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Johnny Quick

Medium Humanoid (Negative)

Wounds: 30 WP, 279 VP (18d8+180)


Initiative: +26
Speed: 700 ft.
AC: 36 (+6 Dex, +20 speed), touch 36, flat-footed 10
Base Attack/Grapple: +13/+36
Attack: Unarmed strike +37/+32/+27 melee (1d6 + 13)
Full Attack:Unarmed strike +37/+32/+27 melee (1d6 + 13)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Infinite mass punch, vibration, whirlwind
Special Qualities: Addict, fast healing 20, superspeed level 20
Saves: Fort +21, Ref +37, Will +6
Abilities: Str 16, Dex 22, Con 30, Int 10, Wis 11, Cha 10
Skills: Balance +27, Intimidate +21, Jump +231, Knowledge (streetwise) +5, Perform (quip) +5, Sleight of
Hand +16, Tumble +27
Feats: Bounding Assault, Brawl, Combat Reflexes, Dash, Dodge, Fleet of Foot, Mobility, Spring Attack
Climate/Terrain: Earth (Antimatter Universe)
Organization: Solitary (unique) or with CSA
Challenge Rating: 40
Treasure: None
Alignment: Chaotic evil

Addict: Johnny is addicted to Speed Juice, a powerful drug which grants him his powers. The drug is created
from the synthesized blood of Johnny's predecessor, whom Johnny killed. A hit of the drug gives 20 hour
access to superspeed level 20. Each hour after that, Johnny's speed levels drops by 5 levels an hour. This
does not stop at superspeed level 0. After 24 hours without a hit of the drug, Johnny begins going into slow
motion, gaining penalties instead of bonuses. He subtracts his negative super speed level from his base
movement rate. (35 feet)
At superspeed level -5, Johnny takes 5 rounds to complete a full round action, and 3 rounds to complete a
standard action. At level -10 this time is increased into minutes, and at level -15, hours.
Move actions require a full round at level -5, 2 full rounds at level -10, and a minute at level -15.

When Johnny hits superspeed level -20, he begins taking 1 point of Constitution damage per hour until he
dies or gains another hit of the drug.

Speed Juice usage has slowly degenerated Johnny's brain. His mental ability scores all are suffering a -6
penalty.

Infinite Mass Punch: As an intense action, Johnny can unleash a charge attack that deals 20d6+130
damage. Quick gains a total +57 bonus to his attack roll for this attack. He must move at least 1 mile in a
relatively straight line before he can make this attack. Using an infinite mass punch deals Quick 5d6 points
of vitality point damage and 5 points of wound point damage.

Superspeed Level 20 (Ex): The following benefits are provided from superspeed level 20:
+20 speed bonus to AC, initiative, and Reflex saves
+20 speed bonus to attack rolls
+10 speed bonus to damage rolls

Quick may make 20 swift actions in a round.


Quick reduces the amount of time to complete an action by 4 steps, allowing him to take full-round actions
as immediate actions.

Characters with less than superspeed level 10 are considered flat-footed for the purposes of Quick's
attacks. Characters with uncanny dodge have an effective superspeed level equal to their Dexterity modifier
for this purpose.

When using the run action, Quick moves 160x his movement rate (112,000 feet).
Speed Juice does not give access to the Push.

Vibration: Quick may move through solid material at will as an extraordinary action. This effectively a
nonmagical ethrealness ability. If Quick so chooses, he may leave part of his kinetic energy behind in the
object he vibrates through. The object must then make a fort save DC 49 or explode as the kinetic energy
causes its molecular structure to break down. Even if successful, the victim takes 5d6 points of damage.
Living creatures take 36d6 points of damage on a failed save.

