Mutants of the Eclipse Part IX – The Stealth Expert

   To continue with Mutants in Eclipse, here are the power packages for Class I and Class II Stealth Experts – that is, at +1 and +2 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 Stealth Expert makes for an uneasy superhero on several levels. First off, of course, is the simple fact that comic books, movies, and cartoons are visual mediums – and characters whom you can’t SEE don’t really work very well in them. If that wasn’t bad enough, sneaking around has negative connotations with a lot of people – and a character who’s sole talent is stealth often has little to do in a superhero group. When a giant monster is smashing its way down main street, being able to hide really well doesn’t help a lot.

   Of course, the source material usually patches these problems.

   In the comic books, “stealth experts” can usually be described as characters who appear and disappear mysteriously, who possess considerable skill with weapons or martial arts, and are very agile and evasive. How they appear and disappear may or may not be explained. Once in a great while there may be a brief shot of them sneaking around, similar to the few moments that were spent on Ben sneaking around the Death Star in Star Wars. More often, no explanation is offered at all; the character simply appears when convenient. Almost as often, the character has some power like short-range teleportation, invisibility, or intangibility, giving them both a defense that will let them participate in super-powered conflicts and an excuse for the way they just pop up out of nowhere.

   The Class-I Stealth Expert gets:

   Choice of two Major Abilities from among:

  • Darkness (Spell Level Two x Caster Level Three x 2000 GP for Unlimited-Use Use-Activated = 12,000 GP).
  • Ethereal Phase (From the Speedster list, Spell Level Two x Caster Level Three x 2000 GP for Unlimited-Use Use-Activated = 12,000 GP).
  • Invisibility (Spell Level Two x Caster Level Three x 2000 GP for Unlimited-Use Use-Activated = 12,000 GP). Note that this will allow a Stealth Expert to render a small group invisible as long as they remain in contact with him or her.
  • Dimension Door with Formula Modifiers “Powers of Chaos” and “Life Energy”. The character must make a DC 12 Will save when teleporting more than his or her normal movement; on a failure he or she becomes Fatigued. On a “1” something really odd happens, on a “2” there are minor side effects (Spell Level Two x Caster Level Three x 2000 GP for Unlimited-Use Use-Activated = 12,000 GP). (For a serious comic-book hero, I’d buy some luck rerolls on that).
  • Wind Dance (From the Speedster list, Spell Level Two x Caster Level Three x 2000 GP for Unlimited-Use Use-Activated = 12,000 GP). The effect may be evasiveness, blink teleportation, simple martial arts evasions, or some other effect selected when the character is created.

   Choice of six Minor Abilities from among:

  1. Breakfall (Feather Fall): The user is not harmed by falls.
  2. C’hi Healing: Cure Light Wounds three times per day and Lesser Restoration twice per day.
  3. Camouflage: +10 Circumstance Bonus to Hide Checks.
  4. Draining Touch (Ray of Enfeeblement, not Personal Only, but x.7 Must be used as part of an unarmed attack or touch attack instead).
  5. Enhance Attribute: +2 Enhancement Bonus to an attribute (most commonly dexterity).
  6. Eyes of the Night: You may see normally in magical darkness.
  7. Lethal Strike: Gain +2d6 Sneak Attack.
  8. Light Foot (From the Speedsters spell list, +30 circumstance bonus ground movement speed a +10 circumstance bonus on jump checks, and DR 10 versus Falling Damage only).
  9. Low-Light Vision: See twice as far as a normal human under low-light conditions.
  10. Martial Mastery: +4 Competence Bonus to BAB with Unarmed Strikes (or with another specific weapon) (Weapon Mastery, from The Practical Enchanter).
  11. Martial Arts: The user’s hands and feet are as effective as a +2 Hand Axe.
  12. Mental Map: The user can instinctively retrace his or her steps and never becomes lost.
  13. Nerve Strike: Add Chill Touch effects to one of your unarmed melee attacks each round.
  14. Predatory Mind: +3 Morale Bonus to Initiative, Spot and Listen Checks, and saves versus Fear.
  15. Serpents Strike: Gain one additional attack at your full BAB which may be taken off-action.
  16. Skill Mastery: +3 Competence Bonus on a particular group of skills.
  17. Sure Step: The user gains a +10 enhancement bonus on Balance, Climb, Jump, and Tumble and retains his or her Dexterity bonus to AC when balancing or climbing for one minute per level of the caster.
  18. Toughening Exercises: +(12 + 2 x Con Mod) HP (Immortal Vigor I, from The Practical Enchanter).
  19. Unbreakable Grasp: Gain a +10 Enhancement Bonus to Climb checks and to rolls to hang onto things.
  20. Weapons Mastery: +2 Competence Bonus to BAB with a particular group of weapons.

   All Minor Abilities are (Level One Spell x Caster Level One x 2000 GP for Unlimited-Use Use-Activated x.7 Personal Only = 1400 GP).

   The Class-II Stealth Expert gains:

  • +4 Dexterity (Enhance Attribute from The Practical Enchanter, Spell Level Two x Caster Level Three x 2000 GP for Unlimited-Use Use-Activated x .7 Personal Only = 8400 GP).
  • +7 to a group of skills (Skill Mastery from The Practical Enchanter, Spell Level Two x Caster Level Three x 2000 GP for Unlimited-Use Use-Activated x .7 Personal Only = 8400 GP).
  • Greater Nerve Strike (Hold Person, Spell Level Two x Caster Level Three x 2000 GP for Unlimited-Use Use-Activated x .7 Must be used as part of an unarmed attack or touch attack = 8400 GP). Similar spells, such as Blindness/Deafness work as well.
  • An additional four choices from amongst the Class-I Minor Abilities list.

   There are no pure Class-III or higher Stealth Experts – unless someone wants to create a custom build or wants to upgrade to Improved Invisibility or some such (not very heroic at all that). Once you’re obscenely good at sneaking about, or can become intangible, or pop around via short-range teleportation, where do you go from there? You either have those powers or you don’t, unlike strength, or psychic constructs, or manipulation powers, all of which you can steadily step up. Most Stealth Experts prefer to take actual levels, skills, and martial abilities – or to take abilities from some other type of hero if they really want to take more template levels.

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: