Pathfinder Supers

We are currently putting together a Pathfinder super hero system. While its still in the beginning stages, here’s a sneak peak at one of the classes

Energy Manipulators
For what ever reason the character has gained the ability to generate and control energy fields and forces. Some use this ability to jet across the skies while others fling bolts of cold, fire or bio energy about, blasting their foes. A true icon of the Super powered heroes or villain; the Energy Manipulator is to be feared.
Role:
Energy Manipulator is an excellent combat fighter, able to stand toe to toe with the best. They are often fast, able to fly and so can take on the role of scouts and basic shock and awe fighters.

Prerequisites: Energy Manipulator or Elemental Control Power
Alignment: Any
Hit Die: d8

Class Skills
The Energy Manipulator class skills are Concentration, Fly, Intimidate, Knowledge (science), Knowledge (supers), Perception, Profession and Power Activation.

Skill points at 1st Level: (4 + Int modifier) x 4
Skills points at additional levels: 3 + Int modifier

Level Base Attack Fort Ref Will Notes
1st +0 +0 +2 +0 Class Ability
2nd +1 +0 +3 +0 Power Ability
3rd +2 +1 +3 +1 Weak Power
4th +3 +1 +4 +1 Class Ability
5th +3 +1 +4 +1 Power Ability, DR 1/ Energy
6th +4 +2 +5 +2 Super Power, DR 2/ Energy
7th +5 +2 +5 +2 Class Ability, DR 3/ Energy
8tth +6 / +1 +2 +6 +2 Power Ability, DR 4/ Energy
9th +6 / +1 +3 +6 +3 Super Power, DR 5/ Energy
10tth +7 / +2 +3 +7 +3 Class Ability, DR 6/ Energy
11th +8 / +3 +3 +7 +3 Power Ability, DR 7/ Energy
12th +9 / +4 +4 +8 +4 Ultra Strong Power, DR 8/ Energy
13th +9 / +4 +4 +8 +4 Class Ability, DR 9/ Energy
14th +10 / +5 +4 +9 +4 Power Ability, DR 10/ Energy
15th +11/ +6 / +1 +5 +9 +5 Ultra Super Power, DR 11/ Energy
16th +12 / +7 / +2 +5 +10 +5 Class Ability, DR 12/ Energy
17th +12 / +7 / +2 +5 +10 +5 Ultra Super Power, DR 13/ Energy
18th +13 / +8 / +3 +6 +11 +6 Power Ability, DR 14/ Energy
19th +14 / +9 / +4 +6 +11 +6 Ultra Super Power, DR 15/ Energy
20th +15 / +10 / +5 +6 +12 +6 Class Ability, DR 20/ Energy

Class Features:

The following are class features of the Energy manipulator.
Weapon and Armor Proficiency:
An Energy Manipulator is proficient with all simple weapons and with medium and light armor.
Class Abilities:
Pick one of the following when a class ability is gained with a new level. Some abilities will require that the character already have one or more abilities listed here, before the new ability may be taken. Some abilities may be taken more then once. Some abilities will require that a specific energy type be chosen. The Character may then chose from those types of energy that he or she is able to manipulate.
Energy Absorption:
The Character may absorb a given type of energy, allowing the character to transfer the damage reduction that is normally ignored and turn it into hit points. These hit points gained may not take the character beyond their normal hit point total.
Power Ability:
The Character may choose a new power ability from those listed for any one power the character has. This may be taken more then once.
Energy Sense:
The Character may sense one type of energy, its location, intensity and source. The character may use this ability up to 1 mile. The ability may be taken more then once, allowing an additional mile of detection, or the ability to detect a different type of energy.
Energy Amplification:
The Character may increase the damage of a single energy attack by +1 per level. This ability may be taken more then once, allowing different types of energy attacks to gain the bonus to damage. No energy attack may though, gain the benefits of this ability more then once.
Energy Mastery: (Requires Energy Amplification)
The Character may increase the range of an energy Bolt / Blast by X2. Note that the character must have Energy Amplification: to take this ability. You may take this ability more then once, each addition gain in this ability allows an additional increase in the range. (Eh, form X2 to X3, then X4 and so on)
Energy Focus: (Requires Energy Amplification)
All saving throws made against one of the Character’s energy attacks suffer a -2 to the reflex saving throw roll. This ability may be taken more then once, allowing different types of energy attacks to gain modifier to the saving throw. No energy attack may though, gain the benefits of this ability more then once.
Skilled Attacker:
The Character gains +2 to hit with one type of energy attack. This ability may be taken more then once, allowing different types of energy attacks to gain the to hit bonus. No energy attack may though, gain the benefits of this ability more then once.
Energy Spread: (Requires Energy Amplification)
The Character may double the area of effect of any one of their energy based powers or power ability. This ability may be taken more then once, allowing different types of energy powers to gain modifier. No energy power may though, gain the benefits of this ability more then once.
Destroyer:
The Character may ignore 2 points of Hardness when attacking objects with one of their energy attacks. This ability may be taken more then once, allowing different types of energy powers to gain modifier.
Disaster Zone: (Requires Destroyer)
The Character may ignore 2 points of Hardness when attacking objects with one of their energy attacks. This ability may be taken more then once, allowing different types of energy powers to gain modifier. This will stack with the Destroyer bonus.
Urban Renewal: (Requires Disaster Zone)
The Character may ignore 2 points of Hardness when attacking objects with one of their energy attacks. This ability may be taken more then once, allowing different types of energy powers to gain modifier. This will stack with the Disaster Zone bonus
DR /X
This is based upon the chosen energy type of the character’s Energy Manipulator or Elemental Control Power . If the character has more then one energy type power, then this applies to all such abilities. Example, a fire manipulator would thus have Damage Reduction against fire and heat based attacks, but would be vulnerable to water and cold based attacks
New Power:
When a character gains a new power, they can either pick a new power from those listed, or instead raise an existing power to a new level (Eh from Weak to Super power, or from Super power to Strong, etc). The character may also, instead of taking a new power, choose a power ability from one of the powers they already have.
Power Ability:
The Character may pick one ability listed for any one power they currently have.

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