Thomas Wayne, the Owlman


Medium Humanoid (Negative)

Wounds: 53 WP, 420 VP (30d8+180)


Initiative: +15
Speed: 40 ft.
AC: 32 (+16 defense, +6 Dex), touch 32, flat-footed 26
Base Attack/Grapple: +30/+ 37
Attack: Unarmed strike +48 melee (2d10 + 18 /19-20) or razorang +36 ranged (1d6 + 5 /18-20)
Full Attack: Flurry of blows +48/+48/+48/+43/+38/+33 melee (2d10 + 18 /19-20)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Cold calculation, frightful presence (DC 33), stun 30/day (DC 32)
Special Qualities: Damage reduction 10/adamantine, defensive roll, enhanced neural cortex, evasion, hide
in plain sight, light fortification, martial artist
Saves: Fort +29, Ref +29, Will +30
Abilities: Str 24, Dex 23, Con 23, Int 25, Wis 24, Cha 26
Skills: Balance +43, Bluff +46, Climb +40, Computer Use +27, Concentration +21, Craft (chemical) +27, Craft
(mechanical) +27, Craft (pharmaceutical) +27, Decipher Script +27, Diplomacy +36, Disable Device +27,
Disguise +28 (+32 acting), Drive +21, Escape Artist +39, Forgery +45, Gamble +27, Gather Information +50,
Handle Animal +28, Hide +39, Intimidate +50, Investigate +45, Jump +48, Knowledge (arcana) +27,
Knowledge (behavioral sciences) +27, Knowledge (business) +27, Knowledge (civics) +27, Knowledge
(current events) +27, Knowledge (earth and life science) +27, Knowledge (history) +27, Knowledge (physical
science) +27, Knowledge (streetwise) +45, Knowledge (tactics) +45, Knowledge (technology) +27,
Knowledge (theology) +27, Listen +27, Move Silently +39, Navigate +27, Pilot +21, Repair +27, Research
+27, Search +27, Sense Motive +45, Sleight of Hand +25, Spot +27, Survival +27, Swim +22, Treat Injury +27,
Tumble +43, Use Rope +21 (+25 bindings)
Feats: Acrobatic Strike, Bounding Assault, Close-Quarters Fighting, Combat Expertise, Combat Reflexes,
Cunning Evasion, Dirty Fighting, Dodge, Endurance, Far Shot, Frightful Presence, Improved Critical
(unarmed), Improved Deathblow, Improved Disarm, Improved Feint, Improved Initiative, Improved
Toughness, Improved Trip, Lunging Strike, Mobility, Precise Shot, Point Blank Shot, Power Attack, Rapid
Blitz, Roundabout Kick, Spring Attack, Stunning Fist, Track, Whirlwind Attack
Epic Feats: Epic Endurance, Superior Initiative
Climate/Terrain: Gotham City (Antimatter Universe)
Organization: Solitary (unique) or with CSA
Challenge Rating: 30
Treasure: Equipment
Alignment: Lawful evil

Cold Calculation: Owlman is a master of sizing up his opposition and preparing counter measures. He may
make a Gather Information, Investigate or Research check against a DC equal to (10 + opponent's hit die +
opponent's Int modifier + opponent's Wis modifier). If he is successful, he gains the following benefits.
+1 insight bonus to AC against attacks made by that opponent for every point by which he exceeds the DC.
+1 bonus to attack and damage against that opponent for every point by which he exceeds the DC.
+1 resistance bonus to saves against attacks made by that opponent for every point by which he exceeds
the DC.
+1 competence bonus to initiative rolls against the opponent for every point by which he exceeds the DC.
In addition, for every 5 points by which he exceeds the DC, he may gain one of the following advantages.
Intimate knowledge of one of the opponent's special attacks, qualities, or vulnerabilities. For instance, if he
made a successful check against the tarrasque, he could know of its vulnerability to wish magic.
Complete knowledge of opponent's base AC, attack bonus or max hit points. This allows Owlman to
"metagame", tailoring his use of Power Attack, Combat Expertise, and the like.

