Archives for category: Hyper Score Marvel

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.

There has been an explosion of interest in this series so we’ve got a bit of a queue built up now: next week it’s the Venom symbiote (folks that have FAMOTH will know what’s coming!), then Ghost Rider (in which case I may just point at Clinton Boomer’s tumbler), Thor, and then like 10+ others on deck. I am still taking requests however so let me know and we’ll get them on the list–the sooner the better!

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!

FUN ASIDE: Earlier today I was prompted to create a spreadsheet that lists the grosse numbers for the various DC Comics and Marvel Comics films in a simple box-office comparison. It is not adjusted for inflation and may not have every single movie that qualifies but it’s not bad: check it out if you like!

moon knight hypercorps promo

MOON KNIGHT        CR 17—XP 102,400

Male human brawler 5/investigator (sleuth) 4/vigilante 3 [hs 4; hypernaut 1, meganaut 1]
CG Medium humanoid (human, hyper)
Init +10; Senses low-light vision, darkvision 60 ft.; Awareness +18

DEFENSE
AC 32, bullet 28, touch 23, flat-footed 26 (+9 armor, +5 deflection, +4 Dex, +2 dodge, +2 hyper)
hp 135 (5d10+4d8+3d8+60+12); Hyper Bonus +2
Fort +11, Ref +15, Will +9
DR 5/—
Hyper Flaw lunar-powered (during the day and on moonless nights, the bonuses from Moon Knight’s Hyper Attribute traits are halved: DR 3/—, Speed 35 ft., leap 10 ft., -1 melee atk/dmg; during a full moon they are increased by 50%: DR 7/—, Speed 45 ft., leap 30 ft., +1 melee atk/dmg), multiple personalities

OFFENSE
Speed 40 ft., leap 20 ft.
Melee unarmed +20/+15/+15 (1d8+11) or unarmed flurry +18/+18/+13/+13 (1d8+11) or [+5 adamantine quarterstaff] +24/+19/+19 (1d6+14) or [+5 adamantine quarterstaff] flurry +22/+22/+17/+17 (1d6+14)
Ranged lunar shuriken +16/+11/+11 (1d2+7, Range 20 ft.) or combat pistol +16/+11/+11 (2d6+4, Crit x4, Range 100 ft.)
Special Attacks brawler’s flurry, hidden strike +2d8/+2d4, hyper bonus +2, knockout 1/day (DC 16+Str/Dex), martial flexibility (1 min, 5/day)

STATISTICS
Str 21, Dex 19, Con 20, Int 14, Wis 12, Cha 14
Hyper Strength 2 (strong leap, strong warrior), Hyper Dexterity 1 (dexterous footwork), Hyper Constitution 2 (hyper tough)
Base Atk +10; CMB +17 (+18 trip); CMD 34 (35 vs. trip)
Feats Alertness [B], Combat Expertise [B], Combat Reflexes, Dodge [B], Improved Unarmed Strike [B], Mobility, Point-Blank Shot, Precise Shot, Shot on the Run, Spring Attack, Weapon Focus (unarmed strike) [B], Weapon Specialization (unarmed strike) [B]
Hyper Feats Extra Attribute Trait, Extra Hyper Attribute (2)
Skills Acrobatics +13, Appraise +6, Athletics +16, Awareness +18, Bluff +9, Craft (technology) +7, Diplomacy +7, Disable Device +13, Disguise +6, Escape Artist +8, Handle Animal +6, Heal +5, Intimidate +11, Knowledge (engineering, local) +8, Knowledge (history, law) +6, Knowledge (technology) +7, Linguistics +6, Profession (business) +5, Ride +8, Sense Motive +12, Search +13, Sleight of Hand +10, Spellcraft +6, Stealth +17, Survival +9, Use Magic Device +6, Use Technology +7
Languages English, French, German
SQ AC bonus +1, brawler’s cunning, brawler’s strike (magic), close weapon mastery, dual identity, hyper attack 1, hyper initiative, hyper mortality, inspiration (free action +1d6 5/day to Knowledge, Linguistics, or Spellcraft; +1d6 to attack roll or saving throw at double cost, immediate action for saving throw), investigator talent (quick study), keen recollection, maneuver training (trip +1), martial training, poison lore, poison resistance +2, unarmed strike (1d8), seamless guise, sleuth’s luck (3 points, regain one on natural 20 Knowledge/Sense Motive, rolling 6 or higher on inspiration), social talents (case the joint, gossip collector), studied combat, studied strike +1d6, trap sense +1, trapfinding +3, vigilante specialization (stalker), vigilante talents (shadow’s sight, silent dispatch)
Gear [+5 adamantine chain shirt], [+5 adamantine quarterstaff] with integrated cornerstone crossbow for grapple gun, [ring of deflection +5], [lunar cape that allows the use of glide as an at-will extraordinary spell-like ability], various gadgets (see Wealthy hypernaut power)

SPECIAL ABILITIES
Case the Joint (Ex) If Moon Knight spends at least 1 hour in a location while in his social identity, he can attempt a DC 20 Knowledge (engineering) check. If he succeeds, he gains the ability to later reroll any one failed skill check involving the location’s layout (such as a Stealth check to sneak into the location, a Disable Device check to disable an alarm, or a Sleight of Hand check to snatch an object from a pedestal). For every 10 by which the check exceeds 20, Moon Knight gains an additional reroll. If he fails to return to the location within 1 week, the situation changes too much and he cannot use the rerolls. Moon Knight can’t case the same joint more than once a week.
Dual Identity (Ex) This character has two identities: his NG social identity as Marc Spector, and his CG vigilante identity, Moon Knight. Knowledge checks about one identity do not reveal information about the other, and spells and effects that would locate one identity don’t find the other unless the caster knows both identities. The character picks an identity each morning and can change to the other one with 1 minute of costuming and mental preparation. This character sheet refers to him as Moon Knight for simplicity, except in abilities that he can use only in his social identity. He can use abilities marked with a [V] in his social guise—but risks betraying his secret identity. He can share his dual nature with fellow PCs without penalty.
Gossip Collector (Ex) In his social identity, Marc Spector can gather information in 1d2 hours instead of 1d4 hours.
Hidden Strike (Ex) Moon Knight deals 2d8 points of precision damage against enemies that are completely unaware of his presence or who consider him an ally. He can also deal hidden strike damage to a target he is flanking or that is denied its Dexterity bonus to AC, but he deals 2d4 points of precision damage to such targets instead.
Quick-Change Mask (Ex) Moon Knight can remove his mask as a move action for one of two uses. He may either change his appearance as if using disguise self (giving him a +10 bonus on his Disguise check to appear to be another Medium humanoid) or switch into his other identity. He can attempt a Bluff check to create a diversion before taking off the mask. If successful, he can roll a Stealth check to hide as a part of the same move action he uses to remove the mask.
Seamless Guise (Ex) If a creature suspects Moon Knight of being Marc Spector (or vice versa), he can attempt a Disguise check with a +20 circumstance bonus to reinforce his current identity.
Silent Dispatch (Ex) [V]: When Moon Knight ambushes an enemy or enemies unaware of his presence, he can attempt a Stealth check at a –5 penalty. The result indicates the DC of Perception checks to hear his attacks until an opponent’s first action, when the DC returns to the normal –10 for hearing battle. Other enemies present can still see the attack; this talent only prevents the sounds of battle from alerting others.
Sleuth Deeds (Ex) Daring (1 luck point for +1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim; reroll results of 6 up to 2/day); Make It Count (1 luck point to gain investigator talent he does not already know to effect his studied strike; must meet prerequisites of the investigator talent); Opportunistic Evasion (1 luck point to gain benefits of evasion on successful Reflex save to take half damage); Run Like Hell (1 luck point to gain a +20-foot bonus speed for 1 minute; while active if he moves more than his normal speed in a round, he gains a +4 bonus to AC until the start of his next turn); Second Chance (1 luck point when rolling an inspiration die or using the daring deed (see above) to reroll either the inspiration die or the daring deed die; rolling 6 or higher on reroll does not regain a luck point and new result is kept even if lower); Sleuth’s Initiative (+2 initiative while Moon Knight has 1 luck point).
Studied Combat (Ex) Moon Knight can use a move action to study his enemy’s moves and gain a +2 insight bonus to melee attack and damage rolls against that enemy for 4 rounds or until he ends it with a studied strike. The damage is precision damage, and it isn’t multiplied on critical hits. Moon Knight can only have one enemy studied at a time, and if he wants to study an enemy he already studied that day, he must spend 1 use of inspiration.
Studied Strike (Ex) Moon Knight can end his studied combat early to add 1d6 extra precision damage to a successful melee attack against his target. He must be able to see the target well, and the damage doesn’t multiply on a critical hit or affect creatures immune to sneak attacks.
Unshakable (Ex) Moon Knight adds +4 to the DC of attempts to intimidate him.
Wealthy Hypernaut Power (Ex): Moon Knight is financially independent or otherwise able to procure goods and services with money not represented on his character sheet. None of these items may exceed a value of 12,000 gold. At the GM’s discretion, lethal or illegal items (such as robots or weapons) may require a normal expenditure of gold or roleplay to acquire.

