Superman (Superman Returns) - CL 12
Medium Kryptonian scout 2/soldier 2/noble 8
6; Force 11
Init +11; Senses Perception +13
Languages Basic, Kryptonian + 4 additional languages
Ref 24 (flat-footed 24), Fort 54, Will 26
hp 422; SR 100; Threshold 54
Speed 12 squares (max.
velocity 550 km/h), fly 16 squares (max. velocity 1,250 km/h), fly 5 squares (starship scale)
Melee unarmed +10
Melee unarmed +14 (1d4+42) with Powerful Charge
Ranged by weapon +9
Base Atk +9;
Atk Options Crush, Pin, Power Attack, Powerful Charge
Special Actions Inspire Confidence
Super Powers Known (Kryptonian Power +14): Jor-El’s fist, heat vision (2), hyper breath, speed unleashed, super
Abilities Str 12, Dex 10, Con 12, Int 14, Wis 14, Cha 16
Special Qualities faster than
a speeding bullet, more powerful than a locomotive, man of steel, immunities
Talents Acute Senses, Demand Surrender,
Educated, Harm’s Way, Inspire Confidence, Presence
Feats Crush, Hero Training (2), Linguist, Pin, Power Attack,
Powerful Charge, Skill Focus (Deception, Gather Information), Skill Training (Deception, Gather Information), Weapon Proficiency
(pistols, rifles, simple weapons)
Skills Deception +19, Initiative +11, Gather Information +19, Knowledge (bureaucracy)
+13, Knowledge (galactic lore) +13, Knowledge (technology) +13, Kryptonian Power +14, Perception +13 (may reroll), Pilot +11
costume and cape
KRYPTONIAN SPECIES TRAITS
share the following species traits:
Ability Modifiers: +2 Intelligence, +2 Charisma, -2 Dexterity. Kryptonians are
bright and intuitive and make convincing diplomats but are less coordinated than most other species.
Medium Size: As
Medium creatures, Kryptonians have no special bonuses or penalties due to their size.
Speed: Kryptonian base speed
is 6 squares.
Bonus Feat: All Kryptonians gain Son of Krypton as a bonus feat at 1st level.
Basic and Kryptonian.
KRYPTONIAN POWER (CHA)
the Son of Krypton feat
You draw upon the yellow sun to help you recover from injuries, gain great speed and strength or
preform other remarkable acts. You must have the Son of Krypton feat to be trained in this skill.
Super Power (Trained Only): You can make a Kryptonian Power check to use a Kryptonian Super Power. This use of the skill
requires no action.
Solar Absorption (Trained Only): As a full-round action, you can enter an absorption trance
with a DC 10 Kryptonian Power check (you must be outside an atmosphere or in a place of extreme solar exposure for this trance
to work). In this state, you remain fully aware of your surroundings. Each hour you remain in the trance, you regain a number
of hit points equal to your character level. You can emerge from the trance as a swift action. If you remain in an absorption
trance for 4 consecutive hours, you emerge from the trance fully rested (as though you’d rested for 8 hours).
Vision: As a swift action you can make a DC 15 Kryptonian Power check to ignore the effects of cover and concealment when
making Perception checks to detect or observe targets. Increase the DC by 5 if the this ability is used against targets with
Super Hearing: A DC 10 Kryptonian Power check allows you to eavesdrop on a conversation, ignoring the
effects of cover or concealment. You must be able to understand the language being spoken. The DC increases to 15 if you or
your target is in a relatively noisy area (such as a cantina) or 25 in a particularly loud area (such as a droid factory).
Eavesdropping on a conversation is a standard action.
A Kryptonian Power check allows you to detect and identify distant
noises. Actively listening for distant noises is a standard action. The DC of the check depends on the distance of the noise:
DISTANCE - DC
Same metropolitan city - 15
Same country - 20
Same continent - 25
Same planet - 30
You can’t make Kryptonian Power checks unless you have the Son of Krypton feat. Kryptonian Power is a class skill
for any character with the Son of Krypton feat.
You can take 10 on a Kryptonian Power check, but you can’t take 20.
SON OF KRYPTON
You hail from the planet Krypton, allowing you to preform
feats of extraordinary power.
Prerequisite: Must be in a planetary system with a yellow sun for this feat and all
associated skills and super powers to work.
Benefit: You can make Kryptonian Power checks, and Kryptonian Power
is considered a class skill for you. In addition you gain the following special qualities:
Faster Than a Speeding Bullet:
Your base speed is 12 squares, fly 16 squares, fly 5 squares (starship scale).
More Powerful Than a Locomotive:
Your effective Strength score is 70.
You apply this enhanced Strength modifier to:
- Damage rolls for melee and
- Climb, Jump, and Swim checks (the skills with Strength as the key ability).
- Strength checks (for
breaking down doors and the like).
Your effective Constitution score is 70.
You apply this enhanced Constitution modifier
- Each die roll for gaining additional hit points.
- Fortitude Defense, for resisting poison, radiation, and similar
- The Endurance skill.
Man of Steel: In addition your entire body is encased in a invisible solar force
field (SR 100).
