Superhero base class, please critique.


Homebrew and House Rules


Here is a superhero base class I'm working on. Please feel free to make the most broken superhero you can so I can fix it! :)

I will first post the class info, then the superpowers, then power stunts.

SUPERHERO
Some are created in the laboratories of mad scientists or wizards; others are changed by exposure to unearthly forces or rare alchemical substances; still others were born as they are, perhaps because of divine blood running in their veins, or the influence of a rare conjunction of the heavens at birth. Those who use their rare gifts to protect others and fight against evil are known as superheroes; those who use their powers to dominate and destroy are known as supervillains; and those who walk the fine line between Good and Evil can be known as either, or both.
Role: The superhero is a formidable combatant, and an exceptionally versatile class. The superhero’s superpowers can potentially allow him to fill almost any role, be it front-line defender, scout, healer, crowd control, or mobile skirmisher.
Alignment: Any.
Hit Die: d10.
CLASS SKILLS
The superhero’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 2 + Int modifier.
CLASS FEATURES
The following are class features of the superhero.
Weapon and Armor Proficiency: A superhero is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). A superhero is considered proficient with attacks granted by his superpowers.
Major Superpowers: At 1st level, a superhero gains two major superpowers. An additional major superpower is gained at 10th level, and another at 20th level. Some superpowers function like Pathfinder Roleplaying Game spells or special abilities, as noted in the superpower’s description. Superpowers do not require spell components, divine foci, or materials of any kind, even if they duplicate a spell that requires them. Optionally, you can exchange a major superpower for two minor superpowers.
Minor Superpowers: At 1st level, a superhero gains a minor superpower. An additional minor superpower is gained at 5th level, at 10th level, at 15th level, and at 20th level. Optionally, you can forego a minor superpower and save it until you attain a second minor superpower, at which point you must either choose two minor superpowers, or you can exchange the two minor superpowers for one major superpower.
Power Pool: At 1st level, a superhero gains a pool of power points, super-heroic energy he can use to activate his superpowers and power stunts. The number of points in a superhero’s power pool is equal to 1/2 his superhero level + his Constitution modifier, with a minimum of 1 power point. The power pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Power Stunt: At 1st level, a superhero gains a power stunt. An additional power stunt is gained at 4th level, at 8th level, at 12th level, at 16th level, and at 20th level.
Bonus Combat Feat: At 2nd level, a superhero gains a bonus combat feat in addition to those gained from normal advancement. An additional bonus combat feat is gained at 6th level, at 10th level, at 14th level, and at 18th level. Upon reaching 6th level, and every four levels thereafter (10th, 14th, and 18th), a superhero can choose to learn a new bonus combat feat in place of a bonus combat feat he has already learned. In effect, the superhero loses the old bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or ability. A superhero can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus combat feat for the level.
Bravery: At 3rd level, a superhero gains a +1 bonus on Will saves against fear. This bonus increases by +1 at 7th level, at 11th level, at 15th level, and at 19th level.
Superpower Exchange: Upon reaching 5th level, and every four levels thereafter (9th, 13th, and 17th), a superhero can choose to gain a new major or minor superpower in place of a superpower he has already gained. In effect, the superhero loses the old superpower in exchange for the new one. The old superpower cannot be one that was used as a prerequisite for a power stunt, feat, prestige class, or ability. A superhero can only change one superpower at any given level and must choose whether or not to swap the superpower at the time he gains the level granting the exchange. The exchange must be equal; a minor superpower can only be exchanged for another minor superpower, and a major superpower can be exchanged for either another major superpower or two minor superpowers.
Heroic Recovery: At 9th level, a superhero can heal his own wounds as a standard action. He can heal a number of hit points equal to his superhero level by spending 1 power point from his power pool.
TABLE 1: SUPERHERO
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Major superpowers (2), minor superpower, power pool, power stunt
2nd +2 +3 +0 +0 Bonus combat feat
3rd +3 +3 +1 +1 Bravery +1
4th +4 +4 +1 +1 Power stunt
5th +5 +4 +1 +1 Minor superpower, superpower exchange
6th +6/+1 +5 +2 +2 Bonus combat feat
7th +7/+2 +5 +2 +2 Bravery +2
8th +8/+3 +6 +2 +2 Power stunt
9th +9/+4 +6 +3 +3 Heroic recovery, superpower exchange
10th +10/+5 +7 +3 +3 Bonus combat feat, major superpower, minor superpower
11th +11/+6/+1 +7 +3 +3 Bravery +3
12th +12/+7/+2 +8 +4 +4 Power stunt
13th +13/+8/+3 +8 +4 +4 Superpower exchange
14th +14/+9/+4 +9 +4 +4 Bonus combat feat
15th +15/+10/+5 +9 +5 +5 Bravery +4, minor superpower
16th +16/+11/+6/+1 +10 +5 +5 Power stunt
17th +17/+12/+7/+2 +10 +5 +5 Superpower exchange
18th +18/+13/+8/+3 +11 +6 +6 Bonus combat feat
19th +19/+14/+9/+4 +11 +6 +6 Bravery +5
20th +20/+15/+10/+5 +12 +6 +6 Major superpower, minor superpower, power stunt

Coming next: superpowers


SUPERPOWERS
The majority of superpowers duplicate the effects of a Pathfinder Roleplaying Game spell with a caster level equal to your superhero level. These superpowers are considered spell-like abilities, and their effects can be dispelled or suppressed accordingly. Superpowers with effects that do not duplicate a specific spell are considered extraordinary abilities, and cannot be dispelled or suppressed. Even if a superpower duplicates a spell that requires costly materials or a divine focus, no material components are required to activate a superpower. In any case where an ability modifier is added to a spell’s variable effects, use Constitution as the modifying ability instead of Intelligence (wizard spells), Wisdom (cleric and druid spells), or Charisma (bard and sorcerer spells).
MAJOR SUPERPOWERS
ABILITY INCREASE: Choose one ability score. The chosen ability is increased by +2 at levels 1—5; +3 at levels 6—10; +4 at levels 11—15; and +5 at level 16 and higher. This superpower can be taken once for each of the six abilities.
ANIMATE DEAD: As a standard action, you can turn corpses into undead skeletons or zombies (see the Pathfinder Roleplaying Game Bestiary) that obey your commands as per the spell animate dead (see page 241 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.
ANIMATE OBJECTS: As a standard action, you can imbue inanimate objects with mobility and a semblance of life as per the spell animate objects (see page 242 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Use of this superpower costs 1 power point.
ANIMATE PLANTS: As a standard action, you can imbue inanimate plants with mobility and a semblance of life as per the spell animate plants (see page 242 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level. Use of this superpower costs 1 power point.
ANTILIFE SHELL: As a standard action, you can create an effect that acts as the spell antilife shell (see page 242 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Use of this superpower costs 1 power point.
ANTIMAGIC FIELD: As a standard action, you can create an invisible barrier that acts as the spell antimagic field (see page 242 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except the duration is 1 minute per level. Use of this superpower costs 1 power point.
BEAST SHAPE: As a standard action, you can change shape to an animal form as per the beast shape spells (see page 247 in the Pathfinder Roleplaying Game Core Rulebook). You can change shape as per beast shape I at levels 1—5; as per beast shape II at levels 6—10; as per beast shape III at levels 11—15; and as per beast shape IV at level 16 and higher. Use of this superpower costs 1 power point.
BLINDSENSE/BLINDSIGHT: You have the blindsense special ability out to 30 feet at levels 1—5; and out to 60 feet at levels 6—10. You have the blindsight special ability out to 90 feet at levels 11—15; and out to 120 feet at level 16 and higher. (See page 560 in the Pathfinder Roleplaying Game Core Rulebook.)
CHANNEL ENERGY: As a standard action, you can channel either positive or negative energy as a cleric of equal level (see page 40 in the Pathfinder Roleplaying Game Core Rulebook). The type of energy channeled (positive or negative) must be chosen when you gain this superpower, and cannot be changed later. This superpower counts as the channel energy class feature for purposes of meeting the requirements for feats and prestige classes. Use of this superpower costs 1 power point.
CHARM: As a standard action, you can charm a single creature as per the spell charm monster cast by a sorcerer of equal level (see page 254 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.
CONFUSION: As a standard action, you can affect a single creature as per the spell confusion cast by a sorcerer of equal level (see page 258 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.
CONTAGIOUS TOUCH: As a melee touch attack, you can infect a single creature as per the spell contagion cast by a sorcerer of equal level (see page 259 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.
CREATION: As a standard action, you can create a single unattended object as per the spell major creation cast by a sorcerer of equal level (see page 311 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.
DAMAGE REDUCTION: You have damage reduction, which might represent exceptional resilience, immediate healing, et cetera. You have DR 2/— at levels 1—5; DR 3/— at levels 6—10; DR 4/— at levels 11—15; and DR 5/— at level 16 and higher.
DEFLECTION: You have a deflection bonus to your AC, which might represent a personal force field, an orbiting magical or high-tech shield that deflects attacks, an extraordinary ability to parry or block, et cetera. You have a +2 deflection bonus at levels 1—5; a +3 deflection bonus at levels 6—10; a +4 deflection bonus at levels 11—15; and a +5 deflection bonus at level 16 and higher.
DISPEL: As a standard action, you can end one ongoing spell or spell-like effect that has been cast or targeted on a creature or object, temporarily suppress the magical abilities of a magic item or one of a superhero’s superpowers, or counter a spellcaster’s spell or another superhero’s superpower, as per the spell greater dispel magic (see page 272 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.
DISPLACEMENT: As a standard action, you can displace your image as per the spell displacement cast by a sorcerer of equal level (see page 273 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.
DOMINATION: As a standard action, you can control the actions of a single creature as per the spell dominate monster cast by a sorcerer of equal level (see page 274 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.
ELEMENT MASTERY, AIR: As a standard action, you can create any of the following effects as per the spell of the same name cast by a druid of equal level: control winds (see page 261 in the Pathfinder Roleplaying Game Core Rulebook); gust of wind (see page 293 in the Pathfinder Roleplaying Game Core Rulebook); whirlwind (see page 369 in the Pathfinder Roleplaying Game Core Rulebook); and wind wall (see page 370 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.
ELEMENT MASTERY, EARTH: As a standard action, you can create any of the following effects as per the spell of the same name cast by a druid of equal level: meld into stone (see page 312 in the Pathfinder Roleplaying Game Core Rulebook); move earth (see page 316 in the Pathfinder Roleplaying Game Core Rulebook); spike stones (see page 348 in the Pathfinder Roleplaying Game Core Rulebook); transmute mud to rock and transmute rock to mud (see page 361 in the Pathfinder Roleplaying Game Core Rulebook); and wall of stone (see page 367 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.
ELEMENT MASTERY, FIRE: As a standard action, you can create any of the following effects as per the spell of the same name cast by a druid of equal level: fireball (see page 283 in the Pathfinder Roleplaying Game Core Rulebook); flame blade (see page 283 in the Pathfinder Roleplaying Game Core Rulebook); flaming sphere (see page 283 in the Pathfinder Roleplaying Game Core Rulebook); and wall of fire (see page 365 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.
ELEMENT MASTERY, FORCE: As a standard action, you can create any of the following effects as per the spell of the same name cast by a sorcerer of equal level: mage armor (see page 306 in the Pathfinder Roleplaying Game Core Rulebook); magic missile (see page 309 in the Pathfinder Roleplaying Game Core Rulebook); shield (see page 342 in the Pathfinder Roleplaying Game Core Rulebook); and wall of force (see page 365 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.
ELEMENT MASTERY, WATER: As a standard action, you can create any of the following effects as per the spell of the same name cast by a druid of equal level: control water (see page 260 in the Pathfinder Roleplaying Game Core Rulebook); create water (see page 262 in the Pathfinder Roleplaying Game Core Rulebook); fog cloud (see page 284 in the Pathfinder Roleplaying Game Core Rulebook); and quench (see page 329 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.
ENERGY RESISTANCE: You are resistant to one kind of energy damage (acid, cold, electricity, fire, or sonic). You have energy resistance 5 at levels 1—5; energy resistance 10 at levels 6—10; energy resistance 20 at levels 11—15; and energy resistance 30 at level 16 and higher. You can gain this superpower multiple times. Its effects do not stack. Each time you take the superpower, it applies to a new type of energy.
ENERGY SHIELD: As a standard action, you can wreathe your body with one kind of energy (acid, cold, electricity, fire, or sonic) as per the spell fire shield (see page 282 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that unlike the spell, this superpower does not provide any protection against opposing energy types. You can gain this superpower multiple times. Its effects do not stack. Each time you take the superpower, it applies to a new type of energy. Use of this superpower costs 1 power point.
ETHEREAL FORM: As a standard action, you can become ethereal as per the spell ethereal jaunt (see page 279 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.
FAST HEALING: Your wounds heal very quickly. You have fast healing 2 at levels 1—5; fast healing 3 at levels 6—10; fast healing 4 at levels 11—15; and fast healing 5 at level 16 and higher.
FEAR: As a standard action, you can create a cone-shaped burst that causes fear in creatures caught within its area as per the spell fear (see page 281 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.
FLIGHT: You have a fly speed, whether from wings, telekinetic flight, or some other method. You have a fly speed of 15 feet with poor maneuverability (—4 on Fly checks) at levels 1—5; a fly speed of 30 feet with average maneuverability (+0 on Fly checks) at levels 6—10; a fly speed of 45 feet with good maneuverability (+4 on Fly checks) at levels 11—15; and a fly speed of 60 feet with perfect maneuverability (+8 on Fly checks) at level 16 and higher. This superpower qualifies you for the monster feats Flyby Attack, Hover, and Wingover (see the Pathfinder Roleplaying Game Bestiary).
FORM OF THE DRAGON: As a standard action, you can assume the form of a chromatic or metallic dragon (see the Pathfinder Roleplaying Game Bestiary) as per the form of the dragon spells (see page 286 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that you can only assume the form of one specific type of dragon (black, blue, brass, bronze, copper, gold, green, red, silver, or white), chosen when you take this superpower. You can assume your dragon form as per form of the dragon I at levels 1—5; as per form of the dragon II at levels 6—10; and as per form of the dragon III at level 11 and higher. This superpower can be taken multiple times. Its effects do not stack. Each time you take it, you choose a new type of dragon form. Use of this superpower costs 1 power point.
FREEDOM OF MOVEMENT: As a standard action, you can activate this superpower, which functions as the spell freedom of movement (see page 287 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level, except that the target is you only. Use of this superpower costs 1 power point.
HASTE: You are capable of temporary bursts of superhuman speed as per the spell haste (see page 294 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.
HEAL: As a standard action, you can channel positive energy through your touch to heal a single creature as per the spell heal (see page 294 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Use of this superpower costs 1 power point.
ILLUSION: As a standard action, you can create illusions as per the spell major image (see page 311 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.
INFLICT WOUNDS: As a standard action, you can make a single melee touch attack that deals negative energy damage to living creatures as per the inflict wounds spells (see pages 300—301 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. A successful Will save (DC = 10 + 1/2 superhero level + Con modifier) reduces the damage by half. You can inflict light wounds at levels 1—5; inflict moderate wounds at levels 6—10; inflict serious wounds at levels 11—15; and inflict critical wounds at level 16 and higher. Use of this superpower costs 1 power point.
MELEE ATTACK, ENERGY: You can enhance your melee attacks (including melee touch attacks) with one type of energy damage (acid, cold, electricity, fire, or sonic). Typically this means that the chosen energy type bursts from your melee weapons or unarmed attacks on striking a target, but it could also represent a melee weapon with a blade of pure energy, et cetera. You cannot be disarmed of your energy melee attack, even if it represents a manufactured ranged weapon (the weapon might be magically bonded to your hand by a powerful curse, or it might immediately teleport or otherwise return to your hand if it is ever disarmed or accidentally dropped), nor is it subject to sunder attacks (in effect, it is impervious to damage). Your energy melee attack deals an additional 1d6 energy damage at levels 1—5; an additional 1d8 energy damage at levels 6—10; an additional 1d10 energy damage at levels 11—15; and an additional 2d6 energy damage at level 16 and higher. You can gain this superpower multiple times. Its effects do not stack. Each time you take the superpower, it applies to a new type of energy. You cannot stack multiple types of energy damage on an attack, but you can change types from attack to attack.
MELEE ATTACK, PHYSICAL: You can make devastating melee attacks with a special weapon, which might be natural (bite, claws, tail slap, iron-hard fists, et cetera) or manufactured (magical or high-tech melee weapon). You are considered to be proficient when making attacks with this superpower. If you have a high enough base attack bonus, you can use this superpower to make multiple attacks with a full attack. You cannot be disarmed of your physical melee attack, even if it represents a manufactured melee weapon (the weapon might be magically bonded to your hand by a powerful curse, or it might immediately teleport or otherwise return to your hand if it is ever disarmed or accidentally dropped), nor is it subject to sunder attacks (in effect, it is impervious to damage). When you gain this superpower, you must choose one type of physical damage for the attack to deal (bludgeoning, piercing, or slashing). You must also choose a specific kind of melee weapon for this superpower to take the form of. This can be either a manufactured melee weapon, an unarmed strike, or a natural weapon (bite, claw, et cetera). Regardless of what form the attack takes, it deals damage as detailed below, threatens a critical hit on a 20, and has a critical hit multiplier of x2. The form this superpower takes determines which feats and other effects can be applied to it, and how Strength modifier is applied to damage. If used to make secondary or off-hand attacks, this superpower is subject to the normal rules (–5 to the attack roll, Str modifier x 0.5). Your physical melee attack deals damage of the chosen type equal to 1d8 + Str modifier at levels 1—5; 2d6 + Str modifier at levels 6—10; 3d6 + Str modifier at levels 11—15; and 3d8 + Str modifier at level 16 and higher. You can gain this superpower multiple times. Its effects do not stack. Each time you take the superpower, you gain a new physical melee attack.
NATURAL ARMOR: You have a natural armor bonus to your AC, which might represent a tough hide, dense flesh, an exoskeleton, et cetera. You have a +2 natural armor bonus at levels 1—5; a +3 natural armor bonus at levels 6—10; a +4 natural armor bonus at levels 11—15; and a +5 natural armor bonus at level 16 and higher. This superpower qualifies you for the monster feat Improved Natural Armor (see the Pathfinder Roleplaying Game Bestiary), provided you meet the other prerequisite (Constitution 13 or better).
PARALYZING TOUCH: As a standard action, you can make a single melee touch attack that causes the target to become paralyzed for one round per level. A successful Fortitude save (DC = 10 + 1/2 superhero level + Con modifier) negates this effect. Each round on its turn, a paralyzed subject may attempt a new saving throw to end the effect. Use of this superpower costs 1 power point.
PLASTICITY: Your body is highly stretchable, elastic, and capable of squeezing through very narrow spaces. At levels 1—5, you have an effective reach of 10 feet, you can step up or down 10 feet at a cost of 5 feet of movement, you get a +4 bonus on Escape Artist checks and on combat maneuver checks made to grapple, and you can squeeze through tight spaces as though you were Small; at levels 6—10, you have an effective reach of 15 feet, you can step up or down 15 feet at a cost of 5 feet of movement, you get a +6 bonus on Escape Artist checks and on combat maneuver checks made to grapple, and you can squeeze through tight spaces as though you were Tiny; at levels 11—15, you have an effective reach of 20 feet, you can step up or down 20 feet at a cost of 5 feet of movement, you get a +8 bonus on Escape Artist checks and on combat maneuver checks made to grapple, and you can squeeze through tight spaces as though you were diminutive; at level 16 and higher, you have an effective reach of 25 feet, you can step up or down 25 feet at a cost of 5 feet of movement, you get a +10 bonus on Escape Artist checks and on combat maneuver checks made to grapple, and you can squeeze through tight spaces as though you were Fine.
POISONOUS TOUCH: As a standard action, you can make a single melee touch attack that causes the target to become poisoned as per the spell poison (see page 323 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. A successful Fortitude save negates this effect (DC = 10 + 1/2 superhero level + Con modifier). Use of this superpower costs 1 power point.
RANGED ATTACK, ENERGY: You can make ranged attacks that deal one type of energy damage (acid, cold, electricity, fire, or sonic). This superpower typically represents energy beams that shoot from your hands, though it might actually take the form of bolts or thrown weapons made of pure energy, a blaster rifle, et cetera. You are considered to be proficient when making attacks with this superpower. If you have a high enough base attack bonus, you can use this superpower to make multiple attacks with a full attack. Your energy ranged attack threatens a critical hit on a 20, and has a critical hit multiplier of x2. You cannot be disarmed of your energy ranged attack, even if it represents a manufactured ranged weapon (the weapon might be magically bonded to your hand by a powerful curse, or it might immediately teleport or otherwise return to your hand if it is a throwing weapon, or if it is ever disarmed or accidentally dropped), nor is it subject to sunder attacks (in effect, it is impervious to damage). Your energy ranged attack has a range of close (25 feet + 5 feet per 2 superhero levels), and deals 1d6 energy damage at levels 1—5; 2d6 energy damage at levels 6—10; 3d6 energy damage at levels 11—15; and 4d6 energy damage at level 16 and higher. You can gain this superpower multiple times. Its effects do not stack. Each time you take the superpower, it applies to a new type of energy. You cannot stack multiple types of energy damage on an attack, but you can change types from attack to attack.
RANGED ATTACK, PHYSICAL: You can make ranged attacks that deal one type of physical damage (bludgeoning, piercing, or slashing). You are considered to be proficient when making attacks with this superpower. If you have a high enough base attack bonus, you can use this superpower to make multiple attacks with a full attack. When you gain this superpower, you must choose one type of physical damage for the attack to deal (bludgeoning, piercing, or slashing). You must also choose a specific kind of ranged weapon for this superpower to take the form of. This can be either a manufactured ranged weapon, or a natural weapon (projectile quills, rocks that you conjure out of thin air and hurl, et cetera). Regardless of what form the attack takes, it deals damage as detailed below, threatens a critical hit on a 20, and has a critical hit multiplier of x2. The form this superpower takes determines range, whether the weapon is considered a thrown weapon or a projectile, and which feats and other effects can be applied to it. You cannot be disarmed of your physical ranged attack, even if it represents a manufactured ranged weapon (the weapon might be magically bonded to your hand by a powerful curse, or it might immediately teleport or otherwise return to your hand if it is a throwing weapon, or if it is ever disarmed or accidentally dropped), nor is it subject to sunder attacks (in effect, it is impervious to damage). Your physical ranged attack deals 1d6 + Str modifier damage at levels 1—5; 1d8 + Str modifier damage at levels 6—10; 2d6 + Str modifier damage at levels 11—15; and 3d6 + Str modifier damage at level 16 and higher. You can gain this superpower multiple times. Its effects do not stack. Each time you take the superpower, you gain a new physical ranged attack.
REGENERATE: You can regrow severed body members, broken bones, and ruined organs as per the spell regenerate (see page 331 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level, except that the target is you only. Use of this superpower costs 1 power point.
RESISTANCE: You are extraordinarily resistant to harmful effects. You have a +2 resistance bonus on all saving throws at levels 1—5; a +3 resistance bonus at levels 6—10; a +4 resistance bonus at levels 11—15; and a +5 resistance bonus at level 16 and higher.
RESTORATION: As a standard action, you can touch a single creature, bestowing all the benefits of the spell greater restoration (see page 334 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Use of this superpower costs 1 power point.
SHADOW MASTERY: As a standard action, you can create any of the following effects as per the spell of the same name cast by a sorcerer of equal level: shadow conjuration (see page 340 in the Pathfinder Roleplaying Game Core Rulebook); shadow evocation (see page 340 in the Pathfinder Roleplaying Game Core Rulebook); and shadow walk (see page 341 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.
SIZE CONTROL: As a full round action, you can change your size category by one step in either direction. You can become larger as per the spell enlarge person (see page 277 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, or you can become smaller as per the spell reduce person (see page 330 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. In either case, the target is you only. Use of this superpower costs 1 power point.
SPELL RESISTANCE: You gain spell resistance equal to 11 plus your superhero level.
SUGGESTION: As a standard action, you can suggest a course of action to a single creature as per the spell suggestion (see page 350 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.
TELEKINESIS: As a standard action, you can move objects or creatures by concentrating on them as per the spell telekinesis (see page 357 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.
TELEPORT: As a standard action, you can teleport as per the spell teleport (see page 358 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.
VAMPIRIC TOUCH: As a standard action, you can make a melee touch attack that deals damage to your target and gives you temporary hit points as per the spell vampiric touch (see page 364 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.
WEB: As a standard action, you can make an entangling area attack as per the spell web (see page 368 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that the range is close (25 ft. + 5 ft./2 levels) instead of medium. Use of this superpower costs 1 power point.
MINOR SUPERPOWERS
AMPHIBIOUS: You gain the aquatic subtype, but can survive indefinitely on land.
ANIMATE ROPE: As a standard action, you can animate a nonliving rope-like object as per the spell animate rope (see page 242 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.
ANTIPLANT SHELL: As a standard action, you can create an effect that acts as the spell antiplant shell (see page 243 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level. Use of this superpower costs 1 power point.
ANTITOXIC: You are immune to poisons of all kinds.
BARKSKIN: As a standard action, you can toughen your skin as per the spell barkskin (see page 246 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level, except the target is you only. Use of this superpower costs 1 power point.
BLIGHT: As a standard action, your touch can wither a single plant of any size as per the spell blight (see page 250 in the Pathfinder Roleplaying Game Core Rulebook) cast by sorcerer of equal level. Use of this superpower costs 1 power point.
BLUR: As a standard action, you can conceal yourself as per the spell blur (see page 251 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.
BURROW: You have a burrow speed of 5 feet at levels 1—5; 10 feet at levels 6—10; 15 feet at levels 11—15; and 20 feet at level 16 and higher.
CALM ANIMALS: As a standard action, you can soothe and quiet animals, rendering them docile and harmless as per the spell calm animals (see page 252 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level. Use of this superpower costs 1 power point.
CALM EMOTIONS: As a standard action, you can calm agitated creatures as per the spell calm emotions (see page 252 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Use of this superpower costs 1 power point.
CLAIRAUDIENCE/CLAIRVOYANCE: As a standard action, you can hear or see at a known location as if using the spell clairaudience/clairvoyance (see page 255 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.
CYBORG: This superpower can only be taken at 1st level. You are part machine, and have some traits similar to those of the construct type (though your actual type does not change). You gain a +2 bonus on saving throws against death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). You are not subject to nonlethal damage, ability drain, fatigue, exhaustion, or energy drain. You do not need to breathe, eat, or sleep. However, you are vulnerable to electricity, and take half again as much damage (+50%) from attacks and effects that deal electricity damage.
DARKNESS: As a standard action, you can create darkness as per the spell darkness (see page 263 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.
DARKVISION: You have darkvision out to 60 feet.
DEATHWATCH: As a standard action, you can determine the condition of creatures near death as per the spell deathwatch (see page 265 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.
DETECT EVIL: This superpower functions as the paladin class feature detect evil (see page 60 in the Pathfinder Roleplaying Game Core Rulebook).
DETECT THOUGHTS: As a standard action, you can detect surface thoughts as per the spell detect thoughts cast by a sorcerer of equal level (see page 268 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.
DISGUISE SELF: As a standard action, you can change your appearance as per the spell disguise self (see page 271 in the Pathfinder Roleplaying Game Core Roleplaying Game) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.
EXTRA ARMS: You have an extra pair of fully functional arms and hands. You gain a +2 bonus on all Strength checks and Strength-based skill checks. You can make attacks with your extra arms as part of a full attack, treating them as secondary or off-hand attacks. This superpower qualifies you for the monster feat Multiweapon Fighting (see the Pathfinder Roleplaying Game Bestiary), provided you meet the other prerequisite (Dexterity 13 or higher).
EXTRA LEGS: You have an extra pair of fully functional legs and feet. You gain a +2 bonus on all Strength checks and Strength-based skill checks, and a +10 bonus to your base land speed.
FEATHER FALL: As an immediate action, you can slow the descent of one or more freefalling creatures or objects as per the spell feather fall (see page 281 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.
FORTIFICATION: Your vital areas are better protected than usual as per the magic armor special ability fortification (see page 463 in the Pathfinder Roleplaying Game Core Rulebook). You gain a 10% chance for normal damage when struck by a critical hit or sneak attack at levels 1—5; a 25% chance at levels 6—10; a 50% chance at levels 11—15; and a 75% chance at level 16 and higher.
GASEOUS FORM: As a standard action, you can become insubstantial, misty and translucent, as per the spell gaseous form (see page 287 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.
GREASE: As a standard action, you can reduce the friction of an object or a ten-foot square as per the spell grease (see page 291 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.
HALF-UNDEAD: This superpower can only be taken at 1st level. You are cursed with partial undeath, and have some traits similar to those of the undead type (though your actual type does not change). You gain a +2 bonus on saving throws against death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). You are not subject to nonlethal damage, ability drain, fatigue, exhaustion, or energy drain. You do not need to breathe, eat, or sleep. However, you are damaged by positive energy and healed by negative energy as per the undead type.
INVISIBILITY PURGE: As a standard action, you can surround yourself with a sphere of power that negates all forms of invisibility as per the spell invisibility purge (see page 302 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.
LIGHT: As a standard action, you can create light as per the spell light (see page 304 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level.
LOW-LIGHT VISION: You can see twice as far as normal humans in conditions of dim light.
MARKSMAN: You have an uncanny understanding of ranged weapons, and are considered to be proficient with all ranged weapons, including exotic ranged weapons. You gain a +1 bonus on attack and damage rolls when attacking with a ranged weapon.
PRESTIDIGITATION: As a standard action, you can perform a simple magical trick as per the spell prestidigitation (see page 325 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level.
SUPER IMMUNE SYSTEM: You are immune to all diseases, including supernatural and magical diseases.
RAY OF ENFEEBLEMENT: As a standard action, you can create a coruscating ray that weakens your target as per the spell ray of enfeeblement (see page 330 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.
RUSTING GRASP: As a standard action, you can activate this superpower, which functions as the spell rusting grasp (see page 335 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level. Use of this superpower costs 1 power point.
SCENT: You have the scent special ability (see page 564 in the Pathfinder Roleplaying Game Core Rulebook).
SCRYING: You can observe a creature at any distance as per the spell scrying (see page 337 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that you do not need a pool of water, mirror, or other materials to use this superpower (although objects providing connections still apply the usual penalty to the target’s saving throw). Use of this superpower costs 1 power point.
SEE INVISIBILITY: You can see invisible creatures and objects as per the spell see invisibility (see page 339 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that this superpower is continually active and unlimited in duration.
SILENCE: As a standard action, you can create an area of complete silence as per the spell silence (see page 343 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Use of this superpower costs 1 power point.
SPEAK WITH ANIMALS: You can ask questions of and receive answers from animals as per the spell speak with animals (see page 346 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level, except that this superpower is continually active and unlimited in duration.
SPEAK WITH DEAD: You can communicate with the spirit of a corpse as per the spell speak with dead (see page 346 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Use of this superpower costs 1 power point.
SPEAK WITH PLANTS: You can communicate with normal plants and plant creatures as per the spell speak with plants (see page 346 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level, except that this superpower is continually active and unlimited in duration.
STABILITY: You receive a +4 bonus to your Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
STENCH: You secrete an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save or be sickened for 10 rounds. Creatures that successfully save cannot be affected by your stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
SUPER ACROBAT: You possess superhuman acrobatic skill. You gain a +4 bonus on Acrobatics checks at levels 1—5; a +6 bonus at levels 6—10; a +8 bonus at levels 11—15; and a +10 bonus at level 16 and higher.
SUPER CLIMBER: You can climb with superhuman skill. You gain a climb speed of 15 feet and a +4 bonus on Climb checks at levels 1—5; a climb speed of 20 feet and a +6 bonus at levels 6—10; a climb speed of 25 feet and a +8 bonus at levels 11—15; and a climb speed of 30 feet and a +10 bonus at level 16 and higher.
SUPER DETECTIVE: You have superhuman powers of perception, which might represent keen senses, mystical intuition, cybernetic sensors, et cetera. You gain a +4 bonus on Perception checks at levels 1—5; a +6 bonus at levels 6—10; a +8 bonus at levels 11—15; and a +10 bonus at level 16 and higher.
SUPER STEALTHY: You are superhumanly stealthy, whether because of a chameleon-like ability to camouflage yourself, a personal field of supernatural silence or darkness, a hypnotic or telepathic power to “erase” yourself from a perceiver’s notice, or some other effect. You gain a +4 bonus on Stealth checks at levels 1—5; a +6 bonus at levels 6—10; a +8 bonus at levels 11—15; and a +10 bonus at level 16 and higher.
SUPER SWIMMER: You can swim with superhuman skill. You gain a swim speed of 15 feet and a +4 bonus on Swim checks at levels 1—5; a swim speed of 20 feet and a +6 bonus at levels 6—10; a swim speed of 25 feet and a +8 bonus at levels 11—15; and a swim speed of 30 feet and a +10 bonus at level 16 and higher.
TELEPATHY: You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
TONGUES: You can speak and understand the language of any intelligent creature as per the spell tongues (see page 360 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that this superpower is continually active and unlimited in duration.
WATER WALK: You can tread on any liquid as if it were firm ground as per the spell water walk (see page 368 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level, except this superpower is continually active and unlimited in duration. You can suppress this superpower as a free action (if you wanted to swim, for instance).
WEAPON SAVANT: You have an uncanny understanding of melee weapons, and are considered to be proficient with all melee weapons, including exotic melee weapons. You gain a +1 bonus on attack and damage rolls when attacking with a melee weapon.
X-RAY VISION: As a standard action, you can see into and through solid matter. Vision range is 20 feet, and you can see as if looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.