NOTES ON MOON KNIGHT’S PATHFINDER BUILD

Yeesh! Bit off quite a bit here! Fortunately I can foresee many times I’ll be revisiting this to save some time designing future characters. A+ for the Pathfinder (and Hyper Score!) systems for fitting the bill here, I think, though I’m not super familiar with Moon Knight and I’m sure I missed something. :p

MOON KNIGHT

Medium humanoid (human), chaotic good
Armor Class 16 (studded leather of bludgeoning resistance)
Hit Points 190 (20d8+100)
Speed 40 ft., leap 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 19 (+4) 20 (+5) 14 (+2) 13 (+1) 15 (+2)

Saving Throws Str +10, Int +7
Skills Athletics +10, Acrobatics +9, Investigation +7, Insight +6, Perception +6, Stealth +9
Damage Resistances slashing and piercing from nonmagical weapons, bludgeoning
Senses darkvision 60 ft., passive Perception 16
Languages English, French, German
Challenge 14 (11,400 XP)

Two Identities. Marc Spector and Moon Knight are one and the same. While he is assuming one persona any attempt to locate the other persona fails, as though they did not exist. Any attempt to identify the two identities as one another (without evidence, such as witnessing him changing identities) requires a DC 23 Investigation check. Changing identities takes 1 minute, as much a mental change as it is a change in clothing and manner.
Exceptional Resources. If given 24 hours Moon Knight can collect, purchase, or craft a high-quality item that grants him advantage to any specific skill or ability check, or modify his attacks to grant advantage when targeting a single, specific enemy. He may carry up to five skill resources at any one time, and one weapon resource.
Lunar Cape. When Moon Knight would fall he may instead choose to glide on his cape, traveling 5 feet horizontally for every 5 he feet falls. Even when he does not glide, he never takes damage from falling and always lands on his feet.
Lunar Power. During nights when the moon is out, Moon Knight gains a +2 bonus to all checks and rolls. When the moon is full, he gains advantage on all ability checks. During the day and on moonless knights, Moon Knight takes a -2 penalty to all rolls (except for damage).

ACTIONS
Multiattack. Moon Knight makes five unarmed strike, lunar staff strike, or lunar shuriken attacks in any combination.
Unarmed Strike. Melee Weapon Attack. +10 to hit, one target. Hit: 23 (4d8+5) bludgeoning damage.
Lunar Staff. Melee Weapon Attack. +10 to hit, one target. Hit: 23 (4d8+5) magical bludgeoning damage (double damage to objects).
Lunar Shuriken. Ranged Weapon Attack. +9 to hit, range (30/150), one target. Hit: 18 (4d6+4) slashing damage.

NOTES ON MOON KNIGHT’S 5E BUILD

Fortunately I had a vigilante nearby that was already well-suited for a lot of what Moon Knight is about so if you’ve got Mists of Akuma, you may recognize some bits in here. Either way it’s a good example of one of the differences between PF and 5E — you can build virtually anything in Pathfinder. Making him in DnD5e as a PC from the ground up would be impossible but there it is with PF, and on the other hand, *one* of these easily fits on a single page. Simulation or narrative folks, choose your poison! 😀

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.

This week’s request is everyone’s favorite metal-armed mutant timetraveler, Nathanael Summers AKA Cable! We’re on to another request next week, Moon Knight, and after that the queue is wide open so if there’s someone YOU want to see, let me know!

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!

cable h2099 promo.png

CABLE         CR 18—XP 153,600

Male human aetherkineticist 5/brawler 1 [hs 10, meganaut 3/parallel 1]
NG Medium humanoid (human, hyper)
Init +15; Senses darkvision 60 ft., see in darkness; Awareness +22

DEFENSE
AC 29, bullet 29, touch 25, flat-footed 23 (+2 deflect, +5 Dex, +1 dodge, +7 hyper, +4 mage armor)
hp 176 (6d8+1d10+98+42); Hyper Bonus +5
Fort +24, Ref +16, Will +8; +4 vs. blindness and sight-based effects
Defensive Abilities fortification 60%; DR 6/—; Immune exhaustion, fatigue, sickened
Hyper Flaws techno-organic virus, time tossed

OFFENSE
Speed 40 ft., leap 20 ft.
Melee unarmed +17/+12/+7/+2 (1d6+13)
Ranged arc pistol +16/+11/+6/+1 (1d8+7 electricity, range 50 ft.)
Ranged metarifle +16/+11/+6/+1 (2d8+7 elemental damage, range 150 ft.)
Special Attacks elemental overflow +1, hyper bonus +5, metakinesis (empower)  

Hyper Spell-Like Abilities (CL 15th, concentration +26)
at will—telekinetic projectile
11/day—haste, mage armor, magic missile

Kineticist Wild Talents Known (CL 15th, concentration +26)
Defense—force ward (9 hp)
Infusions—bowling infusion (trip +11, 2 points), kinetic fist (1 point)
Kinetic Blast—force blast +10 (3d6+12)
Utility—kinetic cover (hardness 0, AC 5, 18 hp; max 10), telekinetic finesse, telekinetic haul (2,000 pounds)

TACTICS
During Combat When using his weapons Cable typically switches on the automatic or semi-automatic firing modes.

