Kal-El the Superman
Male Kryptonian Fighter (Unarmed Fighter) 6 Paladin 8
LG Medium Outsider (native)
Init + 7, Senses Darkvision, X-ray vision, Perception + 15
AC 23, touch 14, flat-footed 19 (+ 9 armor, + 3 Dex, + 1 dodge)
hp 230 (14d10+ 168)
Fort + 26, Ref + 11, Will + 14
Defensive Abilities Harsh Training + 2, DR 10/magic, 3/lethal, Immune charm, fear, disease, Resist acid 5, cold 5, fire 5
Speed 40 ft., Flight (50 feet, Average), Sprinter
Melee: Unarmed Strike + 31/+ 26/+ 21 (1d3+ 18/x2)
Special Attacks: Gaze Attack (Fire) (1/day) 60’ line, Breath Weapon (2d6 Cold, 15 ft Cone, Ref half) (1/day)(DC 21), Smite Evil (3/day), Weapon Training + 1
Spell-Like Abilities: Detect Evil (At will)
Paladin Spells Prepared (CL 5, 29 melee touch, 17 ranged touch):
2 (2/day) Resist Energy (DC 16), Blinding Ray (DC 16)
1 (2/day) Endure Elements, Linebreaker
Str 40, Dex 16, Con 33, Int 15, Wis 14, Cha 18
Base Atk + 14, CMB + 29 (+ 31 Grappling), CMD 43 (45 vs. Grapple)
Feats: Archon Style (- 2 to AC, standard action), Bludgeoner, Combat Reflexes (4 AoO/round), Crusader’s Fist, Dodge, Flyby Attack, Hover, Improved Grapple, Improved Initiative (Quick Reactions), Improved Unarmed Strike, Toughness + 14, Weapon Focus (Unarmed Strike), Weapon Specialization (Unarmed Strike)
Skills: Acrobatics + 4, Appraise + 3, Craft (crystals) + 4, Diplomacy + 8, Disguise + 5, Fly + 15, Handle Animal + 8, Heal + 6, Intimidate + 8, Knowledge (dungeoneering) + 6, Knowledge (engineering) + 7, Knowledge (geography) + 4, Knowledge (history) + 6, Knowledge (local) + 7, Knowledge (nature) + 5, Knowledge (planes) + 8, Knowledge (religion) + 10, Perception + 15, Ride + 7, Sense Motive + 6, Spellcraft + 6, Stealth + 4, Survival + 6, Use Magic Device + 5
Languages: Common, Orc, Kryptoian
SQ: Aura of Courage + 4 (10’ radius), Aura of Good, Aura of Resolve + 4 (10’ radius), Divine Weapon +2 (8 minutes) (1/day), Hold Breath (x4), Lay on Hands (4d6) (8/day), Mercy: Diseased, Mercy: Sickened, Paladin Channel Positive Energy 4d6 (4/day) (DC 18)
Archon Style (- 2 to AC, standard action) Choose 1 foe, adj. allies gain + 2 AC vs that foe’s next attack, – 2 to your AC vs them for 1 rd.
Aura of Courage + 4 (10’ radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Resolve + 4 (10’ radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Combat Reflexes (4 AoO/round) You may make up to 4 attacks of opportunity per round, and may make them while flat-footed.
Crusader’s Fist May use lay on hands or touch of corruption upon successful Unarmed Strike
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (3/lethal) You have Damage Reduction against non-lethal damage
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Divine Weapon + 2 (8 minutes) (1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Flight (50 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Harsh Training + 2 (Ex) +2 Will save vs. effects that cause exhausted, fatigued, or staggered conditions or temporary penalties to ability scores
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Hover You can hover in place while flying.
Immune to Charm You are immune to charm effects.
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don’t cause attacks of opportunity, and can be lethal.
Lay on Hands (4d6) (8/day) (Su) You can heal 4d6 damage, 8/day
Mercy: Diseased (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy: Sickened (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 4d6 (4/day) (DC 18) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Smite Evil (3/day) (Su) + 4 to hit, + 8 to damage, + 4 deflection bonus to AC when used.
Sprinter (Ex) + 10 ft to speed when charge, run, or withdraw.
Weapon Training + 1 (Ex) + 1 to hit and damage with monk and natural weapons.
The planet Krypton was positioned between Verces the Line and Eox the Blue and Superman is the sole survivor of this planet. His father, Jor-El, discovered that a magical chain reaction was building inside Krypton that would soon shatter the entire world. Jor-El therefore had his unborn son Kal-El removed from the Kryptonian Gestation Chambers and affixed the life matrix containing Kal-El to an experimental magical crystalline vessel for travel through the depths of space. Jor-El launched the star crystalline pod toward Golarion just before Krypton exploded. The explosion not only ripped apart Krypton, but it also tore off the atmosphere of its neighboring planet Eox the Blue. Now all, that resides where Krypton once orbited is the Diaspora belt of asteroids and its desolate neighbor, now known as Eox the Dead.
Superman was, in effect, born on Golarion when the starcrystal landed there. Jovathan and Marthirin Kentor found the infant inside the vessel and brought him to their farm in Riverford is a small Andoran agricultural community situated just over 200 miles upriver from the capital of Almas . Since he appeared entirely human, the Kentor’s assumed that the baby was a victim of a cruel wizardly experiment. The Kentors named the infant Clarr and raised him as their own son. The Kentor’s were devote followers of Iomedae, the goddess of righteous valor, justice, and honor
As Clarr grew older his Kryptonian body began developing superhuman abilities. When Clarr was eighteen, his father took him to the field where his starcraft still lay hidden and explained how he and Marthirin had found him. Clarr resolved to use his powers from then on only for the good of mankind.
Clarr left Riverford to study at Almas Academey of Iomedae and dedicate his life to become a Paladin of his goddess. Clarr initially used his powers covertly to help people and prevent or thwart disasters. Ultimately, he was forced to use his powers in public to prevent the shipwreck and crash of an Andoran Ship. Thereafter he and his foster parents devised a new costumed secret identity he would adopt when using his abilities in public. They called his new persona “Superman,” the name given him by Lousu Lany, a bard who had been aboard the ship.
Superman lives by the traditional moral values instilled in him by his foster parents. Superman is an idealist, devoted to promoting “truth, justice, and the Andoran way,” and has proved over and over that he is a true hero, capable of whatever bravery and self-sacrifice is necessary to right a wrong or save a life.