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The Complete Superhuman

This document provides new feats and abilities for the Superhuman race in a roleplaying game system. It includes over 20 new feats that enhance physical and mental abilities. It also introduces new age categories and bonuses for a Superhuman Agelessness feat. The feats are intended to make Superhumans a more powerful and respected race in the game world, on par with other races like Shinigami or Hollows.

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Mike Mitchell
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100% found this document useful (1 vote)
802 views22 pages

The Complete Superhuman

This document provides new feats and abilities for the Superhuman race in a roleplaying game system. It includes over 20 new feats that enhance physical and mental abilities. It also introduces new age categories and bonuses for a Superhuman Agelessness feat. The feats are intended to make Superhumans a more powerful and respected race in the game world, on par with other races like Shinigami or Hollows.

Uploaded by

Mike Mitchell
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Complete Superhuman

Empowering Evolution
Forward
When I made the Superhumans, I believed I was making Chad's race. It was later revealed that Chad was
indeed a Fullbringer, thus the need to bring them into the fold even though they aren't well received.

I feel that Superhumans haven't been well received either, as they seem lackluster when compared to other
races. This book hopes to correct that mistake by giving you new options and powers for your Superhuman, and
also prevent the ever present “I catch on fire” trope that seems to have caught on in Playtest.

As they were first intended they are no longer, so I am throwing away the old design after a fashion, and
providing new feats and abilities for the Superhuman. I am also making new Prestige Paths for them as the old
ones, while good, were limited in scope and function.

All in all I hope, in this book, to make Superhumans something to be respected power wise. Possibly putting
them on par with the Shinigami or the Hollow.
Feats
The following feats supplement the ones in the Core Book, Darkness and Starlight, and in the campaign setting
American Genesis.

SUPERHUMAN APTITUDE [SUPERHUMAN, SOUL]


Prerequisites: Must have chosen Strength for your Physical Statistic
Benefit: You gain +2 to all Strength Based Checks +1 per 2 levels you possess.
Special: You may take this feat multiple times, increasing the iterative bonus by +1 each time.

SUPERHUMAN KICKBOXER [SUPERHUMAN, SOUL]


Prerequisites: Must have chosen Strength for your Physical Statistic
Benefit: You may kick with incredible force. Your Unarmed Strikes made with your feet have a base weapon of
2d6. This does not give them a racial progression and you still must take Superhuman Threshold to gain more
iterations of 2d6. You gain an additional +1 to your Kick damage per 2 levels you possess.
Special: You may take this feat multiple times, increasing the bonus damage by 1 per iteration each time.

SUPERHUMAN MONSTROSITY [SUPERHUMAN, SOUL]


Prerequisites: Must have chosen Strength for your Physical Statistic
Benefit: When you deal damage, you can choose to forgo 1[BW] of damage to deal that [BW] in Bleed damage
to the target for 1d6+2 rounds.
Special: You may take this feat multiple times, increasing the number of [BW] you can surrender by 1 each time,
and the length of time the Bleed damage lasts by 1 round.

SUPERHUMAN COPOEIRA EXPERT [SUPERHUMAN, SOUL]


Prerequisites: Must have chosen Dexterity for your Physical Statistic
Benefit: As long as you've taken at least a 5 foot step during your round of combat, you can make an additional
attack at your highest base attack bonus any time you could make an attack.

SUPERHUMAN SHIFTINESS [SUPERHUMAN, SOUL]


Prerequisites: Must have chosen Dexterity for your Physical Statistic
Benefit: You may make an additional 5 foot step during a round as a free action.
Special: You may take this feat multiple times. It's effect stacks.

SUPERHUMAN MOVEMENT SAVANT [SUPERHUMAN, SOUL]


Prerequisites: Must have chosen Dexterity as your Physical Statistic
Benefit: As long as you move at least 5 feet during a round, you receive a +2 bonus to Defense and Reflex +1
per 2 levels you possess.
Special: You may take this multiple times. Each time it is taken, you increase the iterative bonus by +1.