STATISTICS
Str 27, Dex 20, Con 32, Int 20, Wis 14, Cha 12
Hyper Dexterity 1 (Dexterous Footwork), Hyper Constitution 3 (Hyper Endurant, Hyper Fortification, Hyper Tough), Hyper Strength 2 (Strong Leap), Hyper Intelligence 2 (Hyper Analysis +2 for 1 minute 2/day, Hyper Smart 2/day)
Base Atk +4; CMB +17; CMD 35
Feats Alertness[B], Dodge[B], Improved Unarmed Strike[B], Mobility, Point-Blank Shot[B], Shot on the Run
Hyper Feats Bodytech (3), Extra Hyper Attribute, Hyper Peripheral
Skills Acrobatics +14, Athletics +14, Awareness +22, Heal +11, Intimidate +10, Knowledge (history) +10, Knowledge (technology) +11, Search +22, Sleight of Hand +13, Stealth +13, Survival +8, Use Technology +14
Languages Askani, English
SQ burn (1 point/round, maximum 9), gather power, hyper attack 1, hyper initiative, hyper mortality, infusion specialization 1, metakinesis (Empower Spell), utility wild talents (telekinetic finesse, telekinetic haul)
Gear arc pistol, belt of dexterity +2, bodytech limb mark 2 (Str +2, Con +2), bodytech limb mark 4 (hyper materials 2, Tiny concealed compartment, Str +4, Con +4), cybernetic eye (veemods: black, gray, green, white), hyperjack (in cyberarms), metarifle, ring of protection +2

 

CABLE

Medium humanoid, neutral good
Armor Class 15 (18 with mage armor)
Hit Points 190 (20d8+100)
Speed 40 ft., leap 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 21 (+5) 21 (+5) 14 (+2) 13 (+1)

Saving Throws Dex +11, Con +11, Int +11
Skills Intimidate +6, Investigation +11, Medicine +8, Perception +8, Sleight of Hand +11, Stealth +11, Technology +11
Damage Resistances force, psychic
Damage Immunities critical hits
Condition Immunities charmed, exhaustion, stunned
Senses darkvision 60 ft. (sees in all darkness), passive Perception 18
Languages Askani, English
Challenge 17 (18,000 XP)
Autoficient. Cable does not need to spend a bonus action aiming to gain his proficiency bonus to attacks made with firearms.
Cyberarms. Cable’s carrying capacity is doubled and he gains advantage on all Strength checks and Strength saving throws.
Hyperjack and Targeting Matrix. When using weapons with hyperlinks, Cable gains a +2 bonus to attack and damage.
Pain Threshold. Cable’s telekinetic powers provide a natural buffer that protects him from harm. Any attacks or spells that deal 5 points of damage or less do not deal any damage to Cable.
Practiced Shot. Cable gains his proficiency bonus to damage with his sidearm and does not suffer disadvantage for making ranged attacks while within an enemy’s reach or while grappling.

Spellcasting. Cable is a 20th-level spellcaster that uses Constitution as his spellcasting ability (spell save DC 19; +11 to hit with spell attacks). Cable has the following spells and can cast them without the need for material or verbal components:
Cantrips: mage hand, mending
1st (5 slots): alarm, mage armor, magic missile, shield
2nd (4 slots): barkskin, pass without trace, spiritual weapon
3rd (4 slots): fly, haste
4th (3 slots): stoneskin
5th (2 slots): telekinesis

ACTIONS
Multiattack. Cable makes five unarmed strike attacks, four gun burst attacks, two telekinetic throw attacks, or two gun burst attacks and one telekinetic throw attack each turn.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) bludgeoning damage plus 7 (2d6) force damage and 7 (2d6) psychic damage.
Gun Burst. Ranged Weapon Attack: +13 to hit, range (100/400), one target. Hit: 16 (2d8+7) radiant damage. Instead of dealing damage, a Cable can lay down covering fire, causing the target to have disadvantage on attacks until the beginning of Cable’s next turn.
Telekinetic Throw. Ranged Weapon Attack: +11 to hit, range (80/160), multiple targets (determined by object size; make one attack roll per target). Hit: 9 (1d8+5) 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 99 [21d8+5] at 2,000 pounds).

REACTIONS
Telekinetic Forcefield. Cable manifests a psionically-powered physical forcefield around himself or one ally as a bonus action or reaction, granting 20 temporary hit points that last for 1 round.

NOTES ON CABLE’S POWERS

I’ve read a lot of comics with Cable in them and I thought I was familiar with him, but here’s a breakdown of what I got off of Marvel.com and I did not realize that even the not-X-Man version of him is basically psionic Jesus on meth. That said the above versions will suit most of folks’ needs and provide a fun, unlikely encounter with a futuristic warrior far displaced from his home. 😀

Given the breadth of his powers and abilities, getting him down in the Pathfinder version of the rules was hard enough that I didn’t even take a swing at the D&D 5E PC build–like Iron Man he’s built as a monster.

  • Telepathy (read thoughts over vast distances or interface multiple minds, mental blasts)
  • Telekinesis (super fine control, levitate up to the tons, super forcefield)
  • Astral projection
  • Mind control
  • Resistant to psychic stuff
  • Skeleton replaced by metalloid bone replacements
  • Mega strong and mega tough (immune to fatigue)
  • Cybernetic eye (left; EM spectrum, detect technology, detect psionics)
  • Incredible reflexes (not quite spider-man)
  • Cybernetic arm (mostly the left one, lifts in tons, hyperlink)
  • Rapid healing
  • “As smart as Reed Richards” <–Marvel.com (I call bullshit)

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.

This week’s request is the all-powerful LIVING TRIBUNAL! If you have a favorite character you’d like to see, please comment and let me know. Tune in next week for another request, Nathanael Summers aka Cable, everyone’s favorite metal-armed mutant timetraveler!

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!
hypercorps living tribunal promo.png

LIVING TRIBUNAL         CR 37/MR 10—XP 129,433,600

Human wizard 20 [hs 10, hypernaut 4]
N Medium humanoid (human, hyper, mythic)
Init +14; Senses true seeing; Awareness +25

DEFENSE
AC 44, touch 26, flat-footed 38 (+13 armor, +5 deflection, +4 Dex, +2 dodge, +5 hyper, +5 natural)
hp 318 (20d6+180+42+30); Hyper Bonus +5
Fort +22, Ref +19, Will +28
Defensive Abilities hard to kill, true archmage; DR 9/—; SR 21 (24 vs. arcane only)
Hyper Flaws personal problem (duty, inhuman), split personalities (equity, necessity, revenge), tiring (wish)

OFFENSE
Speed 50 ft., fly 60 ft. (perfect)
Melee +1 flaming longsword (rod of lordly might) +18/+13/+13/+8/+3 (1d8+3 slashing damage plus 1d6 fire, Crit 19-20/x2)
Ranged touch +19
Special Attacks archmage arcana (wild arcana), hand of the apprentice (24/day), hyper bonus +5, metamagic mastery (7/day)

Hypernaut Abilities (CL 20th; concentration +41)
3/combat—wish (DC 35)*

*See bottom of post.

