Hyper Score Marvel: Rocket Raccoon!

Welcome to Hyper Score Marvel (#21!) 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 the Thing and next we’ve got Emma Frost, then Cyclops, Daredevil, Luke Cage, Iron Fist, Jessica Jones, Punisher, Mr. Fantastic, Human Torch, Doctor Doom, Invisible Woman, and Loki. More requests are always welcome however–I’ll get to them all eventually! The full cast so far is over yonder (Iron Man, Thor, Hulk, other good things). It’s also worth noting that there are free PDFs for Hypercorps 2099.

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!

Thanks! 😀

rocket raccoon dnd 5e pathfinder .png

ROCKET RACCOON         CR 17—XP 102,400

Male awakened raccoon netjacker (noob krusher) 9 / slayer 5 [hs 4; meganaut 1/savant 1]
CG Tiny animal (hyper)
Init +12; Senses low-light vision, scent; Awareness +22

DEFENSE
AC 40, bullet 38, touch 33, flat-footed 26 (+6 armor, +5 deflection, +8 Dex, +6 dodge, +2 hyper, +1 natural, +2 size)
hp 127 (3d8+9d6+5d10+34+17); Hyper Bonus +2
Fort +11, Ref +16, Will +12

OFFENSE
Speed 30 ft., climb 20 ft.
Melee bite +23/+18/+18/+13 (1d3+1)
Ranged laser rifle +26/+21/+21/+16 touch or +24/+24/+19/+19/+14 touch or +20/+20/+20/+15/+15/+10 touch (1d8+6 fire damage, Range 150 ft.) or arc rifle +26/+21/+21/+16 touch or +24/+24/+19/+19/+14 touch or +20/+20/+20/+15/+15/+10 touch (1d8+6 electricity damage, Range 150 ft.)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks sneak attack +2d6, d1g1t4l n1nj4/studied target +4 (move action)
Spell-Like Abilities (CL 18th; concentration +25)
2/day—any spell of up to 4th-level (full-round action, requires gadget belt)

STATISTICS
Str 8, Dex 26, Con 15, Int 24, Wis 16, Cha 8
Hyper Dexterity 2 (Dexterous Warrior), Hyper Intelligence 1 (Hyper Ingenuity 1/day; Int mod used for other attribute check)
Base Atk +11; CMB +10; CMD 39 (43 vs. trip)
Feats Alertness [B], Craft Technological Item [B], Dodge [B], Improved Unarmed Strike [B], Leadership (Groot; ghoran from Pathfinder Roleplaying Game Bestiary 5 with the giant template), Mobility, Point-Blank Master (energy rifles), Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Technologist [B], Weapon Finesse[B], Weapon Focus (energy rifles) [B], Weapon Specialization (energy rifles) [B]
Hyper Feats Extra Hyper Attribute, Gadgeteer (2/day, 4th-level)
Skills Acrobatics +32, Athletics +10, Awareness +22, Bluff +12, Craft (mechanical) +30, Disable Device +25, Intimidate +7, Knowledge (engineering) +18, Knowledge (nature) +14, Knowledge (technology) +20, Linguistics 12, Profession (mechanic) +8, Search +24, Sense Motive +20, Sleight of Hand +20, Stealth +47, Survival +9 (+2 to track), Use Technology +28, Vehicular Control +25; Size Modifiers Stealth +12
Languages Binary, Common, Groot, seven others
SQ hacker talents (routine maintenance, smart dodge, sneak attack increase),  hyper attack 1, hyper initiative, hyper mortality, slayer talents (fast stealth, trapfinding), tech wiz +4, track +2
Gear [+5 padded armor], [boots of striding and springing], [ring of deflection +5], arc rifle, gadget belt, laser rifle, various other equipment (chosen from the Pathfinder Roleplaying Game Technology Guide), somebody’s leg

