Welcome to Hyper Score Marvel (#24!) where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike previous posts, this series is no longer dual-system and only for the Pathfinder Roleplaying Game.

Last week (well two weeks ago–I took a break to delve into Temple of Elemental Evil since I finally got it working on my PC) we had Cyclops and next we’ve got Luke Cage, then 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 (as well as all my other statblocks) are easily accessible in big ol lists over on the index page and run the gamut from Spider-Man and the Venom Symbiote to Emma Frost. Also–there are free PDFs for Hypercorps 2099 (and in the Primer you can get a look at how some of these hyper abilities function).

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! 😀

Daredevil marvel pathfinder.png

(killer artwork by alexiscabo1)

DAREDEVIL        CR 18—102,400

Male human monk 7/ninja 2 [hs 7; hypernaut 3]
LG Medium humanoid (human, hyper)
Init +14; Senses blindsight 100 ft., lifesense 5 ft., scent (50 ft.); Awareness +13

DEFENSE
AC 35, bullet 35, touch 30, flat-footed 27 (+5 deflection, +7 Dex, +1 dodge, +4 hyper, +3 monk, +5 natural)
hp 125 (9d8+60+21); Hyper Bonus +3
Fort +13, Ref +18, Will +12; +2 vs. enchantments
Defensive Abilities evasion, fortification 40%; DR 6/–; Immune disease
Hyper Flaws and Weaknesses blind, elemental vulnerability (sonic), personal problem (obsession with justice)

OFFENSE
Speed 50 ft.
Melee unarmed +23/+18/+18/+13 or flurry +21/+21/+18/+18/+13 (2d6+12)
Ranged billy clubs +16/+11 (1d6+6 plus ricochet to 2nd target or around cover, Range 20 ft.)
Special Attacks flurry of blows, hyper bonus +3, jabbing style (+2d6 damage on second unarmed strike in same round to same target, +4d6 if hit three or more times), sneak attack +1d6, stunning fist (7/day, DC 17)
Hypernaut Powers (CL 16th, concentration +23)
At will–incredible senses (detect radiation, deathwatch, technomancy, zone of truth; can read by touch, sense temperature changes, and eidetic taste memory)

STATISTICS
Str 15, Dex 24, Con 20, Int 14, Wis 19, Cha 14
Hyper Strength 1, Hyper Dexterity 2 (Dexterous Strikes), Hyper Constitution 2 (Hyper Fortification, Hyper Tough), Hyper Charisma 1 (Hyper Confident: roll twice on Diplomacy and take best result)
Base Atk +6; CMB +15 (+17 grapple); CMD 41 (43 vs. grapple)
Feats Alertness [B], Combat Expertise [B], Combat Reflexes [B], Deflect Arrows [B], Dodge [B], Jabbing Dancer, Jabbing Style, Jabbing Master, Improved Grapple [B], Improved Unarmed Strike [B], Mobility [B], Power Attack, Spring Attack [B], Toughness, Weapon Finesse [B]; Hyper Feats Extra Hyper Attribute (2), Hyper Item (2; enhanced fungal eyes)
Skills Acrobatics +17, Appraise +6, Athletics +10, Awareness +13, Bluff +6, Diplomacy +10, Disable Device +11, Escape Artist +11, Intimidate +6, Knowledge (history, nobility, religion, technology) +6, Knowledge (law, local) +7, Linguistics +7, Perform (oratory) +6, Search  +13, Sense Motive +14, Sleight of Hand +11, Stealth +13, Use Magic Device +6
Languages Braille, Chinese, English, Japanese, Latin
SQ fast movement, high jump, hyper attack 2, hyper focus 3/day, hyper initiative, hyper mortality, ki pool (8 points, magic), maneuver training, ninja trick (forgotten trick), poison use, purity of body, slow fall 30 ft., wholeness of body
Gear Daredevil costume [takes up all worn item slots; amulet of mighty fists +5, amulet of natural armor +5, monk’s robes, ring of protection +5], billy clubs [+1 throwing returning ricocheting clubs with movement enchantment from cornerstone crossbow]

NOTES ON DAREDEVIL’S BUILD

Getting everything to work–because his suite of sensory powers are extremely diverse–was super difficult but aside from having to copout a wee bit for the “improved” fungal eyes Hyper Item (which he’s taken a second time to internalize), I’m happy with this statblock. This is definitely “top tier” Daredevil and may be slightly over CR in terms of survivability (Combat Expertise that up!) but should make for a good ally PC in your campaign (even fantasy this time). He will definitely put the hurt on a mook he gets the drop on or takes on in the darkness (gaining sneak attack and amping up damage with Jabbing Style). I did think to myself “why not true sight?” but that felt like a worse alternative than the fungal eyes and not true to character, so I skipped it.

This is a notably interesting build because it really highlights one of the more subtle assumptions in most fantasy games that makes them different from supers or modern games–sensory data is way, way more important and influential. Hitting hard or what have you? Not an issue. Seeing like Daredevil? Enormous number of abilities that in most super RPG systems you could wrap into one or two little things, and in Pathfinder gets spread among a wide retinue of stuff that only gets accessible at higher level.

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