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Post by ehren on Jun 9, 2013 1:00:52 GMT -5
(Some assumptions: Same LP as the rest of the Brothers, a long lost brother (ie, dragon-kin), and blood sworn to the rest of the brothers. I'm also not going to do equipment for him yet.) Insert name Here, Dragon-kin Elf Horror Stalker (4)/Nethermancer (4) DEX: 19 (8) 2d6 (+1 from LP) (2 from Blood sworn) STR: 13 (6) d10 (+1 from LP) TOU: 14 (6) d10 (+1 from LP) (1 from Blood sworn) PER: 16 (7) d12 WIL: 16 (7) d12 CHA: 14 (6) d10 Karma: 20 (20 Max) LP: 100/24700 Initiative: step 7 (D12) Physical Defense 11 Spell Defense 10 Social Defense 8 Death Rating: Unconscious Rating: Wound Threshold: 10 Recovery Tests: 3 Personality Traits: Nethermancer: Studious, Patient Horror Stalker:
Talents: Talent | Attribute | Rank | Step | Notes | Blood Bond: | Thought Link | PER | 1 | 8/2d6 | | Empathic Sense | CHA | 1 | 6/d10 | | Blood Share | TOU | 1 | 7/d12 | | All Disciplines: | Karma Ritual | NA | 5 | NA | | Astral Sight | PER | 5 | 12/2d10 | | Horror Stalker Discipline: | Call of Harrow | PER | 4 | 11/d10d8 | | Melee Weapons | DEX | 5 | 13/d12d10 | | Steel Thought | PER | 4 | 11/d8d10 | | Abate Curse | TOU | 4 | 10/2d8 | | Bear Mark | WIL | 4 | 11/d10d8 | | Horror Weaving | PER | 1 | 8/2d6 | | Nethermancer Discipline: | Read/Write Magic | PER | 4 | 11/d10d8 | | Spellcasting | PER | 5 | 12/2d10 | | Nethermancy | PER | 4 | 11/d8d10 | | Spell Matrix | NA | 4 | NA | | Frighten | WIL | 4 | 11/d8d10 | | Spirit Talk | PER | 4 | 11/d8d10 | | Spirit Hold | PER | 4 | 11/d8d10 | | Stalker Optional: | Silent Walk | DEX | 3 | 11/d10d8 | | Durability | NA | 5 | +40/30 | | Shield Charge | DEX | 4 | 11/d10d8 | | Parry | DEX | 3 | 10/2d10 | | Nethermancer Optional: | Spell Matrix | NA | 1 | NA | | Spell Matrix | NA | 3 | NA | | Spell Matrix | NA | 3 | NA | |
Skills | Skill | Attribute | Rank | Step | Notes | Embriodery | CHA | 1 | 6/d10 | Artisan | Knowledge (Horror Lore) | PER | 1 | 8/2d6 | | Knowledge (Pre-Scourge History) | PER | 1 | 8/2d6 | | Resist Taunt | WIL | 1 | 8/2d6 | | Etiquette | CHA | 2 | 8/2d6 | | Wound Balance | STR | 2 | 8/2d6 | | Kiai | CHA | 3 | 9/d8d6 | | Trap Initiative | DEX | 1 | 9/d8d6 | |
Spells:
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Post by ehren on Jun 9, 2013 1:06:07 GMT -5
Although, if you could find a way to explain the combination; Samurai/Woodsmen make a nice combination. Especially if Tom would allow Spencer to have 2nd Shot as a skill - .Bows just don't do a lot of damage.
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Post by ehren on Jun 9, 2013 2:06:39 GMT -5
Spell ideas for a Nethermancer 1st Circle Spirit Dart Command Nightflyer Detect Undead Mount Scare Bone Dance Chilling Circle Dry and Wet Insect Repellent Undead Struggle Experience Death? 2nd Circle Bone Cirlce Ethereal Darkness Life Circle of One Fog Ghost Pocket Guardian 3rd Circle Death's Head Fog of Fear Pain Pack Bags 4th Circle Last Chance Dark Spy Spirit Servant 5th Circle Astral Mount Astral Horror Pass Ward Wither Limb
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Post by Mawaris on Jun 10, 2013 9:21:58 GMT -5
To fill in the missing information on the new talents, Bear Mark is WIL based and Call of Harrow is PER based.