SPECIAL ABILITIES
D1g1t4l N1nj4 (Ex): Rocket can study an opponent they can see as a move or swift action, gaining a +4 bonus on Awareness, Knowledge, Survival, and Use Technology checks attempted against that opponent, and a +4 bonus on weapon attack rolls and weapon damage rolls against it. Rocket can maintain these bonuses against up to 4 opponents at a time; these bonuses remain in effect until either the opponent is dead or Rocket studies a new target. If Rocket deals damage to a target, he can study that target as an immediate action, applying his studied target bonuses against that target (including to the normal weapon damage roll). Rocket may discard this connection to a studied target as a free action, allowing him to study another target in its place.
Program Cache (Ex): Rocket gains the Craft Program feat. The programs in his program cache are used in place of the d20 roll for a skill check and provide either a natural result of 10, 15, and unlike normal, even a 20. It takes four Hypernet hours and 100bt for Rocket to create an auto 10 program, ten Hypernet hours and 250bt to create an auto 15 program, and twenty Hypernet hours and 500bt to create an auto 20 program. Rocket may only keep 9 programs in his program cache (on hand), and they may never have more than two auto 20 programs prepared. Outside of the Hypernet, Rocket may only use a program to make a Disable Device or Use Technology check.
Routine Maintenance (Ex): Rocket is totally in sync with technology of all kinds, learning how to use Craft (mechanical) more efficiently. When creating new equipment, it costs 75% the normal amount and when repairing damaged robots or technology, costs are halved.
Slaying Netjacker (Ex): Rocket can select any slayer talent instead of a hacking talent. Instead of a hacking talent, he may gain +1d6 sneak attack instead of a hacking talent (as a rogue, though additional hacking talents must be taken to increase sneak attack damage).
Smart Dodge (Ex): Rocket gains a dodge bonus to his armor class equal to his Intelligence modifier. This increased dodge bonus may not exceed half his netjacker level.
Tech Wiz: Rocket makes Craft (mechanical), Knowledge (technology), and Use Technology checks in half the normal amount of time (minimum immediate action).

 

NOTES ON ROCKET’S BUILDS

Whew he is a Pathfinder MONSTER! I love that build! I decided for his 5E iteration that no Hyper Score was required, instead taking a step into 2099 Wasteland for the scrapper class and taking tanuki out of Mists of Akuma. While he’s obviously still quite space-worthy, I like to think he would really clean up in a nuclear apocalypse–and this is quite literally how you can make him as an PC (using two of my 5e setting books plus a background from Hypercorps 2099 5e). He’s not nearly as cantankerously vicious or as much of a frontline commando as the Pathfinder build, but he’s all about weapons and I feel like that’s solid (plus he can make bigger booms and I dig that too). 😉

Also because I suspect it will be requested, I’ve included a reduced statblock for him below. 😀

 

Rocket Raccoon

Small humanoid (tanuki), chaotic good scrapper (weaponeer) 14
Armor Class 15 (studded leather)
Hit Points 85 (13d8+13)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 13 (+1) 18 (+4) 12 (+1) 10 (+0)

Saving Throws Dex +8, Int +9
Skills Acrobatics +8, Investigation +9, Nature +9, Science +9, Survival +6, Technology +9
Tools disguise kit, herbalism kit, technologist’s kit
Damage Vulnerabilities acid
Senses passive Perception 11
Languages English, Esperanto, Groot, Latin
Challenge 12 (8,400 XP)
Background Feature (Lab Experiment): Apathetic World. When creatures attempt to locate Rocket’s position in a settlement they have disadvantage and while hiding in common thoroughfares and other similarly populated public places, Rocket has advantage on Stealth checks.

City Slicker. Rocket has advantage on Stealth checks made in urban environments.
Combat Tripod. Rocket‘s combat tripod holds his devices and removes their weight from his carrying capacity. Rocket can deploy his combat tripod as a free action.

Feat: Aimed Shooting. Rocket knows how to take aimed shots. Taking an aimed shot requires using the Aim action first (aiming is a bonus action). He does not gain advantage from this aiming action when making an aimed shot (other ways to gain advantage work normally). On a successful hit, he deals additional damage and he may cause a creature to take penalties. At the GM’s discretion, certain circumstances may warrant different saving throws and effects. A natural roll of 10 or higher with his first attack allows Rocket to target the same limb with his second attack if he is capable of making one. Otherwise Rocket cannot target a limb with more than one attack a turn as the recoil of his weapon throws off his aim.