Wizard Spells Prepared (CL 30th; concentration +51)
9th—maximized disintegrate (DC 37), dominate monster, foresight, gate, mage’s disjunction, meteor swarm (DC 40), time stop, wish
8th—demand (DC 39), discern location, mass charm monster (DC 39), maze, mind blank, moment of prescience, summon monster VIII, iron body
7th—quickened fireball (4), ethereal jaunt, forcecage (DC 38), plane shift, reverse gravity
6th—chain lightning (2, DC 37), disintegrate (DC 37), eyebite (2, DC 37), greater dispel magic (3)
5th—baleful polymorph (3, DC 36), break enchantment (2), teleport (3), wall of force
4th—black tentacles, confusion (2, DC 35), dimension door (3), fear, greater invisibility, scrying
3rd—cure serious wounds (2), haste, protection from energy (5; 1 for each element), searing light
2nd—cure moderate wounds (2), invisibility, knock, resist energy (5; 1 for each element)
1st—charm person (DC 32), cure light wounds, magic missile (6), shield (2)
0th—detect magic, mage hand, prestidigitation, read magic

STATISTICS
Str 14, Dex 19, Con 25, Int 52, Wis 21, Cha 21, Luck 30, Rep 34
Hyper Constitution 3 (hyper age, hyper tough), Hyper Intelligence 3 (each 3/day; hyper analysis +3, hyper ingenuity, hyper smart)
Base Atk +10; CMB +17; CMD 38
Feats Combat Casting, Combat Expertise, Dodge, Eschew Materials, Fleet (2), Greater Spell Penetration, Maximize Spell[B], Run, Scribe Scroll[B], Silent Spell[B], Still Spell[B], Spell Penetration, Quicken Spell[B], Toughness
Hyper Feats Extra Attribute Trait, Extra Hyper Attribute (4)
Mythic Feats Dodge, Fleet (2), Run, Toughness
Skills Appraise +25, Awareness +25, Bluff +25, Craft (alchemy) +44, Diplomacy +15, Disable Device +14, Escape Artist +24, Fly +19, Heal +15, Intimidate +15, Knowledges (all) +44, Linguistics +43, Search +25, Sense Motive +27, Spellcraft +44, Stealth +24, Survival +27, Use Magic Device +27
Languages all
SQ amazing initiative, arcane bond (ring of protection +5), archmage abilities (arcane metamastery, crafting mastery, deep understanding, divine knowledge [3], enduring armor, energy conversion, flexible counterspell, sanctum), force of will, hyper attack 3, hyper focus (5/day), hyper initiative, hyper life 1/day (5d8+10), hyper mortality, hyper rest 2/day, immortal, legendary hero, mythic power (23 points), mythic path (archmage), mythic saving throws, recuperation, surge +1d12, unstoppable
Gear amulet of natural armor +5, bag of holding type IV, belt of physical perfection +6, bracers of brawling deathless armor and fortification (heavy) +1, greater mask of giants, handy haversack, hat of disguise, headband of mental superiority +6, mantle of spell resistance, ring of protection +5, robe of the archmagi (gray), rod of lordly might, slippers of the triton, talons of leng, truesight goggles, wings of flying

SPECIAL ABILITIES
Cosmic Entity (Ex) The Living Tribunal’s equipment sublimates into its form and only appear as the material objects they are once it is defeated. Each item still projects a magical aura. In addition, the Living Tribunal can use its wish hypernaut power to become Gargantuan sized (increasing its Strength and Constitution considerably), use greater scrying at will to simultaneously observe events in multiple universes, or (at the GM’s discretion) even undo entire worlds.

 

LIVING TRIBUNAL^

Gargantuan construct, neutral
Armor Class 25 (natural armor)
Hit Points 410 (20d20 + 200)
Speed 50 ft., fly 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10)

Skills all +19
Damage Resistance damage from spells; magical bludgeoning, piercing, and slashing
Damage Immunities cold, fire, poison; nonmagical bludgeoning, piercing, and slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses truesight; passive Perception 29
Languages all
Challenge 30 (155,000 XP)
Magic Resistance. The Living Tribunal has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The Living Tribunal can innately cast any wizard spell (spell save DC 27, +19 to hit with spell attacks), requiring no material components. Its innate spellcasting ability is Intelligence. 
The Living Tribunal can cast invisibility, scrying, and wish* at will, knows all wizard cantrips (treat him as a 20th level caster), and has the following slots available: 1st-level (6 slots), 2nd-level (6 slots), 3rd-level (6 slots), 4th-level (5 slots), 5th-level (5 slots), 6th-level (5 slots), 7th-level (4 slots), 8th-level (4 slots), 9th-level (3 slots). 

*See bottom of post.

ACTIONS
Multiattack. The Living Tribunal makes 4 unarmed strikes or casts one spell and makes two unarmed strikes
Unarmed Strike. Melee or Ranged Weapon Attack: +16 to hit, reach 25 ft., one target. Hit: 73 (6d20 + 10) magical bludgeoning damage.

REACTIONS
Tripled Reflexes. The Living Tribunal may take up to 3 reactions each round.

LEGENDARY ACTIONS
The Living Tribunal can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Living Tribunal regains spent legendary actions at the start of its turn.
Allseeing. The Living Tribunal casts scry, targeting any plane of existence.
Impossible Power. The Living Tribunal casts a wizard spell of 5th-level or lower.
Planar Phase. The Living Tribunal transports itself and all creatures and objects within 1,000 feet to the plane of its choice. If the plane has no gravity or otherwise cannot support the weight of the creatures and objects transported there, they fall, disperse, or otherwise move accordingly (for instance in the Plane of Water things sink, in the Plane of Air they fall, etc.). This otherwise operates as plane shift.
Speaking Face. None are sure how or when the facet of The Living Tribunal that is currently in control changes to another and each has its own power.

  • Equity. The Living Tribunal redistributes up to 100 hit points among creatures it can see. It cannot use this ability to reduce a creature below 1 hit point or increase a creature’s hit point total beyond the creature’s maximum.
  • Necessity. The Living Tribunal deals 15 points of damage to any number of creatures within 100 feet and gains a number of temporary hit points equal to the damage dealt.
  • Revenge. The Living Tribunal chooses one creature that dealt it damage last turn. That creatures makes a Charisma saving throw against its spell save DC or takes an amount of damage equal to the damage it dealt.

^ Redditor eyrieking162 has called me out on quite a few faults in the 5E build and I have fixed it up a bit per his critique!

