Yellow Sun Defender (Kryptonian Racial Class)

**Hit Die:** D12

**Class Skills:** 2+ Int mod.

**Role:** Yellow Sun Defenders are Kryptonians that have left their homeworld and have been empowered by a Yellow Sun. In order to gain a level in Yellow Sun Defender, the Kryptonian must have spent a number of years on a world with regular exposure to a Yellow Sun equal to half the level they wish to take (1/2 year for level 1, an additional 1 year for level 2, etc.). The Yellow Sun Defender does not necessarily need to take these levels as soon as they are able to, and time spent on worlds with Yellow sun exposure previously count retroactively.

**Proficiencies:** A Yellow Sun defender is proficient with simple weapons, but no armor or shields.

**Fly Speed:** At first level, a Yellow Sun Defender gains a fly speed of 20 ft with clumsy maneuverability. This increases in speed and maneuverability as they gain levels.

**Unarmored Defense:** At first level, a Yellow Sun Defender adds his relevant modifier to his armor class so long as he is not wearing armor.

**Super Pool:** At first level, a Yellow Sun Defender gains a pool of points called Super Points equal to his level plus his relevant modifier. These can be spent on a number of things, detailed below. Some abilities are increased in power as you level. Anything that requires a save is equal to 10+your level in this class+your relevant modifier.

**Unarmed Damage:** At second level, a Yellow Sun Defender gains Improved Unarmed Strike as a bonus feat. Their unarmed strikes deal 1d6 damage. At level four, this increases to 1d8, at level six this increases to 1d10, at level eight this increases to 2d6, and at level 10 this increases to 2d8.

**Enhanced Sight:** At third level, a Yellow Sun Defender gains a constant See Invisibility effect. At 6th level, they also gain constant Arcane Sight. At 9th level, this becomes Greater Arcane Sight.

**Damage Resist:** At first level, a Yellow Sun Defender increases their racial DR by 10, for a total of 20/Magic. At 10th level, this is further increased by 10 for a total of 30/Magic.

**Ability Increase:** At seventh level, a Yellow Sun Defender gains 12 ability points that they can assign as they wish, permanently increasing an ability score by 1 per point spent. These are set once chosen.

**Starflight:** At tenth level, a Yellow Sun Defender gains Starflight. The starflight allows him to travel anywhere within the solar system in 1d6 hours, or outside of the solar system in 1d6 weeks. The starflight time cannot be lessened.

### Super Pool Abilities

First Level:

* *Alacrity*: Gain an extra move action on your turn.
* *Blast-Off*: Knock everyone prone within 30 ft when you begin flying or when you land (Reflex negates).
* *Champion*: Grant yourself a single combat feat for 1 round per level (You must meet the prerequisites).
* *Eye Beams*: Use your Heat Vision an additional time.
* *Frost Breath*: Standard action, slow in 15 ft cone (Fort negates)
* *Impenetrable*: Add your relevant modifier to Armor Class for one round.
* *Paragon*: Grant yourself a +4 bonus to a single ability score for 1 round per level.
* *Sonic Clap*: You can expend a point once per round to cancel any attack or AOE that targets you or you are within the range of. This is treated as a miss.
* *Speeding Bullet*: Double your Fly Speed for 1 round.
* *Super Punch*: Add relevant modifier to attack and damage rolls for one round
* *Super Sight*: Use Detect Thoughts on a creature you can see
* *Unbreakable*: Add your relevant modifier to saving throws for one round.

Fifth Level:

* *Alacrity*: Gain an extra move or standard action on your turn.
* *Blast-Off*: Deal 1d6 damage/ level to everyone in the area (reflex half and negates prone).
* *Champion*: Grant yourself two combat feats for 1 round per level (You must meet the prerequisites).
* *Eye Beams*: Add 1d6/level to your heat vision, becomes 60 ft line (reflex half).
* *Frost Breath*: Standard action, Stun creatures in 20 ft cone (Fort negates).
* *Impenetrable*: Increase your DR by 5/magic.
* *Paragon*: Grant yourself an additional +2 bonus to the same ability score (for a total of +6).
* *Sonic Clap*: You may cancel up to 2 attacks per round.
* *Speeding Bullet*: Double your fly speed for 1 minute
* *Super Punch*: Knock hit target back 5 feet/ level (fort negates).
* *Super Sight*: Grant yourself X-ray vision for 1 minute/level.
* *Unbreakable*: Gain resistance to all energy types (including force, disintigrate, etc) equal to your DR for 1 minute.

Tenth Level:

* *Alacrity*: Gain an extra move and standard action on your turn.
* *Blast-Off*: The area is rough terrain, and the damage is increased to 2d6/level.
* *Champion*: Grant yourself three combat feats for 1 round per level (You must meet the prerequisites).
* *Eye Beams*: Heat vision can be made as 120 ft line (reflex half) OR as a ranged touch attack (level+relevant mod to hit, add twice relevant mod to damage).
* *Frost Breath*: Standard action, Flesh to Stone in 30 ft cone (Fort Negates).
* *Impenetrable*: Increase your DR by an additional 5/magic.
* *Paragon*: Grant yourself an additional +2 bonus to the same ability score (for a total of +8).
* *Sonic Clap*: You may cancel up to 3 attacks per round.
* *Speeding Bullet*: Double your fly speed for 1 minute/level
* *Super Punch*: Knock back 10 ft/level+10 feet per point of relevant mod (Fort Negates)
* *Super Sight*: Gain Blindsense 30ft for 1 minute/level
* *Unbreakable*: Cut all damage in half for one round, before applying DR