This is the twelfth Example Character in an ongoing series about Earthdawn. Introduction and Index.
While not iconic, this is certainly popular combination. The idea of a enormous, solemn rock man working tirelessly in a forge, only to come out when needed and lay the smack down is certainly an appealing one.
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: Weaponsmith
Race: Obsidiman
Attributes:
DEX: 13 (6) STR: 22 (9) TOU: 19 (8)
PER: 16 (7) WIL: 16 (7) CHA: 7 (4)
Characteristics:
Initiative: 1 (Recommended: Crystal Plate [-5])
Physical Defense: 10 (Recommended: Crystal Buckler [+1])
Mystic Defense: 13 (Recommended: Crystal Buckler [+1])
Social Defense: 5
Physical Armor: 16 (Recommended: Crystal Plate, Forged +6 [13])
Mystic Armor: 13 (Recommended: Crystal Plate, Forged +3 [10])
Damage: 24 (Recommended: Troll Sword, Forged +9 [15])
Unconsciousness: 78 (87, Temper Flesh)
Death: 94 (103, Temper Flesh)
Wound Threshold: 14 (23, Temper Flesh)
Recovery Tests: 5
Knockdown: 17
Karma: 24
Karma: Craft/repair items, Recovery Tests, Damage tests with weapons adept crafted.
Talents:
Forge Weapon: 9 (16)
Item History: 8 (15)
Melee Weapons: 9 (15)
Steel Thought: 9 (16)
Thread Smithing: 8 (15)
Craftsman: 8 (15)
Shield Bash: 8 (17)
Conversation: 8 (12)
Fireblood: 8 (16)
Suppress Curse: 8 (15)
Avoid Blow: 8 (14)
Wound Balance: 8 (17)
Awareness: 6 (13)
Forge Armor: 9 (16)
Earth Skin: 8 (15)
Temper Flesh: 9 (16)
Fire Heal: 8 (15)
Spot Armor Flaw: 8 (15)
Resist Taunt: 8 (15)
Lion Heart: 9 (16)
Battle Shout: 8 (12)
In contrast to the dwarf Weaponsmith, this is not a well-rounded character. To call this adept gruff would be putting it nicely. I imagine they are interested in doing their duty and doing it very well, but do not have the time for those of a flightly nature. Which would be most everyone. This adept is likely to be the soul of a group as well, but a group which probably spends most of its time hunting Horrors in the darkest places and returning alive time and time again.
This obsidiman Weaponsmith is no nonsense and incredibly dangerous in combat. While still not a full combat discipline, they come very close. Weaponsmiths are still primarily defensive, but the sheer power of an obsidiman supplemented with Spot Armor Flaw, Shield Bash, and Battle Shout allows them more offensive power. This is the kind of adept which haunts the nightmares of spellcasters and Horrors alike. Their arsenal of active defenses (they have collected them all) means there is little which they do not have a chance to shrug off.
Beyond their speed, which is remarkably slow, this adept is very susceptible to social attacks. Once they get access to Resist Taunt, this problem will become less significant (as it uses Willpower, rather than Charisma, an attribute of which they have plenty).
This is the eleventh Example Character in an ongoing series about Earthdawn. Introduction and Index.
Throughout the fantasy genre, the iconic smiths have always been dwarfs. This stretches back to the very origins of the genre in mythology. Earthdawn is no different and it is a case where the mechanics are a good fit for the archetype.
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: Weaponsmith
Race: Dwarf
Attributes:
DEX: 14 (6) STR: 13 (6) TOU: 16 (7)
PER: 16 (7) WIL: 16 (7) CHA: 16 (7)
Characteristics:
Initiative: 1 (Recommended: Crystal Plate [-5] )
Physical Defense: 10 (Recommended: Crystal Buckler [+1])
Mystic Defense: 13 (Recommended: Crystal Buckler [+1])
Social Defense: 9
Physical Armor: 13 (Recommended: Crystal Plate, Forged +6 [13])
Mystic Armor: 13 (Recommended: Crystal Plate, Forged +3 [10])
Damage: 20 (Recommended: Scythan Axe, Forged +9 [14])
Unconsciousness: 72 (81, Temper Flesh)
Death: 87 (96, Temper Flesh)
Wound Threshold: 10 (19, Temper Flesh)
Recovery Tests: 4
Knockdown: 14
Karma: 32
Karma: Craft/repair items, Recovery Tests, Damage tests with weapons adept crafted.
