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D20 Superhero! Handbook

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EPIC POWER FEATS<br />

CONTROL TORNADO<br />

Prerequisites: Rank 5 in Control Weather<br />

Benefit: You may spend 1 action point to generate a small tornado as a temporary weather change. First, you must<br />

activate your Control Weather power to create the appropriate weather conditions. The tornado will appear on your<br />

turn one round later. It moves away from you (in a direction of your choice) at 250 feet per round, causing<br />

devastation (uprooting trees, destroying buildings) in a diameter equal to 40 feet + 10 feet x your Int bonus. The<br />

tornado keeps moving in the set direction until it reaches the end of your Control Weather area of effect, dissipating<br />

when it can go no further. Creatures caught in its path are picked up and whirled around. Each round the creature<br />

must make a Fortitude saving throw (DC 25) or suffer 3d6 damage. When the creature makes the save (or if the<br />

tornado dissipates), it is violently expelled and hits the ground prone (after falling 1d6 x 10 feet and taking the<br />

appropriate damage). All flames are extinguished by the tornado, and all ranged attacks are impossible, as are Listen<br />

checks, anywhere in your Control Weather area of effect until the tornado dissipates.<br />

Special: Weather conditions return to normal after the tornado dissipates, regardless of the number of minutes<br />

remaining in your normal Control Weather duration. You may use this feat only once in the same scene.<br />

DISGUISE MASTERY<br />

Prerequisites: Rank 3 in Disguise Form<br />

Benefit: You may spend 1 action point to take on a new appearance as an immediate free action, even if you have<br />

not waited the necessary amount of time since your last change.<br />

DRAIN BOOST<br />

Prerequisites: Rank 3 in Drain<br />

Benefit: After making a Drain touch attack, you may spend 1 action point to boost the effect. You get to roll the<br />

damage die twice, keeping the higher of the two results. Furthermore, the full points drained are added as a<br />

temporary enhancement bonus to your own ability score.<br />

Normal: Without this feat, only one-half the points drained are added as a temporary enhancement bonus.<br />

ELASTIC KNOCKBACK<br />

Prerequisites: Rank 4 in Elasticity<br />

Benefit: When taking damage from a bludgeoning or unarmed melee attack, you may spend 1 action point to deflect<br />

one-half (round down) of the damage. Furthermore, the attacker must make a Fortitude saving throw at a DC equal<br />

to the 10 + the amount of damage deflected or be knocked back 5 feet. If the save fails by 5 or more, the attacker<br />

also is knocked prone.<br />

ELEMENTAL MASTERY<br />

Prerequisites: Rank 4 in Elemental From<br />

Benefit: When in elemental form, you may spend 1 action point to turn back into normal form as an immediate free<br />

action. Within the next 3 rounds, you can resume elemental form as an immediate free action without counting<br />

against the number of times you can change form per day.<br />

ENERGY BUILD-UP<br />

Prerequisites: Rank 3 in Energy Blast<br />

Benefit: You may spend 1 action point to build-up a particularly powerful blast. While building up the blast, you<br />

cannot move (not even a 5-foot step), cannot make attacks of opportunity, and lose your Dex bonus to Defense.<br />

Each full round spent building up the blast adds a cumulative +1d6 to damage and +1 to the attack roll (or, for an<br />

area-effect blast, to the saving throw DC). The maximum number of rounds you can spend building up a blast is<br />

equal to your number of ranks. If you take damage while building up the blast, you must make a Fortitude saving<br />

throw (at a DC equal to the damage inflicted) or lose the energy blast altogether.<br />

Special: If you have the Extended Delay limitation, the first full round spent building up does not add any bonus.<br />

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