Enhanced Neural Cortex: In his never ending quest for revenge against his father, Owlman has implanted
enhancers in his body and brain to boost his skills to an edge that no human can match. He has the
following benefits:
Knack.
+6 bonus on all saves.
+6 bonus to initiative.
+5 bonus on mental skill checks.
Maximum vitality points.

Martial Artist: Owlman is one of the finest martial artists in his world due to the neural surgery that has
enhanced both his body and mind. He gains bonus fighter feats as a fighter of his hit die and unarmed
damage and feats as a monk of his hit die.
Owlman is never considered flanked.
Missing Owlman with a melee attack provokes an attack of opportunity from him.
Owlman gains a +8 bonus to attack and damage rolls when fighting unarmed.
Owlman gains a +3 bonus to damage for every -1 penalty he takes to attack while using Power Attack.
Owlman's unarmed strikes deal bludgeoning, slashing, or piercing damage, as he sees fit. It is a free action
to change the type of damage he deals.

Possessions: Owlman has an extraordinary amount of possessions, many of which he has designed and
built himself, that function similar to magical items. The list here is not comprehensive, but includes some
common equipment.
Note: The skill modifiers are not included in Owlman's skill block, above.

Body Armor: Damage reduction 10/adamantine.


Boots: +5 circumstance bonus to Balance checks.

Cape: +4 deflection bonus to AC if Owlman moves more than 5 feet in a round. This also allows him to glide
for short distances. He can glide 20 feet for every 5 feet of downward movement.

Cowl: +10 circumstance bonus to Disguise checks, light fortification. Owlman has various sight programs
capable of being loaded into his eyepieces, granting him the effects of see in darkness and true sight.

Neural Disruptor: This device deals 8d6 sonic and electricity damage in a 5-foot radius around Owlman.
Anyone taking damage from this must also make a Fortitude save (DC 32) or be stunned for 1d6 rounds.

Razorang: 1d6+5 damage, 18-20 critical threat. These ultrasharp blades are fired from a wrist launcher on
Owlman's arm. They have a 50 foot range. Whenever they deal wound point damage, they deal 1 point of
Constitution damage as well.

Rope and Grapple: Similar to a rope of climbing, this shoots a grapple up to 200 feet long. This grants a +10
circumstance bonus to Climb checks when used.

Talons: Increase unarmed attack and damage by +3.

Utility belt: As Heward's handy haversack. Owlman carries a huge variety of weaponry in his belt, including
spare razordiscs and grapples.

Jon Steward, Power Ring


Medium Humanoid (Negative)

Wounds: 120 WP, 153 VP (18d8+54)


Initiative: +6
Speed: 30 ft., fly 300 ft. (perfect)
AC: 32 (+2 Dex, +20 deflection), touch 32, flat-footed 30
Base Attack/Grapple: +18/+21
Attack: Unarmed strike +27 melee (1d8 + 9 plus 3d6 force) or ring blast +26 ranged touch
Full Attack: Unarmed strike +27 melee (1d8 + 9 plus 3d6 force) or ring blast +26/+21/+16/+11 ranged touch
Space/Reach: 5 ft. /5 ft.
Special Attacks: Power ring
Special Qualities: Combat training, fearless
Saves: Fort +36, Ref +33, Will +38
Abilities: Str 16, Dex 14, Con 17, Int 19, Wis 15, Cha 22
Skills: Bluff +27, Climb +8, Concentration +29 (+34 ring), Demolitions +21, Hide +10, Intimidate +21, Jump
+8, Knowledge (tactics) +21, Listen +10, Move Silently +15, Navigate +10, Sense Motive +18, Spot +10,
Survival +15, Treat Injury +4
Feats: Brawl, Combat Martial Arts, Combat Reflexes, Endurance, Flyby Attack, Force of Personality,
Focused, Great Fortitude, Improved Brawl, Improved Initiative, Iron Will, Skill Focus (Concentration),
Toughness
Climate/Terrain: Earth (Antimatter Universe)
Organization: Solitary (unique) or with CSA
Challenge Rating: 37
Treasure: Power ring
Alignment: Lawful evil
Combat Training: Jon Steward was a former member of the Slave Marine Corps. He receives the bonus
feats of a fighter ½ his hit die.
He may provide tactical aid to team members with a Knowledge (tactics) check against the CR of the
opponent. This check takes 1 minute. If successful, Jon's allies (as well as Jon himself) gain a +4 morale
bonus to attack and damage against the opponent. If unsuccessful, the bonus is only +1.