POWER STUNTS
Power stunts are special abilities a superhero learns as he advances. Most power stunts have one or more prerequisites, which are usually superpowers, but some can be taken by any superhero. Power stunts that duplicate a spell are considered spell-like abilities; all other power stunts are considered extraordinary abilities.
ACID ARROW: [Prerequisites: Energy melee attack (acid) OR energy ranged attack (acid).] As a standard action, you can focus your energy melee attack (acid) or energy ranged attack (acid) superpower into an arrow of acid that speeds to its target as per the spell acid arrow (see page 239 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
ACID FOG: [Prerequisites: Air element mastery AND energy melee attack (acid) OR energy ranged attack (acid).] As a standard action, you can create a billowing mass of misty, highly acidic vapors as per the spell acid fog (see page 239 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
ADAMANTINE STRIKE: [Prerequisites: Physical melee attack OR physical ranged attack.] An attack made with your physical melee attack or physical ranged attack superpower is treated as an attack with an adamantine weapon for purposes of overcoming hardness and damage reduction.
AERIAL GRACE: [Prerequisites: Flight.] You gain a bonus on Fly checks equal to half your superhero level (minimum 1).
AIR WALK: [Prerequisites: Air element mastery.] As a standard action, you can activate this power stunt, which thereafter acts as the spell air walk (see page 239 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level, except that the target is you only. Each use of this power stunt costs 1 power point.
AQUATIC GRACE: [Prerequisites: Super swimmer.] You gain a bonus on Swim checks equal to half your superhero level (minimum 1).
ARMOR MASTERY: [Prerequisites: Armor training, 19th level.] You gain DR 5/— whenever you are wearing armor or using a shield.
ARMOR TRAINING: This power stunt functions as the fighter class feature armor training (see page 55 in the Pathfinder Roleplaying Game Core Rulebook), used by a fighter of equal level. In addition, you are proficient with all armor.
AWESOME BLOW: [Prerequisites: Ability increase (Strength) AND physical melee attack.] You gain the monster feat Awesome Blow (see the Pathfinder Roleplaying Game Bestiary), even if you do not meet the normal prerequisites.
BEAST OF BURDEN: [Prerequisites: Ability increase (Strength).] For the purpose of determining carrying capacity, you are considered to have a Strength score 4 points higher than your actual score.
BINDING WEB: [Prerequisites: Web.] As a standard action, you can focus your web on a single target as a ranged touch attack. If your attack succeeds, the DC to save against the attack and the DC to break free are both increased by +2. On a failed saving throw, the target is tightly bound and considered helpless (the target can still make Strength checks to try to break free). You cannot anchor your web to anything in this case, but your target is immobilized. If your ranged touch attack misses, your webbing (or whatever) falls harmlessly to the ground in your target’s space. Each use of this power stunt costs 1 power point.
BREATH OF LIFE: [Prerequisites: Channel energy AND heal AND restoration.] As a standard action, you can cure damage and possibly restore to life a recently slain creature as per the spell breath of life (see page 251 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Each use of this power stunt costs 1 power point.
BURNING HANDS: [Prerequisites: Energy melee attack (fire) OR energy ranged attack (fire) OR fire element mastery.] As a standard action, you can shoot a cone of searing flame from your fingertips as per the spell burning hands (see page 251 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
CALL LIGHTNING: [Prerequisites: Air element mastery AND energy melee attack (electricity) OR energy ranged attack (electricity).] As a full round action, you can create an effect that acts as the spell call lightning (see page 252 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level. Each use of this power stunt costs 1 power point.
CLENCHED FIST: [Prerequisites: Force element mastery.] As a standard action, you can create a Large hand of force that functions as the spell clenched fist (see page 255 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
COLD IRON STRIKE: [Prerequisites: Physical melee attack OR physical ranged attack.] An attack made with your physical melee attack or physical ranged attack superpower is treated as an attack with a cold iron weapon for purposes of overcoming damage reduction.
CON ARTIST: The Bluff skill is considered a class skill for you, and you gain a bonus equal to half your superhero level (minimum 1) on Bluff checks.
CONE OF COLD: [Prerequisites: Air element mastery AND water element mastery.] As a standard action, you can create a cone of freezing wind and hail as per the spell cone of cold (see page 258 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
DANCING LIGHTS: [Prerequisites: Light.] As a standard action, you can create an effect that acts as the spell dancing lights (see page 263 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level.
DAYLIGHT: [Prerequisites: Light.] As a standard action, you can create an effect that acts as the spell daylight (see page 264 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
DEFENSIVE ROLL: [Prerequisites: Evasion AND uncanny dodge.] This power stunt works exactly like the rogue advanced talent of the same name (see page 69 in the Pathfinder Roleplaying Game Core Rulebook).
EARTHQUAKE: [Prerequisites: Earth element mastery, 16th level.] As a standard action, you can create an intense but highly localized tremor that rips the ground, as per the spell earthquake (see page 275 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Each use of this power stunt costs 1 power point.
ELEMENTAL BODY: [Prerequisites: Air element mastery OR earth element mastery OR fire element mastery OR water element mastery.] As a standard action, you can transform into an elemental as per the elemental body spells (see pages 275—277 in the Pathfinder Roleplaying Game Core Rulebook), except that you can only assume the form of elementals of a type for which you have the element mastery superpower. For example, if you have air element mastery and water element mastery, you can take the form of either an air elemental or a water elemental. You can assume the form of a Small elemental as per elemental body I at levels 1—5; a Medium elemental as per elemental body II at levels 6—10; a Large elemental as per elemental body III at levels 11—15; and a Huge elemental as per elemental body IV at level 16 and higher. Each use of this power stunt costs 1 power point.
EMPOWER SUPERPOWER: [Prerequisites: Any superpower that duplicates a spell with variable numeric effects.] Choose one of your superpowers, subject to the restrictions below. You can use that superpower as an empowered spell-like ability three times per day (or less, if the superpower is normally useable only once or twice per day). When you use an empowered superpower, all variable numeric effects are increased by half (+50%). Saving throws and opposed rolls are not affected. You can only select a superpower that duplicates a spell with variable numeric effects and a spell level less than or equal to 1/2 your superhero level (round down) —2. For a summary, see the table below. This power stunt can be taken multiple times. Each time it is taken, you can apply it to a different one of your superpowers.
TABLE 2: EMPOWERED AND QUICKENED SUPERPOWERS
Spell Level Superhero Level to Empower Superhero Level to Quicken
0 4th 8th
1st 6th 10th
2nd 8th 12th
3rd 10th 14th
4th 12th 16th
5th 14th 18th
6th 16th 20th
7th 18th —
8th 20th —
9th — —