SUPERHUMAN AGELESSNESS [SUPERHUMAN, SOUL]


Prerequisites: Must have chosen Constitution as your Physical Statistic
Benefit: Your lifeline increases dramatically. To this effect you gain a different set of age categories and different
bonuses for them. Apply any categories you have already met retroactively. Bonuses and penalties are
cumulative. See Below for bonuses and penalties. You are now in the age category you fit into as per your actual
age (IE: If you were 21 when you gained this feat, you would now be Young). You do not physically or mentally
change however when you gain this feat.

SUPERHUMAN RESILLIANCE [SUPERHUMAN, SOUL]


Prerequisites: Must have chosen Constitution as your Physical Statistic
Benefit: You gain +2 Natural Armor.
Special: This may be taken multiple times. It's effects stack.

SUPERHUMAN KRAV MAGA EXPERT [SUPERHUMAN, SOUL]


Prerequisites: Must have chosen Constitution as your Physical Statistic
Benefit: While in a grapple, you may, instead of dealing your Unarmed Damage on a successful grapple check,
deal 1 Strength or Dexterity damage instead.
Special: You may take this multiple times. Each time you do, increase the Strength or Dexterity damage by 1.
Table: Age Categories for Superhuman Agelessness Feat
Age Categories Age Bonuses and Penalties
Baby 0-5 None
Very Young 6-15 +2 all Physical Statistics, +1 all Mental Statistics
Young 16-25 +2 all Physical Statistics, +1 all Mental Statistics
Juvenile 26-50 +2 all Physical Statistics, +1 all Mental Statistics
Young Adult 51-100 +2 all Physical Statistics, +1 all Mental Statistics
Adult 101-200 +2 all Physical Statistics, +1 all Mental Statistics
Mature Adult 201-400 +2 all Physical Statistics, +1 all Mental Statistics
Old 401-600 +2 all Mental Stats, -1 all Physical Stats
Very Old 601-800 +2 all Mental Stats, -1 all Physical Stats
Ancient 801-1000 +2 all Mental Stats, -1 all Physical Stats
Methuselah 1001-1200 +2 all Mental Stats, -1 all Physical Stats
Venerable 1201-1400+10d100 years +2 all Mental Stats, -1 all Physical Stats

SUPERHUMAN SKILL MONKEY [SUPERHUMAN, SOUL]


Prerequisites: Must have chosen Intelligence as your Mental Statistic
Benefit: You gain a +2 bonus to all Intelligence based Skills +1 per 2 levels you possess. This also increases the
bonus granted by Seasoned by +1 per 2 levels if you have Seasoned
Special: This may be taken multiple times. Each time increase the iterative bonus by +1.

SUPERHUMAN THOUGHT SMASHER [SUPERHUMAN, SOUL]


Prerequisites: Must have chosen Intelligence as your Mental Statistic
Benefit: You gain Telepathy with any creature with a language within line of sight or 100 feet, whichever is
further. You can even communicate through barriers, as long as you know there is someone on the other side.

SUPERHUMAN TELEPORTER [SUPERHUMAN, SOUL]


Prerequisites: Must have chosen Intelligence as your Mental Statistic
Benefit: You may make one Flash Step check per turn using your Intelligence Modifier instead of your Dexterity
Modifier. Should you do so, it is automatically a swift action.

SUPERHUMAN SENSOR [SUPERHUMAN, SOUL]


Prerequisites: Must have chosen Wisdom as your Mental Statistic
Benefit: You gain a +2 bonus on all Perception based checks +1 per level you possess.
Special: You may take this multiple times, each time increasing the Iterative bonus by +1.

SUPERHUMAN ACUMEN [SUPERHUMAN, SOUL]


Prerequisites: Must have chosen Wisdom as your Mental Statistic
Benefit: You gain your Wisdom Modifier to all Charisma Based and Intelligence based skill checks.

SUPERHUMAN SAGACITY [SUPERHUMAN, SOUL]


Prerequisites: Must have chosen Wisdom as your Mental Statistic
Benefit: If you have the ability to heal hit points of damage, you may reverse this healing to harm enemies. This
functions in all ways as if you were healing them, but it deals damage instead.

SUPERHUMAN CHARISMA [SUPERHUMAN, SOUL]


Prerequisites: Must have chosen Charisma as your Mental Statistic
Benefit: You gain your Charisma Modifier to all Wisdom Based and Constitution based checks.