Fearless: Power Ring is immune to fear.

Power Ring: One of the most powerful weapons in the known universe, the power ring is limited only by its
user’s force of will. Below are listed some of the more common uses of the ring, however this does not
begin to cover all the possibilities.

The ring is powered by a Concentration check using the wielder’s Charisma modifier rather than
Constitution. Any feats that modify the wielder’s Will save also add their bonus to this Concentration check.
Power Ring may take 10 on a Concentration check to wield the ring, even under stressful situations.

The following effects are always active as long as the ring is worn around the finger:
+20 deflection bonus to AC.
+20 bonus to saves.
+100 wound points.
Fly speed 300 feet (perfect).
95% fortification.
Disguise self at will.
Find the path (in regards to other rings, ring bearers and energy signatures) at will.
Tongues at will.
The wielder adds his Charisma modifier to all attack and damage rolls.
Unarmed strikes can deal lethal or nonlethal damage, and deal +3d6 force damage.

Artificial Intelligence: The ring houses a vile spirit of power known as Volthoom. Volthoom possesses vast
knowledge of the cosmos and makes all Knowledge checks with a +45 modifier. It also can provide a +20
competence bonus to all non-Knowledge mental skill checks as a swift action. (Except Concentration checks
to use the ring) Volthoom is a separate entity and under no obligation to share his knowledge, although he
typically does so with impunity, at moments inconvenient to its bearer. An opposed Charisma check is
required to do anything Volthoom does not desire to do. Volthoom possesses a Charisma of 30.

Volthoom automatically acts to preserve itself. Should the bearer suffer damage bringing him to 0 WP, the
ring immediately sends out a distress signal hoping to lure a more worthy bearer to it. It converts the death
blow into nonlethal damage and shields the current wielder until a new bearer is found. Once found it deals
this damage to its new bearer as lethal damage.

Construct: The ring forms a energy construct based around the wielder’s choosing. This construct may be in
the form of any creature. (See “Creating a Green Lantern Ring construct”). One must partially concentrate
on these constructs to keep them active. The wielder suffers a -2 penalty to his Concentration checks while
he has a construct active. One can create numerous constructs, although successive creations will obviously
be weaker than the first. Alternatively, the bearer may attempt to create more than one construct at a
time, but he suffers a -1 cumulative penalty to his Concentration checks for each construct beyond the first
created at one time. Creating a construct is a standard action.
Increase Ability: The ring bearer may draw upon the ring to further increase his powers beyond that which
it already grants him. He may gain one half his Concentration check as a bonus to an ability score, attack
rolls, damage, or saves. This ability is mildly taxing to maintain, so he suffers a -2 penalty to Concentration
checks while it is active. Increasing an ability is a swift action.

Ring Blast: The ring fires a powerful blast of energy. This blast is a ray with a range equal to the
Concentration check x10 feet. The blast deals one half the Concentration check d6 damage. This damage
may be of any type the bearer chooses, although force is the default. By taking a -20 penalty to the
Concentration check, the ring may deal cosmic damage with this blast.
The ring bearer may also attempt to affect an area with this blast, in which case it is a cone with a size equal
to the Concentration check x 5 feet. It allows a Reflex save (DC 15+ ½ Concentration check) for half damage.
Either function is an attack action.

