Showing posts with label Example Character. Show all posts
Showing posts with label Example Character. 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.

14 July 2014

Earthdawn 4E: Example Character 30 - Dwarf Wizard

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

There isn't particularly an iconic race for the Wizard discipline. With dwarfs natural aptitude for spellcasting and their ability to take a hit, they make excellent combat casters.

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: Dwarf

Attributes:
DEX: 10 (5) [+2]   STR: 8 (4) [+0]   TOU: 17 (7) [+2]
PER: 20 (8) [+1]   WIL: 20 (8) [+2]   CHA: 8 (4) [+0]

Characteristics:
Initiative: 6
Physical Defense: 6
Mystic Defense: 14
Social Defense: 6

Physical Armor: 10 (Recommended: Fernweave, Forged +8 [10])
Mystic Armor: 7 (Recommended: Fernweave, Forged +0 [3])

Damage: 13 (Recommended: Aura Strike, Astral Targeting [5]); 22 (with Willforce); 12 (Recommended: Hypervelocity, Astral Targeting [4]); 21 (with Willforce)

Unconsciousness: 58
Death: 73
Wound Threshold: 10

Recovery Tests: 3
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)
Book Memory: 8 (16)
Tenacious Weave: 8 (16)
Awareness: 8 (16)
Steel Thought: 9 (17)
Item History: 8 (16)
Astral Interference: 8 (16)
Enhanced Matrix: 5
Willforce: 9 (17)
Avoid Blow: 8 (13)
Hold Thread: 8 (16)
Evidence Analysis: 8 (16)
Suppress Curse: 8 (16)
Resist Taunt: 8 (16)

Spell Matrices: 
Standard Matrix: Energy Shield [Constant; Extra Thread: Increase Duration; Extra Thread: Increase Effect]
Standard Matrix: Astral Targeting [Constant; Extra Thread: Increase Duration]
Enhanced Matrix: Hypervelocity
Enhanced Matrix: Aura Strike

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 combat. There is nothing particularly subtle about this character, between their glowing eyes and arcane, glowing shield. With more spell matrices, they can have even more defensive effects active, such as Astral Armor, Astral Sense (cuts down on Strain from Astral Targeting), Displace Self, Dodge Boost, and Mage Armor. It is vitally important to always astrally sense the target of any spells.

Aura Strike and Hypervelocity are two good general purpose combat spells to have on hand. The former will likely see the most use due to the secondary effect of always causing a Wound, though remember it requires the Wizard to astrally sense the target first (as does Astral Targeting). This spell is great against targets with poor Mystic Armor. However, against targets with high Mystic Armor, there are two directions to go: Physical damage or Hypervelocity. The former is the standard option and good for most character's lifespan up until recently; Flash Flame was probably in that spell matrix. The damage may seem unimpressive, but it works well against those hard to crack targets by ignoring armor entirely. The attendant warning is: this is going to attract some unwanted attention.


As mentioned above, this character is not subtle. They have a good defensive effect, but are almost entirely devoted to offense. Also, besides Energy Shield, they have nothing to benefit the rest of their group. Well, nothing besides their damage output. Without Astral Sense active, their Strain usage can start to catch up with them from astrally sensing targets. While they have good health for a Wizard, they still don't have a lot and things can get grim if opposition manages to get adjacent to them.

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.

10 July 2014

Earthdawn 4E: Example Character 28 - Dwarf Nethermancer

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

There isn't particularly an iconic race for the Nethermancer discipline. With dwarfs natural aptitude for spellcasting and their ability to take a hit, they make excellent combat casters.

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: Dwarf

Attributes:
DEX: 8 (4) [+1]   STR: 8 (4) [+0]   TOU: 16 (7) [+1]
PER: 20 (8) [+2]   WIL: 20 (8) [+2]   CHA: 13 (6) [+1]

Characteristics:
Initiative: 5
Physical Defense: 5
Mystic Defense: 14
Social Defense: 9

Physical Armor: 10 (Recommended: Fernweave, Forged +8 [10])
Mystic Armor: 7 (Recommended: Fernweave, Forged +0 [3])

Damage: 12 (Recommended: Astral Spear); 21 (with Willforce); 10 (Recommended: Spirit Dart); 19 (with Willforce)

Unconsciousness: 56
Death: 71
Wound Threshold: 10

Recovery Tests: 3
Knockdown: 4
Karma: 32
Karma: Once per turn against a Horror/construct/undead, increase penalty of a spell by 2.