ENDURE ELEMENTS: You suffer no harm from being in a hot or cold environment as per the spell endure elements (see page 277 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that this power stunt is continuously active and unlimited in duration.
ENTANGLE: [Animate plants.] As a standard action, you can cause tall grasses, weeds, and other plants to wrap around creatures in the area of effect as per the spell entangle (see page 278 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level. Each use of this power stunt costs 1 power point.
EVASION: [Prerequisites: Ability increase (Dexterity) OR haste OR super acrobat.] This power stunt works exactly like the rogue class feature of the same name (see page 68 in the Pathfinder Roleplaying Game Core Rulebook).
FAMOUS/INFAMOUS: Your deeds (or misdeeds) are well-known to the public. If you are considered a superhero and/or have a generally positive reputation, you gain a bonus equal to half your superhero level (minimum 1) on Diplomacy checks made to influence creatures of nonevil alignments, and on Intimidate checks made to influence creatures of evil alignments. If you are considered a supervillain and/or have a generally negative reputation, you gain a bonus equal to half your superhero level (minimum 1) on Intimidate checks made to influence creatures of nonevil alignment, and on Diplomacy checks and Intimidate checks made to influence creatures of evil alignment.
FAST MOVEMENT: Your land speed is faster than the norm for your race by +10 feet as per the fast movement barbarian class feature (see page 31 in the Pathfinder Roleplaying Game Core Rulebook).
FIELD MEDIC: The Heal skill is considered a class skill for you, and you gain a bonus equal to half your superhero level (minimum 1) on Heal checks.
FIRE STORM: [Prerequisites: Energy melee attack (fire) AND energy ranged attack (fire) AND fire element mastery.] As a standard action, you can create a storm of roaring flames as per the spell fire storm (see page 282 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Each use of this power stunt costs 1 power point.
FLARE: [Prerequisites: Light.] As a standard action, you can use your light superpower to create a burst of light as per the spell flare (see page 284 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level.
FLOATING DISK: [Prerequisites: Force element mastery.] As a standard action, you can create a slightly concave, circular plane of force that follows you about and carries loads for you as per the spell floating disk (see page 284 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
FOG CLOUD: [Prerequisites: Water element mastery.] As a standard action, you can create a bank of fog as per the spell fog cloud (see page 284 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
FORCECAGE: [Prerequisites: Force element mastery.] As a standard action, you can create an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice) as per the spell forcecage (see page 285 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
FORCE FUSILLADE: [Prerequisites: Force element mastery.] Using the magic missile effect of your force element mastery superpower does not cost you a power point; you can use magic missile at will.
FREEZING SPHERE: [Prerequisites: Air element mastery AND water element mastery.] As a standard action, you can create a frigid globe of cold energy that streaks to your target as per the spell freezing sphere (see page 287 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
GHOST TOUCH: [Prerequisites: Ethereal form.] Your melee attacks are treated as attacks made with a ghost touch weapon (see page 470 in the Pathfinder Roleplaying Game Core Rulebook).
GRASPING HAND: [Prerequisites: Force element mastery AND forceful hand power stunt.] As a standard action, you can create a Large hand of force that functions as the spell grasping hand (see page 291 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
GREATER ABILITY INCREASE: [Prerequisites: Ability increase.] The bonus to your ability score granted by your ability increase superpower is doubled. This power stunt can be taken multiple times. Its effects do not stack. Each time you take this power stunt, it applies to a new ability increased by the ability increase superpower.
GREATER DAMAGE REDUCTION: [Prerequisites: Damage reduction.] The damage reduction granted by your damage reduction superpower is doubled.
GREATER DEFLECTION: [Prerequisites: Deflection.] The deflection bonus granted by your deflection superpower is doubled.
GREATER ENERGY RESISTANCE: [Prerequisites: Energy resistance.] The energy resistance granted by your energy resistance superpower is doubled. This power stunt can be taken multiple times. Its effects do not stack. Each time you take this power stunt, it applies to energy resistance with a new type of energy. In effect, you can take this power stunt once for each type of energy for which you have the energy resistance superpower.
GREATER NATURAL ARMOR: [Prerequisites: Natural armor.] The natural armor bonus granted by your natural armor superpower is doubled.
GREATER RESISTANCE: [Prerequisites: Resistance.] The resistance bonus granted by your resistance superpower is doubled.
GREATER SHADOW MASTERY: [Prerequisites: Shadow mastery.] In addition to the normal effects that you can create with your shadow mastery superpower, you can create the following effects as per the spell of the same name cast by a sorcerer of equal level: greater shadow conjuration (see page 340 in the Pathfinder Roleplaying Game Core Rulebook); and greater shadow evocation (see page 340 in the Pathfinder Roleplaying Game Core Rulebook).
GREATER SUPER ACROBAT: [Prerequisites: Super acrobat.] The bonus granted to Acrobatics checks by your super acrobat superpower is doubled.
GREATER SUPER CLIMBER: [Prerequisites: Super climber.] The bonus granted to Climb checks by your super climber superpower is doubled.
GREATER SUPER DETECTIVE: [Prerequisites: Super detective.] The bonus granted to Perception checks by your super detective superpower is doubled.
GREATER SUPER STEALTHY: [Prerequisites: Super stealthy.] The bonus granted to Stealth checks by your super stealthy superpower is doubled.
GREATER SUPER SWIMMER: [Prerequisites: Super swimmer.] The bonus granted to Swim checks by your super swimmer superpower is doubled.
GREATER TELEPORT: [Prerequisites: Teleport.] Your teleport superpower functions as per the spell greater teleport (see page 359 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
HEAT METAL: [Prerequisites: Fire element mastery.] As a standard action, you can cause metal objects to become red-hot as per the spell heat metal (see page 294 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
HIDE IN PLAIN SIGHT: [Prerequisites: Super stealthy, 12th level.] You gain the ability to use the Stealth skill even when being observed, as per the assassin prestige class feature of the same name (see page 380 in the Pathfinder Roleplaying Game Core Rulebook).
HIGH JUMP: [Prerequisites: Ability increase (Strength) OR super acrobat.] This power stunt works exactly like the monk class feature of the same name (see page 59 in the Pathfinder Roleplaying Game Core Rulebook).
HYPNOTIC PATTERN: [Prerequisites: Illusion AND charm OR dominate.] As a standard action, you can weave a twisting pattern of subtle, shifting colors in the air that fascinates creatures within it as per the spell hypnotic pattern (see page 298 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
HYPNOTISM: [Prerequisites: Charm OR domination.] As a full-round action, you can fascinate nearby creatures as per the spell hypnotism (see page 298 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
ICE RAIL: [Prerequisites: Air element mastery AND water element mastery.] As a move action, you can create a rail of solid ice, approximately 1 foot thick, 5 feet wide, and 30 feet long, and simultaneously slide or skate the 30-foot length of the rail. Thus, with a double move, you can create and slide along a 60-foot-long ice rail. Difficult terrain does not impede movement along an ice rail. You cannot use this power stunt to charge or run. This mode of movement is subject to the normal rules regarding armor, encumbrance, and speed-increasing effects (such as the spell haste or the haste superpower). You can create the ice rail so that it slopes upward or downward as much as 45 degrees and still move along the rail; pillars and buttresses of ice form as needed to support the rail over firm ground, to a maximum height of 30 feet. Movement up an ascending ice rail costs 10 feet of movement for every 5 feet moved, but moving down a descending ice rail does not increase the speed or length of the ice rail. Treat the ice rail as a wall of ice (see page 366 in the Pathfinder Roleplaying Game Core Rulebook) for purposes of hardness, hit points, and Break DC.
ICE STORM: [Prerequisites: Air element mastery AND water element mastery.] As a standard action, you can create an extremely localized storm of hail and snow as per the spell ice storm (see page 298 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
ILLUSORY WALL: [Prerequisites: Illusion.] As a standard action, you can create the illusion of a wall, floor, ceiling, or similar surface as per the spell illusory wall (see page 299 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
INCENDIARY CLOUD: [Prerequisites: Air element mastery AND fire element mastery.] As a standard action, you can create a cloud of roiling smoke shot through with white-hot embers as per the spell incendiary cloud (see page 300 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
JUMP: [Prerequisites: Ability increase (Strength) OR super acrobat.] As a standard action, you can activate this superpower, which allows you to make extraordinary leaps as per the spell jump (see page 303 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
LIGHTNING BOLT: [Prerequisites: Air element mastery OR energy melee attack (electricity) OR energy ranged attack (electricity).] As a standard action, you can focus your qualifying superpower into a bolt of electricity as per the spell lightning bolt (see page 304 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
MAGICAL STRIKE: [Prerequisites: Physical melee attack OR physical ranged attack.] An attack made with your physical melee attack or physical ranged attack superpower is treated as an attack with a magic weapon for purposes of overcoming damage reduction.
MASTER STRIKE: [Prerequisites: Super stealthy, sneak attack, 20th level.] This power stunt functions as the rogue class feature master strike (see page ## in the Pathfinder Roleplaying Game Core Rulebook).
MIRAGE: [Prerequisite: Illusion.] As a standard action, you can make any area look, sound, and smell like some other sort of area as per the spell mirage arcana (see page 314 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
MIRROR IMAGE: [Prerequisites: Illusion.] As a standard action, you can create a number of illusory doubles of yourself that inhabit your space as per the spell mirror image (see page 314 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
NATURAL SUPERPOWER: [Beast shape.] While in the form of an animal, you can still activate any of your other superpowers, and you are considered to have the feat Natural Spell if you can also cast spells from another class.
NIMBLE: [Prerequisites: Ability increase (Dexterity) OR haste OR super acrobat.] While wearing light or no armor, you gain a dodge bonus to AC. You gain a +2 dodge bonus at levels 1—5; a +3 dodge bonus at levels 6—10; a +4 dodge bonus at levels 11—15; and a +5 dodge bonus at levels 16 and higher.
NONDETECTION: [Prerequisites: Scrying.] As a standard action, you can make yourself or another creature or object more difficult to detect by divination effects as per the spell nondetection (see page 317 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
PASS WITHOUT TRACE: You do not leave footprints or a scent trail while moving as per the spell pass without trace (see page 318 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level, except that the duration is continuous and unlimited.
PRISMATIC SPHERE: [Prerequisites: Force element mastery AND energy melee attack OR energy ranged attack with acid AND electricity AND fire.] As a standard action, you can create an immobile opaque globe of multicolored light as per the spell prismatic sphere (see page 325 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that the duration is 1 minute per level. Each use of this power stunt costs 1 power point.
PRISMATIC SPRAY: [Prerequisites: Force element mastery AND energy melee attack OR energy ranged attack with acid AND electricity AND fire.] As a standard action, you can create a cone-shaped burst of multicolored light as per the spell prismatic spray (see page 325 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that the duration is 1 minute per level. Each use of this power stunt costs 1 power point.
PRISMATIC WALL: [Prerequisites: Force element mastery AND energy melee attack OR energy ranged attack with acid AND electricity AND fire.] As a standard action, you can create a vertical opaque wall of multicolored light as per the spell prismatic wall (see page 325 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
PUSH: [Prerequisites: Ability increase (Strength) OR Physical melee attack.] You can choose to make a free combat maneuver check whenever you make a successful attack with your physical melee attack superpower against a creature that is of a size equal to or smaller than you. If successful, this check pushes the creature 10 feet directly away as with a bull rush. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or creature.
QUICKEN SUPERPOWER: [Prerequisites: Any superpower that duplicates a spell.] Choose one of your superpowers, subject to the restrictions below. You can use that superpower as a quickened spell-like ability three times per day (or less, if the superpower is normally useable only once or twice per day). Using a quickened superpower is a swift action that does not provoke an attack of opportunity. You can only select a superpower that duplicates a spell with a spell level less than or equal to 1/2 your superhero level (round down) —4. For a summary, see the table under empower superpower above. This power stunt can be taken multiple times. Each time it is taken, you can apply it to a different one of your superpowers.
RAGE: [Prerequisites: Nonlawful alignment.] You can call upon inner reserves of strength and ferocity as per the rage class feature (see page 32 in the Pathfinder Roleplaying Game Core Rulebook) used by a barbarian of equal level.
RENEWED VIGOR: [Prerequisites: Rage.] You can heal yourself of damage as per the barbarian rage power (see page 33 in the Pathfinder Roleplaying Game Core Rulebook) used by a barbarian of equal level.
RETURNING WEAPON: [Prerequisites: Physical melee attack in the form of a melee weapon.] You can throw your physical melee attack weapon as if it were a thrown weapon with a range increment of 30 feet and the ranged weapon special ability returning (see page 471 in the Pathfinder Roleplaying Game Core Rulebook).
SAFETY NET: [Prerequisites: Web.] As an immediate action, you can use your web superpower to create a safety net to catch freefalling creatures (including yourself) and/or objects, provided sufficient anchor-points no further than 40 feet apart. Creatures and objects within the area of your web are entangled and stop falling, taking only 1 point of damage per 10 feet fallen. A creature or object that weighs more than 400 pounds breaks through the net and continues to fall, taking full damage. This power stunt can only be used as an immediate action in reaction to falling or seeing other creatures or objects falling, though you could create a safety net in anticipation of a fall by using your web superpower in the usual way. Each use of this power stunt costs 1 power point.
SENDING: [Prerequisites: Telepathy.] You can send a brief telepathic message to a particular creature with which you are familiar as per the spell sending (see page 339 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
SHATTER: [Prerequisites: Energy melee attack (sonic) OR energy ranged attack (sonic).] As a standard action, you can create a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature as per the spell shatter (see page 341 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
SHOCKING GRASP: [Prerequisites: Energy melee attack (electricity) OR energy ranged attack (electricity).] As a standard action, you can make a touch attack that deals electricity damage as per the spell shocking grasp (see page 339 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
SHOUT: [Prerequisites: Energy melee attack (sonic) OR energy ranged attack (sonic).] As a standard action, you can emit a cone of ear-splitting sound as per the spell shout (see page 343 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
SIDEKICK: [Prerequisites: 4th level.] You gain a loyal sidekick, which is similar to the cohort gained from the Leadership feat. Your sidekick is an NPC with class levels, is two character levels lower than your character level, and has gear appropriate to its class and level. A sidekick can be of any race or class. Your sidekick’s alignment cannot oppose yours on either the law/chaos or good/evil axis. A sidekick does not count as a party member when determining the party’s XP. Instead, divide the sidekick’s level by your level. Multiply this result by the total XP awarded to you, then add that number of experience points to your sidekick’s total. If your sidekick gains enough XP to bring it to a level one lower than your level, the sidekick does not gain the new level—its new XP total is 1 less than the amount needed to attain the next level.
SILVERY STRIKE: [Prerequisites: Physical melee attack OR physical ranged attack.] An attack made with your physical melee attack or physical ranged attack superpower is treated as an attack with a silvered weapon for purposes of overcoming damage reduction.
SKILL MASTERY: This power stunt functions as the rogue advanced talent skill mastery (see page 70 in the Pathfinder Roleplaying Game Core Rulebook).
SLIPPERY MIND: You can wriggle free of enchantment spells or effects (including superpowers that duplicate them) as per the rogue advanced talent of the same name (see page 70 in the Pathfinder Roleplaying Game Core Rulebook).
SLOW FALL: This power stunt functions as the monk class feature slow fall (see page 59 in the Pathfinder Roleplaying Game Core Rulebook) used by a monk of equal level.
SNEAK ATTACK: [Prerequisites: Super stealthy.] You gain the sneak attack class feature (see page 68 in the Pathfinder Roleplaying Game Core Rulebook) as a rogue of equal level.
SOUND BURST: [Prerequisites: Energy melee attack (sonic) OR energy ranged attack (sonic).] As a standard action, you can blast an area with a tremendous cacophony as per the spell sound burst (see page 346 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Each use of this power stunt costs 1 power point.
STAGGERING STRIKE: [Prerequisites: Ability increase (Strength) OR physical melee attack OR physical ranged attack.] As a standard action, you can make a single attack that staggers your target for one round unless they succeed on a Fortitude save (DC = 10 + 1/2 superhero level + Str modifier).
STATUS: [Prerequisites: Telepathy.] As a standard action, you can activate this superpower, which functions as per the spell status (see page 349 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Each use of this power stunt costs 1 power point.
STILL MIND: You gain a +2 bonus on saving throws against enchantment spells and effects.
STINKING CLOUD: [Prerequisites: Stench.] As a standard action, you can create a cloud of nauseating vapors as per the spell stinking cloud (see page 349 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
SUNBURST: [Prerequisites: Light.] As a standard action, you can cause a globe of searing radiance to explode silently from a point you select as per the spell sunburst (see page 355 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
SUPER DURABLE: Your maximum hit points are permanently increased by 5. You can take this power stunt multiple times. This effect stacks with itself and with other hit point-increasing effects, such as Toughness, temporary hit points, et cetera.
SUPER LUCKY: You can reroll any d20 roll, taking the better result, once per day.
SUSPICIOUS NATURE: You gain a bonus equal to half your superhero level (minimum 1) on Sense Motive checks.
SWING LINE: [Prerequisites: Web.] In forests, urban areas with plentiful multilevel buildings, or any other area where suitably sturdy, high (minimum 20 feet) anchor-points are abundant, you can focus your web into a rope-like line that adheres to any firm, stable surface, and can be used to swing on. In this way, you can move a number of feet in a straight line equal to twice the height of the anchor-point as a move action (provided no obstacles in the way). The maximum height of an anchor-point equals the range of your web superpower. You can make a charge by swinging to your target, but you are limited to a single move. You cannot use this power stunt to make a run action. Each move action used in this way costs 1 power point.
SYMPATHETIC VIBRATION: [Prerequisites: Energy melee attack (sonic) OR energy ranged attack (sonic).] You can create a destructive vibration in a freestanding structure as per the spell sympathetic vibration (see page 357 in the Pathfinder Roleplaying Game Core Rulebook) cast by a bard of equal level. Each use of this power stunt costs 1 power point.
TELEKINETIC SPHERE: [Prerequisites: Force element mastery AND telekinesis.] As a standard action, you can enclose a creature within a shimmering sphere of force as per the spell telekinetic sphere (see page 358 in the Pathfinder Roleplaying Game Core Rulebooks) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
TELEPATHIC BOND: [Prerequisites: Telepathy.] As a standard action, you can forge a telepathic bond among yourself and a number of other creatures as per the spell telepathic bond (see page 358 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
TELEPORT OBJECT: [Prerequisites: Teleport.] You can use your teleport superpower to teleport an object instead of yourself as per the spell teleport object (see page 359 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
THROW CREATURE: [Prerequisites: Ability increase (Strength).] As a standard action, you can grab a single creature of your size or smaller in an adjacent square and hurl the creature up to a number of squares equal to your Strength modifier. The thrown creature must succeed on an Acrobatics check with a DC equal to 15 plus the number of squares the creature has been thrown when it lands, or fall prone and take falling damage as if it had fallen the same distance; a creature that succeeds on the Acrobatics check lands on its feet and takes no damage. For example, a creature thrown 5 squares/25 feet must succeed on a DC 20 Acrobatics check or fall prone for 2d6 falling damage. A thrown creature does not provoke attacks of opportunity when passing through threatened squares it has been thrown through. An ally that readies an attack can be thrown to its target, and if the ally succeeds on the Acrobatics check, and the readied attack hits, it deals damage modified by either the thrown ally’s Strength modifier or by yours, whichever is higher. (Allies thrown in this manner still fall prone and take falling damage if they fail on their Acrobatics check, and if they readied an attack, it suffers a —4 penalty.)
TRACK: You gain a bonus equal to half your superhero level (minimum 1) on Survival checks made to follow or identify tracks.
TRUE SEEING: [Prerequisites: See invisibility.] As a standard action, you can activate this power stunt, which functions as the spell true seeing (see page 363 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
UNCANNY DODGE: [Prerequisites: Ability increase (Dex) OR haste OR super acrobat.] This power stunt works exactly like the rogue class feature of the same name (see page 69 in the Pathfinder Roleplaying Game Core Rulebook).
VEIL: [Prerequisites: Illusion.] As a standard action, you can use your illusion superpower to change the appearance of one or more subjects as per the spell veil (see page 364 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
WALL OF ICE: [Prerequisites: Air element mastery AND water element mastery.] As a standard action, you can create a wall of solid ice as per the spell wall of ice (see page 366 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.
WALL OF THORNS: [Prerequisites: Animate plants.] As a standard action, you can create a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as per the spell wall of thorns (see page 367 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level. Each use of this power stunt costs 1 power point.
WEAPON ENHANCEMENT: [Prerequisite: Physical melee attack OR physical ranged attack.] Your physical melee attack or physical ranged attack gains an enhancement bonus on attack rolls and damage. This bonus is +2 at levels 1—5; +3 at levels 6—10; +4 at levels 11—15; and +5 at level 16 and higher. Alternately, you can choose to enhance your attack superpower with weapon special abilities (see page 469 in the Pathfinder Roleplaying Game Core Rulebook); melee attacks can only be enhanced with melee weapon special abilities, and ranged attacks can only be enhanced with ranged weapon special abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve attack rolls or damage. Your attack superpower must have at least a +1 enhancement bonus to attack and damage to grant a weapon special ability. You cannot add any weapon special ability that adds a flat amount to the cost.
WEAPON MASTERY: [Prerequisites: Weapon training (see text), 20th level.] Choose one weapon, such as the longsword, greataxe, or longbow, with which you gain a bonus from the weapon training power stunt. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (x2 becomes x3, for example). In addition, you cannot be disarmed when wielding a weapon of this type.
WEAPON TRAINING: This power stunt functions as the fighter class feature weapon training (see page 56 in the Pathfinder Roleplaying Game Core Rulebook), used by a fighter of equal level.
WEB PARACHUTE: [Prerequisites: Web.] As an immediate action, you can use your web superpower to create a parachute for yourself or for a single freefalling creature or object weighing no more than 400 pounds. A web parachute grants the effect of the spell feather fall (see page 281 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. A creature or object that weighs more than 400 pounds breaks the webbing and continues to fall, taking full damage. This power stunt can only be used as an immediate action in reaction to falling or seeing other creatures or objects falling, though you could create a web parachute in anticipation of a fall as a full-round action by normal use of your web superpower.


Dotting to check later.


Could you do something about the wall of text please? That would make it a lot easier.


Azten wrote:
Could you do something about the wall of text please? That would make it a lot easier.

Too late for me to edit, I apologize for the wall o' text. I copied/pasted from a word doc, of course. I'll repost it w some editing.

Shadow Lodge

This is a class? Jeez man, there is way to much here for a single class. This is like feats, spells and class abilities all roled into one, and they still get feats to choose on top of that.

Not to say that it is a bad idea, but there is just WAY to much for me to want to read the whole dang thing (especially since you forgot the white space). What I did get through seems fine, though.


1 person marked this as a favorite.

Here is edited repost:

SUPERHERO

Some are created in the laboratories of mad scientists or wizards; others are changed by exposure to unearthly forces or rare alchemical substances; still others were born as they are, perhaps because of divine blood running in their veins, or the influence of a rare conjunction of the heavens at birth. Those who use their rare gifts to protect others and fight against evil are known as superheroes; those who use their powers to dominate and destroy are known as supervillains; and those who walk the fine line between Good and Evil can be known as either, or both.

Role: The superhero is a formidable combatant, and an exceptionally versatile class. The superhero’s superpowers can potentially allow him to fill almost any role, be it front-line defender, scout, healer, crowd control, or mobile skirmisher.

Alignment: Any.

Hit Die: d10.

CLASS SKILLS
The superhero’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 2 + Int modifier.

CLASS FEATURES
The following are class features of the superhero.

Weapon and Armor Proficiency: A superhero is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). A superhero is considered proficient with attacks granted by his superpowers.

Major Superpowers: At 1st level, a superhero gains two major superpowers. An additional major superpower is gained at 10th level, and another at 20th level. Some superpowers function like Pathfinder Roleplaying Game spells or special abilities, as noted in the superpower’s description. Superpowers do not require spell components, divine foci, or materials of any kind, even if they duplicate a spell that requires them. Optionally, you can exchange a major superpower for two minor superpowers.

Minor Superpowers: At 1st level, a superhero gains a minor superpower. An additional minor superpower is gained at 5th level, at 10th level, at 15th level, and at 20th level. Optionally, you can forego a minor superpower and save it until you attain a second minor superpower, at which point you must either choose two minor superpowers, or you can exchange the two minor superpowers for one major superpower.

Power Pool: At 1st level, a superhero gains a pool of power points, super-heroic energy he can use to activate his superpowers and power stunts. The number of points in a superhero’s power pool is equal to 1/2 his superhero level + his Constitution modifier, with a minimum of 1 power point. The power pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Power Stunt: At 1st level, a superhero gains a power stunt. An additional power stunt is gained at 4th level, at 8th level, at 12th level, at 16th level, and at 20th level.

Bonus Combat Feat: At 2nd level, a superhero gains a bonus combat feat in addition to those gained from normal advancement. An additional bonus combat feat is gained at 6th level, at 10th level, at 14th level, and at 18th level. Upon reaching 6th level, and every four levels thereafter (10th, 14th, and 18th), a superhero can choose to learn a new bonus combat feat in place of a bonus combat feat he has already learned. In effect, the superhero loses the old bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or ability. A superhero can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus combat feat for the level.

Bravery: At 3rd level, a superhero gains a +1 bonus on Will saves against fear. This bonus increases by +1 at 7th level, at 11th level, at 15th level, and at 19th level.

Superpower Exchange: Upon reaching 5th level, and every four levels thereafter (9th, 13th, and 17th), a superhero can choose to gain a new major or minor superpower in place of a superpower he has already gained. In effect, the superhero loses the old superpower in exchange for the new one. The old superpower cannot be one that was used as a prerequisite for a power stunt, feat, prestige class, or ability. A superhero can only change one superpower at any given level and must choose whether or not to swap the superpower at the time he gains the level granting the exchange. The exchange must be equal; a minor superpower can only be exchanged for another minor superpower, and a major superpower can be exchanged for either another major superpower or two minor superpowers.

Heroic Recovery: At 9th level, a superhero can heal his own wounds as a standard action. He can heal a number of hit points equal to his superhero level by spending 1 power point from his power pool.

