Superhuman Feats

SUPERHUMAN [RACIAL, SOUL]

Prerequisites: Exclusive of any other racial feat.

Benefits: You gain a +4 bonus to one Physical ability and a +2 bonus to one Mental Statistic. You also count as armed when making unarmed strikes dealing 1d6 points of damage, plus your unarmed damage source from 3rd level onward. Superhuman is a living race.

SUPERHUMAN THRESHOLD [SUPERHUMAN, SOUL]

Prerequisites: Superhuman, 6th level.

Benefits: Your Unarmed Damage source increases by dice. (1 dice of damage becomes 2 dice of damage, etc). This ability is extraordinary.

Special: You may take this feat up to two times.

SUPERHUMAN POWER [SUPERHUMAN, SOUL]

Prerequisites: Superhuman, Must have chosen Strength for your physical statistic bonus.

Benefit: Your lifting and carrying capacity double. You are treated as large for all positive effects save added ability scores.

Special: You may take this feat multiple times, each time you do, your lifting and carrying capacity gains another multiplier (2 becomes 3, 3 becomes 4, etc) and you are treated as another size category larger (Large to Huge, Huge to Gargantuan, Gargantuan to Colossal, you may not gain more than Colossal from this effect, but you can keep increasing the lift and carry multiplier). This ability is supernatural.

SUPERHUMAN AGILITY [SUPERHUMAN, SOUL]

Prerequisites: Superhuman, Must have chosen Dexterity for your physical statistic bonus.

Benefits: You gain a +4 Dodge Bonus to AC, and a +10 movement bonus to all your forms of travel. If you have Flash Step as a Class Skill, you gain a +2 Bonus to that skill. This ability is supernatural.

Special: You may take this feat multiple times. Each time you do, you gain an additional +1 to your Dodge Bonus and an additional +5 bonus to all your forms of travel and an additional +2 bonus to Flash Step.

SUPERHUMAN ENDURANCE [SUPERHUMAN, SOUL]

Prerequisites: Superhuman, Must have chosen Constitution for your physical statistic bonus.

Benefits: You gain Damage Reduction 2/-, and resistance to all elements 2. You also gain Fast Healing 1. This ability is supernatural.

Special: You may take this feat multiple times. Each time you do, you gain a +1 bonus to your Damage Reduction and Resistance to Elements, and a +1 to your Fast Healing.

SUPERHUMAN ALACRITY [SUPERHUMAN, SOUL]

Prerequisites: Superhuman, Must have Chosen Intelligence for your mental statistic bonus.

Benefits: The superhuman gains a spell-like ability usable once per day per point of spellscore modifier. The spell level must be equal to 1/3 of the character level + INT bonus or lower. This ability is a spell-like ability.

Special: This ability can be selected multiple times, adding a use per day, or a new spell-like ability.

SUPERHUMAN INSIGHT [SUPERHUMAN, SOUL]

Prerequisites: Superhuman, Must have chosen Wisdom for your mental statistic bonus.

Benefits: You gain the ability to gain insight into the future. Once per round, as a free action, you may give yourself a +2 bonus either your Attack Rolls, AC, Saving throws or Class skills. This ability is supernatural.

Special: You may take this feat multiple times. Each time you do, either your Once per Round bonus increases by 2.

SUPERHUMAN PRESENCE [SUPERHUMAN, SOUL]

Prerequisites: Superhuman, Must have chosen Charisma for your mental statistic boost.

Benefits: You gain the ability to bolster your allies. Once per day per character level, you may grant all allies within 5 feet per character level of you a bonus to all d20 Rolls equal to your Charisma Modifier. This bonus lasts a number of rounds equal to 3 + Your Charisma Modifier. This ability is supernatural.

Benefits: You may take this feat multiple times. Each time you do, your sphere of influence increases by 5ft, and your bonus to all d20 rolls increases by +1 and it can be used one additional times per day.

SUPERHUMAN POWER MASTER [SUPERHUMAN, SOUL]

Prerequisites: Superhuman, Must have chosen Strength AND Intelligence as your boosted stats

Benefits: Once per day per point of intelligence modifier, you may take a 20 on one Unarmed Strike roll. This ability is extraordinary.

SUPERHUMAN POWER SAGE [SUPERHUMAN, SOUL]

Prerequisites: Superhuman, Must have chosen Strength AND Wisdom as your boosted stats

Benefits: Once per day per point of wisdom modifier, you may heal someone else a number of hit points equal to your strength modifier times your level. This ability is supernatural.

SUPERHUMAN POWER COMMANDER [SUPERHUMAN, SOUL]

Prerequisites: Superhuman, Must have chosen Strength AND Charisma as your boosted stats

Benefits: Once per day per point of charisma modifier, you may add your Strength Modifier to any one Charisma based roll. This ability is supernatural.

SUPERHUMAN AGILITY MASTER [SUPERHUMAN, SOUL]

Prerequisites: Superhuman, Must have chosen Dexterity AND Intelligence as your boosted stats

Benefits: Once per day per point of intelligence modifier, you may add a +10 luck bonus to one AC OR Reflex Save. This ability is supernatural.