  • Arm Shot (+1d4 damage). Targets wielding a weapon with one hand in the target of the arm shot make a Strength saving throw (DC 10 + damage from the attack) or are disarmed. Failure by 5 or more on this saving throw causes the creature to have disadvantage on attack rolls made with that arm until it has healed the damage from Rocket’s aimed shot.
  • Head Shot (+1d8 damage). Targets hit by a head shot make a Constitution saving throw (DC 10 + half the damage from the attack) or gain the blinded condition for 5 rounds.
  • Leg Shot (+1d6 damage). Targets hit by a leg shot make a Constitution saving throw (DC 10 + the damage from the attack) or are only able to move at half speed until it has healed the damage from Rocket’s aimed shot.

Feat: Wasteland Crafter. Rocket is proficient with relic weapons and science weapons, he is able to add modifications to any weapon, and he is capable of creating and maintaining twice as many weapon modifications (this does not allow Rocket to add more modifications to a weapon than normal). He still requires the minimum bonuses for the Model level of a modification in order to build it into a recovered weapon, and crafting the modification costs half as much as a custom-built weapon of the same level. A recovered weapon can have one modification per 100 gold in cost (minimum 1, maximum 4).
Grenades. Rocket carries numerous grenades and explosives on him at all times.
Groot. Rocket has formed an unbreakable bond Groot (a Large sized treant).
Magitek Crafting. Rocket is able to create technological items that duplicate the effects of magical items (unhindered by the effects of radiation which normally inhibits magic). He is only able to craft one technological item at a time. Rocket is able to craft a common technological item over the course of a week of tinkering for 25 gold. He may craft an uncommon technological item over the course of a month for 500 gold (or more, at the GM’s discretion).
Many Weapons. Rocket has a lot of weapons, not all of which are listed here or included in his technological spellcasting.
Prototype Drones. Rocket can cast the find familiar spell as a ritual, summoning (i.e.: activating) 5 drones. The drone familiars he creates are constructs with the appearance and abilities of any of the animals listed under the spell, or drones with an appearance chosen by Rocket. Drones that are not duplicating the appearance and abilities of an animal use the Homunculus stat block (without poison). As a construct, the drones do not need to eat, sleep, or breathe, and are immune to both poison damage and the poisoned condition. When preparing spells Rocket may apply a device with a range of touch to a drone, expending the appropriate number of spell slots. A drone may only have one such device. Rocket’s drones may not be dismissed as the spell. He may share senses with the drones or communicate with them while they remain within distance of his radio transmitter (1 mile).
Radio Transmitter. Rocket can craft a 1 pound handheld radio transmitter from scratch. He is capable of receiving any radio waves in his area and is able to transmit his own radio waves to 1 mile. Rocket’s radiotransmitter only works for him.
Smart Carrying. Rocket treats technological weapons, items, and the spellcasting devices he builds as half their normal weight when calculating his carrying capacity.
Subtle Tail. Rocket has a tail. He’s unable to carry a weapon or shield with his tail, nor can he manipulate fine objects, but he has advantage when passing secret messages or otherwise communicating using his tail.
Technology Salvaging. Whenever Rocket makes an ability check to salvage Technology Settlement Resources, he has advantage. Rocket can transport Technology Settlement Resources as though they were half their actual weight.

Technological Spellcasting. Rocket is a 13th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 17; +9 to hit with spell attacks). He casts his spells using technological devices he crafts (2 lb. cantrips, 1/2 lb. per spell level; AC 10 + spell level, 25 hp each) and his spells ignore the effects of both counterspell and dispel magic. Rocket has the following spells prepared from the scrapper’s spell list:

  • Cantrips: eldritch blast, minor illusion, produce flame, shocking grasp
  • 1st (4 slots): guiding bolt, thunderwave
  • 2nd (4 slots): acid arrow, scorching ray
  • 3rd (3 slots): fireball, lightning bolt
  • 4th (3 slots): locate creature, wall of fire
  • 5th (3 slots): cone of cold, hold monster
  • 6th (2 slots): chain lightning
  • 7th (1 slot): fire storm