SUPERHUMAN STYMIE [SUPERHUMAN, SOUL]


Prerequisites: Must have chosen Charisma as your Mental Statistic
Benefit: You gain the ability to chastise an opponent. Chastising an opponent works exactly like Censuring a
Hollow (See Censure Hollow in Darkness and Starlight), except you cannot destroy your opponent instantly for
an insanely high result. You may chastise an opponent 3 + Charisma modifier times per day.
SUPERHUMAN PIZAZZ [SUPERHUMAN, SOUL]
Prerequisites: Must have chosen Charisma as your Mental Statistic
Benefit: With a quick word or a gesture, you can demoralize your foes, forcing them to make a Charisma based
Will Saving throw or become shaken for 2d6 rounds. This even works on opponents with more levels than you.
Special: This feat may be taken multiple times. Each time increase the Will DC by 1.

SUPERHUMAN ENRAGED EVOLUTION [SUPERHUMAN, SOUL]


Prerequisites: Rage or Whirling Frenzy, Superhuman Evolution
Benefit: If you are in a rage or whirling frenzy, and use your evolution, or are in your evolution and use rage or
whirling frenzy, you gain triple the bonuses of your proper rage or whirling frenzy (IE If you had Mighty Rage, you
would gain +24 to Strength and Constitution, +12 to Will Saves and a -2 to Defense) for the duration of the Rage.
You are exhausted after using this feat. You do not gain triple the extra attacks of Whirling Frenzy however.
Special: If you have both Rage and Whirling Frenzy, you must activate both to gain the benefits of both using
this feat. You are still exhausted when the timers are up.

WEIRD EVOLUTION [SUPERHUMAN, SOUL]


Prerequisites: Superhuman Evolution, Oldblood (One Race that gains choices from a Powers List)
Benefit: Instead of choosing from Shikai Choices, you may choose your Evolution abilities from your Oldblood
parent's power list (IE: If you had Oldblood (Lunar), you could choose your Evolution abilities from the Lunar
Abilities list instead of the Shikai choices.) You may do this interchangeably, gaining your oldblood or Shikai
choices. You cannot choose Hollow or Fullbringer with this feat.

TOTEM BEAST VI [SUPERHUMAN, SOUL]


Prerequisites: Totem Beast V
Benefit: You gain a benefit based on the animal choice you made with Totem Beast I.
• Bird: Gain Improved Evasion
• Cat: Gain +4 Dexterity and +4 Strength
• Fish: Gain +4 Wisdom and +4 Intelligence
• Insect: Your flight speed becomes your land speed and your Claws deal 1d8[BW] damage.
• Reptile: You may now regrow your head
• Spider: You can now regrow limbs as per Regeneration (except your Head)
• Bear: Gain Constrict

SUPER ELEMENTAL POWER [SUPERHUMAN, SOUL]


Prerequisites: Superpowerful Element
Benefit: Instead of mulitplying your Elemental Damage by 1.5x, you multiply it by 1.5x + .5x per 10 levels you
possess (Maximum 4x at level 50... Good Luck getting there)

GREATER SUPER STRENGTH [SUPERHUMAN, SOUL]


Prerequisites: Superior Super Strength
Benefit: When you take Superhuman Power, multiply your carry limit by 9 instead of 7 for each time you take it.
Also, you gain a +4 bonus on all Strength related d20 rolls and damage rolls per time you've taken Superhuman
Power + 4 per 6 levels you possess. These bonuses overlap any previous bonuses from Superior Super
Strength.

PERFECTED BURST OF SPEED [SUPERHUMAN, SOUL]


Prerequisites: Superior Burst of Speed
Benefit: When you use any of the Burst of Speed tree, it is a swift action for you, unless you use it as part of a
charge. Charging becomes a Standard Action for you.

GREATER SUPERHUMAN ENDURANCE [SUPERHUMAN, SOUL]


Prerequisites: Superior Superhuman Endurance
Benefit: Your damage reduction and resistance to elements from Superhuman Endurance quadruples as does
the fast healing you've gained through Superhuman Endurance. This overlaps Superior Superhuman
Endurance.
SUPERIOR ARCANIST [SUPERHUMAN, SOUL]
Prerequisites: Greater Arcanist
Benefit: Pick a third school that you have access to via Arcanist. Your pool of Spell-Like abilities per day
increases to 7 times per day +1 per point of Wisdom Modifier you possess.