Shield: The ring puts up a personal barrier that absorbs all attacks, energy and spells. The shield can
withstand damage equal to the Concentration check x10. The ring wielder must concentrate on the shield
in order for it to stay active. He suffers a -10 penalty to all other Concentration checks with the ring while
the shield is active. He can also create an area shield. The shield has a square area of 10 feet x
Concentration check, although this total area can be shaped as he sees fit. Additionally, the bearer may
double the area, at the cost of halving the total damage absorbed by the shield. Creating a shield is a
standard action.

Speed: The ring can be used to increase speed. Power Ring may gain a temporary Super Speed level equal
to one fifth of his Concentration check. Super speed is hard to maintain, so the wielder suffers a -10 penalty
to all other Concentration checks while he is under the effects of super speed. Activating Speed is a swift
action.

A less taxing but similar usage of the ring merely increases the bearer's movement rate. Power Ring
multiplies his movement rate by the result of his Concentration check. This is easier to maintain, so the
wielder only suffers a -2 penalty to other Concentration checks while making use of this power.

Lois Lane, Superwoman


Medium Outsider (Evil, Negative)

Wounds: 90 WP, 675 VP (30d8+510)


Initiative: +20
Speed: 300 ft., fly 900 ft. (good)
AC: 42 (+16 defense, +6 Dex, +10 speed), touch 38, flat-footed 38
Base Attack/Grapple: +30/+79
Attack: Unarmed strike +62 melee (2d10 + 38 /19-20) or lasso +46 ranged touch
Full Attack: Unarmed strike +62/+57/+52/+47 melee (2d10 + 38 /19-20)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Constrict, heat vision, improved grab, Lasso of Inhibition Releasal, overwhelming blow
Special Qualities: Damage reduction 40/epic and slashing or piercing, dominatrix, fast healing 5, resistance
to energy (cold, fire) 40, resistance to energy (acid, electricity, sonic) 20, spell resistance 20, superspeed
level 10, superstrength level 3
Saves: Fort +38, Ref +39, Will +29
Abilities: Str 55, Dex 22, Con 45, Int 19, Wis 29, Cha 26
Skills: Balance +40, Bluff +46, Climb +42, Craft (writing) +13, Diplomacy +51, Escape Artist +36 (+40 ropes),
Gather Information +20, Intimidate +41, Investigate +13, Jump +134, Knowledge (current events) +14,
Knowledge (streetwise) +14, Listen +42, Sense Motive +39, Spot +42, Tumble +43, Swim +42, Use Rope +39
(+43 bindings)
Feats: Brutal Strike, Cleave, Clever Wrestling, Close Quarters Fighting, Combat Expertise, Combat Reflexes,
Defensive Sweep, Earth's Embrace, Flyby Attack, Improved Critical (unarmed strike), Improved Disarm,
Improved Feint, Improved Grapple, Improved Initiative, Improved Toughness, Improved Trip, Intimidating
Strike, Lightning Reflexes, Lunging Strike, Overwhelming Assault, Pain Touch, Power Attack, Stunning Fist
Epic Feats: Epic Fortitude, Epic Reflexes, Epic Will, Legendary Wrestler, Superior Initiative
Climate/Terrain: Metropolis (Antimatter Universe)
Organization: Solitary (unique) or with CSA
Challenge Rating: 44
Treasure: Equipment
Alignment: Neutral evil

Dominatrix: Lois is a cruel woman in a cruel world. Her lust is matched only by her spite. Born and raised an
Amazon, Lois gains the bonus feats of a fighter of her hit dice, along with the unarmed strike of a monk. She
has a +5 damage bonus on unarmed attacks.
She also gains a +2 bonus to damage per -1 attack while using power attack. She has immunity to the
effects of disease and poison, although she may still be a carrier.

Constrict: Lois deals 1d6 + 22 points of damage with a successful grapple check. If she pins an opponent
with her lasso, the opponent must succeed on a Fortitude save (DC 47) or begin to suffocate.

