The response to Street Fighter D&D has been stellar but that’s not the only game designing that I’ve done which might interest people, so I’m starting Hyper Score Marvel where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.
We’re kicking off the series with my go-to favorite, the alter ego of Peter Parker and arachnid scourge of New York: SPIDER-MAN!
If there’s someone in particular you’d like to see please comment and let me know! I’ll move them up the list.
SPIDER-MAN CR 15—XP 51,200
Male human brawler 8/veloces* 1 [hs 5, meganaut 1/parallel 1]
NG Medium humanoid (human, hyper)
Init +13; Senses Awareness +9
ͺ‾‾‾‾‾‾‾‾‾ DEFENSE ‾‾‾‾‾‾‾‾‾‾‾ͺ
AC 27, bullet 27, touch 27, flat-footed 15 (+3 deflect, +9 Dex, +3 dodge, +2 hyper)
hp 90 (8d10+1d8+26+12); Hyper Bonus +2
Fort +12, Ref +19, Will +3
Defensive Abilities evasion
ͺ‾‾‾‾‾‾‾‾‾‾ OFFENSE ‾‾‾‾‾‾‾‾‾‾‾ͺ
Speed 60 ft.
Melee unarmed +21 or +21/+16/+16 or +19/+19/+14/+14/+14 (1d10+15)
Ranged strong hurl +19 touch (1d8 per 100 pounds+12 or 4d8 per 400 pounds+16, Range 60 ft.; Spider-Man’s Heavy Load is 2,800 pounds)
Special Attacks brawler’s flurry, dash 6 rounds/day, knockout 2/day (DC 25), martial flexibility 7/day
Hyper Spell-Like Abilities (CL 14th, concentration +23)
9/day—spider climb, web*, web bolt* (DC 20) [*Flaw: Tied to web-shooters]
ͺ‾‾‾‾‾‾‾‾‾‾‾ TACTICS ‾‾‾‾‾‾‾‾‾‾‾‾‾ͺ
Combat Spider-Man uses Combat Expertise every round to maximize his AC (taking a -3 penalty to attack rolls, making his AC 30) and hits enemies with knockout; if that fails to work he goads his enemy and retreats to draw them away from allies before unleashing a brawler’s flurry. He frequently uses martial flexibility to gain Deflect Arrows and Improved Trip, Lunge and Monkey Lunge, or Mobility and Spring Attack. When truly pushed to the limit Spider-Man uses his dash veloces ability, increasing his AC by +4.
ͺ‾‾‾‾‾‾‾‾‾ STATISTICS ‾‾‾‾‾‾‾‾‾‾‾ͺ
Str 24, Dex 28, Con 15, Int 16, Wis 8, Cha 12, Luck 20, Rep 21
Hyper Dexterity 2 (Dexterous Footwork), Hyper Strength 2 (Strong Back, Strong Hurl)
Base Atk +8; CMB +17 (+19 trip, +18 disarm); CMD 42 (44 vs. trip, 43 vs. disarm)
Feats Alertness[B], Combat Expertise, Combat Reflexes, Craft Technological Item, Disorienting Maneuver, Dodge[B], Dragon Style[B], Endurance[B], Improved Unarmed Strike[B], Greater Weapon Focus (unarmed), Greater Weapon Specialization (unarmed)[B], Power Attack[B], Weapon Focus (unarmed)[B], Weapon Specialization (unarmed)[B]; Hyper Feats Extra Hyper Attribute (2), Parallel Access
Skills Acrobatics +20, Awareness +9, Craft (technology) +12, Intimidate +13, Knowledge (local, nature, technology) +6, Profession (photographer) +7, Search +5, Sense Motive +4, Stealth +20, Survival +8, Use Technology +9
Languages English, Latin
SQ AC bonus +2, brawler’s cunning, brawler’s strike (cold iron, magic, silver), close weapon mastery, fast movement, hyper attack 1, hyper focus 2/day, hyper initiative, hyper mortality, hyper rest, martial training, maneuver training (trip +2, disarm +1), unarmed strike
Gear amulet of mighty fists +2, belt of dexterity +4, ring of evasion, ring of protection +3, camera, chipfinder (green), flashlight, tracker chips (green, 4), web-line shooters
*For those wondering, the veloces a base class for speedsters in Hypercorps 2099. Obviously Spidey isn’t really a speedster, but 1 level of the class does a great. The dash ability is explained at the bottom of the page.
WEB-LINE SHOOTERS (both Pathfinder and D&D 5E)
Price 8,500 gp; Slot wrists; Weight 1 lb.; Capacity 100; Usage 2
As a standard action, Spider-Man can fire a strand of webbing to briefly harden to anchor on corners and walls of objects and structures, trailing a thin high-tensile line back to him. As a move action, he can pull towards the anchor, swiftly carrying himself to the anchor point.