Force Field Damage: If the damage dealt by an attack exceeds your SR, reduce the shield rating
by 5. This reduction is cumulative, so your shield rating can eventually be reduced to zero. You may recharge the force field
by spending three swift actions on the same or consecutive rounds to make a DC 20 Kryptonian Power check (you must be outside
an atmosphere or in a place of extreme solar exposure for this action to work); if the check succeeds, your SR improves by
5 points (up to its normal maximum).
Immunities: Since your body gets its energy solely from the rays of a yellow
sun, you have no need to breath, eat, sleep or drink and you automatically succeed any Edurance check made to keep moving
You learn one or more kryptonian super powers.
of Krypton, trained in the Kryptonian Power skill.
Benefit: You add to your kryptonian super power suit a number
of kryptonian super powers equal to 1 + your Wisdom modifier (minimum 1). You can add the same power more than once.
You can take this feat more than once. Each time you take this feat, you add to your super power suit a number of new
kryptonian super powers equal to 1 + your wisdom modifier.
If your wisdom modifier permanently increases, you immediately
gain a number of kryptonian super powers equal to the number of Hero Training feats you have taken.
KRYPTONIAN SUPER POWERS
use your body’s solar energy reserves as a weapon. Time: Standard action. Target: One target within line
Make a Kryptonian Power check. Make one roll and compare the result to the target’s Reflex Defense.
If the attack hits, the target takes 6d6 points of damage. If your Kryptonian Power check equals or exceeds the target’s
damage threshold, the target moves -1 step along the condition track.
Special: You can spend a Force Point to either
deal an additional 2d6 points of damage or you can spend a Force Point to move a target an additional -1 step along the condition
track with you successfully hit it with heat vision.
You unleash you full strength to
enhance your battle prowess. Time: Swift action. Target: You.
Make a Kryptonian Power check. The result
of the check determines the effect, if any:
DC 15: Gain a +1 bonus to your next attack roll and deal an additional
1d6 points of damage if the attack hits.
DC 20: As DC 15, except you deal an additional 2d6 points of damage.
25: As DC 15, except you deal an additional 3d6 points of damage.
Special: You can spend a Force Point to deal
an additional 2d6 points of damage on your next attack roll.
You use a powerful burst of your
breath to push one or more targets away from you. Time: Standard action. Targets: All targets within a 6-square
cone and within line of sight.
Make a Kryptonian Power check: The target makes Strength check. If you beat the target’s
Strength check, you push it back 1 square plus an additional square for every 5 points by which you exceed the target’s
check result. If you push the target into a larger object, the target takes 1d6 points of damage.
The target adds its
size modifier to its Strength check: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10;
Diminutive, -15; Fine, -20. In addition, it gets a +5 stability bonus if it has more than two legs or is otherwise exceptionally
Special: You can spend a Force Point to apply a -5 penalty to the target’s Strength check to resist
you super breath. Additionally, if you successfully push the target into a larger object, you deal an additional 2d6 points
of damage from the extreme force of the thrust.
You can lift an object and move it up to
your total speed in any direction. Time: Standard action. Target: One object touched.
Make a Kryptonian
Power check: The result of the check determines the maximum size of the target you can lift (see below). You can hurl
the target at (or drop it on) another target if your Kryptonian Power check exceeds the second target’s Reflex Defense.
Both targets take damage determined by your Kryptonian Power check result.
DC 15: Lift object up to Huge size (deal
6d6 points of damage)
DC 20: Lift object up to Gargantaun size (deal 8d6 points of damage)
DC 25: Lift
object up to Colossal size (deal 10d6 points of damage)
DC 30: Lift object up to Colossal [frigate] size (deal 12d6
points of damage)
Special: You may maintain your power on the targeted object to continue to move it from round
to round. Maintaining the super strength power is a standard action, and you must make a new Kryptonian Power check each round.
If you suffer damage while maintaining super strength, you must succeed on a Kryptonian Power check (DC = 15 + damage taken)
to continue lifting the object.
If you use super strength against a hovering or flying target (such as a speeder or starship),
the target can oppose your Kryptonian Power check with a grapple check as a reaction. If the target wins the opposed check,
you are unable to move the target.
You may spend a Force Point to increase the maximum size of the object by one category
and deal an additional 2d6 points of damage (maximum size Colossal [cruiser], 14d6 damage). Alternatively, you may spend a
Destiny Point to increase the maximum size of the object by two categories and deal and additonal 6d6 points of damage (maximum
size Colossal [station], 16d6 damage).
Your solar reserves enable you to jump greater heights
and distances as well as move more quickly. Time: Free action. Target: You.
Make a Kryptonian Power check.
The result of the check determines the effect, if any:
DC 10: You gain a +10 bonus on your Jump checks and your
speed increases by 2 squares until the start of your next turn. The bonus on Jump checks includes the adjustment for increased
DC 15: As DC 10, except: +20 bonus on Jump checks, speed increases by 4 squares.
DC 20: As DC
10, except: +30 bonus on Jump checks, speed increases by 6 squares.
Special: You can spend a Force Point to increase
the power’s bonus on Jump checks by 10 and increase your speed by an additional 2 squares. Using the speed unleashed
power counts as a running start for determining a Jump DC.