Talents:
Forge Weapon: 9 (16)
Item History: 8 (15)
Melee Weapons: 9 (15)
Steel Thought: 9 (16)
Thread Smithing: 8 (15)
Craftsman: 8 (15)
First Impression: 8 (15)
Conversation: 8 (15)
Avoid Blow: 8 (14)
Suppress Curse: 8 (15)
Haggle: 8 (15)
Wound Balance: 8 (14)
Fireblood: 8 (15)
Forge Armor: 9 (16)
Fire Heal: 8 (15)
Temper Flesh: 9 (16)
Earth Skin: 8 (15)
Spot Armor Flaw: 8 (15)
Etiquette: 6 (13)
Lion Heart: 9 (16)
Diplomacy: 6 (13)
This is a well rounded character who can hold their own in combat, even though it isn't their specialty. This dwarf Weaponsmith is the soul of its group. This adept isn't going to be slick like a Swordmaster or Troubadour, but they will be able to steadily gain respect and favor in any community, eventually winning over everyone and gaining their trust. Within their group, they make a perfect mediator and are going to be what sees everyone through the darkest times.
In combat, this adept is tough as the armor they forge and an absolute terror to any spellcaster. While most combatants are weakest against magicians, this is the area where this dwarf shines. With an exceptional Mystic Defense, almost certainly bolstered with Earth Skin, and Mystic Armor, Steel Thought, Lion Heart, and Suppress Curse, it is a difficult task just to get anything to stick. While most of their talents are defensive, it doesn't take much to crack a spellcaster and Spot Armor Flaw is going to help considerably.
Their biggest weakness is a lack of overall offensive power and while they can withstand considerable punishment (helped along by Fireblood, Fire Heal, and Temper Flesh), the still are not actually a combat character. Despite their tenacity, they will do well to remember this isn't actually a Warrior. Which means they should definitely pick on the spellcasters, allowing the juggernauts to duke it out in the meantime.
This is the tenth Example Character in an ongoing series about Earthdawn. Introduction and Index.
An ork is unlikely to be considered a typical choice for the Scout discipline. However, they do have some interesting things to offer from a mechanical and setting perspective. Their high Strength and good Toughness allow them to have more impact in combat, notably giving access to Size 6 weapons. In the setting, orks are everywhere. If you need to get information from a less than savory part of town (which pretty much defines how groups operate most of the time), an ork is the perfect choice.
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: Ork
Attributes:
DEX: 18 (7) STR: 16 (7) TOU: 16 (7)
PER: 16 (7) WIL: 10 (5) CHA: 13 (6)
Characteristics:
Initiative: 6 (Recommended: Crystal Ringlet [-2])
Physical Defense: 13
Mystic Defense: 10
Social Defense: 8
Physical Armor: 12 (Recommended: Crystal Ringlet, Forged +8 [10])
Mystic Armor: 6 (Recommended: Crystal Ringlet [4])
Damage: 23 (Recommended: Two-Handed Sword, Forged +8 [16])
Unconsciousness: 72
Death: 87
Wound Threshold: 10
Recovery Tests: 3
Knockdown: 6
Karma: 40
Karma: Gathering information, Initiative, and Recovery Tests.
Talents:
Awareness: 9 (16)
Climbing: 8 (15)
Scout Weaving: 8 (15)
Tracking: 8 (15)
Wilderness Survival: 8 (15)
Navigation: 8 (15)
Melee Weapons: 9 (16)
Stealthy Stride: 9 (16)
Anticipate Blow: 8 (15)
Direction Arrow: 8 (15)
Avoid Blow: 8 (15)
Danger Sense: 8 (15)
Lock Picking: 8 (15)
Evidence Analysis: 9 (16)
Spot Armor Flaw: 8 (15)
Astral Sight: 8 (15)
Disguise Self: 8 (15)
Safe Path: 8 (15)
Tiger Spring: 8
Orbiting Spy: 8 (15)
Spirit Mount: 7 (12)
Where the elf Scout is about hanging back and gathering information from afar, this adept is more hands-on in how they work. Their specialty is infiltration; get in, gather the intelligence, and get out. Disguise Self and Lock Picking help with the getting in and Spirit Mount helps considerably with the escape.
In combat this particular setup is capable, edging into "combat character" territory. Between Spot Armor Flaw, Anticipate Blow, and Tiger Spring, they should be able to reliably apply bonuses to Attack and Damage tests, and Physical Defense against a target. Excessive Strain can be a concern, but the duration of Spot Armor Flaw makes it economical, though the costs of Anticipate Blow and Tiger Spring mean the latter should be saved against targets which require it, rather than continual usage.
To emphasize this even more, Surprise Strike and Conceal Object could be taken, along with a broad sword and crystal buckler. If using Conceal Object and Surprise Strike, loading up for a decisive strike (Aggressive Attack, all of the Karma, etc.) will yield the greatest benefit.