Talents: 
Astral Sight: 9 (17)
Frighten: 8 (16)
Nethermancy: 9 (17)
Patterncraft: 8 (16)
Spellcasting: 9 (17)
Standard Matrix: 5
Steel Thought 9 (17)
Dispel Magic: 8 (16)
Spirit Talk: 8 (14)
Avoid Blow: 8 (12)
Spirit Hold: 8 (16)
Suppress Curse: 8 (16)
Summon (Ally Spirit): 9 (17)
Enhanced Matrix: 5
Willforce: 9 (17)
Blood Share: 8 (15)
Orbiting Spy: 8 (16)
Lion Heart: 8 (16)
Hold Thread: 8 (16)
Lifesght: 6 (14)

Spell Matrices: 
Standard Matrix: Spirit Dart
Standard Matrix: Shield Mist
Enhanced Matrix: Aspect of the Astral Savant
Enhanced Matrix: Astral Spear

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 magical control and general combat readiness. While they will never match a Wizard for magical control, they can certainly bring the violence. The first action this character takes in any conflict should be Shield Mist. Unless they can avoid attacks through other means, life is going to be difficult. Aspect of the Astral Savant probably isn't an all-of-the-time spell (unless you are crazy, but anyone casting it in the first place probably fits the bill), but it can significantly boost the Nethermancer's capabilities when it is active.

Spirit Dart and Astral Spear make a particularly effective combination. The former should always be the first of the two out of the gate and the penalty to Mystic Armor should be increased with Karma. Followed up with Astral Spear to take advantage of its increased damage with extra successes and (effectively) a +4 damage boost from Spirit Dart. The extended range on Astral Spear also helps with those hard to reach places.

This particular character doesn't have a lot of versatility in combat and also isn't particularly group oriented (unless there is a Wizard or Illusionist in the group).

09 July 2014

Earthdawn 4E: Example Character 27 - Windling Illusionist

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

While there may not be an iconic race for Illusionists, windlings are probably as close as it gets. They are a excellent fit mechanically and thematically for the discipline. All of their downsides don't matter when you are casting spells and the other bonuses they bring are incredibly useful. Particularly for this social magician and this character is built to take advantage of this.


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: Illusionist
Race: Windling

Attributes:
DEX: 14 (6) [+0]   STR: 2 (2) [+0]   TOU: 10 (5) [+1]
PER: 19 (8) [+2]   WIL: 18 (7) [+2]   CHA: 18 (7) [+2]

Characteristics:
Initiative: 7
Physical Defense: 10
Mystic Defense: 14
Social Defense: 11

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

Damage: 12 (Recommended: Ephemeral Bolt); 21 (with Willforce); 9 (Recommended: True Ephemeral Bolt); 18 (with Willforce)

Unconsciousness: 44
Death: 57
Wound Threshold: 7

Recovery Tests: 2
Knockdown: 2
Karma: 48
Karma: Interaction, +2 to Effect Step of a spell.

Talents: 
False Sight: 9 (17)
First Impression: 9 (116)
Illusionism: 9 (17)
Patterncraft: 8 (16)
Spellcasting: 9 (17)
Standard Matrix: 5
Astral Sight: 8 (16) [Cannot spend Karma]
True Sight: 8
Taunt: 8 (15)
Conversation: 9 (16)
Winning Smile: 8 (15)
Disguise Self: 8 (16)
Stealthy Stride: 8 (15)
Power Mask: 8 (15)
Enhanced Matrix: 5
Willforce: 9 (16)
Slough Blame: 8 (15)
Hypnotize: 8 (15)
Resist Taunt: 8 (15)
Hold Thread: 8 (16)
Steel Thought: 8 (15)

Spell Matrices: 
Standard Matrix: Ephemeral Bolt/True Ephemeral Bolt
Standard Matrix: Great Weapon
Enhanced Matrix: Rebel Limb
Enhanced Matrix: Mind Fog

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: battlefield control.

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, more than any other magician, where the Illusionist can easily turn the game on its head. In the interest of expediency, all of those options will not be discussed. 

The emphasis here is on social interaction with a dash of being sneaky. This is playing to both the windling and Illusionist's strengths, though it serves to emphasize their weakness: combat. 

Their primary offensive suit is the classic Ephemeral Bolt/True Ephemeral Bolt pairing, which can be quite effective together. Which is to say, True Ephemeral Bolt penalizes Sensing tests and Ephemeral Bolt makes control style spells more effective. Great Weapon is a good boost for allies and Rebel Limb is like a recruiting drive at their opponent's expense. Mind Fog can help either get out of a bad situation, or temporarily remove a combatant from the fray.

As mentioned above, the Illusionist isn't really a combat ready discipline. Their defense is simply sub-par and while their offense can be effective, it can also be shut down by a prepared opponent. They are at their best when they can control the flow of a conflict, or even better: avoid it entirely. The difficulty is in offering a generic spell list when they benefit more than normal from a tailored spell selection.

08 July 2014

Earthdawn 4E: Example Character 26 - Dwarf Illusionist

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

There isn't particularly an iconic race for the Illusionist discipline. Though dwarfs have a natural aptitude for spellcasting, the are unlikely to be the first pick for this social magician. This particular Illusionist is designed to be more interested in pure magic, rather than a performer. Finding hidden truths and exploring the curiosities of true illusions are their motivations.

