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 (the PF statblock is first followed by the 5e statblock on the bottom of the post).
Last week we had the Venom symbiote (if you want Venom, put the symbiote onto Spider-Man) and next week there’s Vision, then Thanos (this will probably be the Infinity Gauntlet instead with some suggestions on what to use for Thanos), The Hulk, The Thing, Rocket Raccoon, Daredevil, Luke Cage, Iron Fist, Jessica Jones, Punisher, Mr. Fantastic, Human Torch, Doctor Doom, Invisible Woman, and Cyclops. More requests are welcome though–I will get to them all eventually!
The Pathfinder build below was produced using rules off the PRD and Hypercorps 2099 (which has freebies right here!).
PS: If you are down for some evil D&D 5E in a decadent utopia of holy folk to “bring the pain” to, the Book of Exalted Darkness Kickstarter is 65% of the way to funded by more than 80 awesome backers (still in the first week!) and has 2 downloadable PDFs on the project page.
Take a look! Worst case scenario you walk away with a free evil adventure module and some vile character options. 😀
THOR CR 25/MR 10—XP 1,638,400
Male human barbarian (invulnerable rager) 11 [hs 7, meganaut 3] (mythic tier 10, champion)
NG Medium humanoid (human, hyper, mythic)
Init +16; Senses low-light vision; Awareness +11
AC 36, bullet 28, touch 24, flat-footed 29 (+9 armor, +5 deflect, +5 Dex, +2 dodge, +3 hyper, +2 natural)
hp 268 (11d12+176+21); Hyper Bonus +3
Fort +25, Ref +11, Will +6; +4 vs. fear
Defensive Abilities hard to kill; DR 11/—; Immune disease, poison; Resist cold 24, electricity 21, sonic 21
Speed 70 ft., fly 60 ft. (clumsy)
Melee unarmed +28/+23/+23/+18/+13 (1d4+21) or vital strike +28 (4d4+84) or Mjolnir (+5 Large giant-bane returning thundering warhammer) +33/+28/+28/+23/+18 (2d6+33 magical bludgeoning, Crit x3+2d8 sonic) or vital strike +33 (8d6+132 magical bludgeoning, Crit x3+2d8 sonic)
Ranged Mjolnir (+5 Large giant-bane returning thundering warhammer) +24 (2d6+33 magical bludgeoning and all creatures within 90 feet make a DC 15 Fortitude save or are stunned for 1 round, Range 30 ft., Crit x3+2d8 sonic) or strong hurl +19 (1d8 per 100 pounds+24 or 4d8 per 400 pounds+31, Range 120 ft., Heavy Load 76,800 lbs.; lift 76 tons)
Special Attacks champion’s strike (sudden attack +10), greater rage (30 rounds/day), hyper bonus +3, legendary champion, rage powers (body bludgeon, brawler, good for what ails you, greater brawler, increased damage reduction, spell sunder)
Str 38, Dex 20, Con 40, Int 8, Wis 10, Cha 14, Luck 24, Rep 26
Hyper Strength 4 (Strong Back, Strong Hurl, Strong Warrior, Weaponize Grapple), Hyper Constitution 3 (Hyper Blooded, Hyper Resistant, Hyper Tough)
Base Atk +11; CMB +28 (+32 grapple); CMD 50 (54 vs. grapple)
Feats Alertness[B], Dodge[B], Improved Unarmed Strike[B], Greater Vital Strike, Improved Vital Strike, Mobility, Power Attack, Spring Attack, Toughness[B], Vital Strike; Hyper Feats A Bit Abberant, Hyper Charge, Hyper Item (x2; Mjolnir); Mythic Feats Dodge[M], Drink Is Life[M], Titan Strike[M], Toughness[M], Vital Strike[M]
Skills Acrobatics +13, Athletics +28, Awareness +11, Handle Animal +6, Intimidate +10, Knowledge (History) +5, Linguistics +0, Ride +9, Sense Motive +3, Survival +4, Use Magic Device +8
Languages English, Old Norse
SQ amazing initiative, champion abilities (critical master, devastating smash, fleet warrior, impossible speed, maneuver expert, perfect strike, shatter spells, titan’s rage, to the death, uncanny grapple), fast movement, force of will, hyper attack 2, hyper initiative, hyper focus 3/day, hyper mortality, hyper rest, immortal, mythic power (23 points), mythic saving throws, recuperation, surge +1d12, unstoppable
Gear amulet of natural armor +3, belt of stubborn resolve and physical perfection +6, celestial armor, Mjolnir (Hammer of Thunderbolts that grants a fly speed of 60 ft. with clumsy maneuverability and several spell-like abilities [CL 20th]: 3/day–call lightning [DC 16], lightning bolt [DC 16], 1/day–control weather), ring of protection +5
NOTES ON THOR’S PATHFINDER BUILD
I really busted my ass working on the Hyper Score system for Pathfinder and moments like this make me happy I put in all the effort because Thor fit the bill wonderfully–the only thing I’d like to tweak would be that his actual max is 100 tons, but hey, I can live with that small discrepancy (and besides that sounds like it’d be worth a Strength check anyway). ^_^
I’m not even going to take a shot at a PC build of Thor for Hypercorps 5e–the Hyper Score system for 5e is a conversion of the PF version and limited by the nature of the game’s different mechanics (still fun but not as versatile; building Thor means you’d end up with something way past CR 25).
I can still build him as a monster though and fortunately that makes for a much shorter statblock! 😀
Medium humanoid (human, hyper), lawful good
Armor Class 18 (natural)
Hit Points 345 (30d8+210)
Speed 60 ft., fly 60 ft.
|31 (+10)||16 (+3)||25 (+7)||10 (+0)||13 (+1)||20 (+5)|
Saving Throws Con +14, Wis +8
Skills Athletics +17, History +7, Insight +8, Perception +8, Performance +12, Survival +8
Damage Resistances cold, lightning, thunder; bludgeoning, piercing, slashing
Senses low-light vision, passive Perception 18
Languages English, Old Norse
Challenge 23 (50,000 XP)
Innate Spellcasting. Thor’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
- 3/day each: call lightning, lightning bolt
- 1/day: control weather
Pain Threshold. Any attacks or spells that deal 5 points of damage or less do not deal any damage to Thor.
Multiattack. Thor makes four attacks with Mjolnir or one hammer throw and one thrown object.
Mjolnir. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 41 (4d12+15) magical bludgeoning damage plus 5 (2d4) lightning damage.
Hammer Throw. Ranged Weapon Attack: +12 to hit, range 30/120, one target. Hit: 52 (8d12+15) magical bludgeoning damage plus 20 (8d4) lightning damage.
Thrown Object. Ranged Weapon Attack: +12 to hit, range (150/300), multiple targets (determined by object size; make one attack roll per target). Hit: 14 (1d8+10) magical 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 59 [11d8+10] at 1,000 pounds, 104 [21d8+10] at 2,000 pounds, 149 [31d8+10] at 3,000 pounds, or 194 [41d8+10] at 4,000 pounds).