Mutants of the Eclipse Part VIII – The Exokinetic

   To continue with Mutants in Eclipse, here are the power packages for Class I through Class VI Exokinetics – that is, at +1 through +6 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).

   Exokinetics can create a construct around themselves – whether of metal, darkness, psychic force, ice, fire, or some other type of matter or energy – and wear it into battle as a sort of powered armor. Most of them have a few minor secondary personal enhancements – usually the result of the use of a trace of their power even when it isn’t fully active – but basically that’s about it; they generate their own private tank, it has a few abilities selected from the construct menus, and they direct it while it stomps around bashing things.

   That’s normally Summon Construct (from The Practical Enchanter), with a slight modification; the special abilities of the construct are normally fixed (-1 level), and it can ONLY be worn, not sent out on it’s own (-1 Level), but it automatically gains the Bonded, Fast Healing, and Enveloping Properties (+1 Level). Since each Exokinetic gets to design and describe his or her own personal construct from the tables in the back of The Practical Enchanter there are a wide variety of Exokinetics. If you want to transform into a “dragon”, generate a malleable aura of solid energy, encase yourself in living metal, become part of a huge stone lion, or some such, than this is the power package for you.

   In many ways the Exokinetic Mutant is just a variation on the Strongman – but they tend to be much more conspicuous in action and less so otherwise. As usual for monotalents, a high-class Exokinetic tends to be overwhelmingly powerful within his or her speciality; even on top of the general abuse of Innate Enchantment which is built into all of the “Mutants”, putting most of those points into a single power would be asking for an additional ECL adjustment in a normal game. Of course, since these are set up for a superhero game, it really doesn’t matter that much. All of the characters are going to be outrageously over the top in some fashion.

   The Class-I Exokinetic:

  • Type-4 Construct Armor (Spell Level Three x Caster Level Five x 2000 GP for Unlimited-Use Use-Activated x .8 The unlimited-use allows the construct to remain indefinitely, but does not renew it’s hit points. If it is destroyed in battle, the user must wait 1d10 rounds before it can be resummoned = 24,000 GP).

   Minor Abilities (Choice of Eight):

   All (Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x.8 for only applying to the user and his construct armor) = 1600 GP.

  1. +1 Resistance Bonus to all Saving Throws. (Warding Rune, from The Practical Enchanter).
  2. +1 Competence Bonus to all Saving Throws. (Sidestep, from The Practical Enchanter).
  3. +2 Deflection Bonus to AC (Shield of Faith).
  4. +2 to any one Attribute (various versions of Enhance Attribute, from The Practical Enchanter).
  5. +3 Competence Bonus to a specified group of skills (Skill Mastery, from The Practical Enchanter).
  6. +4 BAB with Construct Armor Slam Attacks (Weapon Mastery from The Practical Enchanter).
  7. Deep Reserves / Repair Construct with Rapid Casting (x2), only works on the construct-armor (x.5): Repairs a total of 5d8+5 damage to your construct-armor. Any amount of this total can be expended in one round.
  8. Endure Elements (the user is immune to ordinary weather effects).
  9. Feather Fall.
  10. Implement (from the Hedge Magic spell list, this site. The user may produce simple implements, such as staves, basic melee weapons, hammers, drills, etc, which last for about ten minutes – forming them out of the same stuff as the construct he or she wears).
  11. Inner Fires (the user need not breathe).
  12. Inspiring Word (+1 Morale bonus to attacks, checks, damage, and saves).
  13. Jump (+10 Enhancement Bonus to Jump Checks).
  14. Lesser Resist Energy (from The Practical Enchanter, provides resistance-5 to all forms of energy other than Divine and Infernal).
  15. Mage Armor (+4 Armor Bonus to AC).
  16. Protection From Evil.

   The Class-II Exokinetic:

  • Type-5 Construct Armor (Spell Level Four x Caster Level Seven x 2000 GP for Unlimited-Use Use-Activated x .8 The unlimited-use allows the construct to remain indefinitely, but does not renew it’s hit points. If it is destroyed in battle, the user must wait 1d10 rounds before it can be resummoned = 44,800 GP).
  • The Class-II Exokinetic also gets thirteen choices from the Class-I Exokinetics Minor Abilities list.

   The Class-III Exokinetic:

  • Type-6 Construct Armor (Spell Level Five x Caster Level Nine x 2000 GP for Unlimited-Use Use-Activated x .8 The unlimited-use allows the construct to remain indefinitely, but does not renew it’s hit points. If it is destroyed in battle, the user must wait 1d10 rounds before it can be resummoned = 72,000 GP).
  • Free use of some externally-directed second level effect – such as Hypnotic Pattern, Pyrotechnics, Scorching Ray, Sound Burst, Personal Flight, or Web at Caster Level Three (12,000 GP).
  • The Class-III Exokinetic also gets eight choices from the Class-I Exokinetics Minor Abilities list.

   The Class-IV Exokinetic:

  • Type-7 Construct Armor (Spell Level Six x Caster Level Eleven x 2000 GP for Unlimited-Use Use-Activated x .8 The unlimited-use allows the construct to remain indefinitely, but does not renew it’s hit points. If it is destroyed in battle, the user must wait 1d10 rounds before it can be resummoned = 105,600 GP).
  • Free use of some externally-directed second level effect – such as Hypnotic Pattern, Pyrotechnics, Scorching Ray, Sound Burst, Personal Flight, or Web at Caster Level Three (12,000 GP).
  • The Class-III Exokinetic also gets seven choices from the Class-I Exokinetics Minor Abilities list.

   The Class-V Exokinetic:

  • Type-8 Construct Armor (Spell Level Seven x Caster Level Thirteen x 2000 GP for Unlimited-Use Use-Activated x .8 The unlimited-use allows the construct to remain indefinitely, but does not renew it’s hit points. If it is destroyed in battle, the user must wait 1d10 rounds before it can be resummoned = 145,500 GP).
  • Immovability (Provides a +10 Circumstance Bonus against attempts to move the user against his or her will, whether physically or magically. This includes relevant attempts to grapple, lift, push, bull rush, overrun, throw, or trip the user (Level Two Spell x Caster Level Three x 2000 GP for Unlimited-Use Use-Activated x .8 Personal and Construct-Armor use only = 9600).
  • The Class-III Exokinetic also gets three choices from the Class-I Exokinetics Minor Abilities list.

   The Class-VI Exokinetic:

  • Type-9 Construct Armor (Spell Level Eight x Caster Level Fifteen x 2000 GP for Unlimited-Use Use-Activated x .8 The unlimited-use allows the construct to remain indefinitely, but does not renew it’s hit points. If it is destroyed in battle, the user must wait 1d10 rounds before it can be resummoned = 192,000 GP).
  • There’s absolutely nothing left over for a Class-VI Exokinetic to buy secondary abilities with. Of course, if you’re generating a ninth-level Psychic Construct effect around yourself, you probably don’t need any other powers.
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4 Responses

  1. Looking back over this series, I realized that we haven’t had anything on a telekinetic mutant yet. Is that set to be entry no. XX?

    • I’m not quite sure why this comment wound up getting delayed and didn’t appear until after your second attempt – but the answers on the next one.

  2. I was re-reading this, and wanted to ask if at some point we’ll see a mutant build for a telekinetic. That’s a pretty broad-ranging power that has variable levels of strength. Here’s hoping it’s article no. XX!

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