Weaponeer – Antique Modifications. Rocket is able to add weapon modifications to weapons that appear on the Relic Weapons of the Wasteland Table. These modifications replace the damage dice (but not type) or range values of the modified weapon. He requires half the normal time and Technology resources needed when building a modification onto a relic weapon.
Weaponeer – Science Modifications. Rocket is able to add weapon modifications to weapons that appear on the Science Weapons from the Wasteland Table. These modifications replace the damage dice (but not type) or range values of the modified weapon. He requires half the normal time and Technology resource needed when building a modification onto a science weapon.
Weaponeer – Weapon Builder. When Rocket builds a weapon, he is able to craft one weapon value (damage, qualities, range, or weight) as three model levels lower or higher than normal. Alternatively, he may instead treat the time required or minimum technology resources requirement as though it was three levels lower. This weapon still costs the same amount of gold to craft as it normally would.

ACTIONS
Autofire. Rocket may spend a bonus action to gain an additional attack but has disadvantage on that attack.

Custom-Built Meta Rifle. Ranged Weapon Attack: +8 to hit, range (50/200), one target. Hit: 9 (1d12+3) bludgeoning or energy (cold, fire, lightning, or thunder) damage. Alternatively, Rocket can fire in a bullet spray, cone, or line, or launch a grenade (or other splash weapon).

  • Bullet Spray. Bullet spraying weapons can expend five times as much ammunition as normal to spray a 5-foot-cube area within its first range increment as an action. Creatures in the area of effect that fail a Dexterity saving throw (DC equal to the wielder’s attack roll) take the weapon’s normal damage. By expending 10 times as much ammunition as normal, the wielder can increase the area to a 10-foot-cube.
  • Cone. A cone weapon can fire at single targets as normal, or expend twice as much ammunition to spend an action firing in a 15-ft.-cone instead. Creatures in the area of effect receive a Dexterity saving throw to negate this damage; the DC is equal to a single ranged attack roll made by the wielder of the weapon.
  • Launcher. A launcher weapon can be used to lob a single grenade or similarly sized object (like a grappling hook) using its superior range.
  • Line. A line weapon can fire at single targets as normal, or expend three times as much ammunition to spend an action firing in a 30-ft.-line instead. Creatures in the area of effect receive a Dexterity saving throw to negate this damage; the DC is equal to a single ranged attack roll made by the wielder of the weapon.

Laser Beam Rifle. Ranged Weapon Attack: +8 to hit, range (100/250), one target. Hit: 9 (1d12+3) radiant damage. Alternatively, Rocket can bullet spray with this weapon.
Razor Shotgun. Ranged Weapon Attack: +8 to hit, range (30/120), one target. Hit: 12 (2d8+3) piercing and slashing damage plus bleeding. Alternatively, Rocket can expend twice as much ammunition to spend an action firing in a 15-ft.-cone instead. Creatures in the area of effect receive a Dexterity saving throw to negate this damage (DC equal to Rocket’s attack roll). On a critical hit, the target takes 1 additional damage and  continues to take that damage at the start of their turn until it is healed by magic or a DC 15 Wisdom (Medicine) check.

 

———— REDUCED STATBLOCK ———————-

 

Rocket Raccoon

Small humanoid (tanuki), chaotic good scrapper 14
Armor Class 15 (studded leather)
Hit Points 85 (13d8+13)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 13 (+1) 18 (+4) 12 (+1) 10 (+0)

Saving Throws Dex +8, Int +9
Skills Acrobatics +8, Investigation +9, Nature +9, Science +9, Survival +6, Technology +9
Damage Vulnerabilities acid
Senses passive Perception 11
Languages English, Esperanto, Groot, Latin
Challenge 12 (8,400 XP)
City Slicker. Rocket has advantage on Stealth checks made in urban environments.

Feat: Aimed Shooting. Rocket knows how to take aimed shots. Taking an aimed shot requires using the Aim action first (aiming is a bonus action). He does not gain advantage from this aiming action when making an aimed shot (other ways to gain advantage work normally). On a successful hit, he deals additional damage and he may cause a creature to take penalties. A natural roll of 10 or higher with his first attack allows Rocket to target the same limb with his second attack if he is capable of making one. Otherwise Rocket cannot target a limb with more than one attack a turn as the recoil of his weapon throws off his aim.