NOTES ON THE LIVING TRIBUNAL

I’m not sure if this request was meant to be taken seriously but I decided to treat it that way anyway! For those who don’t know, The Living Tribunal is a god of gods and singularly unique throughout the multiverse. That is to say that effectively he is not an NPC that a group of adventurers can normally interact with the way they might a potent mage or powerful dragon.
What we have above is a mythical Pathfinder wizard hypered out to the max and a very big bad D&D 5e monster with a penchant for magic, both of which should be considered to be greatly weakened versions of the original (probably because of a dastardly villain like Doctor Doom or more likely Thanos).
* Even then a group of PCs is probably going to need a lot of extra help (like artifacts and dope magic items) or some sort of environmental factor to give them an edge that brings them up towards the power level needed to take down this big bad. The preeminent thing to curb here is the wish access but you might temporarily eliminate or limit any of his greater abilities via a special energy ray using a weapon designed by the Inhumans (or powerful spell from Doctor Strange or potent poison concocted by the Shi’ar Empire or technology from the Watcher etc. etc.).
You might also use The Living Tribunal to provide a source of aid in a climactic battle (for instance, it might be fighting off a squad of Galactuses taken from all over the multiverse as the PCs are underfoot fighting through an army of Ultrons to reach a critical control relay — you get the idea with these suggestions by now, I think 😉 ).

 

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.

This week’s request is exceptionally timely because she’s getting a television show! If you have a favorite character you’d like to see, please comment and let me know. Tune in next week for another request, the ultrapowerful LIVING TRIBUNAL!

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!

hypercorps squirrel girl promo

Squirrel Girl

Squirrel Girl         CR 9—XP 6,400
Female human summoner (swarm minder[VC]) 8 [hs 1; meganaut 1]
NG Medium humanoid (human, hyper)
Init +5; Senses scent; Awareness +7

DEFENSE
AC 26, bullet 23, touch 19, flat-footed 21 (+4 mage armor, +2 deflection, +5 Dex, +1 dodge, +1 hyper, +3 natural)
hp 63 (8d8+24); Hyper Bonus +1
Fort +4, Ref +7, Will +5

OFFENSE
Speed 40 ft., leap (10 ft. horizontal, 5 ft. vertical)
Melee unarmed strike +10/+5 or +8/+8/+3/+3 (1d4+3 slashing)
Special Attacks hyper bonus +1

Spell-Like Abilities (CL 9th; concentration +12)
6/day—summon monster IV

Summoner Spells Known (CL 9th; concentration +12)
3rd (2/day)—charm monster, displacement, heroism
2nd (4/day)—bear’s endurance, bull’s strength, cat’s grace, haste
1st (4/day)—ant haul, expeditious retreat, feather fall, mage armor, magic fang
0th—arcane mark, daze, guidance, mending, message, resistance

STATISTICS
Str 16, Dex 20, Con 14, Int 10, Wis 8, Cha 16
Hyper Strength 1 (Strong Leap), Hyper Dexterity 1 (Dexterous Footwork)
Base Atk +6; CMB +10; CMD 28
Feats Alertness[B], Dodge[B], Dual Slice, Improved Two-Weapon Fighting, Improved Unarmed Strike[B], Mobility, Spring Attack, Two-Weapon Fighting
Hyper Feats A Bit Aberrant
Skills Acrobatics +11, Awareness +7, Handle Animal +7, Knowledge (nature) +4, Stealth +11
Languages English, Squirrel
SQ bond senses, eidolon, hyper mortality, life link, maker’s call, shield ally, transposition
Gear amulet of mighty fists and natural armor +3, ring of protection +2, squirrel hood (as helm of comprehend languages but only works for squirrels)

 

SQUIRREL SWARM        —
NG Large swarm of Tiny squirrels (animal, swarm)
Init +3; Senses darkvision 60 ft., scent; Awareness +13

DEFENSE
AC 21, bullet 18, touch 16, flat-footed 17 (+3 Dex, +1 dodge, +5 natural, +2 size)
hp 51 (6d10+18)
Fort +5, Ref +8, Will +3
Defensive Abilities devotion, evasion; DR 5/magic; Immune swarm traits

OFFENSE
Speed 20 ft., climb 40 ft., swim 20 ft.
Melee swarm (2d8 plus distraction)
Special Attacks distract (Fort DC 16)
Space 10 ft.; Reach 0 ft.

STATISTICS
Str 8, Dex 17, Con 16, Int —, Wis 12, Cha 8
Base Atk +6; CMB —; CMD
Feats Dodge, Skill Focus (Awareness, Stealth)
Skills Awareness +13, Search +9, Stealth +19, Survival +10
SQ evolution pool (11 points; carpet rider, climb, damage reduction, scent, spellcaster’s bane), link, share spells, split swarm

SPECIAL ABILITIES
Carpet Rider (Ex) [2 points] An eidolon swarm surges together, forming a solid surface capable of supporting its summoner and his allies. The eidolon swarm can be ridden as though it were a flying carpet (although it does not have a fly speed unless it possesses the flight evolution). This evolution is only available to eidolons of the swarm base form.
Spellcaster’s Bane (Ex) [3 points] The collective intelligence of the swarm minder and his eidolon swarm are particularly alert to the gestures and incantations of magic use. When the eidolon swarm uses its distraction ability against a target using a spell or spell-like ability, increase the DC by +3. This evolution is only available to eidolons of the swarm base form.

*Swarm Minders are a summoner archetype from Veranthea Codex.

 

Squirrel Girl

Medium humanoid (human, hyper), neutral good
Armor Class 17 (natural)
Hit Points 104 (16d8+32)
Speed 40 ft., climb 40 ft., leap 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 15 (+2) 11 (+0) 10 (+0) 17 (+3)

Saving Throws Dex +7, Con +5, Wis +3, Cha +6
Skills Acrobatics +7, Animal Handling +6, Nature +3, Perception +3, Stealth +7, Survival +3
Senses passive Perception 13
Languages English, Squirrel
Challenge 8 (3,900 XP)
Evasion. If Squirrel Girl is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Squirrel Speaker. Squirrel Girl is able to understand and be understood by squirrels. In addition, by spending a bonus action she can summon 1d4+1 hordes of squirrels (up to a maximum of 16 hordes in a 24 hour period). These have the statistics of Rat Swarms with the exception that a squirrel horde gains a climb speed of 30 feet.   

ACTIONS
Multiattack. Squirrel Girl makes four unarmed strikes each round.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) slashing damage.

REACTIONS
Reflexive Dodge. When Squirrel Girl is aware of an attacker, she may spend her reaction to reduce the damage of an attack or spell by half.

 

Notes on Squirrel Girl

I’m exceptionally pleased with her Pathfinder build and it was a joy to design–I will definitely be dropping both versions onto some adventuring parties at some point regardless. For diehard fans, tell me because I can’t perfectly remember but I swear at some point or another she summoned or cajoled a horde of squirrels. I hope it’s cannon but straight up if it isn’t? I still love this  build! 

While I originally wanted to do a little free archetype for the Diabolist (a summoner class I designed for EN5ider and one of my three contributions to the A Touch of Class Kickstarter) I am horrendously crunched on time this week and need to get back to proper work. Still, her 5E build is nothing to scoff at and definitely still promises to be a fun time.

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.