PERFECTED PRECOGNATIVE FLASHES [SUPERHUMAN, SOUL]


Prerequisites: Superior Precognative Flashes
Benefit: Your DC to actively activate your Precognitive Flashes is reduced by 5 points to a DC of 20. Also, your
bonuses from Superhuman Insight increase by an additional +2. All of them that you have access to.

LEAD FROM THE HEAVENS [SUPERHUMAN, SOUL]


Prerequisites: Lead from the Stars
Benefit: You gain the ability to surrender your own standard actions to grant them to an ally within 100 feet. If
you have multiple standard actions (due to a Haste effect or similar), you may grant more than one standard
action to an ally within 100 feet, but no more than one per customer per turn. Using this feat is a free action and
the target uses their action immediately

GREATER AGELESS ARCANIST [SUPERHUMAN, REIATSU]


Prerequisites: Ageless Arcanist
Benefit: You gain the benefits of the Greater Arcanist Prestige Feat.

SEALED EVOLUTION ABILITY [SUPERHUMAN, SOUL]


Prerequisites: Superhuman
Benefits: Choose one ability your evolution can take. You benefit from that ability even if your Evolution isn't on.
This can even be taken if you have Evolutionary Dead End.
Special: This can be taken up to 3 times. Each time selecting a new ability your evolution can qualify for. You
cannot take the same ability more than once. You cannot move up a chain of abilities (Such as Flame Blade
becoming Greater Flame Blade). These abilities are not doubled in Hyper-Evolution. Choose your Evolution's
types when you take this feat.
Prestige Paths
The following are prestige paths that are made especially with Superhumans in mind. They supplement the ones
from the Core Book, Darkness and Starlight and American Genesis.

Superhuman Combat Expert


Superhumans are meant for front line combat most of the time. Most of them don't rely on ranged attacks, as
they don't have a great deal of them.

Prerequisites:
Feats: Superhuman, Superhuman Threshold, Any one of the Combat feats above (Superhuman Kickboxer,
Superhuman Copoeira Expert or Superhuman Krav Magra Expert), Supersonic Strike
Skills: Flash Step 6+ Ranks, Unarmed Strike 6+ Ranks
Special: 500+ Reiatsu

1 – KICKBACK [PRESTIGE]
While you are using any of your prerequisite combat feats, you may use your legs to deal extra damage. Add
1d6 damage to your damage if you are a Kickboxer or Copoeira Expert. If you're a Krav Maga expert, add 1 to
the Strength or Dexterity damage you deal. To activate this feat you must spend an action dice. You may not
spend multiple action dice to increase this effect. The 1d6 damage increases by 1d6 per 5 levels you possess.
The extra stat damage increases by 1 per 5 levels you possess.

2 – Bonus Feat

3 – SWIFT JUSTICE [PRESTIGE]


If you are a Kickboxer, you may make an unarmed strike with your elbows once per round as a swift action. If
you are a Copoeira Expert, you may make a Flash Step check with a DC of 16 as a swift action to make your
extra attack instead of making a 5 foot step. You can move up to the distance a DC 16 would cover (40 feet). If
you're a Krav Maga Expert you may drag an
opponent your full land speed instead of half with
a successful grapple check.

4 – Bonus Feat

5 – EMPOWERED COMBAT [PRESTIGE]


If you're a Kickboxer, you count as if you are 5
levels higher for the purposes of damage through
the Kickback feat. If you're a Copoeira Expert,
you may take a 10 foot step as a free action
instead of a 5 foot step. If you're a Krav Maga
expert, you may deal double unarmed damage
instead of statistic damage.
Superhuman Skill Master
A superhuman skill master chooses to focus on their chosen statistic to the exclusion of all else.

Prerequisites:
Feats: Superhuman, Superhuman Aptitude, Superhuman Movement Savant or Superhuman Resilliance,
Lightning Reflexes, Great Fortitude or Iron Will
Skills: Fortitude, Reflex or Will Save 6+ Ranks

1 – SKILL APTITUDE [PRESTIGE]


If you have Superhuman Aptitude, you gain an extra X to your Strength based Checks where X is half your level.
If you have Superhuman Movement Savant, once per round you can make a Flash Step check as a swift action.
If you have Superhuman Resilience, you gain +4 additional Natural Armor.