  • Arm Shot (+1d4 damage). Targets wielding a weapon with one hand in the target of the arm shot make a Strength saving throw (DC 10 + damage from the attack) or are disarmed. Failure by 5 or more on this saving throw causes the creature to have disadvantage on attack rolls made with that arm until it has healed the damage from Rocket’s aimed shot.
  • Head Shot (+1d8 damage). Targets hit by a head shot make a Constitution saving throw (DC 10 + half the damage from the attack) or gain the blinded condition for 5 rounds.
  • Leg Shot (+1d6 damage). Targets hit by a leg shot make a Constitution saving throw (DC 10 + the damage from the attack) or are only able to move at half speed until it has healed the damage from Rocket’s aimed shot.

Grenades. Rocket carries numerous grenades and explosives on him at all times.
Groot. Rocket has formed an unbreakable bond Groot (a Large sized treant).
Many Weapons. Rocket has a lot of weapons, not all of which are listed here or included in his technological spellcasting.

Technological Spellcasting. Rocket is a 13th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 17; +9 to hit with spell attacks). He casts his spells using technological devices he crafts (2 lb. cantrips, 1/2 lb. per spell level; AC 10 + spell level, 25 hp each) and his spells ignore the effects of both counterspell and dispel magic. Rocket has the following spells prepared from the scrapper’s spell list:

  • Cantrips: eldritch blast, minor illusion, produce flame, shocking grasp
  • 1st (4 slots): guiding bolt, thunderwave
  • 2nd (4 slots): acid arrow, scorching ray
  • 3rd (3 slots): fireball, lightning bolt
  • 4th (3 slots): locate creature, wall of fire
  • 5th (3 slots): cone of cold, hold monster
  • 6th (2 slots): chain lightning
  • 7th (1 slot): fire storm

ACTIONS
Autofire. Rocket may spend a bonus action to gain an additional attack but has disadvantage on that attack.

Custom-Built Meta Rifle. Ranged Weapon Attack: +8 to hit, range (50/200), one target. Hit: 9 (1d12+3) bludgeoning or energy (cold, fire, lightning, or thunder) damage. Alternatively, Rocket can fire in a bullet spray, cone, or line, or launch a grenade (or other splash weapon).

  • Bullet Spray. Bullet spraying weapons can expend five times as much ammunition as normal to spray a 5-foot-cube area within its first range increment as an action. Creatures in the area of effect that fail a Dexterity saving throw (DC equal to the wielder’s attack roll) take the weapon’s normal damage. By expending 10 times as much ammunition as normal, the wielder can increase the area to a 10-foot-cube.
  • Cone. A cone weapon can fire at single targets as normal, or expend twice as much ammunition to spend an action firing in a 15-ft.-cone instead. Creatures in the area of effect receive a Dexterity saving throw to negate this damage; the DC is equal to a single ranged attack roll made by the wielder of the weapon.
  • Launcher. A launcher weapon can be used to lob a single grenade or similarly sized object (like a grappling hook) using its superior range.
  • Line. A line weapon can fire at single targets as normal, or expend three times as much ammunition to spend an action firing in a 30-ft.-line instead. Creatures in the area of effect receive a Dexterity saving throw to negate this damage; the DC is equal to a single ranged attack roll made by the wielder of the weapon.

Laser Beam Rifle. Ranged Weapon Attack: +8 to hit, range (100/250), one target. Hit: 9 (1d12+3) radiant damage. Alternatively, Rocket can bullet spray with this weapon.
Razor Shotgun. Ranged Weapon Attack: +8 to hit, range (30/120), one target. Hit: 12 (2d8+3) piercing and slashing damage plus bleeding. Alternatively, Rocket can fire in a 15-ft.-cone instead. Creatures in the area of effect receive a Dexterity saving throw to negate this damage (DC equal to Rocket’s attack roll). On a critical hit, the target takes 1 additional damage and  continues to take that damage at the start of their turn until it is healed by magic or a DC 15 Wisdom (Medicine) check.

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