Bear Mark is used to resist the effects of Horror Marks. You still get marked, but you can isolate it to prevent it from effecting you. And once you've succeeded, you can use that mark the other way around to track and locate the horror if you have an ability or spell for tracking or location.
Call of Harrow works like Creature Analysis, except it is specifically for horrors or horror constructs (Creature Analysis allows you to learn statistic values for creatures, e.g. physical defense, spell defense, etc). In addition to that, you get a +1 per result level to all actions against the target for RANK rounds.
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Post by GM / Malinous on Jun 10, 2013 21:30:33 GMT -5
Oh, that's a neat class. (Horror Stalker).
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Post by ehren on Jun 13, 2013 2:08:38 GMT -5
I like the idea of the combination. With the Nethermancer about using Horror magic against the Horrors, and the Stalker about using their abilities against them. Seems to make good sense.
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Post by GM / Malinous on Jun 15, 2013 15:39:47 GMT -5
Ooh. Bear mark. That seems like a great hook. Which book is this again? Races of barsaive?
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Post by GM / Malinous on Jun 15, 2013 15:42:08 GMT -5
What may not be obvious is how awesome steel though is as a discipline talent :-). I have that as weaponsmith, and it's neat :-).
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Post by Mawaris on Jun 15, 2013 23:19:57 GMT -5
Ooh. Bear mark. That seems like a great hook. Which book is this again? Races of barsaive? Namegivers of Barsaive
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Post by Sveja on Jun 18, 2013 15:48:33 GMT -5
I have been researching Horror Stalkers and they are very neat. Something I'd been meaning to ask about was the focus of the campaign. I know that you've had a nice mix of combat and social encounters, a general theme of long-term stuff and characters that are multi-dimensional. But what is the intent of the game itself? Is it to build PC legacies of some sort? Merchant empires? Wealth and power? Become famous? Is it to hunt Horrors and protect the world? To heal the scars of the Scourge? I don't have a good feel for that sort of thing.
If Horrors are to be an important part of the campaign I think I lean toward the Nethermancer/Horrorstalker. If, instead, it is just general high adventure and do-goodery I'd probably lean toward something less focused, and less dour (I don't imagine that a Nethermancer/Horrostalker is a fun person to spend time with).
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Post by Sveja on Jun 18, 2013 15:56:39 GMT -5
One idea I've had for the Nether-Stalker is something of a mastery spy/collector of information type. The type to equally enjoy exploration, hanging out in a nice pub to eavesdrop on conversations, or delve into the depths of lore. Motivated largely by a desire for knowledge, but prepared to use it for personal ends (whatever those maybe). Of course, he might spend substantial energy combing through all of this vast intelligence that he has gathered searching for even the faintest signs of horror influence or presence.
He could manage a network of intelligence gathering. Spies, informants, social acquaintances, professional contacts.
Again.. not perhaps someone that you want to spend a lot of time with. But a great person to have on your side, and a nightmare for those who wind up on his bad side (or suspected list).
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Post by GM / Malinous on Jun 18, 2013 17:05:30 GMT -5
That idea would certainly work in the campaign. We've mostly been bribing Uld & Lud for intelligence information, but obviously they're highly local!
And somewhat socially limited :-). Contrary to popular belief, you can't learn *everything* of importance by hanging around seedy bars.
Also, long term, horrors, really powerful magic users, and dragons are likely 90% of the major threats in the world, since the campaign does aim for characters with wide ranging influence and resources, and steel mind as a core talent is amazing against all of those!
Of course, there are also dragon-horror-wizards about! I mean, he's kind of young for a great dragon, but you know. Really, you have a lot in common.
