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.
By request this week we have ROM the Space Knight! He’s no longer with Marvel (it’s actually an interesting history and he’s getting some love recently so check it out!) but since somebody asked for him, he’ll qualify for a build. If you have a favorite character you’d like to see, please comment and let me know. Tune in next week for another request: Axel Asher (for my fellow crossover fans, woooooo!) Also if you spot a way this can improve, share the info! I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!
ROM THE SPACE KNIGHT CR 17 — XP 102,400
Male human (galadorian) fighter 8 [hs 7; hypernaut 1/meganaut 2]
LG Medium humanoid (galadorian, human, hyper)
Init +10; Senses darkvision 300 ft.; Awareness +10
AC 33, bullet 29, touch 24, flat-footed 29 (+14 armor, +5 deflection, +3 Dex, +1 dodge)
hp 147 (8d10+88+21) regeneration 1; Hyper Bonus +3
Fort +18, Ref +8, Will +7
Defensive Abilities bravery +2; DR 6/—; Immune disease, poison; Resist cold 21, fire 21, electricity 21
Hyper Flaws fetish (all hyper attributes, feats, and powers tied to space knight armor and weapons)
Speed 30 ft., fly 60 ft. (average)
Melee unarmed strike +18/+13/+13/+8 (1d4+10)
Ranged Neutralizer +15 ranged touch (Will DC 23 or Neutralizer, Range 300 ft.) or +15/+10/+10/+5 ranged touch energy beam (3d6+4 fire damage, Range 300 ft.)
Ranged strong hurl +15 touch (1d8 per 100 pounds+10 or 4d8 per 400 pounds+10, Range 60 ft.; ROM’s Heavy Load is 140,000 pounds although few things weigh that much and acquiring one is a time consuming effort)
Special Attacks hyper bonus +3, weapon training 1 (firearms)
Hyper Spell-Like Abilities (CL 15th; concentration +20)
4/day—any spell 5th-level or lower (hyper flaw: fetish)
At will—Neutralizer (as dismissal but sends the creature to Limbo, energy beam, or inverse protection from energy)
Str 24, Dex 16, Con 28, Int 20, Wis 10, Cha 12
Hyper Strength 2 (Strong Back, Strong Hurl), Hyper Constitution 3 (Hyper Blooded, Hyper Resistant, Hyper Tough), Hyper Intelligence 2 (Hyper Analysis +2 2/day for 7 rounds)
Base Atk +8; CMB +18; CMD 37
Feats Alertness[B], Deadly Aim, Dodge[B], Flyby Attack, Improved Iron Will, Improved Unarmed Strike[B], Iron Will[B], Point-Blank Shot[B], Precise Shot[B], Power Attack[B], Quick Draw[B], Rapid Shot[B], Toughness; Hyper Feats Extra Hyper Attribute (2), Extra Hyper Trait, Gadgeteer
Skills Athletics +7, Awareness +10, Diplomacy +7, Fly +6, Knowledge (arcana, the Planes) +8, Knowledge (geography) +10, Knowledge (engineering) +9, Knowledge (technology) +13, Search +15, Sense Motive +7, Survival +6, Use Technology +13; Armor Check Penalty -4
Languages Galadorian; universal translator (tongues)
SQ armor training 2, hyper attack 2, hyper focus 3/day, hyper initiative, hyper mortality, hyper rest
Gear Analyzer [as detect magic, detect psychic significance, technomancy and locate creature (dire wraith)], Galadorian space knight armor [+5 full-plate, darkvision, ring of protection +5, ring of sustenance, and wings of flying], Neutralizer [only ROM can use this weapon and by firing it at an energy source, he can sap it away for 1 round per 5 points absorbed as an inverse protection from energy (maximum 120 points)]
Space Knight Armor (Ex) ROM has been fused to high-technology from Galador that makes him able to travel through the vacuum of space, superior strength and toughness, the power of flight, enhanced vision, regeneration, and vastly increased carrying capacity. Removing him from his armor requires high science or extremely powerful magic, but doing so deprives him of all hyper attributes, hyper feats, and hyper powers (but not hyper special qualities).
ROM the Space Knight
Medium humanoid (galadorian), lawful good
Armor Class 19 (space knight armor)
Hit Points 190 (20d8+100)
Speed 30 ft., fly 60 ft. (hover)
|21 (+5)||15 (+2)||22 (+5)||19 (+4)||10 (+0)||14 (+2)|
Saving Throws Str +10, Con +10, Int +9
Skills Arcana +9, Athletics +10, Insight +5, Investigation +9, Perception +5, Persuasion +7, Survival +5, Technology +9
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing
Damage Immunities poison
Condition Immunities diseases, poisoned
Senses darkvision 300 ft., passive Perception 15
Languages Common, Galadorian; universal translator (as tongues)
Challenge 14 (11,500 XP)
Analyzer. ROM can point his analyzer at a creature he can see to reveal if it is a concealed dire wraith. In addition, he can use it on objects to detect magical auras, potent psychic energy, or great technological power.
Space Knight Armor. ROM’s technologically bonded armor grants him advantage on ability checks and saving throws for Strength, Constitution, and Intelligence, darkvision, a fly speed, damage resistances, damage immunity to poison, condition immunities, and a +10 bonus to damage with melee weapon attacks and thrown weapons. In addition, he can travel safely through the vacuum of space and lift objects as heavy as 70 tons. Removing him from his armor requires high science or extremely powerful magic.
Spellcasting. ROM is a 20th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 17; +9 to hit with spell attacks) and he has 4 spell slots he can use to cast any spell of 5th-level or lower.
Multiattack. ROM can make four unarmed strike attacks or four neutralizer attacks each turn.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (1d8+15) bludgeoning damage.
Neutralizer. Ranged Weapon Attack: +7 to hit, range 100/300, one target. Hit: 20 (4d8+2) radiant damage or banishment (the target makes a DC 17 Charisma saving throw or is transported to Limbo).
Thrown Object. Ranged Weapon Attack: +7 to hit, range (100/200), multiple targets (determined by object size; make one attack roll per target). Hit: 19 (1d8+15) 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 105 [20d8+15] at 100,000 pounds).