The biggest strength any Scout brings to a group is their ability to travel off of the beaten path and find things. Social situations are going to be problematic, but combined with a properly social discipline, such as a Troubadour, they could be a frightening inquisitor character able to pry information from any target. As well, dealing with magic is not their specialty, though Astral Sight gives them a leg up on everyone else which has problems dealing with magic.
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.
This is the eighth Example Character in an ongoing series about Earthdawn. Introduction and Index.
While the ork Cavalryman is the most iconic example of the discipline, the windling Cavalryman is by far the most practical. It can be argued this character is the only way to play a Cavalryman in a typical Earthdawn game. It would also be a pretty short argument.
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: Cavalryman
Race: Windling
Attributes:
DEX: 19 (8) STR: 9 (4) TOU: 13 (6)
PER: 14 (6) WIL: 10 (5) CHA: 19 (8)
Characteristics:
Initiative: 7 (Recommended: Hide [-1])
Physical Defense: 17 (Recommended: Crystal Buckler [+1])
Mystic Defense: 9 (Recommended: Crystal Buckler [+1])
Social Defense: 12
Physical Armor: 10 (Recommended: Crystal Ringlet, Forged +5 [10])
Mystic Armor: 6 (Recommended: Crystal Ringlet, Forged +3 [4])
Damage: 15 (Recommended: Windling Sword, Forged +8 [11]); 29 (with Charge)
Unconsciousness: 82
Death: 96
Wound Threshold: 8
Recovery Tests: 4
Knockdown: 4
Karma: 48
Karma: Attack tests while charging and mounted Damage tests.
Talents:
Animal Bond: 9 (17)
Charge: 9 (13)
Melee Weapons: 9 (17)
Mount Weaving: 8 (14)
Trick Riding: 8 (16)
Astral Sight: 4 (10)
First Impression: 8 (14)
Animal Training: 9 (15)
Battle Shout: 8 (15)
Enhance Animal Companion: 9 (14)
Conversation: 8 (16)
Call Animal Companion: 8 (16)
Blood Share: 6 (12)
Armor Mount: 8 (13)
Fearsome Charge: 8 (16)
Wheeling Attack: 9 (17)
Animal Companion Durability: 8
Wheeling Defense: 8 (16)
Etiquette: 8 (16)
Double-Charge: 9 (17)
Lion Heart: 8 (13)
This version of a Cavalryman plays to the strengths of a windling, which is not a high strength. It prioritizes being competent in more than one area over utter dominance in the saddle. The specific other area is social interactions. This adept can easily be the primary social character for a group if they lack a Troubadour or social Swordmaster.
Their small size allows them to bring their mount everywhere and this character uses a zoak, because every windling PC ever wants a zoak over a kue. Being on a flying mount gives them incredible mobility and Charge increases their damage to "normal" levels. At lower Circles, they will probably be the biggest hitter in the group.
For their equipment, a Step of damage was sacrificed by choosing a sword over a polearm. This gives a little more versatility in allowing them to fight with their equipment even when not mounted; the benefits from a crystal buckler far outweigh a single damage. Keeping Initiative penalties on the low side is also going to be important to get the most out of Wheeling Attack. The ability to fly makes this extremely important in the defensive suit at their disposal.
In combat, picking on a target going after you will make life easier to make an escape after your attack. Battle Shout is going to help prevent an effective counterattack in situations where this isn't possible, or against opponents who can attack at a range. Despite the high Physical Defense, this adept is fairly vulnerable to attack, particularly Knockdown.
Compared to the ork Cavalryman, their mount is less impressive in a fight, but can easily be used for activities beyond just running the pointy bit into the fleshy bit which bleeds and screams. Since it is smaller, protecting it will also be more of a priority. In all, when in a fight a windling Cavalryman lives on their mobility and ability to take the fight into unexpected areas.
This is the seventh Example Character in an ongoing series about Earthdawn. Introduction and Index.
Another iconic archetype: Ork Cavalryman. Scorchers are a common menace across Barsaive, though by no means are all ork Cavalryman in this category. Though they are all universally dangerous. This particular combination is likely to see more use as an antagonist than as a player because of the inherent difficulties associated with taking a thundra beast into a kaer.