2 – Bonus Feat

3 – CHOSEN SKILL MASTERY [PRESTIGE]


You may take 10 with any of the skills in your chosen statistic based on the feat you chose to be your
prerequisite feat regardless of interruption , damage or any other factor. If you have multiple of the prerequisite
feats, you gain this bonus with those statistic as well.

4 – Bonus Feat

5 – SKILL SUPREMACY [PRESTIGE]


If you have Superhuman Aptitude, your X from Skill Aptitude becomes your level. If you have Superhuman
Movement Savant, you now can take a 10 foot step once per round instead of a 5 foot step. If you have
Superhuman Resilience, half your Natural Armor bonus
counts towards your Touch Defense.
Superhuman Dragon Sage
Taking agelessness and running with it, the Superhuman Dragon Sage gets more bonuses faster than their kin.

Prerequisites:
Feats: Superhuman, Superhuman Agelessness
Skills: Concentration 7+ ranks
Special: Constitution 24+

1 – INCREASED AGELESSNESS [PRESTIGE]


Though the distance between your age categories don't change, you gain 1.5x the stat bonuses per age
category you gain, and the ones you've already achieved.

2 – Bonus Feat

3 – AGELESS APTITUDE [PRESTIGE]


You gain a +2 bonus to all skill checks +2 per 4 levels you possess. Also, you can grow a pair of wicked claws.
These claws deal 2d6[BW] damage and increase in damage as your racial unarmed strike does. You can grow
and retract these claws as a free action.

4 – Bonus Feat

5 – AGELESS ARCANIST [PRESTIGE]


You gain the bonus of the Arcanist feature from the Superhuman Arcanist.
Superhuman Berserker
There are those that go into a rage. Then there are those that epitomize rage and destruction. These are the
Superhuman Berserkers.

Prerequisites:
Feats: Superhuman, Enraged Evolution, Rage, Greater Rage, Mighty Rage
Skills: Unarmed Strike 12+ Ranks, Fortitude 12+ Ranks

1 – IMPROVED ENRAGED EVOLUTION [PRESTIGE]


You rages last longer than normal. Instead of 3 + Constitution Modifier in rounds, they last till the end of combat.
No change to your Fatigued level occurs. You find it hard to distinguish friend from foe, and must make a Will
Save DC 25 to distinguish friends after all opponents have been defeated. Should you fail, you see your allies as
enemies for 1 round, and may remake the will save each round to end this effect and end combat.

2 – Bonus Feat

3 – GREATER ENRAGED EVOLUTION [PRESTIGE]


While you are in an Enraged Evolution, you gain a size category, gaining all the benefits and penalties therein.
You also gain a bonus to your Dexterity score equal to your original Mighty Rage modifier (+8). This comes last
in calculation. Also, while in an Enraged Evoulution, you gain Damage Mitigation equal to your Constitution
Score.

4 – Bonus Feat

5 – SUPERIOR ENRAGED EVOLUTION [PRESTIGE]


While you are in an Enraged Evolution, you gain Fast Healing equal to the number of Ability choices you have for
your Evolution including those gained from feats.
Superhuman Frenzied Monstrosity
Though there are those that are raging berserkers, there are also those that epitomize a Whirling Frenzy.

Prerequisites:
Feats: Superhuman, Enraged Evolution, Whirling Frenzy, Greater Frenzy, Mighty Frenzy
Skills: Unarmed Strike 12+ Ranks, Reflex 12+ Ranks

1 – IMPROVED ENRAGED FRENZY [PRESTIGE]


While in an Enraged Evolution, your frenzy benefit lasts till the end of combat. You sometimes have a hard time
distinguishing friend from foe after foes have been dispatched. Once all foes have been defeated, you must
make a DC 10 Will Save or turn on your allies for one round. You may remake the save each round till you pass,
at which time combat is considered over.

2 – Bonus Feat

3 – GREATER ENRAGED FRENZY [PRESTIGE]


While in an Enraged Evolution, you gain a +8 bonus to Strength and a +4 bonus to Dexterity that is included
after multipliers. You also gain a +8 bonus to Constitution while in an Enraged Evolution. Lastly, you gain
Damage Mitigation equal to your Dexterity Score.

