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.

Last week we had Thor and next we’ve got Thanos (probably the Infinity Gauntlet instead with some suggestions on what to use for Thanos), then Hulk, Thing, Rocket Raccoon, Emma Frost, Cyclops, Daredevil, Luke Cage, Iron Fist, Jessica Jones, Punisher, Mr. Fantastic, Human Torch, Doctor Doom, Invisible Woman, and Loki. More requests are welcome though–I will get to them all eventually!

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!

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, the Book of Exalted Darkness Kickstarter is more than 75% funded by more than 100 awesome backers and has 2 downloadable PDFs on the project page! The Kickstarter ends June 17th so get your pledge in if you dig it.
Should you mysteriously not be into playing villainous adventurers but keen to a holy decopunk campaign setting, take notice–we are quickly closing in on the do-gooder supplement (Book of Celestial Heroes) backer goal!

vision hypercorps promo.png

Vision

VISION      CR 24—XP 1,228,800
Male android monk 2/slayer 10 [hs 10; parallel 1/hypernaut 1/meganaut 2]
LG Medium humanoid (android, hyper)
Init +15; Senses darkvision 60 ft., low-light vision; Awareness +25

DEFENSE
AC 38, bullet 38, touch 29, flat-footed 34 (+5 armor, +5 deflection, +3 Dex, +1 dodge, +5 hyper, +5 natural, +4 Wisdom)
hp 205 (2d8+10d10+96+42); Hyper Bonus +5
Fort +22, Ref +18, Will +15; +4 vs. mind-affecting effects, paralysis, poison, stun
Defensive Abilities evasion; DR 6/—; Immune disease, exhaustion, fatigue, sleep; Resist cold 30, fire 30, sonic 30
Hyper Flaw disturbing (-5 to Charisma-based checks made against non-hyper creatures)

OFFENSE
Speed 30 ft.
Melee unarmed +25/+20/+20/+15/+15+/10 or flurry +23/+23/+18/+18/+13/+13/+8 (1d6+19)
Ranged ranged touch +19 or strong hurl +19 (1d8 per 100 pounds+18 or 4d8 per 400 pounds+23, Range 90 ft., Heavy Load 33,600 lbs.; lift 33.5 tons)
Special Attacks flurry of blows, hyper bonus +5, sneak attack +3d6, studied target +3, stunning fist (2/day, DC 16)
Hyper Spell-Like Abilities (CL 20th; concentration +28)
8/day—fly, searing light
Hypernaut Spell-Like Abilities (CL 20th; concentration +28)
2/combat—incorporeality (DC 24, hyper flaw: tiring)

STATISTICS
Str 29, Dex 16, Con 25, Int 26, Wis 18, Cha 6
Hyper Strength 3 (Strong Back, Strong Hurl), Hyper Constitution 3 (Hyper Resistant, Hyper Tough), Hyper Intelligence 3 (Hyper Analysis +3 for 10 rounds 3/day, Hyper Smart 3/day)
Base Atk +11; CMB +23; CMD 46
Feats Alertness[B], Combat Expertise[B], Combat Reflexes[B], Dodge[B], Improved Unarmed Strike[B], Kirin Path, Kirin Strike, Kirin Style [B], Mobility, Point-Blank Shot[B], Power Attack[B], Shot on the Run, Spring Attack, Toughness; Hyper Feats Electronic Telepath, Extra Hyper Attribute (3), Special Strike (unarmed +5)
Skills Athletics +18, Awareness +25, Fly +6, Heal +10, Intimidate +7, Knowledge (dungeoneering, engineering, geography, history, law, local, nature, nobility, planes, religion, technology) +18, Search +29, Sense Motive +7, Stealth +15, Survival +15, Use Technology +27; Racial Modifiers +2 Awareness, +2 Search, -4 Sense Motive
Languages English; choose any 7
SQ exceptional senses, hyper attack 3, hyper focus 5/day, hyper initiative, hyper life, hyper mortality, hyper rest, slayer talents (combat trick, fast stealth, hunter’s surprise, ranger combat style 2), stalker +3, track +5
Gear internal upgrades [amulet of natural armor +5, belt of heavyload physical might (Strength, Dexterity) +4, bracers of armor +5, hyperjack, ring of deflection +5]