TABLE 1: SUPERHERO
Special
1st BAB +1; Fort +2; Ref +0; Will +0 Major superpowers (2), minor superpower, power pool, power stunt
2nd BAB +2; Fort +3; Ref +0; Will +0 Bonus combat feat
3rd BAB +3; Fort +3; Ref +1; Will +1 Bravery +1
4th BAB +4; Fort +4; Ref +1; Will +1 Power stunt
5th BAB +5; Fort +4; Ref +1; Will +1 Minor superpower, superpower exchange
6th BAB +6/+1; Fort +5; Ref +2; Will +2 Bonus combat feat
7th BAB +7/+2; Fort +5; Ref +2; Will +2 Bravery +2
8th BAB +8/+3; Fort +6; Ref +2; Will +2 Power stunt
9th BAB +9/+4; Fort +6; Ref +3; Will +3 Heroic recovery, superpower exchange
10th BAB +10/+5; Fort +7; Ref +3; Will +3 Bonus combat feat, major superpower, minor superpower
11th BAB +11/+6/+1; Fort +7; Ref +3; Will +3 Bravery +3
12th BAB +12/+7/+2; Fort +8; Ref +4; Will +4 Power stunt
13th BAB +13/+8/+3; Fort +8; Ref +4; Will +4 Superpower exchange
14th BAB +14/+9/+4; Fort +9; Ref +4; Will +4 Bonus combat feat
15th BAB +15/+10/+5; Fort +9; Ref +5; Will +5Bravery +4, minor superpower
16th BAB +16/+11/+6/+1; Fort +10; Ref +5; Will +5 Power stunt
17th BAB +17/+12/+7/+2; Fort +10; Ref +5; Will +5 Superpower exchange
18th BAB +18/+13/+8/+3; Fort +11; Ref +6; Will +6 Bonus combat feat
19th BAB +19/+14/+9/+4; Fort +11; Ref +6; Will +6 Bravery +5
20th BAB +20/+15/+10/+5; Fort +12; Ref +6; Will +6 Major superpower, minor superpower, power stunt


SUPERPOWERS

The majority of superpowers duplicate the effects of a Pathfinder Roleplaying Game spell with a caster level equal to your superhero level. These superpowers are considered spell-like abilities, and their effects can be dispelled or suppressed accordingly. Superpowers with effects that do not duplicate a specific spell are considered extraordinary abilities, and cannot be dispelled or suppressed. Even if a superpower duplicates a spell that requires costly materials or a divine focus, no material components are required to activate a superpower. In any case where an ability modifier is added to a spell’s variable effects, use Constitution as the modifying ability instead of Intelligence (wizard spells), Wisdom (cleric and druid spells), or Charisma (bard and sorcerer spells).

MAJOR SUPERPOWERS

ABILITY INCREASE: Choose one ability score. The chosen ability is increased by +2 at levels 1—5; +3 at levels 6—10; +4 at levels 11—15; and +5 at level 16 and higher. This superpower can be taken once for each of the six abilities.

ANIMATE DEAD: As a standard action, you can turn corpses into undead skeletons or zombies (see the Pathfinder Roleplaying Game Bestiary) that obey your commands as per the spell animate dead (see page 241 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

ANIMATE OBJECTS: As a standard action, you can imbue inanimate objects with mobility and a semblance of life as per the spell animate objects (see page 242 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Use of this superpower costs 1 power point.

ANIMATE PLANTS: As a standard action, you can imbue inanimate plants with mobility and a semblance of life as per the spell animate plants (see page 242 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level. Use of this superpower costs 1 power point.

ANTILIFE SHELL: As a standard action, you can create an effect that acts as the spell antilife shell (see page 242 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Use of this superpower costs 1 power point.

ANTIMAGIC FIELD: As a standard action, you can create an invisible barrier that acts as the spell antimagic field (see page 242 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except the duration is 1 minute per level. Use of this superpower costs 1 power point.

BEAST SHAPE: As a standard action, you can change shape to an animal form as per the beast shape spells (see page 247 in the Pathfinder Roleplaying Game Core Rulebook). You can change shape as per beast shape I at levels 1—5; as per beast shape II at levels 6—10; as per beast shape III at levels 11—15; and as per beast shape IV at level 16 and higher. Use of this superpower costs 1 power point.

BLINDSENSE/BLINDSIGHT: You have the blindsense special ability out to 30 feet at levels 1—5; and out to 60 feet at levels 6—10. You have the blindsight special ability out to 90 feet at levels 11—15; and out to 120 feet at level 16 and higher. (See page 560 in the Pathfinder Roleplaying Game Core Rulebook.)

CHANNEL ENERGY: As a standard action, you can channel either positive or negative energy as a cleric of equal level (see page 40 in the Pathfinder Roleplaying Game Core Rulebook). The type of energy channeled (positive or negative) must be chosen when you gain this superpower, and cannot be changed later. This superpower counts as the channel energy class feature for purposes of meeting the requirements for feats and prestige classes, except for the feat Extra Channel. Use of this superpower costs 1 power point.

CHARM: As a standard action, you can charm a single creature as per the spell charm monster cast by a sorcerer of equal level (see page 254 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

CONFUSION: As a standard action, you can affect a single creature as per the spell confusion cast by a sorcerer of equal level (see page 258 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

CONTAGIOUS TOUCH: As a melee touch attack, you can infect a single creature as per the spell contagion cast by a sorcerer of equal level (see page 259 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

CREATION: As a standard action, you can create a single unattended object as per the spell major creation cast by a sorcerer of equal level (see page 311 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

DAMAGE REDUCTION: You have damage reduction, which might represent exceptional resilience, immediate healing, et cetera. You have DR 2/— at levels 1—5; DR 3/— at levels 6—10; DR 4/— at levels 11—15; and DR 5/— at level 16 and higher.

DEFLECTION: You have a deflection bonus to your AC, which might represent a personal force field, an orbiting magical or high-tech shield that deflects attacks, an extraordinary ability to parry or block, et cetera. You have a +2 deflection bonus at levels 1—5; a +3 deflection bonus at levels 6—10; a +4 deflection bonus at levels 11—15; and a +5 deflection bonus at level 16 and higher.

DISPEL: As a standard action, you can end one ongoing spell or spell-like effect that has been cast or targeted on a creature or object, temporarily suppress the magical abilities of a magic item or one of a superhero’s superpowers, or counter a spellcaster’s spell or another superhero’s superpower, as per the spell greater dispel magic (see page 272 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

DISPLACEMENT: As a standard action, you can displace your image as per the spell displacement cast by a sorcerer of equal level (see page 273 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

DOMINATION: As a standard action, you can control the actions of a single creature as per the spell dominate monster cast by a sorcerer of equal level (see page 274 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

ELEMENT MASTERY, AIR: As a standard action, you can create any of the following effects as per the spell of the same name cast by a druid of equal level: control winds (see page 261 in the Pathfinder Roleplaying Game Core Rulebook); gust of wind (see page 293 in the Pathfinder Roleplaying Game Core Rulebook); whirlwind (see page 369 in the Pathfinder Roleplaying Game Core Rulebook); and wind wall (see page 370 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

ELEMENT MASTERY, EARTH: As a standard action, you can create any of the following effects as per the spell of the same name cast by a druid of equal level: meld into stone (see page 312 in the Pathfinder Roleplaying Game Core Rulebook); move earth (see page 316 in the Pathfinder Roleplaying Game Core Rulebook); spike stones (see page 348 in the Pathfinder Roleplaying Game Core Rulebook); transmute mud to rock and transmute rock to mud (see page 361 in the Pathfinder Roleplaying Game Core Rulebook); and wall of stone (see page 367 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

ELEMENT MASTERY, FIRE: As a standard action, you can create any of the following effects as per the spell of the same name cast by a druid of equal level: fireball (see page 283 in the Pathfinder Roleplaying Game Core Rulebook); flame blade (see page 283 in the Pathfinder Roleplaying Game Core Rulebook); flaming sphere (see page 283 in the Pathfinder Roleplaying Game Core Rulebook); and wall of fire (see page 365 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

ELEMENT MASTERY, FORCE: As a standard action, you can create any of the following effects as per the spell of the same name cast by a sorcerer of equal level: mage armor (see page 306 in the Pathfinder Roleplaying Game Core Rulebook); magic missile (see page 309 in the Pathfinder Roleplaying Game Core Rulebook); shield (see page 342 in the Pathfinder Roleplaying Game Core Rulebook); and wall of force (see page 365 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

ELEMENT MASTERY, WATER: As a standard action, you can create any of the following effects as per the spell of the same name cast by a druid of equal level: control water (see page 260 in the Pathfinder Roleplaying Game Core Rulebook); create water (see page 262 in the Pathfinder Roleplaying Game Core Rulebook); fog cloud (see page 284 in the Pathfinder Roleplaying Game Core Rulebook); and quench (see page 329 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

ENERGY RESISTANCE: You are resistant to one kind of energy damage (acid, cold, electricity, fire, or sonic). You have energy resistance 5 at levels 1—5; energy resistance 10 at levels 6—10; energy resistance 20 at levels 11—15; and energy resistance 30 at level 16 and higher. You can gain this superpower multiple times. Its effects do not stack. Each time you take the superpower, it applies to a new type of energy.

ENERGY SHIELD: As a standard action, you can wreathe your body with one kind of energy (acid, cold, electricity, fire, or sonic) as per the spell fire shield (see page 282 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that unlike the spell, this superpower does not provide any protection against opposing energy types. You can gain this superpower multiple times. Its effects do not stack. Each time you take the superpower, it applies to a new type of energy. Use of this superpower costs 1 power point.

ETHEREAL FORM: As a standard action, you can become ethereal as per the spell ethereal jaunt (see page 279 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

FAST HEALING: Your wounds heal very quickly. You have fast healing 2 at levels 1—5; fast healing 3 at levels 6—10; fast healing 4 at levels 11—15; and fast healing 5 at level 16 and higher.

FEAR: As a standard action, you can create a cone-shaped burst that causes fear in creatures caught within its area as per the spell fear (see page 281 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

FLIGHT: You have a fly speed, whether from wings, telekinetic flight, or some other method. You have a fly speed of 15 feet with poor maneuverability (—4 on Fly checks) at levels 1—5; a fly speed of 30 feet with average maneuverability (+0 on Fly checks) at levels 6—10; a fly speed of 45 feet with good maneuverability (+4 on Fly checks) at levels 11—15; and a fly speed of 60 feet with perfect maneuverability (+8 on Fly checks) at level 16 and higher. This superpower qualifies you for the monster feats Flyby Attack, Hover, and Wingover (see the Pathfinder Roleplaying Game Bestiary).

FORM OF THE DRAGON: As a standard action, you can assume the form of a chromatic or metallic dragon (see the Pathfinder Roleplaying Game Bestiary) as per the form of the dragon spells (see page 286 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that you can only assume the form of one specific type of dragon (black, blue, brass, bronze, copper, gold, green, red, silver, or white), chosen when you take this superpower. You can assume your dragon form as per form of the dragon I at levels 1—5; as per form of the dragon II at levels 6—10; and as per form of the dragon III at level 11 and higher. This superpower can be taken multiple times. Its effects do not stack. Each time you take it, you choose a new type of dragon form. Use of this superpower costs 1 power point.

FREEDOM OF MOVEMENT: As a standard action, you can activate this superpower, which functions as the spell freedom of movement (see page 287 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level, except that the target is you only. Use of this superpower costs 1 power point.

HASTE: You are capable of temporary bursts of superhuman speed as per the spell haste (see page 294 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

HEAL: As a standard action, you can channel positive energy through your touch to heal a single creature as per the spell heal (see page 294 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Use of this superpower costs 1 power point.

ILLUSION: As a standard action, you can create illusions as per the spell major image (see page 311 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

INFLICT WOUNDS: As a standard action, you can make a single melee touch attack that deals negative energy damage to living creatures as per the inflict wounds spells (see pages 300—301 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. A successful Will save (DC = 10 + 1/2 superhero level + Con modifier) reduces the damage by half. You can inflict light wounds at levels 1—5; inflict moderate wounds at levels 6—10; inflict serious wounds at levels 11—15; and inflict critical wounds at level 16 and higher. Use of this superpower costs 1 power point.

MELEE ATTACK, ENERGY: You can enhance your melee attacks (including melee touch attacks) with one type of energy damage (acid, cold, electricity, fire, or sonic). Typically this means that the chosen energy type bursts from your melee weapons or unarmed attacks on striking a target, but it could also represent a melee weapon with a blade of pure energy, et cetera. You cannot be disarmed of your energy melee attack, even if it represents a manufactured ranged weapon (the weapon might be magically bonded to your hand by a powerful curse, or it might immediately teleport or otherwise return to your hand if it is ever disarmed or accidentally dropped), nor is it subject to sunder attacks (in effect, it is impervious to damage). Your energy melee attack deals an additional 1d6 energy damage at levels 1—5; an additional 1d8 energy damage at levels 6—10; an additional 1d10 energy damage at levels 11—15; and an additional 2d6 energy damage at level 16 and higher. You can gain this superpower multiple times. Its effects do not stack. Each time you take the superpower, it applies to a new type of energy. You cannot stack multiple types of energy damage on an attack, but you can change types from attack to attack.

MELEE ATTACK, PHYSICAL: You can make devastating melee attacks with a special weapon, which might be natural (bite, claws, tail slap, iron-hard fists, et cetera) or manufactured (magical or high-tech melee weapon). You are considered to be proficient when making attacks with this superpower. If you have a high enough base attack bonus, you can use this superpower to make multiple attacks with a full attack. You cannot be disarmed of your physical melee attack, even if it represents a manufactured melee weapon (the weapon might be magically bonded to your hand by a powerful curse, or it might immediately teleport or otherwise return to your hand if it is ever disarmed or accidentally dropped), nor is it subject to sunder attacks (in effect, it is impervious to damage). When you gain this superpower, you must choose one type of physical damage for the attack to deal (bludgeoning, piercing, or slashing). You must also choose a specific kind of melee weapon for this superpower to take the form of. This can be either a manufactured melee weapon, an unarmed strike, or a natural weapon (bite, claw, et cetera). Regardless of what form the attack takes, it deals damage as detailed below, threatens a critical hit on a 20, and has a critical hit multiplier of x2. The form this superpower takes determines which feats and other effects can be applied to it, and how Strength modifier is applied to damage. If used to make secondary or off-hand attacks, this superpower is subject to the normal rules (–5 to the attack roll, Str modifier x 0.5). Your physical melee attack deals damage of the chosen type equal to 1d8 + Str modifier at levels 1—5; 2d6 + Str modifier at levels 6—10; 3d6 + Str modifier at levels 11—15; and 3d8 + Str modifier at level 16 and higher. You can gain this superpower multiple times. Its effects do not stack. Each time you take the superpower, you gain a new physical melee attack.

NATURAL ARMOR: You have a natural armor bonus to your AC, which might represent a tough hide, dense flesh, an exoskeleton, et cetera. You have a +2 natural armor bonus at levels 1—5; a +3 natural armor bonus at levels 6—10; a +4 natural armor bonus at levels 11—15; and a +5 natural armor bonus at level 16 and higher. This superpower qualifies you for the monster feat Improved Natural Armor (see the Pathfinder Roleplaying Game Bestiary), provided you meet the other prerequisite (Constitution 13 or better).

PARALYZING TOUCH: As a standard action, you can make a single melee touch attack that causes the target to become paralyzed for one round per level. A successful Fortitude save (DC = 10 + 1/2 superhero level + Con modifier) negates this effect. Each round on its turn, a paralyzed subject may attempt a new saving throw to end the effect. Use of this superpower costs 1 power point.

PLASTICITY: Your body is highly stretchable, elastic, and capable of squeezing through very narrow spaces. At levels 1—5, you have an effective reach of 10 feet, you can step up or down 10 feet at a cost of 5 feet of movement, you get a +4 bonus on Escape Artist checks and on combat maneuver checks made to grapple, and you can squeeze through tight spaces as though you were Small; at levels 6—10, you have an effective reach of 15 feet, you can step up or down 15 feet at a cost of 5 feet of movement, you get a +6 bonus on Escape Artist checks and on combat maneuver checks made to grapple, and you can squeeze through tight spaces as though you were Tiny; at levels 11—15, you have an effective reach of 20 feet, you can step up or down 20 feet at a cost of 5 feet of movement, you get a +8 bonus on Escape Artist checks and on combat maneuver checks made to grapple, and you can squeeze through tight spaces as though you were diminutive; at level 16 and higher, you have an effective reach of 25 feet, you can step up or down 25 feet at a cost of 5 feet of movement, you get a +10 bonus on Escape Artist checks and on combat maneuver checks made to grapple, and you can squeeze through tight spaces as though you were Fine.

POISONOUS TOUCH: As a standard action, you can make a single melee touch attack that causes the target to become poisoned as per the spell poison (see page 323 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. A successful Fortitude save negates this effect (DC = 10 + 1/2 superhero level + Con modifier). Use of this superpower costs 1 power point.

RANGED ATTACK, ENERGY: You can make ranged attacks that deal one type of energy damage (acid, cold, electricity, fire, or sonic). This superpower typically represents energy beams that shoot from your hands, though it might actually take the form of bolts or thrown weapons made of pure energy, a blaster rifle, et cetera. You are considered to be proficient when making attacks with this superpower. If you have a high enough base attack bonus, you can use this superpower to make multiple attacks with a full attack. Your energy ranged attack threatens a critical hit on a 20, and has a critical hit multiplier of x2. You cannot be disarmed of your energy ranged attack, even if it represents a manufactured ranged weapon (the weapon might be magically bonded to your hand by a powerful curse, or it might immediately teleport or otherwise return to your hand if it is a throwing weapon, or if it is ever disarmed or accidentally dropped), nor is it subject to sunder attacks (in effect, it is impervious to damage). Your energy ranged attack has a range of close (25 feet + 5 feet per 2 superhero levels), and deals 1d6 energy damage at levels 1—5; 2d6 energy damage at levels 6—10; 3d6 energy damage at levels 11—15; and 4d6 energy damage at level 16 and higher. You can gain this superpower multiple times. Its effects do not stack. Each time you take the superpower, it applies to a new type of energy. You cannot stack multiple types of energy damage on an attack, but you can change types from attack to attack.

RANGED ATTACK, PHYSICAL: You can make ranged attacks that deal one type of physical damage (bludgeoning, piercing, or slashing). You are considered to be proficient when making attacks with this superpower. If you have a high enough base attack bonus, you can use this superpower to make multiple attacks with a full attack. When you gain this superpower, you must choose one type of physical damage for the attack to deal (bludgeoning, piercing, or slashing). You must also choose a specific kind of ranged weapon for this superpower to take the form of. This can be either a manufactured ranged weapon, or a natural weapon (projectile quills, rocks that you conjure out of thin air and hurl, et cetera). Regardless of what form the attack takes, it deals damage as detailed below, threatens a critical hit on a 20, and has a critical hit multiplier of x2. The form this superpower takes determines range, whether the weapon is considered a thrown weapon or a projectile, and which feats and other effects can be applied to it. You cannot be disarmed of your physical ranged attack, even if it represents a manufactured ranged weapon (the weapon might be magically bonded to your hand by a powerful curse, or it might immediately teleport or otherwise return to your hand if it is a throwing weapon, or if it is ever disarmed or accidentally dropped), nor is it subject to sunder attacks (in effect, it is impervious to damage). Your physical ranged attack deals 1d6 + Str modifier damage at levels 1—5; 1d8 + Str modifier damage at levels 6—10; 2d6 + Str modifier damage at levels 11—15; and 3d6 + Str modifier damage at level 16 and higher. You can gain this superpower multiple times. Its effects do not stack. Each time you take the superpower, you gain a new physical ranged attack.

REGENERATE: You can regrow severed body members, broken bones, and ruined organs as per the spell regenerate (see page 331 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level, except that the target is you only. Use of this superpower costs 1 power point.

RESISTANCE: You are extraordinarily resistant to harmful effects. You have a +2 resistance bonus on all saving throws at levels 1—5; a +3 resistance bonus at levels 6—10; a +4 resistance bonus at levels 11—15; and a +5 resistance bonus at level 16 and higher.

RESTORATION: As a standard action, you can touch a single creature, bestowing all the benefits of the spell greater restoration (see page 334 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Use of this superpower costs 1 power point.

SHADOW MASTERY: As a standard action, you can create any of the following effects as per the spell of the same name cast by a sorcerer of equal level: shadow conjuration (see page 340 in the Pathfinder Roleplaying Game Core Rulebook); shadow evocation (see page 340 in the Pathfinder Roleplaying Game Core Rulebook); and shadow walk (see page 341 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

SIZE CONTROL: As a full round action, you can change your size category by one step in either direction. You can become larger as per the spell enlarge person (see page 277 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, or you can become smaller as per the spell reduce person (see page 330 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. In either case, the target is you only. Use of this superpower costs 1 power point.

SPELL RESISTANCE: You gain spell resistance equal to 11 plus your superhero level.

SUGGESTION: As a standard action, you can suggest a course of action to a single creature as per the spell suggestion (see page 350 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

TELEKINESIS: As a standard action, you can move objects or creatures by concentrating on them as per the spell telekinesis (see page 357 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

TELEPORT: As a standard action, you can teleport as per the spell teleport (see page 358 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

VAMPIRIC TOUCH: As a standard action, you can make a melee touch attack that deals damage to your target and gives you temporary hit points as per the spell vampiric touch (see page 364 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

WEB: As a standard action, you can make an entangling area attack as per the spell web (see page 368 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that the range is close (25 ft. + 5 ft./2 levels) instead of medium. Use of this superpower costs 1 power point.

MINOR SUPERPOWERS

AMPHIBIOUS: You gain the aquatic subtype, but can survive indefinitely on land.

ANIMATE ROPE: As a standard action, you can animate a nonliving rope-like object as per the spell animate rope (see page 242 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

ANTIPLANT SHELL: As a standard action, you can create an effect that acts as the spell antiplant shell (see page 243 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level. Use of this superpower costs 1 power point.

ANTITOXIC: You are immune to poisons of all kinds.

BARKSKIN: As a standard action, you can toughen your skin as per the spell barkskin (see page 246 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level, except the target is you only. Use of this superpower costs 1 power point.

BLIGHT: As a standard action, your touch can wither a single plant of any size as per the spell blight (see page 250 in the Pathfinder Roleplaying Game Core Rulebook) cast by sorcerer of equal level. Use of this superpower costs 1 power point.

BLUR: As a standard action, you can conceal yourself as per the spell blur (see page 251 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

BURROW: You have a burrow speed of 5 feet at levels 1—5; 10 feet at levels 6—10; 15 feet at levels 11—15; and 20 feet at level 16 and higher.

CALM ANIMALS: As a standard action, you can soothe and quiet animals, rendering them docile and harmless as per the spell calm animals (see page 252 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level. Use of this superpower costs 1 power point.

CALM EMOTIONS: As a standard action, you can calm agitated creatures as per the spell calm emotions (see page 252 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Use of this superpower costs 1 power point.

CLAIRAUDIENCE/CLAIRVOYANCE: As a standard action, you can hear or see at a known location as if using the spell clairaudience/clairvoyance (see page 255 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

CYBORG: This superpower can only be taken at 1st level. You are part machine, and have some traits similar to those of the construct type (though your actual type does not change). You gain a +2 bonus on saving throws against death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). You are not subject to nonlethal damage, ability drain, fatigue, exhaustion, or energy drain. You do not need to breathe, eat, or sleep. However, you are vulnerable to electricity, and take half again as much damage (+50%) from attacks and effects that deal electricity damage.

DARKNESS: As a standard action, you can create darkness as per the spell darkness (see page 263 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

DARKVISION: You have darkvision out to 60 feet.

