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D20 Superhero! Handbook

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ARMOR PROFICIENCY (LIGHT)<br />

Benefit: When a character wears a type of armor with which he or she is proficient, the character gets to add the<br />

armor’s equipment bonus to his or her Defense. Also, the armor check penalty applies only to Balance, Climb,<br />

Escape Artist, Hide, Jump, Move Silently, and Tumble checks.<br />

Normal: A character who wears armor with which he or she is not proficient adds only the armor’s nonproficient<br />

equipment bonus to his or her Defense. Also, he or she suffers its armor check penalty on attack rolls and on all skill<br />

checks that involve moving.<br />

ARMOR PROFICIENCY (MEDIUM)<br />

Prerequisite: Armor Proficiency (light).<br />

Benefit: See Armor Proficiency (light).<br />

ATHLETIC<br />

Benefit: You get a +2 bonus on all Climb checks and Swim checks.<br />

ATTENTIVE<br />

Benefit: The character gets a +2 bonus on all Investigate checks and Sense Motive checks.<br />

Special: Remember that the Investigate skill can’t be used untrained.<br />

AWESOME BLOW [*]<br />

Prerequisites: Str 25, Power Attack, Improved Bull Rush<br />

Benefit: As a standard action, the character may choose to subtract 4 from a melee attack roll and deliver an<br />

awesome blow. If he hits a corporeal opponent his size or smaller than himself with an awesome blow, the opponent<br />

must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacker’s<br />

choice and fall prone. The character can only push the opponent in a straight line, and the opponent can’t move<br />

closer to the attacker than the square it started in. If an obstacle prevents the completion of the opponent’s move, the<br />

opponent takes 1d6 points of damage (or even more for harder surfaces) and stops in the preceding open space.<br />

BLIND-FIGHT [*]<br />

Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one<br />

time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you<br />

don’t lose your Dexterity bonus to Defense, and the attacker doesn’t get the usual +2 bonus for being invisible. The<br />

invisible attacker’s bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed<br />

for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead<br />

of one-half.<br />

Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity<br />

bonus to Defense. The speed reduction for darkness and poor visibility also applies.<br />

BRAWL<br />

Benefit: When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the<br />

character deals nonlethal damage equal to 1d6 + his or her Strength modifier.<br />

Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.<br />

BUILDER<br />

Benefit: Pick two of the following skills: Craft (chemical), Craft (electronic), Craft (mechanical), and Craft<br />

(structural). The character gets a +2 bonus on all checks with those skills.<br />

Special: The character can select this feat twice. The second time, the character applies it to the two skills he or she<br />

didn’t pick originally. Remember that Craft (chemical), Craft (electronic), and Craft (mechanical) cannot be used<br />

untrained.<br />

BURST FIRE<br />

Prerequisites: Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency.<br />

Benefit: When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a<br />

single attack against a single target. The character receives a –4 penalty on the attack roll, but deals +2 dice of<br />

damage. Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.<br />

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