4 – Bonus Feat

5 – SUPERIOR ENRAGED FRENZY [PRESTIGE]


While you are in an Enraged Evolution, you gain Fast Healing equal to the number of Ability choices you have for
your Evolution including those gained from feats.
Superhuman Exemplar
There are those that excel at skills, and then there are the exemplars, those that have taken skills to an entirely
new level.

Prerequisites:
Feats: Superhuman, Superhuman Skill Monkey, Superhuman Sensor, Superhuman Acumen or Superhuman
Charisma
Special: Intelligence, Wisdom or Charisma 22+

1 – IMPROVED SKILLS [PRESTIGE]


You gain double the benefit of your prerequisite feat. If you have more than one of them, this feat doubles them
too.

2 – Bonus Feat

3 – SKILL TRANSFER [PRESTIGE]


You may grant the skill bonus from your prerequisite feat/s to any one ally within 100 feet of you. You lose the
benefit while the target has them. The transferred bonus lasts for 3 + Spellscore rounds before reverting back to
you.

4 – Bonus Feat

5 – IMPROVED SKILL TRANSFER [PRESTIGE]


While you are under the effects of Skill Transfer, you keep one half the bonuses of the transferred bonus. In
addition, while you are under the
effect of your prerequisite feat/s,
you gain one and a half times
the benefit.
Superhuman Power Supreme
These are the elite of the elite when it comes to Strength Mastery

Prerequisites:
Feats: Superhuman, Superhuman Power Master, Superhuman Power Sage, Superhuman Power Commander,
Superhuman Mental Mutation taken twice.
Skills: Unarmed Strike 8+ Ranks
Special: Strength Score 24+

1 – IMPROVED SUPERHUMAN POWER MASTER [PRESTIGE]


When you take 20 on an Unarmed Strike roll with Superhuman Power Master, that roll counts as a Natural 20 (A
critical hit). In addition, when you score a critical hit with an unarmed strike, whether natural or through this feat,
you deal 1 point of Strength Damage to the target of the critical.

2 – Bonus Feat

3 – IMPROVED SUPERHUMAN POWER SAGE [PRESTIGE]


When you heal damage with Superhuman Power Sage, you may sacrifice 5 hit points worth of healing to remove
a condition that the heal spell could remove. You may spend in multiples of 5 hit points healed to remove multiple
conditions.

4 – Bonus Feat

5 – IMPROVED SUPERHUMAN POWER COMMANDER [PRESTIGE]


When you add your Strength Modifier to a Charisma based roll, any target that is effected by your rolled is either
Shaken or effected by the heroism spell at your option.
Superhuman Agility Supreme
There are those that are agile, and then there are those that take that to the extreme

Prerequisites:
Feats: Superhuman Agility Master, Superhuman Agility Sage, Superhuman Agility Commander, Superhuman
Mental Mutation taken twice.
Skills: Unarmed Strike 8+ Ranks
Special: Dexterity 24+

1 – IMPROVED SUPERHUMAN AGILITY MASTER [PRESTIGE]


When you use Superhuman Agility Master, you gain a +20 bonus to one Defense or Reflex save instead of +10.
In addition, when under the effects of Superhuman Agility Master, you may take a 10 on your Defense or Reflex
save instead of rolling.

2 – Bonus Feat

3 – IMPROVED SUPERHUMAN AGILITY SAGE [PRESTIGE]


When you use the Superhuman Agility Sage feat, you may grant that bonus to someone else instead of yourself.
Either way, the bonus lasts for minutes per level instead of rounds.

4 – Bonus Feat

5 – IMPROVED SUPERHUMAN AGILITY COMMANDER [PRESTIGE]


When you use Superhuman Agility Commander to grant allies a bonus to Defense or Reflex saves, you may
choose one ally. That ally critically saves on their next Defense or Reflex save.
Superhuman Body Supreme
Though there are those that have a superior body, few take it to the extremes that someone in this prestige path
has.

Prerequisites:
Feats: Superhuman Body Master, Superhuman Body Sage, Superhuman Body Commander, Superhuman
Mental Mutation taken twice
Skills: Unarmed Strike 8+ Ranks
Special: Constitution 24+

1 – IMPROVED SUPERHUMAN BODY MASTER [PRESTIGE]


When you use Superhuman Body Master to gain a bonus on Fortitude or Initiative, you add +20 to the roll
instead of normal. Also, you may take a 10 on your Fortitude or Initiative checks instead of rolling.