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Post by ehren on Jun 18, 2013 23:30:33 GMT -5
I have been researching Horror Stalkers and they are very neat. Something I'd been meaning to ask about was the focus of the campaign. I know that you've had a nice mix of combat and social encounters, a general theme of long-term stuff and characters that are multi-dimensional. But what is the intent of the game itself? Is it to build PC legacies of some sort? Merchant empires? Wealth and power? Become famous? Is it to hunt Horrors and protect the world? To heal the scars of the Scourge? I don't have a good feel for that sort of thing. If Horrors are to be an important part of the campaign I think I lean toward the Nethermancer/Horrorstalker. If, instead, it is just general high adventure and do-goodery I'd probably lean toward something less focused, and less dour (I don't imagine that a Nethermancer/Horrostalker is a fun person to spend time with). Kinda a lot of those things. We've actively talked about founding an academy to teach skills/adepts with the intention of building a network across Barsaive that would serve to tip us off to major threats that would require our specific involvement (Horroi, Despots, Therans, Slavers, etc). We've also talked about lifting the suffering of people from the effects of the Scourge/healing the land.
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Post by ehren on Jun 18, 2013 23:35:11 GMT -5
One idea I've had for the Nether-Stalker is something of a mastery spy/collector of information type. The type to equally enjoy exploration, hanging out in a nice pub to eavesdrop on conversations, or delve into the depths of lore. Motivated largely by a desire for knowledge, but prepared to use it for personal ends (whatever those maybe). Of course, he might spend substantial energy combing through all of this vast intelligence that he has gathered searching for even the faintest signs of horror influence or presence. He could manage a network of intelligence gathering. Spies, informants, social acquaintances, professional contacts. Again.. not perhaps someone that you want to spend a lot of time with. But a great person to have on your side, and a nightmare for those who wind up on his bad side (or suspected list). We also don't really have a 'Face' for the group. We all dabble in social effects, but aren't supper great at it.
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Post by ehren on Jun 27, 2013 1:02:31 GMT -5
I think the group as is would welcome a Horror Stalker/Nethermacer. We're really pretty open about Disciplines. (Although, I think gereraly we look down on lieing, cheating, stealing, (ie Thieves), or generally 'evil' - so as long as the character was seeking to fight horrors (aka Evil with a capital E) we'd be accepting.)
So, I don't think you would need a Nethermancer to 'get' this character. But, like I said on FB, I'm good with keeping or switching Nethermancer - I'll let you decide. Although, I'd lean toward not doubling up... but it doesn't bother me either way.
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Post by Sveja on Jul 1, 2013 1:31:58 GMT -5
I'm still reading a lot about the various classes, and kicking around many ideas trying to find something that really grabs my attention. I am not entirely set on having a caster class - I also know for sure from Tom that I don't strictly have to be an elf to keep up with the campaign's long term arc, and am quite interested in playing a Windling. Horror Stalker seems like a TERRIFIC secondary discipline, providing a big boost to defenses, and possibly a significant boost to the party in anything involving horrors.
Some of my favorites ideas right now: 1) Elven Nethermancer/Horror Stalker - straight up good idea for a character, the two classes blend very well, and makes for a solid melee character plus caster.
2) Windling Nethermancer/Horror Stalker/Wind Dancer dip. A similar character in conception, with a two circle wind dancer dip for a host of talents that greatly suit the concept of a spy master, while complementing Joel's social skills (nothing shared, while covering a lot of ground). This is perhaps my favorite idea so far, except that it does involve sinking a LOT into the melee capabilities of a Horror Stalker that are likely to go nowhere.
3) Windling Wind Master / Horror Stalker: a great straight up combat character with a defensive edge, especially against Horrors. This could also dip Wind Dancer, but without Nethermancer the "spy master" idea slips away.
4) Windling Wind Master / * : pairing up Wind Master with another class... possibly Archer, Air Sailor, or Wind Dancer, or something else to either provide additional utility to the group or extra combat prowess.
5) T'skrang Tail Dancer / * : I really like the look of this class, possibly paired with Troubadour or Air Sailor. It may overlap too much with Joel.
6) Elven Woodsman / * : Maybe Messenger, or something more combat oriented (Horror Stalker... would again fit pretty well here, as it does with many classes).
I am still open to other ideas as well, I was looking into the Shaman which is kind of interesting but does not grab my attention entirely.
Tom and I also briefly discussed, again, the idea of a horror-touched character that's kind of like dragon kin but... different (not necessarily in a GOOD way). I liked that angle to help explain a Windling Horror Stalker should I go that route.