DEATHWATCH: As a standard action, you can determine the condition of creatures near death as per the spell deathwatch (see page 265 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

DETECT EVIL: This superpower functions as the paladin class feature detect evil (see page 60 in the Pathfinder Roleplaying Game Core Rulebook).

DETECT THOUGHTS: As a standard action, you can detect surface thoughts as per the spell detect thoughts cast by a sorcerer of equal level (see page 268 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

DISGUISE SELF: As a standard action, you can change your appearance as per the spell disguise self (see page 271 in the Pathfinder Roleplaying Game Core Roleplaying Game) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

EXTRA ARMS: You have an extra pair of fully functional arms and hands. You gain a +2 bonus on all Strength checks and Strength-based skill checks. You can make attacks with your extra arms as part of a full attack, treating them as secondary or off-hand attacks. This superpower qualifies you for the monster feat Multiweapon Fighting (see the Pathfinder Roleplaying Game Bestiary), provided you meet the other prerequisite (Dexterity 13 or higher).

EXTRA LEGS: You have an extra pair of fully functional legs and feet. You gain a +2 bonus on all Strength checks and Strength-based skill checks, and a +10 bonus to your base land speed.

FEATHER FALL: As an immediate action, you can slow the descent of one or more freefalling creatures or objects as per the spell feather fall (see page 281 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

FORTIFICATION: Your vital areas are better protected than usual as per the magic armor special ability fortification (see page 463 in the Pathfinder Roleplaying Game Core Rulebook). You gain a 10% chance for normal damage when struck by a critical hit or sneak attack at levels 1—5; a 25% chance at levels 6—10; a 50% chance at levels 11—15; and a 75% chance at level 16 and higher.

GASEOUS FORM: As a standard action, you can become insubstantial, misty and translucent, as per the spell gaseous form (see page 287 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

GREASE: As a standard action, you can reduce the friction of an object or a ten-foot square as per the spell grease (see page 291 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

HALF-UNDEAD: This superpower can only be taken at 1st level. You are cursed with partial undeath, and have some traits similar to those of the undead type (though your actual type does not change). You gain a +2 bonus on saving throws against death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). You are not subject to nonlethal damage, ability drain, fatigue, exhaustion, or energy drain. You do not need to breathe, eat, or sleep. However, you are damaged by positive energy and healed by negative energy as per the undead type.

INVISIBILITY PURGE: As a standard action, you can surround yourself with a sphere of power that negates all forms of invisibility as per the spell invisibility purge (see page 302 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

LIGHT: As a standard action, you can create light as per the spell light (see page 304 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level.

LOW-LIGHT VISION: You can see twice as far as normal humans in conditions of dim light.

MARKSMAN: You have an uncanny understanding of ranged weapons, and are considered to be proficient with all ranged weapons, including exotic ranged weapons. You gain a +1 bonus on attack and damage rolls when attacking with a ranged weapon.

PRESTIDIGITATION: As a standard action, you can perform a simple magical trick as per the spell prestidigitation (see page 325 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level.

SUPER IMMUNE SYSTEM: You are immune to all diseases, including supernatural and magical diseases.

RAY OF ENFEEBLEMENT: As a standard action, you can create a coruscating ray that weakens your target as per the spell ray of enfeeblement (see page 330 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

RUSTING GRASP: As a standard action, you can activate this superpower, which functions as the spell rusting grasp (see page 335 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level. Use of this superpower costs 1 power point.

SCENT: You have the scent special ability (see page 564 in the Pathfinder Roleplaying Game Core Rulebook).

SCRYING: You can observe a creature at any distance as per the spell scrying (see page 337 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that you do not need a pool of water, mirror, or other materials to use this superpower (although objects providing connections still apply the usual penalty to the target’s saving throw). Use of this superpower costs 1 power point.

SEE INVISIBILITY: You can see invisible creatures and objects as per the spell see invisibility (see page 339 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that this superpower is continually active and unlimited in duration.

SILENCE: As a standard action, you can create an area of complete silence as per the spell silence (see page 343 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Use of this superpower costs 1 power point.

SPEAK WITH ANIMALS: You can ask questions of and receive answers from animals as per the spell speak with animals (see page 346 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level, except that this superpower is continually active and unlimited in duration.

SPEAK WITH DEAD: You can communicate with the spirit of a corpse as per the spell speak with dead (see page 346 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Use of this superpower costs 1 power point.

SPEAK WITH PLANTS: You can communicate with normal plants and plant creatures as per the spell speak with plants (see page 346 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level, except that this superpower is continually active and unlimited in duration.

STABILITY: You receive a +4 bonus to your Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

STENCH: You secrete an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save or be sickened for 10 rounds. Creatures that successfully save cannot be affected by your stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

SUPER ACROBAT: You possess superhuman acrobatic skill. You gain a +4 bonus on Acrobatics checks at levels 1—5; a +6 bonus at levels 6—10; a +8 bonus at levels 11—15; and a +10 bonus at level 16 and higher.

SUPER CLIMBER: You can climb with superhuman skill. You gain a climb speed of 15 feet and a +4 bonus on Climb checks at levels 1—5; a climb speed of 20 feet and a +6 bonus at levels 6—10; a climb speed of 25 feet and a +8 bonus at levels 11—15; and a climb speed of 30 feet and a +10 bonus at level 16 and higher.

SUPER DETECTIVE: You have superhuman powers of perception, which might represent keen senses, mystical intuition, cybernetic sensors, et cetera. You gain a +4 bonus on Perception checks at levels 1—5; a +6 bonus at levels 6—10; a +8 bonus at levels 11—15; and a +10 bonus at level 16 and higher.

SUPER STEALTHY: You are superhumanly stealthy, whether because of a chameleon-like ability to camouflage yourself, a personal field of supernatural silence or darkness, a hypnotic or telepathic power to “erase” yourself from a perceiver’s notice, or some other effect. You gain a +4 bonus on Stealth checks at levels 1—5; a +6 bonus at levels 6—10; a +8 bonus at levels 11—15; and a +10 bonus at level 16 and higher.

SUPER SWIMMER: You can swim with superhuman skill. You gain a swim speed of 15 feet and a +4 bonus on Swim checks at levels 1—5; a swim speed of 20 feet and a +6 bonus at levels 6—10; a swim speed of 25 feet and a +8 bonus at levels 11—15; and a swim speed of 30 feet and a +10 bonus at level 16 and higher.

TELEPATHY: You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

TONGUES: You can speak and understand the language of any intelligent creature as per the spell tongues (see page 360 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that this superpower is continually active and unlimited in duration.

WATER WALK: You can tread on any liquid as if it were firm ground as per the spell water walk (see page 368 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level, except this superpower is continually active and unlimited in duration. You can suppress this superpower as a free action (if you wanted to swim, for instance).

WEAPON SAVANT: You have an uncanny understanding of melee weapons, and are considered to be proficient with all melee weapons, including exotic melee weapons. You gain a +1 bonus on attack and damage rolls when attacking with a melee weapon.

X-RAY VISION: As a standard action, you can see into and through solid matter. Vision range is 20 feet, and you can see as if looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.


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POWER STUNTS

Power stunts are special abilities a superhero learns as he advances. Most power stunts have one or more prerequisites, which are usually superpowers, but some can be taken by any superhero. Power stunts that duplicate a spell are considered spell-like abilities; all other power stunts are considered extraordinary abilities.

ACID ARROW: [Prerequisites: Energy melee attack (acid) OR energy ranged attack (acid).] As a standard action, you can focus your energy melee attack (acid) or energy ranged attack (acid) superpower into an arrow of acid that speeds to its target as per the spell acid arrow (see page 239 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

ACID FOG: [Prerequisites: Air element mastery AND energy melee attack (acid) OR energy ranged attack (acid).] As a standard action, you can create a billowing mass of misty, highly acidic vapors as per the spell acid fog (see page 239 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

ADAMANTINE STRIKE: [Prerequisites: Physical melee attack OR physical ranged attack.] An attack made with your physical melee attack or physical ranged attack superpower is treated as an attack with an adamantine weapon for purposes of overcoming hardness and damage reduction.

AERIAL GRACE: [Prerequisites: Flight.] You gain a bonus on Fly checks equal to half your superhero level (minimum 1).

AIR WALK: [Prerequisites: Air element mastery.] As a standard action, you can activate this power stunt, which thereafter acts as the spell air walk (see page 239 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level, except that the target is you only. Each use of this power stunt costs 1 power point.

AQUATIC GRACE: [Prerequisites: Super swimmer.] You gain a bonus on Swim checks equal to half your superhero level (minimum 1).

ARMOR MASTERY: [Prerequisites: Armor training, 19th level.] You gain DR 5/— whenever you are wearing armor or using a shield.

ARMOR TRAINING: This power stunt functions as the fighter class feature armor training (see page 55 in the Pathfinder Roleplaying Game Core Rulebook), used by a fighter of equal level. In addition, you are proficient with all armor.

AWESOME BLOW: [Prerequisites: Ability increase (Strength) AND physical melee attack.] You gain the monster feat Awesome Blow (see the Pathfinder Roleplaying Game Bestiary), even if you do not meet the normal prerequisites.

BEAST OF BURDEN: [Prerequisites: Ability increase (Strength).] For the purpose of determining carrying capacity, you are considered to have a Strength score 4 points higher than your actual score.

BINDING WEB: [Prerequisites: Web.] As a standard action, you can focus your web on a single target as a ranged touch attack. If your attack succeeds, the DC to save against the attack and the DC to break free are both increased by +2. On a failed saving throw, the target is tightly bound and considered helpless (the target can still make Strength checks to try to break free). You cannot anchor your web to anything in this case, but your target is immobilized. If your ranged touch attack misses, your webbing (or whatever) falls harmlessly to the ground in your target’s space. Each use of this power stunt costs 1 power point.

BREATH OF LIFE: [Prerequisites: Channel energy AND heal AND restoration.] As a standard action, you can cure damage and possibly restore to life a recently slain creature as per the spell breath of life (see page 251 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Each use of this power stunt costs 1 power point.

BURNING HANDS: [Prerequisites: Energy melee attack (fire) OR energy ranged attack (fire) OR fire element mastery.] As a standard action, you can shoot a cone of searing flame from your fingertips as per the spell burning hands (see page 251 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

CALL LIGHTNING: [Prerequisites: Air element mastery AND energy melee attack (electricity) OR energy ranged attack (electricity).] As a full round action, you can create an effect that acts as the spell call lightning (see page 252 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level. Each use of this power stunt costs 1 power point.

CLENCHED FIST: [Prerequisites: Force element mastery.] As a standard action, you can create a Large hand of force that functions as the spell clenched fist (see page 255 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

COLD IRON STRIKE: [Prerequisites: Physical melee attack OR physical ranged attack.] An attack made with your physical melee attack or physical ranged attack superpower is treated as an attack with a cold iron weapon for purposes of overcoming damage reduction.

CON ARTIST: The Bluff skill is considered a class skill for you, and you gain a bonus equal to half your superhero level (minimum 1) on Bluff checks.

CONE OF COLD: [Prerequisites: Air element mastery AND water element mastery.] As a standard action, you can create a cone of freezing wind and hail as per the spell cone of cold (see page 258 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

DANCING LIGHTS: [Prerequisites: Light.] As a standard action, you can create an effect that acts as the spell dancing lights (see page 263 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level.

DAYLIGHT: [Prerequisites: Light.] As a standard action, you can create an effect that acts as the spell daylight (see page 264 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

DEFENSIVE ROLL: [Prerequisites: Evasion AND uncanny dodge.] This power stunt works exactly like the rogue advanced talent of the same name (see page 69 in the Pathfinder Roleplaying Game Core Rulebook).

EARTHQUAKE: [Prerequisites: Earth element mastery, 16th level.] As a standard action, you can create an intense but highly localized tremor that rips the ground, as per the spell earthquake (see page 275 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Each use of this power stunt costs 1 power point.

ELEMENTAL BODY: [Prerequisites: Air element mastery OR earth element mastery OR fire element mastery OR water element mastery.] As a standard action, you can transform into an elemental as per the elemental body spells (see pages 275—277 in the Pathfinder Roleplaying Game Core Rulebook), except that you can only assume the form of elementals of a type for which you have the element mastery superpower. For example, if you have air element mastery and water element mastery, you can take the form of either an air elemental or a water elemental. You can assume the form of a Small elemental as per elemental body I at levels 1—5; a Medium elemental as per elemental body II at levels 6—10; a Large elemental as per elemental body III at levels 11—15; and a Huge elemental as per elemental body IV at level 16 and higher. Each use of this power stunt costs 1 power point.

EMPOWER SUPERPOWER: [Prerequisites: Any superpower that duplicates a spell with variable numeric effects.] Choose one of your superpowers, subject to the restrictions below. You can use that superpower as an empowered spell-like ability three times per day (or less, if the superpower is normally useable only once or twice per day). When you use an empowered superpower, all variable numeric effects are increased by half (+50%). Saving throws and opposed rolls are not affected. You can only select a superpower that duplicates a spell with variable numeric effects and a spell level less than or equal to 1/2 your superhero level (round down) —2. For a summary, see the table below. This power stunt can be taken multiple times. Each time it is taken, you can apply it to a different one of your superpowers.
TABLE 2: EMPOWERED AND QUICKENED SUPERPOWERS
Spell Level Superhero Level to Empower Superhero Level to Quicken
0 4th 8th
1st 6th 10th
2nd 8th 12th
3rd 10th 14th
4th 12th 16th
5th 14th 18th
6th 16th 20th
7th 18th —
8th 20th —
9th — —

ENDURE ELEMENTS: You suffer no harm from being in a hot or cold environment as per the spell endure elements (see page 277 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that this power stunt is continuously active and unlimited in duration.

ENTANGLE: [Animate plants.] As a standard action, you can cause tall grasses, weeds, and other plants to wrap around creatures in the area of effect as per the spell entangle (see page 278 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level. Each use of this power stunt costs 1 power point.

EVASION: [Prerequisites: Ability increase (Dexterity) OR haste OR super acrobat.] This power stunt works exactly like the rogue class feature of the same name (see page 68 in the Pathfinder Roleplaying Game Core Rulebook).

FAMOUS/INFAMOUS: Your deeds (or misdeeds) are well-known to the public. If you are considered a superhero and/or have a generally positive reputation, you gain a bonus equal to half your superhero level (minimum 1) on Diplomacy checks made to influence creatures of nonevil alignments, and on Intimidate checks made to influence creatures of evil alignments. If you are considered a supervillain and/or have a generally negative reputation, you gain a bonus equal to half your superhero level (minimum 1) on Intimidate checks made to influence creatures of nonevil alignment, and on Diplomacy checks and Intimidate checks made to influence creatures of evil alignment.

FAST MOVEMENT: Your land speed is faster than the norm for your race by +10 feet as per the fast movement barbarian class feature (see page 31 in the Pathfinder Roleplaying Game Core Rulebook).

FIELD MEDIC: The Heal skill is considered a class skill for you, and you gain a bonus equal to half your superhero level (minimum 1) on Heal checks.

FIRE STORM: [Prerequisites: Energy melee attack (fire) AND energy ranged attack (fire) AND fire element mastery.] As a standard action, you can create a storm of roaring flames as per the spell fire storm (see page 282 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Each use of this power stunt costs 1 power point.

FLARE: [Prerequisites: Light.] As a standard action, you can use your light superpower to create a burst of light as per the spell flare (see page 284 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level.

FLOATING DISK: [Prerequisites: Force element mastery.] As a standard action, you can create a slightly concave, circular plane of force that follows you about and carries loads for you as per the spell floating disk (see page 284 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

FOG CLOUD: [Prerequisites: Water element mastery.] As a standard action, you can create a bank of fog as per the spell fog cloud (see page 284 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

FORCECAGE: [Prerequisites: Force element mastery.] As a standard action, you can create an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice) as per the spell forcecage (see page 285 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

FORCE FUSILLADE: [Prerequisites: Force element mastery.] Using the magic missile effect of your force element mastery superpower does not cost you a power point; you can use magic missile at will.

FREEZING SPHERE: [Prerequisites: Air element mastery AND water element mastery.] As a standard action, you can create a frigid globe of cold energy that streaks to your target as per the spell freezing sphere (see page 287 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

GHOST TOUCH: [Prerequisites: Ethereal form.] Your melee attacks are treated as attacks made with a ghost touch weapon (see page 470 in the Pathfinder Roleplaying Game Core Rulebook).

GRASPING HAND: [Prerequisites: Force element mastery AND forceful hand power stunt.] As a standard action, you can create a Large hand of force that functions as the spell grasping hand (see page 291 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

GREATER ABILITY INCREASE: [Prerequisites: Ability increase.] The bonus to your ability score granted by your ability increase superpower is doubled. This power stunt can be taken multiple times. Its effects do not stack. Each time you take this power stunt, it applies to a new ability increased by the ability increase superpower.

GREATER DAMAGE REDUCTION: [Prerequisites: Damage reduction.] The damage reduction granted by your damage reduction superpower is doubled.

GREATER DEFLECTION: [Prerequisites: Deflection.] The deflection bonus granted by your deflection superpower is doubled.

GREATER ENERGY RESISTANCE: [Prerequisites: Energy resistance.] The energy resistance granted by your energy resistance superpower is doubled. This power stunt can be taken multiple times. Its effects do not stack. Each time you take this power stunt, it applies to energy resistance with a new type of energy. In effect, you can take this power stunt once for each type of energy for which you have the energy resistance superpower.

GREATER NATURAL ARMOR: [Prerequisites: Natural armor.] The natural armor bonus granted by your natural armor superpower is doubled.

GREATER RESISTANCE: [Prerequisites: Resistance.] The resistance bonus granted by your resistance superpower is doubled.

GREATER SHADOW MASTERY: [Prerequisites: Shadow mastery.] In addition to the normal effects that you can create with your shadow mastery superpower, you can create the following effects as per the spell of the same name cast by a sorcerer of equal level: greater shadow conjuration (see page 340 in the Pathfinder Roleplaying Game Core Rulebook); and greater shadow evocation (see page 340 in the Pathfinder Roleplaying Game Core Rulebook).

GREATER SUPER ACROBAT: [Prerequisites: Super acrobat.] The bonus granted to Acrobatics checks by your super acrobat superpower is doubled.

GREATER SUPER CLIMBER: [Prerequisites: Super climber.] The bonus granted to Climb checks by your super climber superpower is doubled.

GREATER SUPER DETECTIVE: [Prerequisites: Super detective.] The bonus granted to Perception checks by your super detective superpower is doubled.

GREATER SUPER STEALTHY: [Prerequisites: Super stealthy.] The bonus granted to Stealth checks by your super stealthy superpower is doubled.

GREATER SUPER SWIMMER: [Prerequisites: Super swimmer.] The bonus granted to Swim checks by your super swimmer superpower is doubled.

GREATER TELEPORT: [Prerequisites: Teleport.] Your teleport superpower functions as per the spell greater teleport (see page 359 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

HEAT METAL: [Prerequisites: Fire element mastery.] As a standard action, you can cause metal objects to become red-hot as per the spell heat metal (see page 294 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

HIDE IN PLAIN SIGHT: [Prerequisites: Super stealthy, 12th level.] You gain the ability to use the Stealth skill even when being observed, as per the assassin prestige class feature of the same name (see page 380 in the Pathfinder Roleplaying Game Core Rulebook).

HIGH JUMP: [Prerequisites: Ability increase (Strength) OR super acrobat.] This power stunt works exactly like the monk class feature of the same name (see page 59 in the Pathfinder Roleplaying Game Core Rulebook).

HYPNOTIC PATTERN: [Prerequisites: Illusion AND charm OR dominate.] As a standard action, you can weave a twisting pattern of subtle, shifting colors in the air that fascinates creatures within it as per the spell hypnotic pattern (see page 298 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

HYPNOTISM: [Prerequisites: Charm OR domination.] As a full-round action, you can fascinate nearby creatures as per the spell hypnotism (see page 298 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

ICE RAIL: [Prerequisites: Air element mastery AND water element mastery.] As a move action, you can create a rail of solid ice, approximately 1 foot thick, 5 feet wide, and 30 feet long, and simultaneously slide or skate the 30-foot length of the rail. Thus, with a double move, you can create and slide along a 60-foot-long ice rail. Difficult terrain does not impede movement along an ice rail. You cannot use this power stunt to charge or run. This mode of movement is subject to the normal rules regarding armor, encumbrance, and speed-increasing effects (such as the spell haste or the haste superpower). You can create the ice rail so that it slopes upward or downward as much as 45 degrees and still move along the rail; pillars and buttresses of ice form as needed to support the rail over firm ground, to a maximum height of 30 feet. Movement up an ascending ice rail costs 10 feet of movement for every 5 feet moved, but moving down a descending ice rail does not increase the speed or length of the ice rail. Treat the ice rail as a wall of ice (see page 366 in the Pathfinder Roleplaying Game Core Rulebook) for purposes of hardness, hit points, and Break DC.

ICE STORM: [Prerequisites: Air element mastery AND water element mastery.] As a standard action, you can create an extremely localized storm of hail and snow as per the spell ice storm (see page 298 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

ILLUSORY WALL: [Prerequisites: Illusion.] As a standard action, you can create the illusion of a wall, floor, ceiling, or similar surface as per the spell illusory wall (see page 299 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

INCENDIARY CLOUD: [Prerequisites: Air element mastery AND fire element mastery.] As a standard action, you can create a cloud of roiling smoke shot through with white-hot embers as per the spell incendiary cloud (see page 300 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

JUMP: [Prerequisites: Ability increase (Strength) OR super acrobat.] As a standard action, you can activate this superpower, which allows you to make extraordinary leaps as per the spell jump (see page 303 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

LIGHTNING BOLT: [Prerequisites: Air element mastery OR energy melee attack (electricity) OR energy ranged attack (electricity).] As a standard action, you can focus your qualifying superpower into a bolt of electricity as per the spell lightning bolt (see page 304 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

MAGICAL STRIKE: [Prerequisites: Physical melee attack OR physical ranged attack.] An attack made with your physical melee attack or physical ranged attack superpower is treated as an attack with a magic weapon for purposes of overcoming damage reduction.

MASTER STRIKE: [Prerequisites: Super stealthy, sneak attack, 20th level.] This power stunt functions as the rogue class feature master strike (see page ## in the Pathfinder Roleplaying Game Core Rulebook).

