Welcome to Hyper Score Marvel (#26!) 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 we had Luke Cage and next we’ve got 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 (wherein you can get a look at how all these hyper abilities function).
IRON FIST CR 15—51,200
Male human monk 9 [hs 5; parallel 1/savant 1]
LG Medium humanoid (human, hyper)
Init +11; Senses Awareness +16
AC 32, bullet 32, touch 32, flat-footed 25 (+5 deflection, +6 Dex, +1 dodge, +2 hyper, +3 monk, +5 Wis)
hp 88 (9d8+27+17); Hyper Bonus +2
Fort +10, Ref +14, Will +13; +2 vs. enchantments, sleep, paralysis, and stunning
Defensive Abilities improved evasion; Immune disease
Hyper Flaw personal problem (out of touch), powered (after expending all uses of versatile spell-like ability, hyper spell-like abilities and Special Strike stop working)
Speed 70 ft.
Melee iron fist +21/+16/+16 or flurry +22/+22/+17/+17 (2d6+19 for first attack in round, 2d6+15 after) or unarmed strike +19/+14/+14 or flurry +20/+15/+15 (2d6+17 for first attack in round, 2d6+13 after)
Special Attacks dragon’s roar (standard action, 2 stunning fist uses, 15-ft. Cone, 2d6+19 and shaken 1d4 rounds, DC 19 Will save to halve and negate shaken; can expend 1 elemental fist use to also deal 1d6 fire damage, no save to avoid), elemental fist (9/day, 1d6 fire), flurry of blows, hyper bonus +2, stunning fist (11/day, DC 19 and target is shaken 1d4+4 rounds)
Parallel Spell-Like Abilities (CL 14th; concentration +20)
6/day—cure moderate wounds, force punch, stone fist
3/day—any spell of up to 5th-level (always at least a full round action)
Str 18, Dex 22, Con 14, Int 10, Wis 21, Cha 11
Hyper Dexterity 1 (Dexterous Footwork)
Base Atk +6; CMB +15 (+17 grapple or trip); CMD 42 (44 vs. grapple or trip)
Feats Alertness [B], Combat Expertise [B], Combat Reflexes [B], Deflect Arrows [B], Dodge [B], Dragon Ferocity, Dragon Roar, Dragon Style [B], Elemental Fist, Improved Unarmed Strike [B], Mobility, Spring Attack, Weapon Finesse [B], Whirlwind Attack
Hyper Feats Gadgeteer (2), Special Strike (Iron Fist; +2 atk/dmg)
Skills Acrobatics +18 (+43 to jump), Athletics +12, Awareness +16, Diplomacy +5, Escape Artist +15, Knowledge (religion) +5, Linguistics +3, Search +6, Sense Motive +12, Stealth +18
Languages Chinese, English, Japanese, Thai
SQ fast movement, high jump, hyper attack 1, hyper focus 2/day, hyper initiative, hyper mortality, hyper rest, ki pool (9 points, cold iron/magic/silver), maneuver training, purity of body, slow fall 40 ft., wholeness of body
Gear Iron Fist Costume (amulet of mighty fists +5, monk’s robe, ring of protection +5)
Iron Fist’s Combat Abilities (Ex) When Iron Fist scores a critical hit or a successful Stunning Fist attempt against an opponent, that opponent is also shaken for 1d4 + 4 rounds. Iron Fist ignores difficult terrain when he charges, runs, or withdraws. He can also charge through squares that contain allies.