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Post by ehren on Jul 2, 2013 3:37:47 GMT -5
1) Elven Nethermancer/Horror Stalker - straight up good idea for a character, the two classes blend very well, and out then makes for a solid melee character plus caster. This my favorite. A great combo that fits with the theme of the campaign, gives you plenty to do in and out of combat. Has a variety of great choices for social, combat, and mystical intrigue. Also, I could then swap out Nethermancer for Sage to round out our social abilities. 2) Windling Nethermancer/Horror Stalker/Wind Dancer dip. A similar character in conception, with a two circle wind dancer dip for a host of talents that greatly suit the concept of a spy master, while complementing Joel's social skills (nothing shared, while covering a lot of ground). This is perhaps my favorite idea so far, except that it does involve sinking a LOT into the melee capabilities of a Horror Stalker that are likely to go nowhere. Melee abilities are probably not going to "go nowhere." Mes thinks of himself more as a scholar and healer, but the ability to defend oneself and others in melee combat cannot be understated in this game. The issue with this is keeping wind dancer up with the other disciplines. I'm already struggling with this for Mes, and Nethermancer/Wizard share a significant amount of Talents. This would probably be my 2nd choice of the ideas. 3) Windling Wind Master / Horror Stalker: a great straight up combat character with a defensive edge, especially against Horrors. This could also dip Wind Dancer, but without Nethermancer the "spy master" idea slips away. I like the idea of the spy master. While Winder Master & Horror Stalker blend well, I don't believe that they bring as much to the table. I think this character would be left with little to do outside of combat. Now, if you want a combat monster, this is a good option. 4) Windling Wind Master / * : pairing up Wind Master with another class... possibly Archer, Air Sailor, or Wind Dancer, or something else to either provide additional utility to the group or extra combat prowess. Wind Master/Archer (especially crossbowman) works well, and gives you something to do outside of combat. I like the concept, but I think in execution, you'll always be very torn about what to do in combat - close for melee, or stay at range and use your bow. Wind Master/Air Sailor would give more synergy. Distract can be a great Talent for a lot of uses (in and out of combat). 5) T'skrang Tail Dancer / * : I really like the look of this class, possibly paired with Troubadour or Air Sailor. It may overlap too much with Joel. Tail Dancer/Troubadour would be a lot of fun. Probably my 3rd choice. There is a lot to like there. If you get Down Strike as a skill, and Great Leap as a Talent, it would play much different than War. Great Leap would also give you a bit more mobility, which can be very useful. 6) Elven Woodsman / * : Maybe Messenger, or something more combat oriented (Horror Stalker... would again fit pretty well here, as it does with many classes). Woodsman/Archer (Crossbowman) would be an interesting combo. The Crossbowman giving more of a social focus - and would make sense with being closed in by the Kaer... less 'wilderness' to roam through. Although, you may miss melee abilities. Another good option for a 2nd discipline is one of the varieties of Thief (Assassin, Romancer, Confidence Trickster or Spy). Horror Stalker/Assassin, Troubadour/Spy, Nethermancer/Spy (or Assassin), Spy/Crossbowman. Or, a little something different Taildancer/Assassin or WindMaster/Assassin.
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Post by Sveja on Jul 2, 2013 12:32:21 GMT -5
Thank you a bunch Ehren! With the three-discipline idea, I would not be aiming to keep Wind Dancer up with the other disciplines. I would be aiming for Circle Two, and then to keep up whatever talents I may want to improve. I was also looking at the idea of Tail Dancer /Air Sailor as one of those T'skrang that can glide
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Post by ehren on Jul 2, 2013 22:40:21 GMT -5
Thank you a bunch Ehren! With the three-discipline idea, I would not be aiming to keep Wind Dancer up with the other disciplines. I would be aiming for Circle Two, and then to keep up whatever talents I may want to improve. I was also looking at the idea of Tail Dancer /Air Sailor as one of those T'skrang that can glide I like the gliding one, if we have that racial variant around. It gets even better with Down Strike. If not, the one that can use size 3 tail weapons - that makes swift kick pretty sweet.
