Hyper Score Marvel: DEADPOOL

Welcome to 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.

This week we’re doing the merc with a mouth, the inimitable Deadpool! If there’s someone you’d like to see please comment with a request, and if you see room for improvement let me know. Also, if you dig this, share it around and like it and so forth! Thanks! 😀

deadpool hypercorps 2099 promo.png

DEADPOOL       CR 19—XP 204,800
Male human slayer 10 [hs 7, abbernaut 3]
CN Medium humanoid (human, hyper)
Init +14; Senses darkvision 60 ft.; Awareness +12

ͺ‾‾‾‾‾‾‾‾‾ DEFENSE ‾‾‾‾‾‾‾‾‾‾‾ͺ
AC 26, bullet 26, touch 26, flat-footed 15 (+2 deflect, +10 Dex, +1 dodge, +3 hyper)
hp 170 (10d10+90+21) fast healing 3, regeneration 2; Hyper Bonus +3
Fort +17, Ref +20, Will +6
Defensive Abilities evasion; DR 6/—; Immune disease, poison
Hyper Flaws compulsion (annoy), disturbing, unnatural

ͺ‾‾‾‾‾‾‾‾‾‾ OFFENSE ‾‾‾‾‾‾‾‾‾‾‾ͺ
Speed 60 ft., climb 20 ft.
Melee +1 katanas +24/+19/+19/+14 or +20/+20/+19/+19/+19/+14/+14 (1d8+6, Crit 15-20/x2)
Ranged [+1] SMGs +24/+19/+19/+14 or +20/+20/+19/+19/+19/+14/+14 (2d8+7, Crit x4, Range 80 ft.)
Special Attacks distraction (DC 24), hyper bonus +3, sneak attack +3d6, studied target +3
Hyper Spell-Like Abilities (CL 14th, concentration +24)
     at will—ghost sound
     13/day—shift (35 ft. as dimension door)

ͺ‾‾‾‾‾‾‾‾‾‾‾ TACTICS ‾‾‾‾‾‾‾‾‾‾‾‾‾ͺ
Combat Deadpool sneaks behind a target and screams “SURPRISE!” just before attacking with a flurry of sword strikes or bullets while he yells inane insults and non sequiturs.
Morale Deadpool only retreats if chimichangas and/or sexual rewards are in the bargain.

ͺ‾‾‾‾‾‾‾‾‾ STATISTICS ‾‾‾‾‾‾‾‾‾‾‾ͺ
Str 15, Dex 30, Con 24, Int 12, Wis 10, Cha 8, Luck 22, Rep 21
Hyper Dexterity 3 (Dexterous Footwork, Dexterous Warrior), Hyper Constitution 3 (Hyper Blooded, Hyper Tough)
Base Atk +10; CMB +15; CMD 38
Feats Alertness[B], Dodge[B], Double Slice, Exotic Weapon Proficiency (katana)[B], Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Improved Unarmed Strike[B], Mobility, Spring Attack, Two-Weapon Fighting, Weapon Finesse; Hyper Feats Extra Hyper Attribute (Dex, Con), Hyper Coordination, Hyper Peripheral, Improved Critical (katana), Powerful Talent
Skills Acrobatics +20, Awareness +12, Bluff +9, Climb +12, Intimidate +9, Search +15, Sense Motive +12, Stealth +14, Survival +10 (+15 to track), Swim +12, Use Technology +7
Languages English, Instinctual Language of Love, Spanglish
SQ hyper attack 2, hyper focus 3/day, hyper initiative, hyper mortality, hyper rest, slayer talents (assassinate, bleeding attack, fast stealth, ranger combat style [two-weapon fighting] 2), stalker +3, track +5
Combat Gear potion of invisibility; Other Gear [+1] SMGs (2) with 3 clips (400 bullets), +1 katana (2), ring of evasion, ring of protection +2, grenades [Technology Guide] (2 arc, 4 bang, 2 concussion, 2 EMP, 4 flash, 2 flechette, 2 fragmentation, 2 gravity, 2 inferno, 2 plasma, 4 soft, 2 sonic, 2 zero)