Heat Vision (Ex): Once per round, as a standard action, Superwoman may fire a blast of extreme heat from
her eyes. This deals 10d6 points of fire damage and requires a ranged touch attack to connect.
Superwoman may hit any creature she can see with the attack; there is no maximum range.
By using this power as an intense action, Superwoman may increase the damage to 20d6 per round in a 50
foot line (Reflex DC 42 half). Superwoman can maintain her heat vision in this manner for 25 rounds.

Improved Grab: Lois must entangle an opponent with her lasso to use this attack. If she establishes a hold,
she can constrict. Unlike normal grappling, if the defender wins a grapple check, Lois is not grappled.

Superspeed Level 10 (Ex): The following benefits are provided from superspeed level 10:
+10 speed bonus to AC, Reflex saves and initiative.
+10 speed bonus to attacks.
+5 speed bonus to melee damage rolls.

Lois reduces the amount of time to complete an action by 2 steps, allowing her to take full-round actions as
move actions and move actions as immediate actions.

Characters with less than superspeed level 5 are considered flat-footed for the purposes of Superwoman's
attacks. Characters with uncanny dodge have an effective superspeed level equal to their Dexterity modifier
for this purpose.

When using the run action, Lois moves at 20 times her normal speed (6,000 feet, fly 18,000 feet).

Superstrength Level 3 (Ex):


+6 melee damage bonus.
+3 bonus on grapple and bull rush checks.
Lift capacity x8.

Skills: Superwoman has a +5 slutty bonus on Bluff and Diplomacy checks.

Possessions: Superwoman utilizes the Lasso of Inhibition Releasal. Any creature caught in the coils or
touching the lasso must make a Will save (DC 80) or be forced to speak their most hidden desires, without
any inhibition. Even on a successful save, the victim suffers a -30 penalty to all Bluff checks. The lasso
automatically entangles creatures struck by it similar to a net, but the lasso never needs folding. Creatures
normally immune to mind-affecting effects are not immune to the lasso, although mindless creatures are.
The lasso has a range of 30 feet. The lasso has a break DC of 40 and an Escape Artist DC equal to 10 + the
attack roll that entangled the foe. It has damage reduction 50/epic, spell resistance 50 and 400 hit points.
The lasso is immune to energy damage.

Clark Kent, Ultraman


Medium Outsider (Augmented Humanoid, Chaotic, Evil, Negative)

Wounds: 150 WP, 945 VP (30d10+750)


Initiative: +22
Speed: 450 ft; fly 1350 ft. (perfect)
AC: 38 (+3 Dex, +10 natural, +15 speed), touch 28, flat-footed 20
Base Attack/Grapple: +30/+79
Attack: Slam +72 melee (6d6 + 48 /19-20)
Full Attack: 2 slams +72 melee (6d6 + 48 /19-20)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Cold breath, heat vision
Special Qualities: Anti-Kryptonite empowered, damage reduction 50/magic, energy resistance (acid, cold,
disintegration) 100, energy resistance (force, sonic) 20, immunity to fire and radiation, super senses,
superspeed level 15, super strength level 7
Saves: Fort +42, Ref +35, Will +22
Abilities: Str 65, Dex 17, Con 60, Int 17, Wis 21, Cha 26
Skills: Bluff +33, Craft (chemical) +18, Diplomacy +14, Disguise +18 (+22 acting), Gather Information +25,
Intimidate +51, Jump +195, Knowledge (current events) +13, Knowledge (earth and life science) +18,
Knowledge (streetwise) +23, Knowledge (technology) +18, Listen +68, Move Silently +36, Pilot +36, Sense
Motive +25, Spot +68, Survival +15, Swim +37
Feats: Combat Reflexes, Flyby Attack, Improved Bull Rush, Improved Critical (slam), Improved Initiative,
Improved Toughness, Leadership, Power Attack
Epic Feats: Epic Skill Focus (Intimidate)
Climate/Terrain: Metropolis (Antimatter Universe)
Organization: Solitary (unique) or with CSA
Challenge Rating: 45
Treasure: None
Alignment: Chaotic evil

Anti-Kryptonite Empowered (Ex): The proximity of anti-Kryptonite gives Ultraman his powers. The
exposure lasts for 12 hours, after which begins suffering the effects of anti-Kryptonite deprivation.