MIRAGE: [Prerequisite: Illusion.] As a standard action, you can make any area look, sound, and smell like some other sort of area as per the spell mirage arcana (see page 314 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

MIRROR IMAGE: [Prerequisites: Illusion.] As a standard action, you can create a number of illusory doubles of yourself that inhabit your space as per the spell mirror image (see page 314 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

NATURAL SUPERPOWER: [Beast shape.] While in the form of an animal, you can still activate any of your other superpowers, and you are considered to have the feat Natural Spell if you can also cast spells from another class.

NIMBLE: [Prerequisites: Ability increase (Dexterity) OR haste OR super acrobat.] While wearing light or no armor, you gain a dodge bonus to AC. You gain a +2 dodge bonus at levels 1—5; a +3 dodge bonus at levels 6—10; a +4 dodge bonus at levels 11—15; and a +5 dodge bonus at levels 16 and higher.

NONDETECTION: [Prerequisites: Scrying.] As a standard action, you can make yourself or another creature or object more difficult to detect by divination effects as per the spell nondetection (see page 317 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

PASS WITHOUT TRACE: You do not leave footprints or a scent trail while moving as per the spell pass without trace (see page 318 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level, except that the duration is continuous and unlimited.

PRISMATIC SPHERE: [Prerequisites: Force element mastery AND energy melee attack OR energy ranged attack with acid AND electricity AND fire.] As a standard action, you can create an immobile opaque globe of multicolored light as per the spell prismatic sphere (see page 325 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that the duration is 1 minute per level. Each use of this power stunt costs 1 power point.

PRISMATIC SPRAY: [Prerequisites: Force element mastery AND energy melee attack OR energy ranged attack with acid AND electricity AND fire.] As a standard action, you can create a cone-shaped burst of multicolored light as per the spell prismatic spray (see page 325 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that the duration is 1 minute per level. Each use of this power stunt costs 1 power point.

PRISMATIC WALL: [Prerequisites: Force element mastery AND energy melee attack OR energy ranged attack with acid AND electricity AND fire.] As a standard action, you can create a vertical opaque wall of multicolored light as per the spell prismatic wall (see page 325 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

PUSH: [Prerequisites: Ability increase (Strength) OR Physical melee attack.] You can choose to make a free combat maneuver check whenever you make a successful attack with your physical melee attack superpower against a creature that is of a size equal to or smaller than you. If successful, this check pushes the creature 10 feet directly away as with a bull rush. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or creature.

QUICKEN SUPERPOWER: [Prerequisites: Any superpower that duplicates a spell.] Choose one of your superpowers, subject to the restrictions below. You can use that superpower as a quickened spell-like ability three times per day (or less, if the superpower is normally useable only once or twice per day). Using a quickened superpower is a swift action that does not provoke an attack of opportunity. You can only select a superpower that duplicates a spell with a spell level less than or equal to 1/2 your superhero level (round down) —4. For a summary, see the table under empower superpower above. This power stunt can be taken multiple times. Each time it is taken, you can apply it to a different one of your superpowers.

RAGE: [Prerequisites: Nonlawful alignment.] You can call upon inner reserves of strength and ferocity as per the rage class feature (see page 32 in the Pathfinder Roleplaying Game Core Rulebook) used by a barbarian of equal level.

RENEWED VIGOR: [Prerequisites: Rage.] You can heal yourself of damage as per the barbarian rage power (see page 33 in the Pathfinder Roleplaying Game Core Rulebook) used by a barbarian of equal level.

RETURNING WEAPON: [Prerequisites: Physical melee attack in the form of a melee weapon.] You can throw your physical melee attack weapon as if it were a thrown weapon with a range increment of 30 feet and the ranged weapon special ability returning (see page 471 in the Pathfinder Roleplaying Game Core Rulebook).

SAFETY NET: [Prerequisites: Web.] As an immediate action, you can use your web superpower to create a safety net to catch freefalling creatures (including yourself) and/or objects, provided sufficient anchor-points no further than 40 feet apart. Creatures and objects within the area of your web are entangled and stop falling, taking only 1 point of damage per 10 feet fallen. A creature or object that weighs more than 400 pounds breaks through the net and continues to fall, taking full damage. This power stunt can only be used as an immediate action in reaction to falling or seeing other creatures or objects falling, though you could create a safety net in anticipation of a fall by using your web superpower in the usual way. Each use of this power stunt costs 1 power point.

SENDING: [Prerequisites: Telepathy.] You can send a brief telepathic message to a particular creature with which you are familiar as per the spell sending (see page 339 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

SHATTER: [Prerequisites: Energy melee attack (sonic) OR energy ranged attack (sonic).] As a standard action, you can create a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature as per the spell shatter (see page 341 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

SHOCKING GRASP: [Prerequisites: Energy melee attack (electricity) OR energy ranged attack (electricity).] As a standard action, you can make a touch attack that deals electricity damage as per the spell shocking grasp (see page 339 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

SHOUT: [Prerequisites: Energy melee attack (sonic) OR energy ranged attack (sonic).] As a standard action, you can emit a cone of ear-splitting sound as per the spell shout (see page 343 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

SIDEKICK: [Prerequisites: 4th level.] You gain a loyal sidekick, which is similar to the cohort gained from the Leadership feat. Your sidekick is an NPC with class levels, is two character levels lower than your character level, and has gear appropriate to its class and level. A sidekick can be of any race or class. Your sidekick’s alignment cannot oppose yours on either the law/chaos or good/evil axis. A sidekick does not count as a party member when determining the party’s XP. Instead, divide the sidekick’s level by your level. Multiply this result by the total XP awarded to you, then add that number of experience points to your sidekick’s total. If your sidekick gains enough XP to bring it to a level one lower than your level, the sidekick does not gain the new level—its new XP total is 1 less than the amount needed to attain the next level.

SILVERY STRIKE: [Prerequisites: Physical melee attack OR physical ranged attack.] An attack made with your physical melee attack or physical ranged attack superpower is treated as an attack with a silvered weapon for purposes of overcoming damage reduction.

SKILL MASTERY: This power stunt functions as the rogue advanced talent skill mastery (see page 70 in the Pathfinder Roleplaying Game Core Rulebook).

SLIPPERY MIND: You can wriggle free of enchantment spells or effects (including superpowers that duplicate them) as per the rogue advanced talent of the same name (see page 70 in the Pathfinder Roleplaying Game Core Rulebook).

SLOW FALL: This power stunt functions as the monk class feature slow fall (see page 59 in the Pathfinder Roleplaying Game Core Rulebook) used by a monk of equal level.

SNEAK ATTACK: [Prerequisites: Super stealthy.] You gain the sneak attack class feature (see page 68 in the Pathfinder Roleplaying Game Core Rulebook) as a rogue of equal level.

SOUND BURST: [Prerequisites: Energy melee attack (sonic) OR energy ranged attack (sonic).] As a standard action, you can blast an area with a tremendous cacophony as per the spell sound burst (see page 346 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Each use of this power stunt costs 1 power point.

STAGGERING STRIKE: [Prerequisites: Ability increase (Strength) OR physical melee attack OR physical ranged attack.] As a standard action, you can make a single attack that staggers your target for one round unless they succeed on a Fortitude save (DC = 10 + 1/2 superhero level + Str modifier).

STATUS: [Prerequisites: Telepathy.] As a standard action, you can activate this superpower, which functions as per the spell status (see page 349 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Each use of this power stunt costs 1 power point.

STILL MIND: You gain a +2 bonus on saving throws against enchantment
spells and effects.

STINKING CLOUD: [Prerequisites: Stench.] As a standard action, you can create a cloud of nauseating vapors as per the spell stinking cloud (see page 349 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

SUNBURST: [Prerequisites: Light.] As a standard action, you can cause a globe of searing radiance to explode silently from a point you select as per the spell sunburst (see page 355 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

SUPER DURABLE: Your maximum hit points are permanently increased by 5. You can take this power stunt multiple times. This effect stacks with itself and with other hit point-increasing effects, such as Toughness, temporary hit points, et cetera.

SUPER LUCKY: You can reroll any d20 roll, taking the better result, once per day.

SUSPICIOUS NATURE: You gain a bonus equal to half your superhero level (minimum 1) on Sense Motive checks.

SWING LINE: [Prerequisites: Web.] In forests, urban areas with plentiful multilevel buildings, or any other area where suitably sturdy, high (minimum 20 feet) anchor-points are abundant, you can focus your web into a rope-like line that adheres to any firm, stable surface, and can be used to swing on. In this way, you can move a number of feet in a straight line equal to twice the height of the anchor-point as a move action (provided no obstacles in the way). The maximum height of an anchor-point equals the range of your web superpower. You can make a charge by swinging to your target, but you are limited to a single move. You cannot use this power stunt to make a run action. Each move action used in this way costs 1 power point.

SYMPATHETIC VIBRATION: [Prerequisites: Energy melee attack (sonic) OR energy ranged attack (sonic).] You can create a destructive vibration in a freestanding structure as per the spell sympathetic vibration (see page 357 in the Pathfinder Roleplaying Game Core Rulebook) cast by a bard of equal level. Each use of this power stunt costs 1 power point.

TELEKINETIC SPHERE: [Prerequisites: Force element mastery AND telekinesis.] As a standard action, you can enclose a creature within a shimmering sphere of force as per the spell telekinetic sphere (see page 358 in the Pathfinder Roleplaying Game Core Rulebooks) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

TELEPATHIC BOND: [Prerequisites: Telepathy.] As a standard action, you can forge a telepathic bond among yourself and a number of other creatures as per the spell telepathic bond (see page 358 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

TELEPORT OBJECT: [Prerequisites: Teleport.] You can use your teleport superpower to teleport an object instead of yourself as per the spell teleport object (see page 359 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

THROW CREATURE: [Prerequisites: Ability increase (Strength).] As a standard action, you can grab a single creature of your size or smaller in an adjacent square and hurl the creature up to a number of squares equal to your Strength modifier. The thrown creature must succeed on an Acrobatics check with a DC equal to 15 plus the number of squares the creature has been thrown when it lands, or fall prone and take falling damage as if it had fallen the same distance; a creature that succeeds on the Acrobatics check lands on its feet and takes no damage. For example, a creature thrown 5 squares/25 feet must succeed on a DC 20 Acrobatics check or fall prone for 2d6 falling damage. A thrown creature does not provoke attacks of opportunity when passing through threatened squares it has been thrown through. An ally that readies an attack can be thrown to its target, and if the ally succeeds on the Acrobatics check, and the readied attack hits, it deals damage modified by either the thrown ally’s Strength modifier or by yours, whichever is higher. (Allies thrown in this manner still fall prone and take falling damage if they fail on their Acrobatics check, and if they readied an attack, it suffers a —4 penalty.)

TRACK: You gain a bonus equal to half your superhero level (minimum 1) on Survival checks made to follow or identify tracks.

TRUE SEEING: [Prerequisites: See invisibility.] As a standard action, you can activate this power stunt, which functions as the spell true seeing (see page 363 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

UNCANNY DODGE: [Prerequisites: Ability increase (Dex) OR haste OR super acrobat.] This power stunt works exactly like the rogue class feature of the same name (see page 69 in the Pathfinder Roleplaying Game Core Rulebook).

VEIL: [Prerequisites: Illusion.] As a standard action, you can use your illusion superpower to change the appearance of one or more subjects as per the spell veil (see page 364 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

WALL OF ICE: [Prerequisites: Air element mastery AND water element mastery.] As a standard action, you can create a wall of solid ice as per the spell wall of ice (see page 366 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Each use of this power stunt costs 1 power point.

WALL OF THORNS: [Prerequisites: Animate plants.] As a standard action, you can create a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as per the spell wall of thorns (see page 367 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level. Each use of this power stunt costs 1 power point.

WEAPON ENHANCEMENT: [Prerequisite: Physical melee attack OR physical ranged attack.] Your physical melee attack or physical ranged attack gains an enhancement bonus on attack rolls and damage. This bonus is +2 at levels 1—5; +3 at levels 6—10; +4 at levels 11—15; and +5 at level 16 and higher. Alternately, you can choose to enhance your attack superpower with weapon special abilities (see page 469 in the Pathfinder Roleplaying Game Core Rulebook); melee attacks can only be enhanced with melee weapon special abilities, and ranged attacks can only be enhanced with ranged weapon special abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve attack rolls or damage. Your attack superpower must have at least a +1 enhancement bonus to attack and damage to grant a weapon special ability. You cannot add any weapon special ability that adds a flat amount to the cost.

WEAPON MASTERY: [Prerequisites: Weapon training (see text), 20th level.] Choose one weapon, such as the longsword, greataxe, or longbow, with which you gain a bonus from the weapon training power stunt. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (x2 becomes x3, for example). In addition, you cannot be disarmed when wielding a weapon of this type.

WEAPON TRAINING: This power stunt functions as the fighter class feature weapon training (see page 56 in the Pathfinder Roleplaying Game Core Rulebook), used by a fighter of equal level.

WEB PARACHUTE: [Prerequisites: Web.] As an immediate action, you can use your web superpower to create a parachute for yourself or for a single freefalling creature or object weighing no more than 400 pounds. A web parachute grants the effect of the spell feather fall (see page 281 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. A creature or object that weighs more than 400 pounds breaks the webbing and continues to fall, taking full damage. This power stunt can only be used as an immediate action in reaction to falling or seeing other creatures or objects falling, though you could create a web parachute in anticipation of a fall as a full-round action by normal use of your web superpower.


Sphen wrote:

This is a class? Jeez man, there is way to much here for a single class. This is like feats, spells and class abilities all roled into one, and they still get feats to choose on top of that.

Not to say that it is a bad idea, but there is just WAY to much for me to want to read the whole dang thing (especially since you forgot the white space). What I did get through seems fine, though.

I know it is alot, but consider the wizard and his spells. There is way more to digest if you were reading all that a wizard can do. I've added the white space now, so I hope you might consider giving it a second look if you get the time. :)

Liberty's Edge

I haven't read everything, but looking over the class itself, it is very front loaded. Its almost a must have dip, if nothing else, which is enough to make me greatly dislike it. Also, the super powers aren't very balanced.

Extra Arms being available at first level and letting a pc take multi-weapon fighting?

Form of the dragon at first level?

Anti-magic field at first level?

Compared to:

Inflict light wounds at first level with the same resource expenditure as form of the dragon.

Ditto on beast form.

Melee attack. (AKA: You have a long sword.)

Tracking.

Heal as a class skill.


ShadowcatX wrote:

I haven't read everything, but looking over the class itself, it is very front loaded. Its almost a must have dip, if nothing else, which is enough to make me greatly dislike it. Also, the super powers aren't very balanced.

Extra Arms being available at first level and letting a pc take multi-weapon fighting?

Form of the dragon at first level?

Anti-magic field at first level?

Compared to:

Inflict light wounds at first level with the same resource expenditure.

Melee attack. (AKA: You have a long sword.)

Remember that most of the better spells are 1 round/level, so the 1st level guy with form of the dragon gets to be a dragon 1 round per power point, which is only a few rounds per day at lower levels, and is still stuck with his own crappy BAB, saves, etc. A 1st-level superhero does only 1d6 with most area of effect superpowers, or can only create an effect with a 1-round duration, so what seems obviously overpowered might not be so considering the self-limiting factors of level on things like damage, duration, etc.

But I appreciate your comments, and will consider them carefully, 'cause maybe the examples you gave and other powers should have level requirements similar to the levels at which a sorcerer or wizard gets a similar spell?

Liberty's Edge

Michael Johnson 66 wrote:
ShadowcatX wrote:

I haven't read everything, but looking over the class itself, it is very front loaded. Its almost a must have dip, if nothing else, which is enough to make me greatly dislike it. Also, the super powers aren't very balanced.

Extra Arms being available at first level and letting a pc take multi-weapon fighting?

Form of the dragon at first level?

Anti-magic field at first level?

Compared to:

Inflict light wounds at first level with the same resource expenditure.

Melee attack. (AKA: You have a long sword.)

Remember that most of the better spells are 1 round/level, so the 1st level guy with form of the dragon gets to be a dragon 1 round per power point, which is only a few rounds per day at lower levels, and is still stuck with his own crappy BAB, saves, etc. A 1st-level superhero does only 1d6 with most area of effect superpowers, or can only create an effect with a 1-round duration, so what seems obviously overpowered might not be so considering the self-limiting factors of level on things like damage, duration, etc.

But I appreciate your comments, and will consider them carefully, 'cause maybe the examples you gave and other powers should have level requirements similar to the levels at which a sorcerer or wizard gets a similar spell?

A 7th level spell for 1/level/day is still better than a first level spell 1/day with an instantaneous duration.


Hm, on reviewing form of dragon I, it is 1 min/level! quite alot more powerful ...


Yes, I can see that many of the powers might make the superhero significantly more powerful than a fighter or wizard of equal level. I will have to do some reworking, possibly adding level requirements to some of the powers.

Dark Archive

My initial thought is that a superhero base class should be able to account for a wide range of super-heroes. That in mind;

1) Most superheroes have offensive and defensive options independent of weapon and armor proficiencies, and I'd consider removing all but Simple Weapons from the 'base' class, and having the character either purchase armor proficiencies or a martial weapon proficiency with a feat, or have one of the minor power options be 'proficient with all martial weapons,' for those weaponmaster character concepts.

Light and Medium armor proficiency, and proficiency with all martial weapons, is pretty much wasted on 90% of superhero concepts, and the Batman or Captain America sorts of characters who do wear body armor, and do use melee weapons from time to time, need something to blow those power options on, since they don't have the ability to throw fire around or fly.

2) Similarly, full BAB fits some concepts (Batman, Captain America), but doesn't fit others (Green Lantern, Yellowjacket). Medium BAB would be suitable, I think, since even the less physical heroes tend to know how to throw a punch and stand up in a fight, with full BAB being something one can purchase as a power option (and, once purchased, would be, in most cases, 'always on,' as Batman doesn't have to use a temporary buff to use his martial arts training).

3) Instead of always having good Fort saves and poor Ref and Will saves, the superhero should probably have one good save of choice (Wolverine having a good Fort save, Angel a good Ref save, and Jean Grey a good Will save, for instance), with the option, again, as a power choice, to add another good save.

4) Using the Expert (or the Outsider creature Type) as precedent(s), perhaps the Superhero could also have one or more free-floating class skill options, to represent the fairly large amount of variety in superheroes.

5) Similarly, a power option that allows for a greater number of skill points (4+ Int mod, or even higher, say, 8+ Int mod, if taken a second time) could help in crafting skill-heavy characters like, again, Batman.

I haven't read through the entire list of powers / power stunts, so you may have already covered some of this. If so, my apologies. There's a lot of stuff there!


Quick add-on to Set's stuff, to accommodate things like Iron Man who do rely on heavy armor (the heaviest!), perhaps that should be part of a power chain. Effectively, allow them to customize armor they make as if enchanting it. But this is totally off-the-cuff and I still haven't had time to do more than vaguely skim this.


Could THIS fill the Iron Man slot?


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Okay, added level prerequisites to most of the powers duplicating spells of higher than 2nd level, either 5th (for powers duplicating spells a caster would get around 5th level), 10th (for powers duping spells a caster would get around 11th level), and 15th (for powers duping spells a caster would get around 15th level).

I also reclassified a few minor superpowers as major superpowers (those duping spells of higher than 2nd level, mainly), and broke a few powers down into multiple powers with varying level reqs (dominate and charm for instance).

A superhero is a three-or-four trick pony for most of his career, whereas casters have multiple spells of each level, can switch them out every day, et cetera. Bear this in mind when comparing a superhero, who might be able to get a superpower a couple levels before a caster can get the equivalent spell, to other classes at the same level.

Thanks again to all of you who are taking the time to help me by reading this and critiquing. It is making huge diffs already.

SUPERPOWERS
The majority of superpowers duplicate the effects of a Pathfinder Roleplaying Game spell with a caster level equal to your superhero level. These superpowers are considered spell-like abilities, and their effects can be dispelled or suppressed accordingly. Superpowers with effects that do not duplicate a specific spell are considered extraordinary abilities, and cannot be dispelled or suppressed. Even if a superpower duplicates a spell that requires costly materials or a divine focus, no material components are required to activate a superpower. In any case where an ability modifier is added to a spell’s variable effects, use Constitution as the modifying ability instead of Intelligence (wizard spells), Wisdom (cleric and druid spells), or Charisma (bard and sorcerer spells).

MAJOR SUPERPOWERS

ABILITY INCREASE: Choose one ability score. The chosen ability is increased by +2 at levels 1—5; +3 at levels 6—10; +4 at levels 11—15; and +5 at level 16 and higher. This superpower can be taken once for each of the six abilities.

ANIMATE DEAD: [Prerequisites: 5th level.] As a standard action, you can turn corpses into undead skeletons or zombies (see the Pathfinder Roleplaying Game Bestiary) that obey your commands as per the spell animate dead (see page 241 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

ANIMATE OBJECTS: [Prerequisites: 10th level.] As a standard action, you can imbue inanimate objects with mobility and a semblance of life as per the spell animate objects (see page 242 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Use of this superpower costs 1 power point.

ANIMATE PLANTS: [Prerequisites: 10th level.] As a standard action, you can imbue inanimate plants with mobility and a semblance of life as per the spell animate plants (see page 242 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level. Use of this superpower costs 1 power point.

ANTILIFE SHELL: [Prerequisites: 10th level.] As a standard action, you can create an effect that acts as the spell antilife shell (see page 242 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Use of this superpower costs 1 power point.

ANTIMAGIC FIELD: [Prerequisites: 10th level.] As a standard action, you can create an invisible barrier that acts as the spell antimagic field (see page 242 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except the duration is 1 minute per level. Use of this superpower costs 1 power point.

ANTIPLANT SHELL: [Prerequisites: 5th level.] As a standard action, you can create an effect that acts as the spell antiplant shell (see page 243 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level. Use of this superpower costs 1 power point.

BEAST SHAPE: [Prerequisites: 5th level.] As a standard action, you can change shape to an animal form as per the beast shape spells (see page 247 in the Pathfinder Roleplaying Game Core Rulebook). You can change shape as per beast shape I at levels 5—6; as per beast shape II at levels 7—8; as per beast shape III at levels 9—10; and as per beast shape IV at level 11 and higher. Use of this superpower costs 1 power point.

BLIGHT: [Prerequisites: 5th level.] As a standard action, your touch can wither a single plant of any size as per the spell blight (see page 250 in the Pathfinder Roleplaying Game Core Rulebook) cast by sorcerer of equal level. Use of this superpower costs 1 power point.

BLINDSENSE/BLINDSIGHT: You have the blindsense special ability out to 30 feet at levels 1—5; and out to 60 feet at levels 6—10. You have the blindsight special ability out to 90 feet at levels 11—15; and out to 120 feet at level 16 and higher. (See page 560 in the Pathfinder Roleplaying Game Core Rulebook.)

