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D20 Superhero! Handbook

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MESMERIZE WHAMMY<br />

Prerequisites: Rank 5 in Mesmerize<br />

Benefit: When using a Mesmerize power, you may spend 1 action point to impose a –7 penalty on one specific<br />

target’s saving throw. This penalty stacks with all other modifiers.<br />

Special: Even if the power permits multiple targets, only one specific target may be affected.<br />

NATURAL WEAPON CHARGE<br />

Prerequisites: Rank 5 in Natural Weapon<br />

Benefit: If you charge a foe during the first round of combat (or the surprise round, if you are allowed to act in it),<br />

you may spend 1 action point to make a full attack with your natural weapon against the opponent charged.<br />

Normal: Without this feat, only a single attack can be made as part of a charge.<br />

PHASE-THROUGH<br />

Prerequisites: Rank 3 in Phase, Incorporeality or Improved Displacement ability<br />

Benefit: During normal movement on your turn, you may spend 1 action point to phase through walls or any other<br />

tangible, physical barrier. You cannot end your movement inside a barrier (if you try, you will be bounced back to<br />

the last valid square you occupied). You cannot phase through force fields or other energy barriers. This effect does<br />

not count against your Phase power’s total number of rounds per day.<br />

SHRINK SUBATOMIC<br />

Prerequisites: Rank 5 in Shrink<br />

Benefit: You may spend 1 action point to shrink to Microscopic Size (down to a few micrometers tall). You cannot<br />

meaningfully interact with or be affected by the normal-sized physical universe. You may move up to 5 feet per<br />

hour through any physical substance. When the duration expires or you choose to grow back to normal size, if you<br />

occupy an invalid space you are automatically pushed into an adjacent valid space of your choice.<br />

SPEED BURST<br />

Prerequisites: Rank 5 in Super Speed<br />

Benefit: You may spend 1 action point to run twice as far as you normally could as a full-round action. You may<br />

continue this running movement in the next round, if you wish. This benefit is applied after all other modifiers to<br />

your speed (including the Run feat). Furthermore, you keep your Dex bonus to Defense.<br />

Normal: Without this feat, you lose your Dex bonus to Defense when running, unless you posses the Run feat.<br />

SUPER LEAP<br />

Prerequisites: Rank 3 in Super Strength or Super Dexterity<br />

Benefit: You may spend 1 action point to receive a +20 bonus on your Jump skill checks for the round.<br />

Furthermore, you do not need a running start (the DC is not doubled). If you take falling damage, subtract your<br />

Dexterity score from the distance actually fallen (this is cumulative with other reductions of falling distance). If you<br />

jump down onto a target as part of an attack, you add 1.5 times your Str bonus to the damage.<br />

SUPER SENSITIVITY<br />

Prerequisites: Rank 5 in Super Senses<br />

Benefit: You gain the blindsense ability out to a range of 60 feet.<br />

SUPER SNIFFER<br />

Prerequisites: Rank 3 in Super Senses<br />

Benefit: You gain the scent ability.<br />

TELEPORTAL<br />

Prerequisites: Rank 5 in Teleportation, Int 12<br />

Benefit: You may spend 1 action point and a full-round action to open up a teleportation portal in a valid 5-foot by<br />

5-foot space adjacent to your space. The portal connects to anywhere your Teleportation power normally could<br />

reach. The portal persists for a number of minutes equal to your Int bonus or until you step through it. Anyone<br />

(friend or foe) may step through your portal by moving into the affected space. The portal is one-way only.<br />

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