I don't like looking at Disciplines as skill packages that you can just bolt on. Disciplines are something that you character should work to emulated, and your Pattern and the Discipline's Pattern get a strong connection over time. I think of it kinda like becoming a priest for the sole reason of being able to marry people. I would recommended seeing how that 3rd discipline works with the character concept, and how they will grow together. Mes, when choosing Nethermancer, didn't go in with the idea that an extra spell matrix & Frighten would be nice - it was that the core of his character is about the duality of life and death. Note: If Mes switched to Sage, which is very tempting, he still has the healing side - Sage would just amplify his search knowledge (probably searching for healing lore).
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Post by ehren on Jul 2, 2013 22:48:40 GMT -5
Sorry if that sounded harsh - rereading it, it might come off that way. It wasn't meant to. I just want there to be a holistic concept.
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Post by ehren on Jul 2, 2013 23:34:42 GMT -5
Oh, and you have to be a mage to enchant. Which, once we get significant down time (years), we'll be doing to build loyalty among various groups...and to pay for our research/adventures.
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Post by Sveja on Jul 3, 2013 0:49:06 GMT -5
Wind Dancer is true to the Windling's natural character, if it had not been perturbed by the presence of horrors. Does that make sense? That was my concept anyway. Gliding, Taildancing, Air Sailor IS definitely a neat swashbuckling idea, but doesn't fit the theme of the other characters
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Post by ehren on Jul 3, 2013 3:16:13 GMT -5
Another angle to consider, which would also give you things to do during down time: Horror Stalker/Nethermancer/Song Smith.
You'd be able to enchant (and really well, with your artisanal talents - which would give you plenty to do during down time), you'd be able to hang magically & in combat.
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Post by Sveja on Jul 9, 2013 18:05:20 GMT -5
I've been going over a lot of ideas, but I think I am settling in to an Elven Horror Stalker/Nethermancer/? The songsmith idea is intriguing, I admit, and it supports some of the flavor that I like for the character. My complaint with Songsmith is that it focuses too much on selling art (perhaps borrowing too heavily from Weaponsmith in this regard). The fellow who puts together the panda gaming blog ( pandagaminggrove.blogspot.com/2013/05/earthdawn-anatomy-of-discipline-21.html ) has house ruled a slightly different version of Songsmith, which could be considered a specialization, that swaps out Evaluate and Haggle for Speak Language and Etiquette. This makes for a much more social character, and less of a merchant. If this were an option I think that would become my preferred discipline combination, and an excellent spymaster.
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Post by Mawaris on Jul 9, 2013 19:26:08 GMT -5
Interesting. I think I like that version of the Songsmith better than the base version. It moves it a little closer to Troubador and away from Weaponsmith, but still pretty distinct from Troubador.
And our group doesn't really need Evaluate or Haggle anyway, Mal has those. And though they're handy, there's little need for more than one of those in a group.
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Post by Sveja on Jul 9, 2013 19:27:27 GMT -5
I think if Tom allows that variant I will go with that. I have a character pretty solidly in mind for it, and he'll fit into the party like a piece of the puzzle I think. Better than the Wind Dancer, which I still like, but would stick out a bit.
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Post by GM / Malinous on Jul 10, 2013 18:42:47 GMT -5
Yeah, I'm fine with the emissary specialization: The Emissary has 1. Speak Language instead of Evaluate as a First Circle Discipline Talent; Evaluate becomes an Initiate Talent Option.
2. Etiquette is a Second Circle Discipline Talent, while Haggle becomes a Novice Talent Option.
3. Diplomacy is an Eighth Circle Discipline Talent, while True Sight becomes a Journeyman Talent Option.
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Post by Sveja on Jul 11, 2013 0:19:10 GMT -5
Thanks Tom! That's my plan then. Tentatively Bruximus "Brux" D'anethan, Horror Stalker/Nethermancer/Songsmith
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Post by ehren on Jul 11, 2013 19:24:02 GMT -5
Awesome. I think that combination will work quite well.
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Post by Sveja on Jul 15, 2013 17:48:23 GMT -5
Hey Ehren, what are these Blood Sworn bonuses? I've been looking at my stat array, but I don't know how those work or where they come from - I assume from the character's group in some manner!
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