CHANNEL ENERGY: As a standard action, you can channel either positive or negative energy as a cleric of equal level (see page 40 in the Pathfinder Roleplaying Game Core Rulebook). The type of energy channeled (positive or negative) must be chosen when you gain this superpower, and cannot be changed later. This superpower counts as the channel energy class feature for purposes of meeting the requirements for feats and prestige classes, except for the feat Extra Channel. Use of this superpower costs 1 power point.

CHARM MONSTER: [Prerequisites: 5th level.] As a standard action, you can charm a single creature as per the spell charm monster cast by a sorcerer of equal level (see page 254 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

CHARM PERSON: As a standard action, you can charm a single humanoid as per the spell charm person cast by a sorcerer of equal level (see page ### in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

CONFUSION: [Prerequisites: 5th level.] As a standard action, you can affect a single creature as per the spell confusion cast by a sorcerer of equal level (see page 258 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

CONTAGIOUS TOUCH: [Prerequisites: 5th level.] As a melee touch attack, you can infect a single creature as per the spell contagion cast by a sorcerer of equal level (see page 259 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

CREATION: [Prerequisites: 10th level.] As a standard action, you can create a single unattended object as per the spell major creation cast by a sorcerer of equal level (see page 311 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

DAMAGE REDUCTION: You have damage reduction, which might represent exceptional resilience, immediate healing, et cetera. You have DR 2/— at levels 1—5; DR 3/— at levels 6—10; DR 4/— at levels 11—15; and DR 5/— at level 16 and higher.

DEFLECTION: You have a deflection bonus to your AC, which might represent a personal force field, an orbiting magical or high-tech shield that deflects attacks, an extraordinary ability to parry or block, et cetera. You have a +2 deflection bonus at levels 1—5; a +3 deflection bonus at levels 6—10; a +4 deflection bonus at levels 11—15; and a +5 deflection bonus at level 16 and higher.

DISPEL: [Prerequisites: 5th level.] As a standard action, you can end one ongoing spell or spell-like effect that has been cast or targeted on a creature or object, temporarily suppress the magical abilities of a magic item or one of a superhero’s superpowers, or counter a spellcaster’s spell or another superhero’s superpower, as per the spell dispel magic (see page ### in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

DISPEL, GREATER: [Prerequisites: 10th level.] As a standard action, you can end one ongoing spell or spell-like effect that has been cast or targeted on a creature or object, temporarily suppress the magical abilities of a magic item or one of a superhero’s superpowers, or counter a spellcaster’s spell or another superhero’s superpower, as per the spell greater dispel magic (see page 272 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

DISPLACEMENT: [Prerequisites: 5th level.] As a standard action, you can displace your image as per the spell displacement cast by a sorcerer of equal level (see page 273 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

DOMINATE ANIMAL: [Prerequisites: 5th level.] As a standard action, you can control the actions of a single animal as per the spell dominate animal cast by a druid of equal level (see page ### in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

DOMINATE MONSTER: [Prerequisites: 15th level.] As a standard action, you can control the actions of a single creature as per the spell dominate monster cast by a sorcerer of equal level (see page 274 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

DOMINATE PERSON: [Prerequisites: 10th level.] As a standard action, you can control the actions of a single creature as per the spell dominate person cast by a sorcerer of equal level (see page ### in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

ELEMENT MASTERY, AIR: [Prerequisites: 10th level.] As a standard action, you can create any of the following effects as per the spell of the same name cast by a druid of equal level: control winds (see page 261 in the Pathfinder Roleplaying Game Core Rulebook); gust of wind (see page 293 in the Pathfinder Roleplaying Game Core Rulebook); whirlwind (see page 369 in the Pathfinder Roleplaying Game Core Rulebook); and wind wall (see page 370 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

ELEMENT MASTERY, EARTH: [Prerequisites: 10th level.] As a standard action, you can create any of the following effects as per the spell of the same name cast by a druid of equal level: meld into stone (see page 312 in the Pathfinder Roleplaying Game Core Rulebook); move earth (see page 316 in the Pathfinder Roleplaying Game Core Rulebook); spike stones (see page 348 in the Pathfinder Roleplaying Game Core Rulebook); transmute mud to rock and transmute rock to mud (see page 361 in the Pathfinder Roleplaying Game Core Rulebook); and wall of stone (see page 367 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

ELEMENT MASTERY, FIRE: [Prerequisites: 10th level.] As a standard action, you can create any of the following effects as per the spell of the same name cast by a druid of equal level: fireball (see page 283 in the Pathfinder Roleplaying Game Core Rulebook); flame blade (see page 283 in the Pathfinder Roleplaying Game Core Rulebook); flaming sphere (see page 283 in the Pathfinder Roleplaying Game Core Rulebook); and wall of fire (see page 365 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

ELEMENT MASTERY, FORCE: [Prerequisites: 10th level.] As a standard action, you can create any of the following effects as per the spell of the same name cast by a sorcerer of equal level: mage armor (see page 306 in the Pathfinder Roleplaying Game Core Rulebook); magic missile (see page 309 in the Pathfinder Roleplaying Game Core Rulebook); shield (see page 342 in the Pathfinder Roleplaying Game Core Rulebook); and wall of force (see page 365 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

ELEMENT MASTERY, WATER: [Prerequisites: 10th level.] As a standard action, you can create any of the following effects as per the spell of the same name cast by a druid of equal level: control water (see page 260 in the Pathfinder Roleplaying Game Core Rulebook); create water (see page 262 in the Pathfinder Roleplaying Game Core Rulebook); fog cloud (see page 284 in the Pathfinder Roleplaying Game Core Rulebook); and quench (see page 329 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

ENERGY RESISTANCE: You are resistant to one kind of energy damage (acid, cold, electricity, fire, or sonic). You have energy resistance 5 at levels 1—5; energy resistance 10 at levels 6—10; energy resistance 20 at levels 11—15; and energy resistance 30 at level 16 and higher. You can gain this superpower multiple times. Its effects do not stack. Each time you take the superpower, it applies to a new type of energy.

ENERGY SHIELD: [Prerequisites: 5th level.] As a standard action, you can wreathe your body with one kind of energy (acid, cold, electricity, fire, or sonic) as per the spell fire shield (see page 282 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that unlike the spell, this superpower does not provide any protection against opposing energy types. You can gain this superpower multiple times. Its effects do not stack. Each time you take the superpower, it applies to a new type of energy. Use of this superpower costs 1 power point.

ETHEREAL FORM: [Prerequisites: 10th level.] As a standard action, you can become ethereal as per the spell ethereal jaunt (see page 279 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

EXTRA ARMS: You have an extra pair of fully functional arms and hands. You gain a +2 bonus on all Strength checks and Strength-based skill checks. You can make attacks with your extra arms as part of a full attack, treating them as secondary or off-hand attacks. This superpower qualifies you for the monster feat Multiweapon Fighting (see the Pathfinder Roleplaying Game Bestiary), provided you meet the other prerequisite (Dexterity 13 or higher).

FAST HEALING: Your wounds heal very quickly. You have fast healing 2 at levels 1—5; fast healing 3 at levels 6—10; fast healing 4 at levels 11—15; and fast healing 5 at level 16 and higher.

FEAR: [Prerequisites: 5th level.] As a standard action, you can create a cone-shaped burst that causes fear in creatures caught within its area as per the spell fear (see page 281 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

FLIGHT: You have a fly speed, whether from wings, telekinetic flight, or some other method. You have a fly speed of 15 feet with poor maneuverability (—4 on Fly checks) at levels 1—5; a fly speed of 30 feet with average maneuverability (+0 on Fly checks) at levels 6—10; a fly speed of 45 feet with good maneuverability (+4 on Fly checks) at levels 11—15; and a fly speed of 60 feet with perfect maneuverability (+8 on Fly checks) at level 16 and higher. This superpower qualifies you for the monster feats Flyby Attack, Hover, and Wingover (see the Pathfinder Roleplaying Game Bestiary).

FORM OF THE DRAGON: [Prerequisites: 10th level.] As a standard action, you can assume the form of a chromatic or metallic dragon (see the Pathfinder Roleplaying Game Bestiary) as per the form of the dragon spells (see page 286 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that you can only assume the form of one specific type of dragon (black, blue, brass, bronze, copper, gold, green, red, silver, or white), chosen when you take this superpower. You can assume your dragon form as per form of the dragon I at levels 10—11; as per form of the dragon II at levels 12—13; and as per form of the dragon III at level 14 and higher. This superpower can be taken multiple times. Its effects do not stack. Each time you take it, you choose a new type of dragon form. Use of this superpower costs 1 power point.

FREEDOM OF MOVEMENT: [Prerequisites: 5th level.] As a standard action, you can activate this superpower, which functions as the spell freedom of movement (see page 287 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level, except that the target is you only. Use of this superpower costs 1 power point.

HASTE: [Prerequisites: 5th level.] You are capable of temporary bursts of superhuman speed as per the spell haste (see page 294 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

HEAL: [Prerequisites: 10th level.] As a standard action, you can channel positive energy through your touch to heal a single creature as per the spell heal (see page 294 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Use of this superpower costs 1 power point.

ILLUSION: [Prerequisites: 5th level.] As a standard action, you can create illusions as per the spell major image (see page 311 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

INFLICT WOUNDS: As a standard action, you can make a single melee touch attack that deals negative energy damage to living creatures as per the inflict wounds spells (see pages 300—301 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. A successful Will save (DC = 10 + 1/2 superhero level + Con modifier) reduces the damage by half. You can inflict light wounds at levels 1—5; inflict moderate wounds at levels 6—10; inflict serious wounds at levels 11—15; and inflict critical wounds at level 16 and higher. Use of this superpower costs 1 power point.

MELEE ATTACK, ENERGY: You can enhance your melee attacks (including melee touch attacks) with one type of energy damage (acid, cold, electricity, fire, or sonic). Typically this means that the chosen energy type bursts from your melee weapons or unarmed attacks on striking a target, but it could also represent a melee weapon with a blade of pure energy, et cetera. You cannot be disarmed of your energy melee attack, even if it represents a manufactured ranged weapon (the weapon might be magically bonded to your hand by a powerful curse, or it might immediately teleport or otherwise return to your hand if it is ever disarmed or accidentally dropped), nor is it subject to sunder attacks (in effect, it is impervious to damage). Your energy melee attack deals an additional 1d6 energy damage at levels 1—5; an additional 1d8 energy damage at levels 6—10; an additional 1d10 energy damage at levels 11—15; and an additional 2d6 energy damage at level 16 and higher. You can gain this superpower multiple times. Its effects do not stack. Each time you take the superpower, it applies to a new type of energy. You cannot stack multiple types of energy damage on an attack, but you can change types from attack to attack.

MELEE ATTACK, PHYSICAL: You can make devastating melee attacks with a special weapon, which might be natural (bite, claws, tail slap, iron-hard fists, et cetera) or manufactured (magical or high-tech melee weapon). You are considered to be proficient when making attacks with this superpower. If you have a high enough base attack bonus, you can use this superpower to make multiple attacks with a full attack. You cannot be disarmed of your physical melee attack, even if it represents a manufactured melee weapon (the weapon might be magically bonded to your hand by a powerful curse, or it might immediately teleport or otherwise return to your hand if it is ever disarmed or accidentally dropped), nor is it subject to sunder attacks (in effect, it is impervious to damage). When you gain this superpower, you must choose one type of physical damage for the attack to deal (bludgeoning, piercing, or slashing). You must also choose a specific kind of melee weapon for this superpower to take the form of. This can be either a manufactured melee weapon, an unarmed strike, or a natural weapon (bite, claw, et cetera). Regardless of what form the attack takes, it deals damage as detailed below, threatens a critical hit on a 20, and has a critical hit multiplier of x2. The form this superpower takes determines which feats and other effects can be applied to it, and how Strength modifier is applied to damage. If used to make secondary or off-hand attacks, this superpower is subject to the normal rules (–5 to the attack roll, Str modifier x 0.5). Your physical melee attack deals damage of the chosen type equal to 1d8 + Str modifier at levels 1—5; 2d6 + Str modifier at levels 6—10; 3d6 + Str modifier at levels 11—15; and 3d8 + Str modifier at level 16 and higher. You can gain this superpower multiple times. Its effects do not stack. Each time you take the superpower, you gain a new physical melee attack.

NATURAL ARMOR: You have a natural armor bonus to your AC, which might represent a tough hide, dense flesh, an exoskeleton, et cetera. You have a +2 natural armor bonus at levels 1—5; a +3 natural armor bonus at levels 6—10; a +4 natural armor bonus at levels 11—15; and a +5 natural armor bonus at level 16 and higher. This superpower qualifies you for the monster feat Improved Natural Armor (see the Pathfinder Roleplaying Game Bestiary), provided you meet the other prerequisite (Constitution 13 or better).

PARALYZING TOUCH: [Prerequisites: 5th level.] As a standard action, you can make a single melee touch attack that causes the target to become paralyzed for one round per level. A successful Fortitude save (DC = 10 + 1/2 superhero level + Con modifier) negates this effect. Each round on its turn, a paralyzed subject may attempt a new saving throw to end the effect. Use of this superpower costs 1 power point.

PLASTICITY: Your body is highly stretchable, elastic, and capable of squeezing through very narrow spaces. At levels 1—5, you have an effective reach of 10 feet, you can step up or down 10 feet at a cost of 5 feet of movement, you get a +4 bonus on Escape Artist checks and on combat maneuver checks made to grapple, and you can squeeze through tight spaces as though you were Small; at levels 6—10, you have an effective reach of 15 feet, you can step up or down 15 feet at a cost of 5 feet of movement, you get a +6 bonus on Escape Artist checks and on combat maneuver checks made to grapple, and you can squeeze through tight spaces as though you were Tiny; at levels 11—15, you have an effective reach of 20 feet, you can step up or down 20 feet at a cost of 5 feet of movement, you get a +8 bonus on Escape Artist checks and on combat maneuver checks made to grapple, and you can squeeze through tight spaces as though you were diminutive; at level 16 and higher, you have an effective reach of 25 feet, you can step up or down 25 feet at a cost of 5 feet of movement, you get a +10 bonus on Escape Artist checks and on combat maneuver checks made to grapple, and you can squeeze through tight spaces as though you were Fine.

POISONOUS TOUCH: [Prerequisites: 5th level.] As a standard action, you can make a single melee touch attack that causes the target to become poisoned as per the spell poison (see page 323 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. A successful Fortitude save negates this effect (DC = 10 + 1/2 superhero level + Con modifier). Use of this superpower costs 1 power point.

RANGED ATTACK, ENERGY: You can make ranged attacks that deal one type of energy damage (acid, cold, electricity, fire, or sonic). This superpower typically represents energy beams that shoot from your hands, though it might actually take the form of bolts or thrown weapons made of pure energy, a blaster rifle, et cetera. You are considered to be proficient when making attacks with this superpower. If you have a high enough base attack bonus, you can use this superpower to make multiple attacks with a full attack. Your energy ranged attack threatens a critical hit on a 20, and has a critical hit multiplier of x2. You cannot be disarmed of your energy ranged attack, even if it represents a manufactured ranged weapon (the weapon might be magically bonded to your hand by a powerful curse, or it might immediately teleport or otherwise return to your hand if it is a throwing weapon, or if it is ever disarmed or accidentally dropped), nor is it subject to sunder attacks (in effect, it is impervious to damage). Your energy ranged attack has a range of close (25 feet + 5 feet per 2 superhero levels), and deals 1d6 energy damage at levels 1—5; 2d6 energy damage at levels 6—10; 3d6 energy damage at levels 11—15; and 4d6 energy damage at level 16 and higher. You can gain this superpower multiple times. Its effects do not stack. Each time you take the superpower, it applies to a new type of energy. You cannot stack multiple types of energy damage on an attack, but you can change types from attack to attack.

RANGED ATTACK, PHYSICAL: You can make ranged attacks that deal one type of physical damage (bludgeoning, piercing, or slashing). You are considered to be proficient when making attacks with this superpower. If you have a high enough base attack bonus, you can use this superpower to make multiple attacks with a full attack. When you gain this superpower, you must choose one type of physical damage for the attack to deal (bludgeoning, piercing, or slashing). You must also choose a specific kind of ranged weapon for this superpower to take the form of. This can be either a manufactured ranged weapon, or a natural weapon (projectile quills, rocks that you conjure out of thin air and hurl, et cetera). Regardless of what form the attack takes, it deals damage as detailed below, threatens a critical hit on a 20, and has a critical hit multiplier of x2. The form this superpower takes determines range, whether the weapon is considered a thrown weapon or a projectile, and which feats and other effects can be applied to it. You cannot be disarmed of your physical ranged attack, even if it represents a manufactured ranged weapon (the weapon might be magically bonded to your hand by a powerful curse, or it might immediately teleport or otherwise return to your hand if it is a throwing weapon, or if it is ever disarmed or accidentally dropped), nor is it subject to sunder attacks (in effect, it is impervious to damage). Your physical ranged attack deals 1d6 + Str modifier damage at levels 1—5; 1d8 + Str modifier damage at levels 6—10; 2d6 + Str modifier damage at levels 11—15; and 3d6 + Str modifier damage at level 16 and higher. You can gain this superpower multiple times. Its effects do not stack. Each time you take the superpower, you gain a new physical ranged attack.

REGENERATE: [Prerequisites: 10th level.] You can regrow severed body members, broken bones, and ruined organs as per the spell regenerate (see page 331 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level, except that the target is you only. Use of this superpower costs 1 power point.

RESISTANCE: You are extraordinarily resistant to harmful effects. You have a +2 resistance bonus on all saving throws at levels 1—5; a +3 resistance bonus at levels 6—10; a +4 resistance bonus at levels 11—15; and a +5 resistance bonus at level 16 and higher.

RESTORATION: [Prerequisites: 10th level.] As a standard action, you can touch a single creature, bestowing all the benefits of the spell greater restoration (see page 334 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Use of this superpower costs 1 power point.

RUSTING GRASP: [Prerequisites: 5th level.] As a standard action, you can activate this superpower, which functions as the spell rusting grasp (see page 335 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level. Use of this superpower costs 1 power point.

SCRYING: [Prerequisites: 5th level.] You can observe a creature at any distance as per the spell scrying (see page 337 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that you do not need a pool of water, mirror, or other materials to use this superpower (although objects providing connections still apply the usual penalty to the target’s saving throw). Use of this superpower costs 1 power point.

SEE INVISIBILITY: You can see invisible creatures and objects as per the spell see invisibility (see page 339 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that this superpower is continually active and unlimited in duration.

SHADOW MASTERY: [Prerequisites: 10th level.] As a standard action, you can create any of the following effects as per the spell of the same name cast by a sorcerer of equal level: shadow conjuration (see page 340 in the Pathfinder Roleplaying Game Core Rulebook); shadow evocation (see page 340 in the Pathfinder Roleplaying Game Core Rulebook); and shadow walk (see page 341 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

SIZE CONTROL: As a full round action, you can change your size category by one step in either direction. You can become larger as per the spell enlarge person (see page 277 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, or you can become smaller as per the spell reduce person (see page 330 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. In either case, the target is you only. Use of this superpower costs 1 power point.

SPELL RESISTANCE: You gain spell resistance equal to 11 plus your superhero level.

SUGGESTION: [Prerequisites: 5th level.] As a standard action, you can suggest a course of action to a single creature as per the spell suggestion (see page 350 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

TELEKINESIS: [Prerequisites: 10th level.] As a standard action, you can move objects or creatures by concentrating on them as per the spell telekinesis (see page 357 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

TELEPORT: [Prerequisites: 10th level.] As a standard action, you can teleport as per the spell teleport (see page 358 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

VAMPIRIC TOUCH: [Prerequisites: 5th level.] As a standard action, you can make a melee touch attack that deals damage to your target and gives you temporary hit points as per the spell vampiric touch (see page 364 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

WEB: As a standard action, you can make an entangling area attack as per the spell web (see page 368 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that the range is close (25 ft. + 5 ft./2 levels) instead of medium. Use of this superpower costs 1 power point.

MINOR SUPERPOWERS

AMPHIBIOUS: You gain the aquatic subtype, but can survive indefinitely on land.

ANIMATE ROPE: As a standard action, you can animate a nonliving rope-like object as per the spell animate rope (see page 242 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

ANTITOXIC: You are immune to poisons of all kinds.

BARKSKIN: As a standard action, you can toughen your skin as per the spell barkskin (see page 246 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level, except the target is you only. Use of this superpower costs 1 power point.

BLUR: As a standard action, you can conceal yourself as per the spell blur (see page 251 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

BURROW: You have a burrow speed of 5 feet at levels 1—5; 10 feet at levels 6—10; 15 feet at levels 11—15; and 20 feet at level 16 and higher.

CALM ANIMALS: As a standard action, you can soothe and quiet animals, rendering them docile and harmless as per the spell calm animals (see page 252 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level. Use of this superpower costs 1 power point.

CALM EMOTIONS: As a standard action, you can calm agitated creatures as per the spell calm emotions (see page 252 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Use of this superpower costs 1 power point.

CLAIRAUDIENCE/CLAIRVOYANCE: As a standard action, you can hear or see at a known location as if using the spell clairaudience/clairvoyance (see page 255 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

CYBORG: This superpower can only be taken at 1st level. You are part machine, and have some traits similar to those of the construct type (though your actual type does not change). You gain a +2 bonus on saving throws against death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). You are not subject to nonlethal damage, ability drain, fatigue, exhaustion, or energy drain. You do not need to breathe, eat, or sleep. However, you are vulnerable to electricity, and take half again as much damage (+50%) from attacks and effects that deal electricity damage.

DARKNESS: As a standard action, you can create darkness as per the spell darkness (see page 263 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

DARKVISION: You have darkvision out to 60 feet.

DEATHWATCH: As a standard action, you can determine the condition of creatures near death as per the spell deathwatch (see page 265 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

DETECT EVIL: This superpower functions as the paladin class feature detect evil (see page 60 in the Pathfinder Roleplaying Game Core Rulebook).

DETECT THOUGHTS: As a standard action, you can detect surface thoughts as per the spell detect thoughts cast by a sorcerer of equal level (see page 268 in the Pathfinder Roleplaying Game Core Rulebook). Use of this superpower costs 1 power point.

DISGUISE SELF: As a standard action, you can change your appearance as per the spell disguise self (see page 271 in the Pathfinder Roleplaying Game Core Roleplaying Game) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

EXTRA LEGS: You have an extra pair of fully functional legs and feet. You gain a +2 bonus on all Strength checks and Strength-based skill checks, and a +10 bonus to your base land speed.