Disturbing: Use of the power or hyper feat (and in the case of constant effects, the simple presence of the ability) makes the character or creature obviously different from the regular folk and beasts of the world. When  active this hyper flaw imposes a penalty to Charisma-based checks made against non-hyper creatures and  characters equal to ½ hyper score (minimum 1).
Personal Problem (Compulsion): The power or hyper feat has additional, subtler effects on the character or creature. Every time it is used they must make a hyper save (d20 + hyper score) against DC 16 or fall prey to their personal problem (either immediately or as soon as combat ends). At the GM’s discretion, the character or creature may suffer additional effects  and be asked to make hyper saves to resist their personal problem at other times. Example personal problems: compulsion, cowardice, edict, obsession.
Unnatural: Use of the power or hyper feat (and in the case of constant effects, the simple presence of the ability) makes the character or creature obviously different from the  regular folk and beasts of the world. When active this hyper flaw causes all non-hyper creatures to treat the bearer of the flaw two steps more negatively than normal.


Medium monstrosity, chaotic neutral
Armor Class 18 (3 natural)
Hit Points 187 (25d8+75)
Speed 60 ft.

14 (+2) 20 (+5) 17 (+3) 13 (+1) 10 (+0) 8 (-1)

Skills Acrobatics +15, Intimidate +9, Perception +10
Damage Resistances necrotic
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, petrified, poisoned
Senses darkvision 60 ft., passive Perception 20
Languages English, Instinctual Language of Love, Spanglish
Challenge 16 (13,000 XP)
Autoficient. Deadpool does not need to spend a bonus action aiming to gain his proficiency bonus to attacks made with firearms.
Dimensional Bounce. Deadpool can spend a bonus action to teleport to any location within 150 feet. He must wait 1d4 rounds before he is able to do so again.
Grenades. Deadpool always keeps an obscene number of grenades on hand at all times (this list will suffice). He may throw six grenades a round. These can be salvaged after Deadpool dies.
Perfect Combatant. Deadpool gains double his proficiency bonus to Acrobatics, Intimidate, and Perception checks, and any attacks he makes are considered magical.
Practiced Shot. Deadpool gains his proficiency bonus to damage with firearms and does not suffer disadvantage for making ranged attacks while within an enemy’s reach or while grappling.
Regeneration. At the end of his turn, Deadpool heals 30 hit points. Deadpool regrows any limb cut off his body after 3 rounds of regeneration. When dropped to 0 hit points, Deadpool’s regeneration slows to 2 hit points each round. Deadpool is capable of regrowing from as little as his thumb; after being completely dismembered, it takes him 1d4 hours to regain 1 hit point.
Taunt. Deadpool can deeply offend a creature that can hear or see him as a free action on his turn, forcing the target to make a Wisdom (Insight) check opposed by his Charisma (Intimidate) check. If Deadpool wins the check, the target has disadvantage on any attacks made against creatures other than Deadpool for 1d4 rounds.
Totally Unhinged. Deadpool is delusional and frequently talks to himself or an invisible audience, but his fractured psyche is virtually impregnable. When making an Intelligence, Wisdom, or Charisma saving throw, Deadpool rolls three times and takes the best result.
Unnatural. Deadpool has disadvantage on all non-Intimidate Charisma checks.

Multiattack. Deadpool makes ten katana attacks, six gun blasts, or one bullet storm.
Katanas. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) magical slashing damage.*
Gun Blast. Ranged Weapon Attack: +10 to hit, range (100/500), one target. Hit: 17 (2d6+10) magical bludgeoning and piercing damage.
Bullet Storm. Ranged Weapon Attack: range (100 only), multiple targets (30-foot-radius). Hit: 75 (10d12+10) magical bludgeoning and piercing damage; DC 18 Dexterity saving throw halves damage.

*Katanas show up in Mists of Akuma.

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