2 – Bonus Feat

3 – IMPROVED SUPERHUMAN BODY SAGE [PRESTIGE]


When you heal damage with Superhuman Body Sage, you may sacrifice 5 hit points worth of healing to remove
a condition that the heal spell could remove. You may spend in multiples of 5 hit points healed to remove multiple
conditions.

4 – Bonus Feat

5 – IMPROVED SUPERHUMAN BODY COMMANDER [PRESTIGE]


When you use Superhuman Body Commander to grant
allies a bonus to Fortitude or Reflex saves, you may
choose one ally. That ally critically saves on their next
fortitude save or rolls maximum on their next Initiative
check. If initiative has already been rolled, they move up
the initiative order as if they had rolled maximum instead
of their normal roll.
Superhuman Luck Sage
There are those that are lucky, and those that control luck. These are the latter.

Prerequisites:
Feats: Superhuman
Skills: Concentration 10+ Ranks
Special: Any three stats 20+

1 – LUCK CONTROL [PRESTIGE]


You gain a pool of points per day that you can spend to improve your rolls. Your point total is equal to the
combined total of your Stat Modifiers. You can use this pool of points to directly influance your rolls by adding
one or more points to your roll. You cannot spend more points at once than your ranks in Concentration.

2 – Bonus Feat

3 – IMPROVED LUCK CONTROL [PRESTIGE]


Your pool of points per day increases to include your Intelligence Score. In addition, you may reverse the pool on
your enemies, granting them penalties to rolls equal to the number of points you spend. You cannot spend more
points at once than your ranks in Concentration.

4 – Bonus Feat

5 – GREATER LUCK CONTROL [PRESTIGE]


You may make a special Concentration check. Half the result of the check is the number of points you may
spend that turn, as long as the Concentration Check is more than your ranks.
Epic Content: Prestige Paths
The following prestige feats are available for the epic level character (Level 21+)

Superhuman Frenzied Berserker


There are those in the Superhuman Community that epitomize Superhuman Rage. Sometimes they move
beyond just being a rager or frenzier, and come into a sort of dual astonishing method of fighting.

Prerequisites:
Feats: Superior Enraged Evolution, Superior Enraged Frenzy, Epic Rage, Epic Frenzy

1 – EPIC FRENZIED RAGE [PRESTIGE]


You may activate both your Whirling Frenzy and Rage simultaneously as a free action even on your opponent's
turn. Be it in response to an attack, or just cause you feel like it.

2 – Bonus Feat

3 – FRENZIED ACTION [PRESTIGE]


You gain a new use of Action Dice:
You may spend 1 action dice to gain a
+4 modifier to Strength, Dexterity and
Constitution for the length of your
Enraged Evolution.

4 – Bonus Feat

5 – SUPERIOR EPIC FRENZIED


RAGING BERSERKER OF
DAMNATION [PRESTIGE]
While you are in your Enraged
Evolution while your Rage and Whirling
Frenzy are active, you ignore the
hardness of objects that are unattended
and you ignore the first 20 points of
Damage Reduction and the first 10
points of Damage Mitigation
Superhuman Contortionist
Sometimes there are those that can take their bodies and move them in ways that defy logic.

Prerequisites:
Feats: Superhuman Agility, Superhuman Coporeira Expert, Superhuman Shiftiness, Superhuman Movement
Savant, Superhuman Agility Master, Superhuman Agility Sage, Superhuman Agility Commander, Superhuman
Mental Mutation taken twice.
Special: Dexterity 30+

1 – CONTORTION [PRESTIGE]
You can fit into spaces that others find daunting. You no longer have to move at half speed in spaces one half
your size, and can fit through any space that your head can fit through at half your speed. Your head is two size
categories smaller than you. Also, you gain damage mitigation equal to your Dexterity Modifier + 2 per 3 levels
you possess.

2 – Bonus Feat

3 – SUPERIOR LEAPING [PRESTIGE]


You gain a +20 bonus to any jump, balance or tumble check you make. In addition, once per day per point of
Dexterity Modifier you can attempt to negate an attack made upon you by making a Reflex save versus a DC of
(15 + Opponent's Level + Opponent's Strength Modifier). Should you succeed, the attack is negated.