FEATHER FALL: As an immediate action, you can slow the descent of one or more freefalling creatures or objects as per the spell feather fall (see page 281 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

FORTIFICATION: Your vital areas are better protected than usual as per the magic armor special ability fortification (see page 463 in the Pathfinder Roleplaying Game Core Rulebook). You gain a 10% chance for normal damage when struck by a critical hit or sneak attack at levels 1—5; a 25% chance at levels 6—10; a 50% chance at levels 11—15; and a 75% chance at level 16 and higher.

GASEOUS FORM: As a standard action, you can become insubstantial, misty and translucent, as per the spell gaseous form (see page 287 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

GREASE: As a standard action, you can reduce the friction of an object or a ten-foot square as per the spell grease (see page 291 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

HALF-UNDEAD: This superpower can only be taken at 1st level. You are cursed with partial undeath, and have some traits similar to those of the undead type (though your actual type does not change). You gain a +2 bonus on saving throws against death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). You are not subject to nonlethal damage, ability drain, fatigue, exhaustion, or energy drain. You do not need to breathe, eat, or sleep. However, you are damaged by positive energy and healed by negative energy as per the undead type.

INVISIBILITY PURGE: As a standard action, you can surround yourself with a sphere of power that negates all forms of invisibility as per the spell invisibility purge (see page 302 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

LIGHT: As a standard action, you can create light as per the spell light (see page 304 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level.

LOW-LIGHT VISION: You can see twice as far as normal humans in conditions of dim light.

MARKSMAN: You have an uncanny understanding of ranged weapons, and are considered to be proficient with all ranged weapons, including exotic ranged weapons. You gain a +1 bonus on attack and damage rolls when attacking with a ranged weapon.

PRESTIDIGITATION: As a standard action, you can perform a simple magical trick as per the spell prestidigitation (see page 325 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level.

SUPER IMMUNE SYSTEM: You are immune to all diseases, including supernatural and magical diseases.

RAY OF ENFEEBLEMENT: As a standard action, you can create a coruscating ray that weakens your target as per the spell ray of enfeeblement (see page 330 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level. Use of this superpower costs 1 power point.

SCENT: You have the scent special ability (see page 564 in the Pathfinder Roleplaying Game Core Rulebook).

SILENCE: As a standard action, you can create an area of complete silence as per the spell silence (see page 343 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Use of this superpower costs 1 power point.

SPEAK WITH ANIMALS: You can ask questions of and receive answers from animals as per the spell speak with animals (see page 346 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level, except that this superpower is continually active and unlimited in duration.

SPEAK WITH DEAD: You can communicate with the spirit of a corpse as per the spell speak with dead (see page 346 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level. Use of this superpower costs 1 power point.

SPEAK WITH PLANTS: You can communicate with normal plants and plant creatures as per the spell speak with plants (see page 346 in the Pathfinder Roleplaying Game Core Rulebook) cast by a druid of equal level, except that this superpower is continually active and unlimited in duration.

STABILITY: You receive a +4 bonus to your Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

STENCH: You secrete an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save or be sickened for 10 rounds. Creatures that successfully save cannot be affected by your stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

SUPER ACROBAT: You possess superhuman acrobatic skill. You gain a +4 bonus on Acrobatics checks at levels 1—5; a +6 bonus at levels 6—10; a +8 bonus at levels 11—15; and a +10 bonus at level 16 and higher.

SUPER CLIMBER: You can climb with superhuman skill. You gain a climb speed of 15 feet and a +4 bonus on Climb checks at levels 1—5; a climb speed of 20 feet and a +6 bonus at levels 6—10; a climb speed of 25 feet and a +8 bonus at levels 11—15; and a climb speed of 30 feet and a +10 bonus at level 16 and higher.

SUPER DETECTIVE: You have superhuman powers of perception, which might represent keen senses, mystical intuition, cybernetic sensors, et cetera. You gain a +4 bonus on Perception checks at levels 1—5; a +6 bonus at levels 6—10; a +8 bonus at levels 11—15; and a +10 bonus at level 16 and higher.

SUPER STEALTHY: You are superhumanly stealthy, whether because of a chameleon-like ability to camouflage yourself, a personal field of supernatural silence or darkness, a hypnotic or telepathic power to “erase” yourself from a perceiver’s notice, or some other effect. You gain a +4 bonus on Stealth checks at levels 1—5; a +6 bonus at levels 6—10; a +8 bonus at levels 11—15; and a +10 bonus at level 16 and higher.

SUPER SWIMMER: You can swim with superhuman skill. You gain a swim speed of 15 feet and a +4 bonus on Swim checks at levels 1—5; a swim speed of 20 feet and a +6 bonus at levels 6—10; a swim speed of 25 feet and a +8 bonus at levels 11—15; and a swim speed of 30 feet and a +10 bonus at level 16 and higher.

TELEPATHY: You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

TONGUES: You can speak and understand the language of any intelligent creature as per the spell tongues (see page 360 in the Pathfinder Roleplaying Game Core Rulebook) cast by a sorcerer of equal level, except that this superpower is continually active and unlimited in duration.

WATER WALK: You can tread on any liquid as if it were firm ground as per the spell water walk (see page 368 in the Pathfinder Roleplaying Game Core Rulebook) cast by a cleric of equal level, except this superpower is continually active and unlimited in duration. You can suppress this superpower as a free action (if you wanted to swim, for instance).

WEAPON SAVANT: You have an uncanny understanding of melee weapons, and are considered to be proficient with all melee weapons, including exotic melee weapons. You gain a +1 bonus on attack and damage rolls when attacking with a melee weapon.

X-RAY VISION: As a standard action, you can see into and through solid matter. Vision range is 20 feet, and you can see as if looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.


Set wrote:

My initial thought is that a superhero base class should be able to account for a wide range of super-heroes. That in mind;

1) Most superheroes have offensive and defensive options independent of weapon and armor proficiencies, and I'd consider removing all but Simple Weapons from the 'base' class, and having the character either purchase armor proficiencies or a martial weapon proficiency with a feat, or have one of the minor power options be 'proficient with all martial weapons,' for those weaponmaster character concepts.

Light and Medium armor proficiency, and proficiency with all martial weapons, is pretty much wasted on 90% of superhero concepts, and the Batman or Captain America sorts of characters who do wear body armor, and do use melee weapons from time to time, need something to blow those power options on, since they don't have the ability to throw fire around or fly.

2) Similarly, full BAB fits some concepts (Batman, Captain America), but doesn't fit others (Green Lantern, Yellowjacket). Medium BAB would be suitable, I think, since even the less physical heroes tend to know how to throw a punch and stand up in a fight, with full BAB being something one can purchase as a power option (and, once purchased, would be, in most cases, 'always on,' as Batman doesn't have to use a temporary buff to use his martial arts training).

3) Instead of always having good Fort saves and poor Ref and Will saves, the superhero should probably have one good save of choice (Wolverine having a good Fort save, Angel a good Ref save, and Jean Grey a good Will save, for instance), with the option, again, as a power choice, to add another good save.

4) Using the Expert (or the Outsider creature Type) as precedent(s), perhaps the Superhero could also have one or more free-floating class skill options, to represent the fairly large amount of variety in superheroes.

5) Similarly, a power option that allows for a greater number of skill points (4+ Int mod, or even higher, say, 8+ Int mod, if taken a second time)...

Awesome, Set, thank you for this feedback. I was considering hit dice d8 and BAB 3/4 HD. Do you think this would be more balanced? And add 1:1 BAB as major superpower?

Liberty's Edge

I would probably suggest making it a pair of classes, one more martially inclined and one with more tricks. (Kind of like the godling classes.)


Dotted.


Set's comments were right on the money, and if you take them with ShadowcatX's, what you begin to see is that WoTC had a pretty good handle on this with d20 Modern. There were six types of hero in that version of the game, each favoring an ability, and each with a corresponding BAB/save matrix: Strong, Fast, Tough, Smart, Dedicated and Charismatic. Each was pretty much a minor "superhero" in its own right.

We actually played a game where we incorporated some of the psionic powers in the game as at-will powers, and it worked out great for a superhero game.

I know you're trying to do something original, but I mention this because you're going through an awful lot of work here to sort of reinvent the wheel. This has been done easier by an earlier version of the game, and I really recommend you check that out, re-evaluate what you want in light of it, and maybe take another, less complicated shot at this.


Also maybe list whether each power is EX, SP, SU etc. this will determine how it can be dispelled.


Dotting for later, but if you repost the class again for the love of asmodeus use a spoiler box or two!!


Bruunwald wrote:

Set's comments were right on the money, and if you take them with ShadowcatX's, what you begin to see is that WoTC had a pretty good handle on this with d20 Modern. There were six types of hero in that version of the game, each favoring an ability, and each with a corresponding BAB/save matrix: Strong, Fast, Tough, Smart, Dedicated and Charismatic. Each was pretty much a minor "superhero" in its own right.

We actually played a game where we incorporated some of the psionic powers in the game as at-will powers, and it worked out great for a superhero game.

I know you're trying to do something original, but I mention this because you're going through an awful lot of work here to sort of reinvent the wheel. This has been done easier by an earlier version of the game, and I really recommend you check that out, re-evaluate what you want in light of it, and maybe take another, less complicated shot at this.

I liked what WotC did with d20 Modern, and considered making an advanced class for that rpg, but I'd really like to wind up with something that works as is for Pathfinder. And I'd like it to be a single class rather than make three or four types of superhero class.

My idea is a campaign setting based on modern Earth, but where magic and super-science work and are rare but accepted realities. Superheroes, wizards, fighters, etc would be equally viable PC classes. So, I don't want to create a superhero class that is superior to any other base PF class, and so far, it looks like I need to trim the power level way back to accomplish this.


Okay, rewrote the class. Here is a link to a Google doc.

Superhero doc


If you really want to play Mutants and Masterminds that badly, why don't you just ask your GM to run that instead?


Umbral Reaver wrote:
If you really want to play Mutants and Masterminds that badly, why don't you just ask your GM to run that instead?

Bought the pdf, read it, disliked the lack of mechanics. I like that PF uses a battlemat, whereas M&M is very much like older RPGs, leaving too much to the (all-too-often-lacking) discretion of the average gamer. I want to play a game with rules that allow for strategy. M&M is story-time with a few rules thrown in so they could call it an RPG. So far, I've not found a superhero RPG that lives up to my expectation the way 3.5 D&D and PF have.

Also, my personality involves a creative component. I like to create things and share them. Playing someone else's not-quite-satisfying superhero RPG does not appeal to me as much as trying to create something better, even if I fail at multiple attempts before I succeed.


Pathfinder Rulebook Subscriber
Umbral Reaver wrote:
If you really want to play Mutants and Masterminds that badly, why don't you just ask your GM to run that instead?

Why not either say something helpful/constructive or if this subject doesn't interest you just not say anything? No offense intended, just curious why people feel the need to respond like that.


I understand creativity, but this seems a bit forced. It might be better if you broke it down into a few smaller concepts instead of one class that takes up a vast number of pages. I don't have an issue with a superhero in a fantasy game, really. That can be described in a lot of different ways without being out of place, as long as they don't start putting on brightly coloured spandex.

The problem I see is one of too much complexity. No other class takes twenty six pages to describe.

I would cut it down into a few 'iconic' types and use the powers list more like a mutual spell list. Brick, speedster, blaster, etc. That way it's less like a single class that takes up a vast tome and more akin to spellcasters; a set of individually simpler classes, each sharing parts of a pool of options.


Umbral Reaver wrote:

I understand creativity, but this seems a bit forced. It might be better if you broke it down into a few smaller concepts instead of one class that takes up a vast number of pages. I don't have an issue with a superhero in a fantasy game, really. That can be described in a lot of different ways without being out of place, as long as they don't start putting on brightly coloured spandex.

The problem I see is one of too much complexity. No other class takes twenty six pages to describe.

I would cut it down into a few 'iconic' types and use the powers list more like a mutual spell list. Brick, speedster, blaster, etc. That way it's less like a single class that takes up a vast tome and more akin to spellcasters; a set of individually simpler classes, each sharing parts of a pool of options.

Hmm, I'll have to consider trying to come up with a few archetypal classes. What you (and a couple others) are saying is that the concept of superhero is too big to fit in one class, and I can't really argue with that. Certain kinds of hero would definitely be better represented by other classes. Iron Man comes to mind, as do the many masked adventurers without true superpowers (Batman, most of the heroes from Watchmen, etc.).

I'll be thinking about maybe four iconic classes, and the three you named would definitely be 3/4 of them. Besides brick, blaster, and speedster . . . . I don't feel like messing with a gadgeteer concept, as tying powers to gear is tricky for balance. The iron-clad alchemist would suffice for those wanting to play an Iron Man type, and monk, fighter, ranger, or whatever is fine for the masked vigilantes. What is missing? Would it be a mental-powers class, or should I let an existing class cover that base?


Michael Johnson 66 wrote:
What is missing?

How about a class based on Jean Grey who's abilities consist of dying constantly and being reborn?


SwnyNerdgasm wrote:
Michael Johnson 66 wrote:
What is missing?
How about a class based on Jean Grey who's abilities consist of dying constantly and being reborn?

Reincarnating druid archetype?


Superheroes don't handle well in the d20 system, strong/fast/tough types (also known as lightning bruisers) are basically impossible to build with this, especially since they tend to make multiple actions in a minimum amount of time. Even low-tier heroes tend to have that kind of power sometimes.


This post isn't very constructive, but I'm dotting this to look over in more detail later. From what I've seen, you've put a tremendous amount of work into the class and, at the very least, it looks cool.


SwnyNerdgasm wrote:
Michael Johnson 66 wrote:
What is missing?
How about a class based on Jean Grey who's abilities consist of dying constantly and being reborn?

LOL!


FraterEAO wrote:
This post isn't very constructive, but I'm dotting this to look over in more detail later. From what I've seen, you've put a tremendous amount of work into the class and, at the very least, it looks cool.

Hehe! Thanks. If I bother to make anything, I always try to at least make it SEEM pretty cool! :)


Blue Star wrote:
Superheroes don't handle well in the d20 system, strong/fast/tough types (also known as lightning bruisers) are basically impossible to build with this, especially since they tend to make multiple actions in a minimum amount of time. Even low-tier heroes tend to have that kind of power sometimes.

I'm noticing that the broad spectrum of superheroes certainly do not fit well within d20. The iconic comic book superheroes are all pretty broken if you try to stat them out, basically on par with deities, with a few exceptions. Obviously, the Flash, Superman, Green Lantern, etc. could not be accurately built with this class--they are simply too powerful. But you could build a superhero that can haste himself; or a flying, damage-reducing tough guy; or a superhero who can create a handful of useful force effects.

I think it is possible to come up with a balanced class that simulates a super-human (or super-dwarf/super-elf/what-have-you) who begins with modest superhuman abilities that increase to about the level of your middle-powered comic book superheroes by 20th level. That's what I'm hoping to have with this class (or classes) when I'm done.


Here's an example of what I consider a "mid-powered" comic book superhero built (as best I could) using my class. Obviously, the comic book version is stronger, faster, doesn't have freedom of movement, etc., and this version would acquire these powers slowly and gradually, but you'll get the idea.

Spider-Man (20th level)

Minor superpowers: blindsense, low-light vision

Medium superpowers: ability increase (Con), ability increase (Dex), ability increase (Str), super acrobat, super climber, web

Major superpowers: freedom of movement, haste (two traded for four medium superpowers)

Greater superpowers: melee mastery (one traded for two major superpowers)

Power stunts: binding web, evasion, nimble, safety net, swing line, unarmed strike

Grand Lodge

jreyst wrote:
Umbral Reaver wrote:
If you really want to play Mutants and Masterminds that badly, why don't you just ask your GM to run that instead?
Why not either say something helpful/constructive or if this subject doesn't interest you just not say anything? No offense intended, just curious why people feel the need to respond like that.

What they are trying to do is be helpful by reminding you that you're forcing a square peg in a round hole. Superhero stories are NOT standard fantasy stories. If you create a superhero class that's balanced with other classes, then you don't have a superhero class. If it's not balanced than it's a whole different kind of world, which quite frankly it should be. The closest example of what you want is Eberron, and even that does not include superheroic elements.

The reason Mutants and Masterminds was brought up is because it is a D20 setting and system built for doing the kind of stories you want to do.

With that in mind, you can do certain things if you keep your goals modest enough. You can build Batman type characters as rogues or arcane tricksters. You could certainly do the Lone Ranger or the Shadow. And Bards with the right archetypes (like Magician?) can certainly be the root for particurlarly theatrical types like Mesmero. Or you can have almost any flamboyant enough character of the standard classes start getting a fetish for masks or spandex.


I have a few questions about it.

A lot of the powers seem really weak. I saw one up there that gives a +2 AC bonus. That sort of thing is fine and dandy when you are playing a game of rules mastery oneupmanship, but it doesn't really say "super hero" to me.

Imagine a minion taking a swing at him, hitting but only barely, and saying, "Wow, this guy must be a super hero. He's barely harder to hit than I am."

A lot of this does seem really cool though. I have a set of super heroes rules I use for my Pathfinder E6 game. The three basic ones are:

Super Strength

Incredible Strength = 20 and confers +2 AC

Super Human Strength = 26 and confers +4 AC

Supernatural Strength = 32 and confers +6 AC

Invulnerability

Minor = DR 5 / -

Major = DR 10 / -

Complete = DR 15 / -

Flight

200' Perfect = +2 AC / Reflex Saves while flying

Sonic Flight = +12 AC / Full Round Action

I have few more powers besides that, maybe 10 in all. Just the most iconic ones. Point is, characters with these powers will usually trash someone of equal level without them. Sense leveling is capped off at 6, a 6th level super hero with all his normal class abilities and super powers to boot is the strongest human alive.

I wouldn't like playing a super hero can get slapped around by the 10th level mayor or 17th level expert black smith.


Did you base your superhero class on an existing superhero rpg? Just curious.


Michael Johnson 66 wrote:
Blue Star wrote:
Superheroes don't handle well in the d20 system, strong/fast/tough types (also known as lightning bruisers) are basically impossible to build with this, especially since they tend to make multiple actions in a minimum amount of time. Even low-tier heroes tend to have that kind of power sometimes.

I'm noticing that the broad spectrum of superheroes certainly do not fit well within d20. The iconic comic book superheroes are all pretty broken if you try to stat them out, basically on par with deities, with a few exceptions. Obviously, the Flash, Superman, Green Lantern, etc. could not be accurately built with this class--they are simply too powerful. But you could build a superhero that can haste himself; or a flying, damage-reducing tough guy; or a superhero who can create a handful of useful force effects.

I think it is possible to come up with a balanced class that simulates a super-human (or super-dwarf/super-elf/what-have-you) who begins with modest superhuman abilities that increase to about the level of your middle-powered comic book superheroes by 20th level. That's what I'm hoping to have with this class (or classes) when I'm done.

Here's a big thing that D20 doesn't have rules for: knock back. Any battle involving powerful super humans involves a great deal of knockback damage.

Also, a 32 strength just does not cut the mustard against your average superhuman, many of whom can lift in excess of 10 tons.


LazarX wrote:
What they are trying to do is be helpful by reminding you that you're forcing a square peg in a round hole.

Some people see Pathfinder as a round hole, others see a triangle, a square, or a sailboat. He's posted several walls of text showing he is industrious, and probably willing to do the work of whittling the hole to his needs should it come to that. You may not call it Pathfinder anymore, and that's fine. Offer constructive criticism from your perspective, or acknowledge that you aren't going to see the point and save both of you time. Discouraging creativity and innovation in our hobby just stagnates it and prevents potentially wonderful things like Pathfinder from ever having coming about.

LazarX wrote:
Superhero stories are NOT standard fantasy stories. If you create a superhero class that's balanced with other classes, then you don't have a superhero class. If it's not balanced than it's a whole different kind of world, which quite frankly it should be. The closest example of what you want is Eberron, and even that does not include superheroic elements.

You are putting forth a lot of subjective opinion as objective fact. Balance is relative to player ability and GM interpretation.

Also, unless he's going to run every game you ever play, does it matter that Batman lives in Cheliax, Deadpool wanders the Worldwound, and Andoran freedom fighters are spearheaded by Captain Andoran? It really isn't a problem to genre-mix. At all.

LazarX wrote:
The reason Mutants and Masterminds was brought up is because it is a D20 setting and system built for doing the kind of stories you want to do.

And the OP already addressed why M&M doesn't suit his needs, and that he's willing to put forth the work to use Pathfinder. You can either save him some work and address his problems with M&M, or save him and yourself effort by accepting his position and letting him "spin his wheels." It's not like people are going to see his work and demand you use it in your game.

LazarX wrote:
You can build Batman type characters as rogues or arcane tricksters. You could certainly do the Lone Ranger or the Shadow. And Bards with the right archetypes (like Magician?) can certainly be the root for particurlarly theatrical types like Mesmero.

Useful and constructive comments.

LazarX wrote:
Or you can have almost any flamboyant enough character of the standard classes start getting a fetish for masks or spandex.

Sarcasm that serves no purpose but to try to disparage his tastes and inflame others. I will never understand people's desire to waste the effort of everyone by provoking an argument.


You might be able to start your design with four "vehicle" classes: a full martial with no casting, a full martial with 4-level casting, a 3/4 BAB 6-level caster, and the 1/2 BAB full caster.

The full martial class has access to a larger number of always-on powers, probably representing something like Sabertooth or Wolverine. The casters are likely those who have a more limited number of powers, such as gadgeteers (prepared casting, swapping out their gadgets per day) or psychics/supermutants who have limited endurance to use their better powers. Most superhero spellcasters are very dynamic casters with practically unlimited magic relative to time (Zatanna, from what I've seen), so they may be hard to portray evenly with the others.

Given the broad nature of superhero powers, this could quickly balloon into dozens upon dozens of themed archetypes, or approach a design-your-own-class sort of thing (as I understand True20 to be, though I have not gotten an opportunity to read it).

Grand Lodge

Parka wrote:
LazarX wrote:

Or you can have almost any flamboyant enough character of the standard classes start getting a fetish for masks or spandex.

Sarcasm that serves no purpose but to try to disparage his tastes and inflame others. I will never understand people's desire to waste the effort of everyone by provoking an argument.

That's not sarcasm. What's a superhero? In many of the old chomics like the Spirit, a masked avenger is simply that. Doing superhero stories in settings that lack most of the usual conventions like cars, planes, radio, television, guns, means that you're pretty much stripped out most of the usual atmosphere and you need to rethink the approach.

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