Once the anti-K wears off, Ultraman's damage reduction and energy resistance is reduced by 10 points per
hour of deprivation. His Strength and Constitution suffer a -10 penalty per hour of deprivation (minimum
10).

Using any of his Kryptonian powers (flight, heat vision, cold breath, senses or super speed) while under the
effects of anti-K deprivation requires a Constitution check (DC 40).

Cold Breath (Ex): Once per round, as a standard action, Ultraman may exhale a blast of freezing cold winds
from his mouth. This affects a 100 foot cone, and deals 10d6 points of cold damage (Reflex DC 50 half).
Creatures and objects within the area are also affected as if by a hurricane-strength wind (DC 50).
Ultraman can maintain this power as an intense action, dealing 20d6 points of cold damage instead, for up
to 3 rounds. Any creature damaged by the intense cold breath must make a Fortitude save (DC 50) or be
encased in ice. The ice melts in 2d6 hours at room temperature and has hit points equal to the cold damage
taken by the attack.

Heat Vision (Ex): Once per round, as a standard action, Ultraman may fire a blast of extreme heat from his
eyes. This deals 10d6 points of fire damage and requires a ranged touch attack to connect. Ultraman may
hit any creature he can see with the attack; there is no maximum range.
By using this power as an intense action, Ultraman may increase the damage to 20d6 per round in a 50 foot
line (Reflex DC 42 half). Ultraman can maintain her heat vision in this manner for 35 rounds.
Creatures who are vulnerable to anti-K take an additional 50% damage from Ultraman's heat vision.

Super Senses (Ex): Ultraman can see and hear at a distance far beyond that of a human being. He suffers
distance penalties of -1 per mile instead of 1 per 10 feet. By focusing (requiring one of his swift actions for
the round), he can extend this by a factor of 10 per swift action used. This is cumulative, so if he used three
of his swift actions to extend his senses, he would suffer a -1 penalty per 1000 miles.

Ultraman takes a -1 penalty to saves against light based attacks for every swift action he is spending
improving his sight. He takes a -1 penalty to saves against sound based attacks for every swift action he is
spending improving his hearing.

By focusing his sight as a swift action, Ultraman may see through solid material. This power is blocked by
lead.

By focusing his sight as a swift action, Ultraman may see into the microscopic spectrum. This eliminates any
size bonus to armor class or Hide checks.

Ultraman possesses darkvision and low light vision.

Superspeed Level 15 (Ex): The following benefits are provided from superspeed level 15:
+15 speed bonus to AC, initiative, and Reflex saves.
+15 speed bonus to attack rolls.
+7 speed bonus to melee damage rolls.

Ultraman may make 15 swift actions in a round.


Ultraman reduces the amount of time to complete an action by 3 steps, allowing him to take full-round
actions as swift actions and standard actions as immediate actions.

Characters with less than superspeed level 7 are considered flat-footed for the purposes of Ultraman's
attacks. Characters with uncanny dodge have an effective superspeed level equal to their Dexterity modifier
for this purpose.

When using the run action, Ultraman moves 40 times his movement rate (18,000 feet; fly 54,000 feet).

Unlike Speed Force users, Ultraman does not have access to the Push.

Superstrength Level 7 (Ex):


+14 melee damage bonus.
+7 bonus on grapple and bull rush checks.
Lift capacity x128.

Skills: Ultraman has a +30 racial bonus on Listen and Spot checks.

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