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: Cavalryman
Race: Ork
Attributes:
DEX: 18 (7) STR: 19 (8) TOU: 16 (7)
PER: 13 (6) WIL: 10 (5) CHA: 13 (6)
Characteristics:
Initiative: 2 (Recommended: Wyvern Skin [-3], Crystal Raider Shield [-2])
Physical Defense: 15 (Recommended: Crystal Raider Shield [+2])
Mystic Defense: 10 (Recommended: Crystal Raider Shield [+2])
Social Defense: 9
Physical Armor: 12 (Recommended: Wyvern Skin, Forged +4 [12])
Mystic Armor: 7 (Recommended: Wyvern Skin, Forged +4 [5])
Damage: 23 (Recommended: Pole-Arm, Forged +8 [15]); 43 (with Charge)
Unconsciousness: 88
Death: 103
Wound Threshold: 10
Recovery Tests: 4
Knockdown: 8 (16 while mounted)
Karma: 40
Karma: Attack tests while charging and mounted Damage tests.
Talents:
Animal Bond: 8 (14)
Charge: 9 (17)
Melee Weapons: 9 (16)
Mount Weaving: 8 (14)
Trick Riding: 9 (16)
Battle Shout: 8 (14)
Animal Training: 9 (15)
Blood Share: 8 (15)
Enhance Animal Companion: 8 (13)
Sure Mount: 8 (16)
Call Animal Companion 9 (16)
Avoid Blow: 6 (13)
Armor Mount: 8 (13)
Fearsome Charge: 8 (14)
Wheeling Attack: 9 (16)
Mount Attack: 7 (13)
Wheeling Defense: 8 (15)
Animal Companion Durability: 8
Double-Charge: 9 (16)
Lion Heart: 8 (13)
This adept is remarkably simple to play: point in direction where violence needs to happen, Charge in direction and cause violence. The damage when mounted on a thundra beast is nearly unparalleled (which this character is). There are a number of different abilities to benefit their mount (Animal Training, Enhance Animal Companion, Armor Mount, Mount Attack, and Animal Companion Durability), which when the mount in question is a thundra beast, start to become very relevant to the conflict. Battle Shout and Fearsome Charge just help to soften up the target, and reduce the effectiveness of a counter-attack.
For all of the offensive power, this adept has problems similar to the Sky Raider. Defensively they don't have many options and their best method of dealing with this, heavier armor, also makes them more vulnerable to held actions based around retaliation. This is particularly true of mystic attacks. While a crystal shield helps with this, it is still a notable problem.
Outside of combat this character doesn't have much to do. Really, nothing to do, but that is okay.
This is the sixth Example Character in an ongoing series about Earthdawn. Introduction and Index.
A perennially popular character is the windling Archer. The are probably a number of reasons for this, but the two biggest are likely Flame Arrow and mobility. The appeal of Flame Arrow is fact it uses willpower, rather than strength, for damage. Which is an attribute to which windlings do not get a two step penalty. As for mobility, there are not many ways to easily deal with a flying ranged combatant. Below is an example of a Eighth Circle windling 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: Windling
Attributes:
DEX: 19 (8) STR: 5 (3) TOU: 11 (5)
PER: 16 (7) WIL: 16 (7) CHA: 16 (7)
Characteristics:
Initiative: 9
Physical Defense: 16
Mystic Defense: 10
Social Defense: 10
Physical Armor: 10 (Recommended: Fernweave, Forged +8 [10])
Mystic Armor: 6 (Recommended: Fernweave [3])
Damage: 14 (Recommended: Windling Bow, Forged +8 [11]); 27 (with Flame Arrow)
Unconsciousness: 64
Death: 77
Wound Threshold: 8
Recovery Tests: 3
Knockdown: 5
Karma: 48
Karma: Sight-based Perception tests, Initiative, and ranged Damage tests.
Talents:
Arrow Weaving: 8 (15)
Astral Sight: 5 (13)
Avoid Blow: 9 (17)
Missile Weapons: 9 (17)
True Shot: 9 (17)
Mystic Aim: 9 (16)
Call Missile: 8 (15)
First Impression: 8 (15)
Direction Arrow: 8 (15)
Impressive Display: 6
Anticipate Blow: 8 (15)
Awareness: 8 (15)
Long Shot: 8
Stealthy Stride: 8 (16)
Spot Armor Flaw: 8 (15)
Distract: 8 (15)
Bank Shot: 8 (16)
Conversation: 8 (15)
Flame Arrow: 9 (16)
Etiquette: 8
Second Shot: 9 (17)
Tiger Spring: 8
Similar to the windling Swordmaster, this character isn't built for combat as much as a larger counterpart. Instead, it takes advantage of the social options presented by the discipline and can easily be the face of a group. The determined and directed nature of the Archer tends to have the side benefit of reigning in the flighty nature of most windlings.
In combat they function like other Archers, though this adept has less defensive options. They will do well to harass their opponent's support structure, or work in conjunction with other characters to quickly take down serious threats through Distract. Their large Karma pool will make True Shot a key talent and allow them to generate a large number of successes, potentially boosting their damage considerably.
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.
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.