Mutants of the Eclipse Part VI – The Blaster

   To continue with Mutants in Eclipse, here’s the fifth set of power packages for Class I and higher Mutants – The Blaster at +1, +2, and +3 ECL modifiers. As usual, their powers are built using Unlimited-Use Use-Activated Innate Enchantments – at an effective “Cost” of (Spell Level x Casting Level x 2000 GP x Modifiers).

   The Blaster is one of the more straightforward types of Mutants: he or she sees something, he or she hits it with a blast of some sort of material or energy, and he or she looks around for the next target.

   What separates the Blaster from the Elementalist – who, if the game master is being properly restrictive about the narrowness of their theme often only has a blast and a few speciality tricks to work with – can be hard to make out, In general, it’s simply that the Blaster usually doesn’t have any direct way to use his or her power to move around or to create defensive barriers. The best he or she can do is to shoot down incoming attacks.

   On the other hand, while a Blaster is one of the more fragile kinds of mutant out there, they’re also one of the most dangerous. When you only do one basic thing, you tend to be GOOD at it – and, unlike almost every other mutant, a Blaster can use his or her power several times a round.

   Your basic, Class-I Blaster has

  • +2 Dexterity (Enhance Attribute, from The Practical Enchanter, Spell Level One x Casting Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal-Only = 1400 GP).
  • +4 BAB with Blast (Weapon Mastery from The Practical Enchanter, Level One Spell x Casting Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal-Only = 1400 GP).
  • +3 Competence Bonus with all Dexterity-Based Skills – including Blaster-Fu, Below. (Skill Mastery from The Practical Enchanter, Level One Spell x Casting Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal-Only = 1400 GP).
  • Warmind Focus (The user may use his own ranged attack to counter another ranged attack, expending an attack of opportunity to make a DC 15 Reflex check. On a success, the damage from the user’s attack is subtracted from that of the incoming attack. Level One Spell x Casting Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal-Only = 1400 GP).
  • A +1 Morale Bonus to all Attacks, Damage, Checks, and Saves. (Inspiring Word, Level One Spell x Casting Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal-Only = 1400 GP).
  • Blast (Select Damage Type) 1d6/Level up to 10d6 ranged touch attack with Medium Range, can be spread to affect multiple targets at -1D6 per extra target or -2d6 to get a 10′ radius. (Level Two Spell x Casting Level Six x 2000 GP for Unlimited-Use Use-Activated x 2 Rapid Casting (may fire off as many attacks as the user can manage) x.8 (requires a dedicated martial art to control properly, sometimes fires off unintentionally as a reflex) = 19,200 GP).
  • Add Metamagic (Select From: Area, Extension, and Elemental Manipulation/Infliction) +2. This allows the user to add two levels of the chosen metamagic to the affected spell (Level Three Spell x Caster Level Five x 2000 GP for Unlimited-Use Use-Activated x .7 Personal Use Only x .7 Only affects Blast effect x x.8 user cannot make other attacks in the round x .4 for Two Uses Per Day = 4700 GP).

   Area, of course, allows the Blaster to make his or her attack affect a small area. Extension allows him or her to boost the range. Elemental Manipulation/Infliction allows the user to add various side-effects to his or her blast.

   Select any one of the following minor enhancements (All Spell Level One x Casting Level One x 2000 GP for Unlimited-Use Use-Activated x .7 Personal-Only = 1400 GP).

  • +1 Competence Bonus to all Saving Throws. (Sidestep, from The Practical Enchanter).
  • +1 Resistance Bonus to all Saving Throws. (Warding Rune, from The Practical Enchanter)
  • Charisma +2. (Enhance Attribute, from The Practical Enchanter).
  • Energy Resistance 10 to the energy form of their blast and it’s opposite (Attuned Energy Resistance)

   Blaster-Fu Martial Art (Dex):

   This martial art focuses on the best use of an innate ray attack, in both close and ranged combat. The user is considered armed at all times, and may use his or her ray attack to make Attacks of Opportunity.

  • Requires: Innate, unlimited-use, ray attack to practice with.
  • Basics: Attack 4, Defenses 4, Strike, Synergy/Tumble.
  • Advanced and Master Techniques: Prone Combat, Combat Reflexes, Deflect Arrows, and Rapid Shot.
  • Occult Techniques: Inner Strength x2, Focused Blow and Ki Block.

   Most Blasters will have a pretty good score in Blaster-Fu to start off with; between three skill points (at level zero), a +3 competence bonus, and a +1 for their enhanced dexterity, a 7+ is pretty well guaranteed. Most will have Attack +2, Strike, and Rapid Shot – allowing them to inflict nonlethal damage with their blasts and to fire at least twice a round.

   The Class-II Blaster

  • Upgrades their Dexterity Bonus to +4 (+7000 GP).
  • Upgrades their Blast to 8d6 (+6400 GP).
  • Upgrades their Add Metamagic technique to Unlimited Use (+7050 GP).
  • Gets the remaining two types of Add Metamagic, also twice per day each (9400 GP).
  • Adds an additional selection from the Class-I Blaster optional powers list.

   That only comes out to 31,250 GP. Theoretically a Class-II Blaster could add a cantrip-level effect, but I’m simply leaving that 750 GP value for the next level, which comes out 500 GP over the limit. It all balances out in the end.

   The Class-III Blaster

  • Upgrades their Blast to 10d6 (+6400 GP)
  • Upgrades their remaining two types of Add Metamagic to Unlimited Use (+14,100 GP)
  • Generally learns to propel themselves with their blast – or picks up some other power with a similar price (Personal Flight, Level Two Spell x Casting Level Three x 2000 GP for Unlimited-Use Use-Activated = 12,000 GP).

   The Blaster is – ultimately – the best of the various mutants at inflicting raw damage. A Class-III Blaster may well be firing off three ten-die blasts a round, even at relatively low levels. In a game that features a lot of simple fights, the Blaster will often dominate the action. Fortunately, they’re also the most inflexible of the various Mutants. Even the Strongman can find a lot of non-combat applications for his powers, but the Blaster does only one thing; inflict damage. If a mission calls for stealth, or problem-solving, or rescue work, or anything other than zapping things, the Blaster will have nothing to do at all.

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One Response

  1. […] In the show, Bell’s potential to use falna is unlocked after he reads a grimoire, a powerful magic book that is expended – its pages turning blank – after someone reads it (akin to tome of understanding or similar magic items in Pathfinder). So far, firebolt is the only spell he knows. The spell statistics above are adapted from the blast spell in Thoth’s “Blaster” mutant template. […]

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