We’ve got another request for next week–Squirrel Girl! Fortunately I’ve been prepared to build her since we published the swarm minder archetype for summoners in Veranthea Codex and I think she may very well be the most useful build on here (because who doesn’t want to assault adventurers with squirrels?) If there’s someone you would like to see however, let me know! The queue is building up but I’m happy to make a little backlog. 🙂

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!

hypercorps shadowcat promo.png

KITTY PRYDE (SHADOWCAT)         CR 13—XP 25,600

Female human rogue (acrobat) 10 [hs 4; hypernaut 2]
NG Medium humanoid (human, hyper)
Init +10; Senses Awareness +20

DEFENSE
AC 29, bullet 27, touch 22, flat-footed 22 (+7 armor, +3 deflection, +6 Dex, +1 dodge, +2 hyper)
hp 145 (11d8+77+12); Hyper Bonus +2
Fort +10, Ref +15, Will +8
Defensive Abilities evasion, improved uncanny dodge
Hyper Flaws loved ones, tiring (incorporeality)

TACTICS
During Combat Shadowcat gains her sneak attack damage when using her incorporeality power to phase a target into a solid object. In addition, while her incorporeality is active she can deal half her sneak attack damage with unarmed strikes against living creatures, robots, and objects that utilize electricity.

OFFENSE
Speed 30 ft.
Melee unarmed +18/+13/+13 (1d3+4)
Special Attacks hyper bonus +2, sneak attack +6d6

Hypernaut Spell-Like Abilities (CL 8th; concentration +14)
1/combat—incorporeality (DC 22, hyper flaw: tiring)

Spell-Like Abilities (CL 14th; concentration +15)
0th (3/day)—touch of fatigue (Fort DC 13)
1st (2/day)—windy escape

STATISTICS
Str 10, Dex 22, Con 20, Int 12, Wis 16, Cha 14
Hyper Dexterity 2 (Dexterous Warrior), Hyper Constitution 1
Base Atk +8; CMB +8; CMD 32
Feats Alertness[B], Combat Expertise, Combat Reflexes, Dodge[B], Improved Familiar[B] (Lockheed the pseudodragon, as a 10th-level wizard; SR 15; immune to fire and mental attacks), Improved Unarmed Strike[B], Knockout Artist (+6 damage nonlethal), Mobility [B], Spring Attack, Surprise Maneuver (+6 CMB), Toughness, Weapon Finesse [B]
Hyper Feats Extra Hyper Attribute (2)
Skills Acrobatics +17, Athletics +9, Awareness +20, Bluff +12, Diplomacy +16, Disable Device +13, Escape Artist +13, Knowledge (history) +5, Knowledge (local) +11, Linguistics +10, Perform (dance) +12, Search +18, Sense Motive +14, Sleight of Hand +10, Stealth +20, Use Magic Device +8, Use Technology +6
Languages English, Gaelic, German, Hebrew, Japanese, Russian, Shi’ar, Skrull
SQ hyper attack 1, hyper initiative, hyper mortality, rogue talents (familiar, fast stealth, finesse attack, major magic, minor magic)
Gear [+5 leather], ring of protection +3

 

NEW HYPERNAUT POWER: INCORPOREALITY

Tier 3; Action full-round action; Save Fortitude; Range touch; Duration as long as you hold your breath
You and your equipment become incorporeal. While this power is active, you may make your body corporeal or incorporeal as a swift action. By making a DC 20 hyper score check (d20 + hyper score) you may activate this power to become incorporeal in response to an attack or spell as an immediate action.
Your unarmed strikes and weapons have the ghost touch quality and as a standard action while you are corporeal and this power is active, you may make a melee touch attack to cause a target creature or object to make it incorporeal with you. As a swift action you can end the target’s incorporeality while it is in a solid object, dealing 4d6 points of damage (trapping it there; escape DC 20 + hyper score).

 

Notes on Shadowcat’s Pathfinder build

Remember that outside of combat, Kitty here is going to have a lot more incorporeality available than in the middle of a fight. I think, however, more than a minute of shifting back and forth should be taxing for her and I’m really happy with how the incorporeality hypernaut power (how did I not think of including that in the core book!) works. I think she’s an uber thief and definitely worth adding to any campaign with some weighty mid-level PCs, able to take hits, fade away, and play a part as a recurring villainous henchwomen or even the BBEG(al) without the obvious concern of focused fire (or a nasty critical hit) knocking her out too early. 🙂

 

Kitty Pride (Shadowcat)

Medium humanoid (human, hyper), neutral good
Armor Class 17 (magical leather)
Hit Points 130 (20d8+40)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 15 (+2) 13 (+1) 16 (+3) 15 (+2)

Saving Throws Con +6, Int +5, Wis +7, Cha +6
Skills Acrobatics +8, Athletics +4, Deception +6, History +5, Insight +7, Investigation +5, Perception +7, Performance +6, Persuasion +6, Stealth +8
Senses passive Perception 17
Languages English, Gaelic, German, Hebrew, Japanese, Russian, Shi’ar, Skrull
Challenge 10 (5,900 XP)
Incorporeality. Shadowcat can turn herself incorporeal or back as a reaction or bonus action. While incorporeal Shadowcat takes no damage from nonmagical weapons and half damage from non-psychic energy damage or magical weapons. In addition, while incorporeal Shadowcat can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends this effect inside an object and can only remain incorporeal while holding her breath.
Lockheed. Shadowcat has befriended a small alien dragon named Lockheed (it has the statistics of a pseudodragon but is immune to both fire and psychic damage).

ACTIONS
Multiattack. Shadowcat makes four unarmed strikes or two unarmed strikes and a phasing strike.
Phasing Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: The target makes a DC 16 Constitution saving throw with disadvantage or becomes incorporeal with Shadowcat. As a bonus action, Shadowcat can end the target’s incorporeality, causing it to become corporeal while inside of an object and dealing 33 (6d10) force damage (escape DC 16).
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage.

REACTIONS
Instinctive Phase (Recharge 5-6). When Shadowcat would be damaged by an attack or spell she may spend her reaction to turn incorporeal.

 

Notes on Shadowcat’s D&D 5E build

There are no hypernauts in the given rules for Hypercorps D&D 5E and even then incorporeality is given pretty loose rules so Kitty here is built as a monster rather than a PC. Therefore it seemed to make sense to make her as usable as possible for any given game and I think if you’re out for a canny phasing spirit or ghost of some kind, change her type to undead and you should be good to go!

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.

By request this week we have a character I’m not very fond of but people love and, as I knew inevitably would happen, he has been asked for: Wolverine. If you have a favorite character you’d like to see, please comment and let me know. Tune in next week for another request, the enigmatic shapeshifting Mystique!