SPECIAL ABILITIES
Constructed (Ex) For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), Vision counts both as a humanoid and a constructs. Vision gains a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. He is not subject to fatigue or exhaustion, and is immune to disease and sleep effects.
Emotionless Vision can never gain morale bonuses and are immune to fear effects and emotion effects. He has problems processing emotions properly, and thus takes a -4 penalty on Sense Motive checks.
Kirin Martial Arts Style: 
Vision can spend a swift action to make a Knowledge check (with a +2 insight bonus) to identify a single creature (DC 15 + the creature’s CR for this purpose). Vision may take 10 on this check even if stress and distractions would normally prevent him from doing so. If he succeeds at the check, he gains a +2 bonus on saving throws against that creature’s attacks, as well as a +2 dodge bonus to AC against that creature’s attacks of opportunity. As a swift action after Vision has hit a creature with a melee or ranged attack, he can add +16 damage. If the creature ends its turn within Vision’s threatened area, he can spend a use of his attacks of opportunity that round to move up to 40 feet. He must end his move in a square threatened by the creature. This move does not provoke attacks of opportunity.
Nanite Surge (Ex) Vision is infused with nanites. Once per day as an immediate action, Vision can cause his nanites to surge, granting him a +15 bonus on any one d20 roll; this ability must be activated before the roll is made. When Vision uses this power, his circuitry-tattoos glow with light equivalent to that of a torch for 1 round.

EDIT Redditor DWSage007 had some poignant considerations for Vision’s build and he’s been improved! More details here–thank you DWSage007! 😀

Notes on Vision’s Build

WOOT! Nailed it–Vision here is joining up with Thor, Iron-Man, Moon Knight, Mystique, and Spider-Man in the “Hyper Score worked like a charm” bin! He’s definitely up there in terms of power but he’s got that in spades.
Unfortunately I’m not so sure we’d get as lucky with the 5E version–on the Marvel.com entry for Vision all of his stats are maxed out so I don’t think it’s possible to make a PC build of him with Hypercorps 2099 5E at low enough level to be worth running up against as an NPC (originally the Hyper Score system was built for Pathfinder and converted over–the translated version is still good, but it’s not “create practically anything in the future *TECHNO JAM*” good, more “street level cyberpunk superheroes *techno jam*” good). He’s an Avenger and all, but the challenge rating would be pushing 30 plus in order to get properly potent abilities and uber strength and such into the mix.
That doesn’t prohibit a Vision monster build though! 😀

Vision

Medium construct, lawful good
Armor Class 18 (natural)
Hit Points 164 (20d8+80)
Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 19 (+4) 21 (+5) 10 (+0) 7 (-2)

Saving Throws Con +10, Wis +6, Cha +4
Skills Athletics +10, History +11, Investigation +11, Medicine +6, Nature +6, Perception +6, Technology +11
Damage Vulnerabilities lightning
Damage Resistances cold, fire, psychic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities disease, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Binary, English; translator (all terrestrial languages)
Challenge 20 (25,000 XP)

Density Control. Vision can manipulate his density at will, turning as hard as diamond or incorporeal (or anywhere inbetween) as a reaction or bonus action. While incorporeal Vision takes no damage from nonmagical weapons and half damage from non-psychic energy damage or magical weapons. In addition, while incorporeal he can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends this effect inside an object. While incorporeal Vision’s Strength score is reduced to 10.
Hyper Intelligent. Vision has advantage on all Intelligence ability checks and saving throws, and he possesses a perfect memory able to recall any event he has witnessed.
Hyper Strength. Vision has advantage on all Strength ability checks and saving throws, and his carrying capacity is multiplied by 20 (Carrying Capacity 6,600 pounds, lift 6 tons).

ACTIONS
Multiattack. Vision attacks five times with any combination of unarmed strikes and energy beams or he makes two phasing strikes.
Unarmed. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 24 (4d8+6) magical bludgeoning damage.
Phasing Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: The target makes a DC 18 Constitution saving throw with disadvantage or becomes incorporeal with Vision. As a bonus action, he can end the target’s incorporeality, causing it to become corporeal while inside of an object and dealing 55 (10d10) force damage (escape DC 18).
Energy Beam. Ranged Weapon Attack: +10 to hit, range 100/500, one target. Hit: 22 (4d8+4) radiant damage.
Thrown Object. Ranged Weapon Attack: +10 to hit, range (50/100), multiple targets (determined by object size; make one attack roll per target). Hit: 10 (1d8+6) 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 303 [66d8+6] at 6,600 pounds though a GM should require a good deal of effort to acquire an object strong and heavy enough to use with thrown object).

REACTIONS
Instinctive Phase (Recharge 4-6). When Vision would be damaged by an attack or spell he may spend his reaction to reduce density and turn incorporeal.

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