Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 (free stuff alert!) 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’ve got a guest design! Steven Caron was one of Hypercorps 2099’s biggest backers (see Heroes of the Hypernet for more info and the synopsis of an amazing 19 game campaign) and put together a build for Kurt Wagner, better known to the world as (ze!) Nightcrawler!
If there’s someone you’d like to see please comment with a request (tune in next week for ROM the Space Knight!), tweet at me @MikeMyler2, or poke me on Facebook, and if you notice room for improvement let me know. Also, if you dig this, share it around and like it and so forth! Thank you!
KURT VON WAGNER DARKHOLME (aka NIGHTCRAWLER)
Male tiefling (bamf) swashbuckler (inspired blade) 5/monk (martial artist) 5 [hs 5; parallel 2]
CG Medium outsider (native)
Init +15; Senses darkvision 60 ft., see in darkness; Awareness +18
AC 33, touch 26, flat-footed 23 (+4 armor, +8 Dex, +2 deflection, +2 dodge, +2 hyper, +2 monk, +3 natural)
hp 85 (5d10+5d8+20+12+3); Hyper Bonus +2
Fort +11, Ref +20, Will +10
Defensive Abilities evasion, natural armor, snatch arrows Immunity fatigue Resist cold 5
Weaknesses hyper flaw (hubris), parallel powers
Speed 40 ft.(+10 ft. to charge, run or withdraw)
Melee agile rapiers of skewering +18/+18/+13/+13 (1d6+13 [9 off-hand], Crit 15-20/x2) or agile rapier of skewering +22/+17/+17 (1d6+13+5 precise, Crit 15-20/x2) or flurry of blows unarmed +13/+13/+8/+8/+8 (1d8+5)
Ranged star knives +19/+14/+14 (1d4+4+5 precise, Crit. x3, range 20 ft.)
Special Attacks flurry of blows, hyper bonus +2, panache 6/day, stunning fist 12/day (DC 19 fatigue/stun)
Hyper Spell-Like Abilities (CL 15th, concentration +23)
11/day—shift (35 ft., as per dimension door) [Hyper Flaw: Disturbing]
8/day—anticipate peril, dimension door [Hyper Flaw: Passenger Fatigue], extended blend [Hyper Flaw: Shadow Conditions], guiding star, ray of exhaustion [Hyper Flaw: Teleport Powered], spider climb
At will—know direction [constant, Hyper Flaw: Unnatural]
Str 15, Dex 26, Con 15, Int 13, Wis 13, Cha 20, Luck 20, Rep 25
Hyper Dexterity 2 (Dexterous Skills)
Base Attack +8; CMB +14 (+16 grapple); CMD 38 (40 vs. grapple)
Feats Alertness[B], Combat Reflexes, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Savant, Dodge[B], Grasping Tail, Improved Grapple, Improved Natural Attack (tail)[B], Improved Unarmed Strike, Multiweapon Fighting, Weapon Focus (rapier); Hyper Feats Hyper Peripheral, Parallel Access (3), Powerful Talent
Skills Acrobatics +27, Athletics +10, Awareness +18, Bluff +13, Diplomacy +13, Knowledge (local) +3, Knowledge (nobility) +5, Perform (dance) +13, Search +8, Sense Motive +8, Stealth +16; Racial Modifiers: +2 Acrobatics
Languages Common, Elven, Infernal
SQ charmed life +5 (3/day), combat tail, deeds, exploit weakness +6 (+2 Sense Motive, Reflex Saves, Dodge to AC), fiendish eyes, fuzzy elf, high jump +5, hyper attack 1, hyper focus 2/day, hyper rest, inspired finesse, pain points, prehensile tail, rapier training (+1 atk, +2 dmg; Improved Critical), sprinter, strange physiology
Gear agile rapiers of skewering +1 (2), amulet of natural armor +2, belt of physical perfection +2, blink back bandolier, boots of gusto, bracers of armor +4, cape of daring deeds, gloves of arrow snaring, headband of alluring charisma +4, ioun stone (violet thorny), ring of protection +2, shining wayfinder, mithral star knives (2), mwk cold iron star knives (2)
Dimension Door: If teleporting with passengers, both Nightcrawler and each of his passengers are subjected to his ray of exhaustion power; one charge is expended per teleport, regardless of the number of passengers. If Nightcrawler has used all charges of his ray of exhaustion power, his personal saving throw is as if he had the Tiring Hyper Flaw with all uses expended and as such must save against damage instead (any passengers still save against the ray of exhaustion as normal.)
