Superman (Kal-El of Krypton)
Superman is a superhero who appears in American comic books published by DC Comics. The character was created by writer Jerry Siegel and artist Joe Shuster and debuted in the comic book Action Comics #1 (cover-dated June 1938 and published April 18, 1938). Superman has been adapted to a number of other media, which includes radio serials, novels, films, television shows, and theater.
Superman was born on the fictional planet Krypton and was named Kal-El. As a baby, his parents sent him to Earth in a small spaceship moments before Krypton was destroyed in a natural cataclysm. His ship landed in the American countryside, near the fictional town of Smallville. He was found and adopted by farmers Jonathan and Martha Kent, who named him Clark Kent.
Clark developed various superhuman abilities, such as incredible strength and impervious skin. His adoptive parents advised him to use his abilities for the benefit of humanity, and he decided to fight crime. To protect his personal life, he changes into a colorful costume and uses the alias “Superman” when fighting crime. Clark resides in the fictional American city of Metropolis, where he works as a journalist for the Daily Planet. Superman’s supporting characters include his love interest and fellow journalist Lois Lane, Daily Planet photographer Jimmy Olsen and editor-in-chief Perry White, and his enemies include Brainiac, General Zod, Darkseid, and his archenemy Lex Luthor.
Superman is the archetype of the superhero: he wears an outlandish costume, uses a codename, and fights evil with the aid of extraordinary abilities. Although there are earlier characters who arguably fit this definition, it was Superman who popularized the superhero genre and established its conventions. He was the best-selling superhero in American comic books up until the 1980s
Originally Posted by Kain Darkwind of the Dicefreaks forums.
Kal-El of Krypton, Superman | |
Medium outsider (Good, Lawful) | |
Wounds | 150 WP, 885 VP (30d8+750) |
Initiative | +22 |
Speed | 450 ft; fly 1350 ft. (perfect) |
AC | 38 (+3 Dexterity, +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 | Damage reduction 50/magic, energy resistance (acid, cold, disintigration) 100, energy resistance (force, sonic) 20, immunity to fire and radiation, Kryptonite vulnerability, magic vulnerability, solar powered, super senses, super speed level 15, super strength |
Saves | Fort +42, Ref +35, Will +22 |
Abilities | Strength 65, Dexterity 17, Constitution 60, Intelligence 17, Wisdom 21, Charisma 26 |
Skills | Bluff +25, Craft (writing) +33, Diplomacy +30, Disguise +28 (+32 acting), Gather Information +25, Handle Animal +13, Intimidate +40, Investigate +18, Jump +97, Knowledge (current events) +23, Knowledge (history) +20, Knowledge (streetwise) +20, Knowledge (technology) +10, Listen +48, Move Silently +18, Profession (farmer) +8, Profession (writer) +21, Sense Motive+30, Spot +48, Survival +26, Swim +33 |
Feats | Combat Reflexes, Endurance, Fly-by Attack, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Toughness, Leadership, Power Attack |
Epic Feats | Epic Endurance, Polyglot |
Climate/Terrain | Metropolis |
Organization | Solitary (Unique) or with JLA |
Challenge Rating | 46 |
Treasure | None |
Alignment | Lawful Good |
Heat Vision (Ex)
Once per round, as a standard action, Kal-El 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. There is no range limit, Superman may strike any creature within the range of his sight.
By spending an intense action to use this power, Kal-El may increase the damage to 20d6 per round in a 50 foot line. (Reflex DC 50 half) Kal-El can maintain his heat vision in this manner for 35 rounds.
Creatures who are vulnerable to the sun take an additional 50% damage from Kal-El’s heat vision.
Once per round, as a standard action, Kal-El 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)
Cold Breath (Ex)
Kal-El 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.
Kryptonite Vulnerability (Ex)
The proximity of Kryptonite within 20 feet causes Kal-El to take 4d6 points of wound damage per round. When suffering under the effects of Kryptonite proximity, Kal-El’s damage reduction is reduced to 15/magic. His Strength suffers a -10 penalty per round of exposure. (Minimum 1)
Using any of his Kryptonian powers (flight, heat vision, cold breath, or super speed) while under the effects of Kryptonite requires a Constitution check (DC 40).
The effects given are for an amount of Kryptonite weighting approximately 1-2 lbs. Larger amounts can affect a larger radius, and smaller amounts may require closer proximity and cause a less pronounced effect.
Weapons constructed from Kryptonite ignore Kal-El’s damage reduction and natural armor.
Magic Vulnerability
Kal-El is vulnerable to magic. He suffers a -10 penalty to all saves against
magic, including spells, spell-like ablities, and supernatural abilities. (This
is an exception to the magic/psionics transparency) Also, magical energy attacks
ignore Kal’s resistances and immunities.
Solar Powered
Direct contact with yellow solar matter results in Kal-El gaining increased Strength and power. This effect varies, and can’t be accurately statted.
Red solar energies have shown a debilitating effect on Kal El. While this is not completely documented, they have at times negated his special attacks, special qualities, flight, reduced his land speed to 30 ft, and reduced his physical ability scores to 20 or lower. As this is not properly documented, it cannot be reliably stated the exact effects of red solar energy upon Kal.
Super Senses (Ex)
Kal El 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.
Superman 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, Kal may see through solid material. This power is blocked by lead.
By focusing his sight as a swift action, Superman may see into the microscopic spectrum. This eliminates any size bonus to armor class or Hide checks.
Superman possesses Darkvision and Low-Light Vision.
Super Speed 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
- Kal may make 15 swift actions in a round.
- Kal 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 Kal’s attacks. Characters with Uncanny Dodge have an effective Superspeed Level equal to their Dexterity modifier for this purpose.
- When using the run action, Kal moves 40 times his movement rate (18,000 feet; 54,000 feet fly)
- Unlike Speed Force users, Superman 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
Superman has a +30 racial bonus on Listen and Spot checks.