This ability has a maximum range of 500 feet and can anchor only to a structure sturdy enough to support Spider-Man’s weight. If there is not a platform appropriate for him to land on next to the anchor, he must succeed at a Climb/Athletics check (DC appropriate to climbing the surface the webbing is anchored to) or immediately fall. The strand of webbing disappears in 1d4 hours. The strands of webbing deal no damage and normally creatures other than the wielder are unaffected by them.
Spider-Man can expend 15 charges and spend a full-round action/action and bonus action to create a tether-line or net with his web-line shooters (hardness 3, 30 hit points per 5-ft. of length or AC 15, 20 hit points per 5-ft. of length) to catch or stop objects (maximum weight 5,000 lbs.). By expending 12 charges from his web-shooters, Spider-Man can cast spend a full-round action/action and bonus action to effectively cast web on a creature within 50 feet except the webbing made has the statistics listed above. At the GM’s discretion, he may create other simple objects with his webbing (such as a parachute or large pillow).
Craft DC 32; Cost 4,250 gp
Craft Technological Item, production lab
Medium humanoid (human), neutral good
Armor Class 20 (leather)
Hit Points 150 (20d8+60)
Speed 50 ft., climb 30 ft.
|18 (+4)||27 (+8)||15 (+2)||11 (+0)||8 (-1)||17 (+3)|
Saving Throws Str +9, Dex +12, Con +6, Wis +4
Skills Acrobatics +13, Intimidation +8, Perception +4, Stealth +13, Technology +8
Senses passive Perception 14
Languages English, Latin
Challenge 14 (11,500 XP)
Danger Sense. By spending a bonus action, Spider-Man can force disadvantage on attacks made against him until the beginning of his next turn.
Desperate Dodge. Roll a Constitution saving throw with a DC equal to the damage dealt when Spider-Man is reduced to below 0 hp; on a success, he is at 1 hp instead. Spider-Man requires a short rest before using this ability again.
Hyper Strength. Spider-Man has advantage on all Strength ability checks and saving throws, and his carrying capacity is tripled.
Rapid Reflexes. When Spider-Man makes a Dexterity saving throw to reduce the damage of a spell or attack, on a success he takes no damage and on a failure he takes half damage.
Superior Leaping. Spider-Man triples the distance of any jumps he makes.
Spider Strength. Spider-Man is capable of lifting up to 10 tons though his maximum throwing weight is only around 2,500 pounds.
Web Master. Spider-Man does not suffer disadvantage when making ranged attacks while within a foe’s reach. When using his webs to grapple a creature, Spider-Man does not have the grappled condition and he may grapple up to 6 creatures at once with his vines.
Multiattack. Spider-Man makes any combination of four unarmed strike attacks and web attacks each turn or throws an object.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.
Web. Ranged Weapon Attack: +11 to hit, range (20/100), one target. Hit: grappled (escape DC 18). A creature already grappled by Spider-Man’s webs gains the restrained condition if hit by his web a second time (escape DC 20). A creature restrained by Spider-Man’s webs gains the incapacitated condition (escape DC 22). Each time Spider-Man uses this attack it consumes 1 charge.
Thrown Object. Ranged Weapon Attack: +11 to hit, range (50/100), multiple targets (determined by object size; make one attack roll per target). Hit: 8 (1d8+4) damage. The damage type depends on the object (bludgeoning, piercing, or slashing) and at 100 pounds and every 100 pounds thereafter, the damage increases by 1d8 (up to 44 [9d8+4] at 800 pounds).
Fast Reactions. Spider-Man can take 4 reactions each round.
Reflexive Dodge. When Spider-Man is aware of his attacker, he may spend his reaction to reduce the damage of an attack or spell by half.
Dash (Ex) The veloces can sprint at incredible speeds for brief periods of time, weaving and lightly stepping with the grace of a leaf dancing in the wind and the swiftness of a
primordial predator. The total number of rounds of dash per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in a dash, a veloces gains a +4 morale bonus to her Dexterity, a +2 dodge bonus to AC and Reflex saves, ignores all types of difficult terrain (magical and mundane), and negates a number of attacks of opportunity provoked from movement equal to veloces level each turn. She must move at least her full speed (this movement does not need to be in a straight line) during any turn this ability is active. While in a dash, a veloces cannot use any Charisma- or Intelligence-based skills (except Intimidate) or any ability that requires patience or concentration.
A veloces can end her dash as a free action and is fatigued after dashing for a number of rounds equal to 2 times the number of rounds spent in the dash. A veloces cannot enter a new dash while fatigued or exhausted but can otherwise enter dash multiple times during a single encounter or combat. If a veloces falls unconscious, her dash immediately ends.
Entering a dash is a swift action.
Chris Avery on Facebook pointed out that my memory on Spidey’s strength levels was lacking! His lifting weight has been raised up a tad but is definitely (as the rest of these statistics) in the range of year 1 Spider-Man.