wilderness Survival

First Circle
Discipline Talents: Avoid Blow, Karma Ritual, Missile Weapons, Silent Walk,  Tracking

Novice
Talent Options: Animal Bond, Borrow Sense, Creature Analysis, Detect Trap, ParrySearch, Sprint

Second Circle
Discipline Talents: Durability (7/6), Wood Skin

Third Circle
Discipline Talent: Wound Balance

Fourth Circle
Discipline Talent: Thread Weaving [Forest Weaving]

Journeyman
Talent Options: Detect Weapon, Dominate Beast, Empathic SenseEvidence Analysis, Frighten Animals, Maneuver, Mystic Aim, Spot Armor Flaw

Fifth Circle
Discipline Talent: Anticipate Blow

Sixth Circle
Discipline Talent: Safe Path

Seventh Circle
Discipline Talent: Stopping Aim

Eighth Circle
Discipline Talent: Lion Heart

This is by far the toughest ranged combat Discipline available. They have a good Durability and Wood Skin to increase their basic survival, Anticipate Blow for a passive defense boost and Avoid Blow as an active defense. Additionally, Wound Balance and Lion Heart provide more passive defense bonuses that are always welcome. This is good defense by any standard and simply amazing for a missile character.

Their offense is a little underwhelming in comparison - it begins a Missile Weapons and ends at Anticipate Blow. There are some additional Talent Options that a solid picks (Mystic Aim and Spot Armor Flaw), but like most ranged characters, this may be a continual problem.

Luckily, they have some out of combat options to bring to the table, such as Tracking and Safe Path to enhance their ranger status. Silent Walk is largely considered a must with these type of characters (including the Archer and Scout) - honestly, any character that can get it. Stopping Aim also opens up some options to prevent combat, or at least delay it, which is always nice.

While their defense is excellent, that is rarely as sexy as a good offense. This is a state that can be challenging for many players who are interested in ranged characters. The advantage of a ranged character is in their defensive nature - they are harder to gain access to, which means they pay the price in offense. Their raw damage output is less impressive than their melee counterparts because there is less risk associated in delivering it. 

This is a setup that I like quite a bit (it also tends to give ranged characters more to do outside of combat), but as I said above, it may be disappointing and every player should be aware of that when they make their decisions.

Initiate Talent Options are something of a mixed bag for the Woodsman. There are a few that can generally be ignored out of hand. The upside is that decision making here isn't difficult:
  • Climbing - Useful and requires minimal investment, but I have always found this a little underpowered as a Talent Option. This is because there isn't much benefit to raising it significantly, which is when Talents really begin to pay off over skills. This is a solid skill, but as a Talent only great if there are no other Initiate Talent Options that look good.
  • Melee Weapons - With Missile Weapons as a Discipline Talent, there isn't much reason to look into additional combat Talents like this. It will also require continual investment.
  • Sense Danger - My favorite Initiate Talent Option because it will generally always be useful and doesn't necessarily require a great deal of investment to get a return. It is also in theme as a Talent for a perceptive defender role.
  • Throwing Weapons - This is redundant with Missile Weapons, and thrown weapons tend to be worse overall. It will also need to be improved every Circle to remain relevant. If you really want this, look into Archer.
  • Wilderness Survival - Entirely appropriate. So appropriate, in fact, that it is available through Half-Magic. While the Talent has some advantages over the Half-Magic, free is a very good price.
 There is a particular build for this Discipline that starts at Novice that involves animal companions (let's call it the "Ranger" as an homage to D&D). You will want to read the Beastmaster for an in-depth discussion regarding animal companions and some of the difficulties you may encounter. If that interests you, then there may be some difficult decisions at this tier. Otherwise, there are a few solid Talents to be had:
  • Animal Bond - This is the first part in the Ranger build. On the whole, this serves better for scouting than any combat purposes.
  • Borrow Sense - The second part of the Ranger build. This is when it starts to pay off for scouting, allowing you to gain some advantages without endangering your pets.
  • Creature Analysis - I have always liked this Talent for any Discipline that relies on gathering information, particularly those that can afford to be patient. Rangers may find this particularly appropriate, but all Woodsmen can get something out of this.
  • Detect Trap - If you do not have a Thief, you may want to consider this. Though if you are in a campaign where it is unlikely you will encounter traps, then this won't likely see much use.
  • Parry - With Avoid Blow as a Discipline Talent and Anticipate Blow coming up at Fifth Circle, there isn't much need for another defensive Talent. It requires using a melee weapon, you cannot spend Karma on it, and must continually be improved. Just walk away.
  • Search - This is a great Talent Option and one that every character that has access should consider taking it. For a Discipline like the Woodsman, this is a gimme.
  • Sprint - While elves don't have a great Karma pool, and there are plenty of good things for them to spend Karma on, if you have an open Novice option you may consider this Talent. There isn't much investment and elves are already pretty fast. It can allow you to put more distance between you and attackers, making it harder for them to approach while you continue to stick them with arrows.
The Journeyman Tier sees some more Talent Options to support the Ranger, as well as a couple of good picks for those who want a little more offensive power in combat.
  • Detect Weapon - Not amazing, but certainly a decent pick for this Discipline if you have the open Talent Option selection. This Talent fits with the overall theme of the Woodsman well - the perceptive guardian.
  • Dominate Beast - While this is another piece of the Ranger build, non-Rangers may find some use here. For the latter, the value of this Talent is directly proportional to how many open Talent Option selections you have and how many times in the past you actually would have used this Talent.
  • Empathic Sense - I always like this Talent when I see it for a variety of reasons. It gives characters something to contribute in social encounters, in a particularly thematic fashion for this Discipline, and encourages cohesion with the Group. If you have a player that gets abducted every now and again (or you are afraid they will), this is a must.
  • Frighten Animals - This costs Karma and how often it will be useful is dubious; I prefer Dominate Beast because it has more versatility and does not cost Karma. However, if you have scorcher (or cavalry in general) problems, you may very well want this Talent. The ability to remove a mounted opponent from their mount can be rather crippling for them.
  • Maneuver - This is another Talent Option which requires a melee weapon. While this may seem like a trend encouraging a secondary melee weapon build, there is a problem - none of the supplementary Talent Options for melee weapons are any good. There is really nothing good about this Talent for the Woodsman.
  • Mystic Aim - If you are finding problems with your offensive capabilities, you will likely want this Talent Option and want to keep it's Rank competitive. It sacrifices an action, but when combined with Spot Armor Flaw (right below), it allows you to regularly bypass armor. This is a thing.
  • Spot Armor Flaw - Yes, this costs Karma, but it is worth it. This will mitigate many of the offensive issues that Woodsman suffer from and, when combined with Mystic Aim, will help to guarantee that your Karma was not spent in vain. This Talent is just really good in general.
Equipment

Armor and weapons for these adepts is pretty simple. You need to go first to make Anticipate Blow work, which means light armor. With the very nice defense granted, light armor isn't much of a sacrifice. Since Mystic Armor is going to be the weak area, fernweave armor is a very good choice, in addition to considering crystal ringlet as you advance in Circle and can reduce the initiative penalty. With an espagra scale cloak, of course, but that should really go without saying. A buckler is a free point of armor (and mystic, if you can convince your GM that crystal bucklers work like that as well).

For a weapon it is as simple as elven warbow. It's the best missile weapon available and this is an elf-only Discipline.