Ray of Exhaustion: Nightcrawler expends either a charge of shift or dimension door to teleport up to his opponent, touch them, and teleport away together. If Nightcrawler actually grapples his opponent however, he may create a multiport, increasing the DC by 2 per each extra charge expended (to a maximum number of extra charges equal to his hyper bonus); the duration of the effect is also extended as per the poison rules. Only one shift or dimension door charge is used for either effect.
The following describe the tiefling (bamf) alternate racial traits and heritage. Stats are +2 Dex, +2 Chr, -2 Wis.
– Combat Tail is an alternate of Maw or Claw, granting a fully usable tail attack, thus replaces the racial SLA. When combined with Prehensile Tail and Grasping Tail, the tail is treated as another arm and hand; 1d6 (1d4 small) damage.
– Fiendish Eyes are from the variation table, granting the See in Darkness ability
– Fuzzy Elf is the same as Scaled Skin (Resist Cold) and replaces Fiendish Resistance.
– Prehensile Tail replaces Fiendish Sorcery.
– Sprinter is Fiendish Sprinter, replacing skilled.
– Strange Physiology is from the variation table, granting a +2 racial bonus: Acrobatics.
(5E build below is by me!)
Medium humanoid (human, hyper), lawful good
Armor Class 19 (Wisdom)
Hit Points 150 (20d8+60)
Speed 60 ft., climb 50 ft., leap 20 ft.
|15 (+2)||20 (+5)||17 (+3)||13 (+1)||18 (+4)||14 (+2)|
Saving Throws Dex +10, Con +8
Skills Acrobatics +10, Athletics +7, Insight +9, Intimidation +7, Perception +9, Persuasion +7, Religion +6, Sleight of Hand +10, Stealth +10
Senses darkvision 120 ft., passive Perception 19
Languages English, German, Latin
Challenge 13 (10,000 XP)
Bamf Step. Nightcrawler can spend a bonus action to teleport to any location within 100 feet.
Combat Awareness. Nightcrawler’s AC is equal to 10 + his Dexterity modifier + his Wisdom modifier.
Devilish Tail. Nightcrawler has a tail able to support his weight, giving him advantage on checks to resist the prone condition. He is able to wield one-handed weapons with his tail or use it to grab similarly sized objects. He may use the Sleight of Hand skill with his tail but does not gain his proficiency bonus when doing so.
Dimensional Bamf (Recharge 1–4). Nightcrawler can spend a bonus action to teleport to any location between 100 feet and 1,000 feet.
Distant Teleport. Nightcrawler can easily teleport north south along Earth’s magnetic lines of force. However, teleporting east west against them or teleporting vertically is more difficult. Under optimal conditions, Nightcrawler can teleport 2 miles east west, 3 miles north south, and 2 miles vertically if he exerts himself. Nightcrawler has a limited unconscious extrasensory ability that prevents him from teleporting into any area that he cannot see or has not seen in the past, as doing so runs the risk of injury or death by materializing partially or entirely within a solid object.
Passenger Sickness. Nightcrawler is able to take any creature of up to Large size with him when he teleports. Any creature that teleports with Nightcrawler is poisoned for 2d4 rounds and stunned for 1d4 rounds. A successful DC 16 Constitution saving throw leaves the creature poisoned for 1d4 rounds and stunned for 1 round.
Multiattack. Nightcrawler makes eight cutlass attacks or one teleporting fatigue attack and four cutlass attacks.
Cutlass. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage.
Teleporting Fatigue. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: The target and Nightcrawler teleport multiple times, ending in a location within 100 feet. The target takes 27 (6d8) force damage and 27 (6d8) necrotic damage from being repeatedly shunted through the Brimstone Dimension and may suffer from the passenger sickness feature.
Fast Reactions. Nightcrawler has two reactions each round.
Bamf Dodge. When an attacker that Nightcrawler can see hits him with an attack or spell with an area effect, he can use his reaction to teleport up to 15 feet away (taking no damage). He cannot take a passenger when using this feature.