Superhero Template
Superhero is an Acquired Template that can be applied to any creature.
Size and Type: Unchanged (Animals become Magical Beasts).
Hit Dice: The base creature is raised to 5 Hit Dice. If it has 5 or more Hit Dice it gains 5 Hit Dice.
Speed: Base creature gains Fly 120 ft (Good).
Armor Class: Gains +10 Deflection bonus to Armor Class.
Attacks: Unchanged.
Damage: Unchanged.
Special Attacks: Keeps all Special Attacks of the base Creature and gains the following:
Hard Fists: The Base creatures Unarmed Strikes do not provoke attacks of opportunity and do lethal damage.
Ray Vision (Su): Once every 1d4 rounds the Superhero unleashes an energy ray (choose Cold, Electricity, Fire, Force, or Sonic damage). This is a ranged touch attack with a range of 100 feet. Damage is 2d6 plus 1d6 more for every 3 Hit Dice it has.
Special Qualities: Keeps all Special Qualities of Base Creature and gains the following:
Damage Reduction: Gains DR 5/-.
Immunities: Immune to Fear, Disease, Poison, stunning, sleep effects, nonlethal damage, or critical hits.
Tuff Guy: Gains a Racial bonus to all Saving Throws equal to it's Charisma Bonus (minimum +1)
Enhanced Senses(Ex): The superhero gains a Racial Bonus to all Listen, Search, and Spot rolls equal to it's Charisma Bonus (minimum +1). It also gains this bonus to Survival rolls when tracking by Scent (if it has Scent).
Born Fighter (Ex): The Superhero takes no size penalties to combat maneuvers.
Saves: Unchanged (but see above).
Abilities: +16 Strength, +10 Constitution, Int raises (or lowers) to 10, +4 Charisma.
Skills: Unchanged, remember to add the skill points from the extra Hit Dice.
Feats: Unchanged, remember to add Feats gained because of the extra Hit Dice.
Environment: Any
Organization: Unique
Alignment: Becomes Chaotic Good
Treasure: Unchanged
Challenge Rating: +5?
Advancement: Unchanged (or by Character Class).
Level Adjustment: +6
"Abner...Abner that skwirl has a cape...and I don't think he likes you touching his nuts..."
Superheroes are cape wearing lunatics who believe they fight for the common good. In reality they cause massive amounts of property damage fighting villains, and usually level the small towns they are in the process of saving. They have the same appearance as the base creature, but with a cape or unusual mask or headdress or something. Some got their power from the Gods, some get it from magical experiments, some are just freaks of nature. But they've all had some life altering event that made them very powerful, and fried their brain.
Example: THE IRON SQUIRREL
Diminutive Magical Beast (Augmented)
Hit Dice: 5d10+25 (52 hp)
Initiative: +7
Speed: 30 ft. (6 squares), 30 ft. climb, 120 ft Fly (Good)
Armor Class: 27 (+4 Size, +3 Dex, +10 Deflection), touch 27, flat-footed 24
Base Attack/Grapple: +5/+9
Attack: Bite +12 melee (1d3+4)
Full Attack: Bite +12 melee (1d3+4)
Space/Reach: 1 ft./0 ft.
Special Attacks: Ray Vision, Hard Fists
Special Qualities: Damage Reduction 5/-, Immunities, Enhanced Senses, Tuff Guy, Born Fighter
Saves: Fort +10, Ref +8, Will +3
Abilities: Str 18, Dex 17, Con 20, Int 10, Wis 12, Cha 10
Skills: Balance +11, Climb +11, Intimidation +4, Listen +3, Spot +3
Feats: Alertness, Improved Initiative
Environment: Any
Organization: Unique
Challenge Rating: 5
Treasure: None
Alignment: Chaotic Good
Advancement: By Character Class
Level Adjustment:+6
The Iron Squirrel appears to have been always powerful, he simply got tired of people picking on his nuts one day. he ferociously defends the local forests nut trees, and may the Gods help anyone trying to raid them.
Skills: Squirrels have a +8 bonus racial bonus on Balance and Climb checks. A squirrel can always choose to take 10 on a Climb check, even if rushed or threatened. A squirrel uses its Dexterity modifier for Climb checks.
Hard Fists: The Iron Squirrels Unarmed Strikes do not provoke attacks of opportunity and do lethal damage.
Ray Vision (Su): Once every 1d4 rounds the Iron Squirrel can shoot a ray from his eyes. The ray is a 100' ranged touch attack doing 3d6 Force damage.
Immunities: Immune to Fear, Disease, Poison, stunning, sleep effects, nonlethal damage, or critical hits.
Tuff Guy: Gains a Racial bonus to all Saving Throws equal to his Charisma Bonus
Enhanced Senses(Ex): The Iron Squirrel gains a Racial Bonus to all Listen, Search, and Spot rolls equal to his Charisma Bonus.
Born Fighter (Ex): The Iron Squirrel takes no size penalties to combat maneuvers.