4 – Bonus Feat

5 – AUTONOMOUS ACTION [PRESTIGE]


You can make Reflex Saves and Defense Checks even when Helpless, Unconscious or Prone. You take a -5
penalty to these checks, but they can be made.
Metahuman
There are those that epitomize the Superhuman, they are... the Metahuman

Prerequisites:
Feats: Superhuman Physical Mutation taken twice, Superhuman Mental Mutation taken twice, Superhuman
Evolution, Superhuman Hyper-Evolution, Evolutionary Perfection.

1 – EVOLUTIONARY SUPREMACY [PRESTIGE]


Choose one release you've made into a Perfect Kaiser Evolution. It gains 1/3 your level in additional Ability
choice.

2 – Bonus Feat

3 – GREATER EVOLUTIONARY SUPREMACY


[PRESTIGE]
You may now use the two functions of
Evolutionary Power I at the same time.

4 – Bonus Feat

5 – SUPERIOR EVOLUTIONARY SUPREMACY


[PRESTIGE]
When you are granting fast healing to a target
through Evolutionary Power II, it lasts for a
number of rounds equal to twice your level and
you may now remove Ability Drain from a target.
Elder Paragon
You are a paragon of paragons. An Elder Paragon

Prerequisites:
Feats: Unearthly Grace, Superhuman Agelessness, Exclusive Evolutionary Apotheosis

1 – ENHANCED TIMELESS BODY [PRESTIGE]


Not only do you not take aging penalties, you gain a physical stat bonus of +1 per age category above Mature
Adult you achieve.

2 – Bonus Feat

3 – DIVINE EXPULSION [PRESTIGE]


You gain a +5 bonus to all saves above and beyond Divine Grace and another +10 bonus to your bonuses from
Purity of Body and Diamond Body. Also, if you fail the bonus Will save from Slippery Mind, you gain a third bonus
saving throw one round later.

4 – Bonus Feat

5 – DIVINE APOTHESIS
You may now gain an Evolution at -10 levels. You may now take Superhuman Evolution, Superhuman
Secondary Evolution and the Hyper-Evolution Feats, and may enter any Prestige Paths that require
Evolutions/Hyper-Evolution. Also you have no maximum age category, and gain +1 to all Physical Stats and +2
to Mental Stats per 1000 years above Venerable you age to.
Credits
Tite Kubo: Writer and Illustrator of the Bleach Manga

Dire Reverend: Creator of Bleach d20 Classed system 2.0. We borrowed some elements from him as well.

Draxredd: This is the guy that created the original Classless Bleach d20 system

Dionon: This is Me, I created all the content within this booklet that is not copyrighted already or wasn't created
by someone else. Feel free to use it as you see fit, as long as I get credit for it.

Jusditz and Jeroitz: Two people who were very surprised when I revealed this to them, and were tapped for
editing and review purposes.

Giants in the Playground community: For constantly inspiring me to create d20 stuff.

Wikipedia contributors (GNU Free documentation license)

The Hypertext D20 SRD (Open Gaming License)

Peter Kisner: for the classless d20 inspiration

Google and Deviantart: For having such a great selection of pictures to use.
The Complete Superhuman
Empowering those who fight the Darkness

The Complete Superhuman expands on the theories that the Superhuman were created on. Statistics
and using them to your advantage. There are a bevy of new options within to empower your
Superhumans.

• 30 New Superhuman Feats


• 10 New Superhuman Prestige Paths
• 4 New Epic Level Prestige Paths

The Complete Superhuman is meant to be used with the Bleach d20 Classless system

LEAGALISE
All content within is the intellectual property of Brian Korot, AKA Dionon. It may be used by anyone that
wishes, and may be changed to fit your campaign. If you are going to publish this in any format, or add
to it, please be kind and give me credit, as I am going to be giving credit to those that inspired me to
create this supplement for the d20 classless system. All mentions of the Bleach anime and Manga
including mentions of the Soul Society, Shinigami and Soul Reapers, are used with fair use from Tite
Kubo, Shoen Jump Comics and anyone else I am forgetting to give credit to.

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