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: Illusionist
Race: Dwarf

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

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

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

Damage: 12 (Recommended: Ephemeral Bolt); 21 (with Willforce); 9 (Recommended: True Ephemeral Bolt); 18 (with Willforce)

Unconsciousness: 56
Death: 71
Wound Threshold: 10

Recovery Tests: 3
Knockdown: 4
Karma: 32
Karma: Interaction, +2 to Effect Step of a spell.

Talents: 
False Sight: 9 (17)
First Impression: 8 (14)
Illusionism: 9 (17)
Patterncraft: 8 (16)
Spellcasting: 9 (17)
Standard Matrix: 5
True Sight: 8
Astral Sight: 8 (16)
Conversation: 8 (14)
Awareness: 8 (16)
Disguise Self: 8 (16)
Taunt: 8 (14)
Power Mask: 9 (17)
Enhanced Matrix: 5
Willforce: 9 (17)
Frighten: 8 (16)
Hypnotize: 8 (14)
Dispel Magic: 8 (16)
Hold Thread: 8 (16)
Steel Thought: 8 (16)

Spell Matrices: 
Standard Matrix: Ephemeral Bolt/True Ephemeral Bolt
Standard Matrix: Monstrous Mantle
Enhanced Matrix: Displace Image
Enhanced Matrix: Phantom Warrior

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: straight forward (for an Illusionist) combat support.

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, more than any other magician, where the Illusionist can easily turn the game on its head. In the interest of expediency, all of those options will not be discussed. 

The emphasis here is on magical talents, over bolstering social abilities or being sneaky. As well, they are on the combat ready side of things, though this is not an Illusionist's strong suit. Their primary offensive suit is the classic Ephemeral Bolt/True Ephemeral Bolt pairing, which can be quite effective together. Displace Image gives them some much needed defensive capabilities while, Monstrous Mantle and Phantom Warrior serve to aid their allies offensively.

Despite this preparation, the Illusionist isn't really a combat ready discipline. Their defense is simply sub-par and while their offense can be effective, it can also be shut down by a prepared opponent. They are at their best when they can control the flow of a conflict, or even better: avoid it entirely. The difficulty is in offering a generic spell list when they benefit more than normal from a tailored spell selection.

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.

04 July 2014

Earthdawn 4E: Example Character 24 - Dwarf Elementalist

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

There isn't particularly an iconic race for the Elementalist discipline. However, dwarfs have a natural aptitude for spellcasting and their high Toughness tends to give more Recovery Tests, which can help being a combat healer. This particular Elementalist is designed most as a combat spellcaster, focused around dealing damage and taking a hit as well.

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: Dwarf

Attributes:
DEX: 12 (5) [+1]   STR: 8 (4) [+0]   TOU: 19 (8) [+2]
PER: 19 (8) [+2]   WIL: 19 (8) [+2]   CHA: 10 (5) [+0]

Characteristics:
Initiative: 5
Physical Defense: 8
Mystic Defense: 14
Social Defense: 6

Physical Armor: 14 (Recommended: Fernweave, Forged +8 [10], Air Armor [4])
Mystic Armor: 6 (Recommended: Fernweave, Forged +0 [3])

Damage: 14 (Recommended: Lightning Bolt); 23 (with Willforce)

Unconsciousness: 62
Death: 78
Wound Threshold: 11

Recovery Tests: 5
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 (17)
Standard Matrix: 5
Fire Heal: 8 (16)
Astral Sight: 8 (16)
Elemental Tongues: 8 (16)
Avoid Blow: 8 (13)
Elemental Hold: 8 (16)
Item History: 8 (16)
Summon (Elementals): 8 (16)
Enhanced Matrix: 5
Willforce: 9 (17)
Steel Thought: 8 (16)
Earth Skin: 9 (17)
Cold Purify: 8 (16)
Hold Thread: 8 (16)
Fireblood: 8 (16)

Spell Matrices: 
Standard Matrix: Earth Staff [Constant]
Standard Matrix: Air Armor [Constant; Extra Thread: Duration; Extra Thread: Effect]
Enhanced Matrix: Lightning Bolt
Enhanced Matrix: Winds of Deflection [Extra Thread: Effect]

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: doing 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. 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 very defensive character. Wood Skin, Fire Heal, Avoid Blow, Earth Skin, and Fireblood all make this character very difficult to put down. Winds of Deflection and Air Armor only improve on the situation for the adept. Beyond this, Cold Purify and their spells put them solidly in the role of group healer.

In combat, Lightning Bolt is this character's core spell. With Earth Staff, they will be able to easily handle crowd control. Air Armor should be maintained on their entire group and Winds of Deflection the first spell cast. Otherwise, this adept may lean too heavily on their health to stay alive. While they have quite a bit, they will also have a big target with the attacks they are putting out.

Highly accurate opponents, such as Swordmasters and especially Archers, can be problematic to deal with. As well, this spell selection is optimized for a large number of weaker opponents, and may struggle against fewer, but more powerful opponents. In such situations, switching out for Earth Darts [Extra Thread: Effect, -2] would benefit the rest of their group and keep the pressure on the target. With Earth Staff, even a round where they do not connect would still mean the penalty is maintained.