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!

hypercorps 2099 wolverine promo.png

WOLVERINE           CR 20—XP 307,200

Male human barbarian (wild rager) 11 [hs 7; hypernaut 1/meganaut 2]
NG Medium humanoid (human, hyper)
Init +15; Senses darkvision 60 ft., low-light vision; Awareness +20

DEFENSE
AC 33, bullet 32, touch 30, flat-footed 24 (+6 armor, +5 deflection, +8 Dex, +1 dodge, +3 hyper, +2 natural, -2 rage)
hp 219 (11d12+121+21) fast healing 3; Hyper Bonus +3
Fort +20, Ref +14, Will +11
DR 5/—; Immune disease, poison
Hyper Flaw hubris (from Mythic Adventures)

OFFENSE
Speed 70 ft.
Melee claws +30/+25/+25/+20/+20 or +28/+28/+23/+23/+23/+18/+18 or +26/+26/+26/+21/+21/+21/+16/+16 (1d10+16, Crit 19-20/x3; also -4 to AC for max attack array)
Special Attacks greater rage 31 rounds/day, pounce

TACTICS
Base Statistics When not using greater rage, Wolverine loses his natural armor bonus to AC, claw attacks, pounce, scent, his will save is reduced by 1, he makes one less attack in a maximum full-attack action, and his Strength and Constitution are reduced by 6 (reducing attack bonuses and CMB by -3, hp by -33, and Strength-based skills by -3).

STATISTICS
Str 22, Dex 26, Con 30, Int 13, Wis 15, Cha 14
Hyper Dexterity 2 (Dexterous Footwork, Dexterous Strikes), Hyper Constitution 2 (Hyper Age, Hyper Blooded, Hyper Tough)
Base Atk +11; CMB +17; CMD 44
Feats Alertness [B], Dodge [B], Double Slice, Improved Damage Reduction, Improved Natural Attack (claws), Improved Two-Weapon Fighting, Improved Unarmed Strike [B], Mobility, Spring Attack [H], Two-Weapon Fighting, Weapon Finesse; Hyper Feats A Bit Abberant (2), Extra Attribute Trait
Skills Acrobatics +18, Athletics +13, Awareness +20, Bluff +4, Handle Animal +6, Intimidate +16, Knowledge (history, nature) +5, Ride +12, Search +9, Sense Motive +9, Stealth +16, Survival +16, Vehicular Control +12
Languages English, Japanese
SQ fast movement, hypernaut power (fast healing 3), hyper attack 2, hyper focus 3/day, hyper initiative, hyper mortality, hyper rest, rage conversion, rage powers (beast totem, greater beast totem, lesser beast totem, primal scent, scent), trap sense +3, wild fighting
Gear +5 padded armor, amulet of keen mighty fists +5, ring of deflection +5

SPECIAL ABILITIES
Beast Totem Rage Powers (Su): While raging, Wolverine gains a +2 natural armor bonus, the pounce special ability (allowing him to make a full attack at the end of a charge). In addition, he gains two claw attacks. These attacks are considered primary attacks and are made at his full base attack bonus. The claws deal 1d10 slashing damage and deal ×3 damage on a critical hit..
Rage Conversion (Ex): When Wolverine fails a saving throw against any mind-affecting effect he can attempt a new saving throw at the beginning of his next turn. If the save succeeds, that effect ends and he instead rages and becomes confused as noted below.
Uncontrolled Rage (Ex): Wolverine’s rage functions as normal, except that when he reduces a creature to 0 or fewer hit points, he must attempt a DC 25 Will save or become confused. For the remainder of his current turn, he attacks the nearest creature other than himself. On the following round, refer to the confusion spell to determine his actions. At the end of this round, and each round thereafter, he can attempt a new saving throw to end the confusion effect. The rounds during which he is confused do not count against the rounds he has spent raging that day, but he cannot end his rage voluntarily, nor can he use rage powers while confused.
Wild Fighting (Ex): When using the full-attack action Wolverine can make one extra attack per round at his highest base attack bonus. Until the beginning of his next turn, however, he takes a –2 penalty on attack rolls and –4 penalty to AC.

 

NOTES ON WOLVERINE’S PATHFINDER BUILD

This is just the kind of character perfectly fit for the Hyper Score system, fully-forming into a proper statblock by using the various bits and bobs already within the Pathfinder rule set and adding on hyper abilities. I am extremely pleased with what I came up with above! 😀
(Although hey, I am not a Wolvie fan so if it needs a fix somewhere let me know!)

 

Wolverine

Medium humanoid (human, hyper), neutral good
Armor Class 18 (studded leather)
Hit Points 175 (14d8+112)
Speed 60 ft., leap 15 ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 26 (+8) 13 (+1) 16 (+2) 14 (+2)

Saving Throws Str +10, Dex +11, Con +14
Skills Athletics +10, History +7, Insight +8, Intimidation +8, Investigation +7, Nature +7, Perception +8, Stealth +11, Survival +8
Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities poison
Condition Immunities disease, poisoned
Senses darkvision 60 ft., passive Perception 18
Languages English, Japanese
Challenge 17 (18,000 XP)
Charge. If Wolverine moves at least 20 feet straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Incredible Scent. Wolverine can pinpoint, by scent, the location of any object or creature within 30 feet of him and he gains advantage on Wisdom (Perception or Survival) checks to track or find something by scent. When an illusion appears within 30 feet of Wolverine, he makes a saving throw to recognize it as if he had spent an action scrutinizing.
Rage. On his turn, Wolverine can enter a rage as a bonus action. While raging, he gains the following benefits if he isn’t wearing heavy armor: advantage on Strength checks and Strength saving throws, when he makes a melee weapon attack using Strength he gains a +3 bonus to the damage roll, and he has resistance to all types of damage except for psychic. His rage lasts for 1 minute. It ends early if Wolverine is knocked unconscious or if his turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. Wolverine can also end his rage on his turn as a bonus action. Once Wolverine has raged four times, he must finish a long rest before he can rage again.
Regeneration. Wolverine regains 10 hit points at the start of his turn if he has at least 1 hit point. When reduced to 0 hit points, he regains 1 hit point after 1 minute unless he is decapitated and dismembered (taking an additional 100 hit points of damage).

ACTIONS
Multiattack. Wolverine makes eight claw attacks each turn.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) magical slashing damage.

NOTES ON WOLVERINE’S D&D 5E BUILD

With the uber healing factor a PC build is out the window so I focused instead on making Wolverine’s statblock into a lean, easy to use monster. Rage is familiar, regeneration is simple, and he’s got plenty of skills (as well as all the attacks) to make for a formidable foe able challenge a party of high level adventurers. 😀

EDIT: As per the comment below, the Pathfinder build has had skills moved a bit and a little Charisma boost for intimidation and 5E build has had its Dexterity decreased a bit, Charisma increased a bit, and Constitution increased substantially.

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.

By request this week we have Axel Asher, a character integral to one of the major DC/Marvel crossover arcs! If you have a favorite character you’d like to see, please comment and let me know. Tune in next week for a character I am personally reticent to build (because I dislike him) but since this is by request, I cannot deny–Wolverine. :p

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!