SUPERHUMAN AGILITY SAGE [SUPERHUMAN, SOUL]

Prerequisites: Superhuman, Must have chosen Dexterity and Wisdom as your boosted stats

Benefits: Once per day per point of wisdom modifier, you may boost one of your speeds by a number of feet equal to 10 x your Dexterity Modifier for your level in rounds. This ability is extraordinary.

SUPERHUMAN AGILITY COMMANDER [SUPERHUMAN, SOUL]

Prerequisites: Superhuman, Must have chosen Dexterity AND Charisma as your boosted stats.

Benefits: Once per day per point of charisma modifier, you may grant allies within 10 feet per level a bonus on their AC or their next reflex saves equal to your dexterity modifier. This ability is supernatural.

SUPERHUMAN BODY MASTER [SUPERHUMAN, SOUL]

Prerequisites: Superhuman, Must have chosen Constitution AND Intelligence as your boosted stats.

Benefits: Once per day per point of Intelligence, you may add a +10 bonus to your next Fortitude save OR Initiative roll. This ability is supernatural.

SUPERHUMAN BODY SAGE [SUPERHUMAN, SOUL]

Prerequisites: Superhuman, Must have chosen Constitution AND Wisdom as your boosted stats

Benefits: Once per day per point of wisdom modifier, you may heal yourself a number of hit points equal to your constitution modifier times one half your level rounded down. This ability is supernatural.

SUPERHUMAN BODY COMMANDER [SUPERHUMAN, SOUL]

Prerequisites: Superhuman, Must have chosen Constitution AND Charisma as your boosted stats.

Benefits: Once per day per point of charisma modifier, you may grant all allies within 10 feet per level a bonus on their next Fortitude save or Initiative roll equal to your constitution modifier. This ability is supernatural.

SUPERHUMAN EVOLUTION [SUPERHUMAN, SOUL]

Prerequisites: Superhuman, Two other Superhuman Feats, 3rd level

Benefits: You gain the the ability to vastly increase your power. For a number of minutes equal to your Level + Constitution Modifier, you may Evolve one part of your body (Once chosen this choice cannot be changed). You gain your character level to augment your Evolution by using the Shikai feat as reference. While your Evolution is released, multiply your Reiatsu by 1.5. This ability is extraordinary.

SECONDARY EVOLUTION [SUPERHUMAN, SOUL]

Prerequisites: Superhuman, Two other Superhuman Feats, 3rd level, Superhuman Evolution.

Benefits: You may design a secondary evolution with your full total character level but only 1/2 of affected choices may differ from your original power's design.

Special: You can take this feat multiple times, each time you can design a new release.

SUPERHUMAN HYPEREVOLUTION [SUPERHUMAN, SOUL]

Prerequisites: Superhuman, Four other Superhuman Feats, 3rd level, Superhuman Evolution.

Benefits: Your Evolutions increase in power. For one minute per round per character level per day, you may further increase the power of your Evolutions. Double your choices from Evolution to create this. You cannot change what's already there. (IE, if your original evolution was 4 choices, you gain an additional 4 choices to further evolve it, but cannot change the original 4 choices at all). Hyperevolving your Evolution takes a move action for each evolution released. If you are going straight from normal to hyperevolution, it takes a full-round per hyperevolution you wish to release. While you are in Hyperevolution, you are not in Evolution. While your Hyper Evolution is active, multiply your Reiatsu by 3. This ability is extraordinary.

Special: If you enter Hyper-Evolution, your Evolution shuts off and you gain the benefit of your Hyper-Evolution.

POWERFUL EVOLUTION [SUPERHUMAN, SOUL]

Prerequisites: Superhuman, At least one evolution.

Benefits: Choose one of your evolutions or Hyperevolution, Gain an additional power choice to that evolution

Special: You may take this feat multiple times. Each time you take it, you gain the effect again, but must choose to either apply it to the same evolution, or a different one.

SUPERHUMAN ABILITY MUTATION [SUPERHUMAN, SOUL]

Prerequisites: Superhuman, Character Level 3+

Benefits: Choose a Physical ability score you did not choose with your original Superhuman feat. That statistic gains a +4 bonus and allows you to pick the Superhuman feat associated with it.

Special: You may take this feat multiple times. Each time you do, you chose a new ability score to increase by +4 or two to increase by +2.

SWIFT EVOLUTION [SUPERHUMAN, SOUL]

Prerequisite: Evolution

Benefit: You evolve as a swift action instead of a move action.

VARIED EVOLUTION [SUPERHUMAN, SOUL]

Prerequisite: Evolution

Benefit: You gain an extra type for your evolution.

Special: This may be taken multiple times to gain an additional type per taking.

SPECIALIZED EVOLUTION [SUPERHUMAN, SOUL]

Prerequisite: Must be taken when Evolution is attained

Benefit: Your evolution has only one type,(not Generic) but you gain two extra shikai abilities for your evolution. If you take this feat, you cannot take the Varied Evolution feat.

'''Normal: '''Your evolution has two types and gains as many shikai picks as your level.