Hypercorps promo Access axel asher DOS.png

AXEL ASHER (Access)

AXEL ASHER           CR 18—XP 153,600
Male human aristocrat 7 [hs 10; hypernaut 2/parallel 2]
LG Medium humanoid (human)
Init +11; Senses Awareness +2

DEFENSE
AC 38, bullet 28, touch 23, flat-footed 34 (+9 armor, +5 deflection, +3 Dex, +1 dodge, +5 hyper, +5 natural)
hp 121 (7d8+44+42); Hyper Bonus +5
Fort +12, Ref +10, Will +12
Defensive Abilities fortification 60%; DR 6/—; Immune dazed, sickened, stunned

OFFENSE
Speed 45 ft.
Melee unarmed strike +10/+5/+0/-5 (1d3+5 bludgeoning)
Hyper Spell-Like Abilities (CL 17th; concentration +22)
5/day—jester’s jaunt, litany of escape
5/day—dimension door, hostile juxtaposition
5/day—plane shift (Marvel and DC Universes only), teleport (hyper flaw: tiring)
3/combat—amalgamation (range 340 ft., Will DC 21; hyper flaw: uncontrolled dimensional toxicity)
10/combat—cosmic awareness [as natural seeker] (area 170 ft., range 2 miles, DC 17; hyper flaw: uncontrolled dimensional toxicity)

STATISTICS
Str 10, Dex 16, Con 20, Int 13, Wis 10, Cha 14
Hyper Dexterity 1 (Dexterous Footwork), Hyper Constitution 3 (Hyper Endurant, Hyper Fortification, Hyper Tough)
Base Atk +5; CMB +5; CMD 34
Feats Alertness[B], Combat Expertise, Dodge[B], Fleet, Improved Unarmed Strike[B], Iron Will, Persuasive, Skill Focus (Knowledge [local]); Hyper Feats Extra Attribute Trait, Extra Hyper Attribute [2], Parallel Access, Toughness
Skills Appraise +8, Awareness +2, Bluff +12, Diplomacy +14, Intimidate +12, Knowledge (history) +8, Knowledge (local) +14, Knowledge (nature) +9, Knowledge (religion) +5, Search +3, Sense Motive +12
Languages Chinese, English
SQ hyper attack 3, hyper initiative, hyper focus 5/day, hyper life, hyper mortality, hyper rest
Combat Gear potion of cure moderate wounds; Other Gear +5 chain shirt, amulet of natural armor +5, ring of protection +5

COSMIC AWARENESS Axel is able to sense the presence of beings and objects in the universes that are somehow of importance to him for whatever reason.
NATURAL SEEKER (Hypernaut power from FAMOTH)
Tier 1    Action standard Save varies
Effect You have a preternatural talent for finding things. You are able to use any of the following spell-like abilities as constant spell-like abilities (though only one at a time): detect aberration, detect animals and plants, detect chaos/evil/good/law, detect magic, detect poison, detect psychic significance, detect radiation[TG], detect secret doors, detect snares and pits, detect undead, diagnose disease, object reading, and technomancy[TG]. By spending a full-round action making a DC 20 concentration check, you can use detect mindscape, detect thoughts, locate object, or locate weakness as a hyper spell-like ability.

AMALGAMATION (New Hypernaut Power)
Tier 3    Action full-round Save Will
You can choose two humanoids within range and if both fail their saving throw (which is rolled twice, taking the worst result), merge them into one amalgam form. This amalgam form possesses the race traits, class abilities, equipment, feats, hyper bonuses, hyper powers, languages, and special qualities of both original creatures, using the highest attributes, base attack bonus, movement speeds, skill ranks, and base saving throws between them. All effects and spells currently targeting the original creatures end when the amalgam is formed. You can also use this ability to target an amalgam and split it into its original creatures. You have no control over the actions of an amalgam form though you can naturally sense their location. The amalgam’s CR increases by +2 if the original creatures had the same CR or by +1 if one of the original creatures had a CR 3 or more greater than the other original creature.

NEW HYPER FLAW
Uncontrolled Toxicity: If Axel stays in one place too long (generally 3d4+4 hours) he causes spontaneous crossovers to occur–creatures from the Marvel Universe are randomly transported to the DC Universe and vice-versa for every span of time that passes before he moves to a new location.

SOME NOTES ON AXEL

Whew! What a tough build! I know that Axel can also do some time travel, but I’m tossing that at GM fiat because it would require bringing in Mythic Adventures and he’s already still too weak at the knees for being CR 18 (although I did try to toughen him up and boost his AC, I think he’ll still get whomped if not used at great range). Still as a plot device (which is what Access is!) he should do you fine and could make for a VERY interesting inclusion into your game–want to amp up the power level for a side quest and know which DC or Marvel heroes and villains your players like best? Introduce Axel, browse the growing list of Hyper Score Marvel builds (maybe grab a few things from Hypercorps 2099 to stand in, available in both Pathfinder or 5E OGL), merge them together, and wreak havoc until the great crisis is averted!

 

Axel Asher (Access)

Medium humanoid (human, hyper), lawful good
Armor Class 18 (cosmic awareness)
Hit Points 130 (20d8+40)
Speed 45 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 14 (+2) 15 (+2) 13 (+1)

Saving Throws Dex +6, Int +6, Wis +6, Cha +5
Skills Athletics +4, History +6, Insight +6, Persuasion +5, Stealth +6
Senses passive Perception 12
Languages Chinese, English
Challenge 9 (5,000 XP)

Amalgamation. Axel chooses two humanoids within 300 feet and if both fail a DC 18 Wisdom saving throw made with disadvantage, they are merged into one amalgam form. This amalgam form possesses the race features, class features, attacks, equipment, feats, hyper bonuses, hyper powers, languages, and proficiencies of both original creatures, using the highest ability scores, proficiency bonus, and movement speeds between them. All effects and spells currently targeting the original creatures end when the amalgam is formed. Axel can also use this feature to target an amalgam and split it into its original creatures. Axel has no control over the actions of an amalgam form though he can naturally sense their location using his cosmic awareness. The amalgam’s Challenge Rating increases by +2 if the original creatures had the same Challenge Rating or by +1 if one of the original creatures had a Challenge Rating 3 or more greater than the other original creature.
Cosmic Awareness. Axel senses the direction of creatures and objects that are somehow important to him as long as one of these creatures or object is on the same plane of existence. If the creature or object is in motion, he knows the direction of its movement. He also increases his AC by 6.
Dimensional Bounce (Recharge 1–4). Axel can spend a bonus action to teleport to any location within 150 feet.
Dimensional Step (Recharge 6). Axel can spend an action to teleport to any location as the spell teleport.
Plane Shift. Axel can spend an action to cast plane shift but is only able to access the Marvel Universe and DC Universe. Once he has used this feature, he cannot do so again for 1 minute.

ACTIONS
Unarmed. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 (1) bludgeoning damage.

REACTION
Dimensional Swap. When an attacker that Axel can see hits him with an attack, he can use his reaction to switch places with one creature he can see within 30 feet (other than the attacking creature). Axel appears in that creature’s space and the creature appears in his space, suffering all of the attack’s damage (and any other effects of the attack).

SOME NOTES ON AXEL’S 5E BUILD

This is another instance where there’s just no equivalent resource structure and I went for a straight monster build rather than force it out of the given system of 5E (even 5E with Hyper Score rules included). Incidentally this would work just as well for Mr. Mxyzptlk–just change him to Small sized, add a bunch of Dexterity to increase AC, swap cosmic awareness for true sight, and switch amalgamation for wish once per round.