Hyper Score Marvel: Iron Fist!

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).

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! 😀

iron fist marvel pathfinder.png

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

DEFENSE
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)

OFFENSE
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)

STATISTICS
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)

SPECIAL ABILITIES
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.

Hyper Score Marvel: Luke Cage aka Power Man

Welcome to Hyper Score Marvel (#25!) 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 Daredevil and next we’ve got 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 (wherein you can get a look at how all 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! 😀

luke cage power man pathfinder dnd.png

LUKE CAGE        CR 12—19,200

Male human brawler 7 [hs 4; meganaut 2]
LG Medium humanoid (human, hyper)
Init +6; Awareness +8

DEFENSE
AC 16, bullet 16, touch 16, flat-footed 12 (+2 Dex, +2 dodge, +2 hyper)
hp 125 (7d10+70+12); Hyper Bonus +2
Fort +16, Ref +9, Will +4
DR 12/—; Immune daze, energy drain, stun; Resist acid 12, electricity 12, force 12, thunder 12
Hyper Flaw personal problem (troubled past), xenophobic (law enforcement)

OFFENSE
Speed 30 ft.
Melee unarmed +19/+14/+14 or +17/+17/+12/+12 (1d8+13)
Ranged strong hurl +10 touch (1d8 per 100 pounds+14 or 4d8 per 400 pounds+18, Range 90 ft.; Luke’s heavy load is 8,320 pounds)
Special Attacks brawler’s flurry, hyper bonus +2, knockout 1/day (DC 25), martial flexibility (swift action, 1 min, 6/day)

STATISTICS
Str 27, Dex 14, Con 28, Int 11, Wis 10, Cha 12
Hyper Strength 3 (Strong Back, Strong Hurl, Strong Warrior), Hyper Constitution 4 (Hyper Endurant, Hyper Resistant, Hyper Tough)
Base Atk +6; CMB +16 (+17 grapple); CMD 30 (31 vs. grapple)
Feats Alertness [B], Combat Expertise, Combat Reflexes, Dodge [B], Improved Unarmed Strike [B], Mobility [B], Power Attack, Spring Attack [B], Whirlwind Attack
Hyper Feats Extra Attribute Trait, Extra Hyper Attribute (2)
Skills Athletics +17, Awareness +8, Diplomacy +4, Intimidate +7, Knowledge (local) +9, Search +8, Sense Motive +8, Stealth +5
Languages English
SQ AC bonus +1, brawler’s cunning, brawler’s strike (magic), close weapon mastery, hyper attack 1, hyper initiative, hyper mortality, maneuver training (grapple +1), martial training, unarmed strike (1d8)
Gear chain belt, wallet that says “Badass Motherf#%^&* on it

Hyper Score Marvel: Daredevil!

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.

Hyper Score Marvel: Cyclops

Welcome to Hyper Score Marvel (#23!) 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 from here on out will only feature statblocks for the Pathfinder Roleplaying Game (although all previous 22 posts also have D&D 5e versions).

Last week we had Emma Frost and next we’ve got Daredevil, then 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 (as well as all my other statblocks) are easily accessible in big ol lists over on the index page and run the gamut from Squirrel Girl to the Infinity Gauntlet. Also–there are free PDFs for Hypercorps 2099 (the freebie Primer PDF covers Hyper Score up to 3 and for the full Hyper Score rules [and 2099 Kathmandu and cast of hypercorp operators and class archetypes and so on] check out the core book).

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! 😀

cyclops x-men pathfinder.png

CYCLOPS         CR 16—XP 76,800

Male human brawler 4/monk (sensei) 3 [hs 7; hypernaut 3]
Medium humanoid (human, hyper)
Init +12; Awareness +11

DEFENSE
AC 32, bullet 32, touch 27, flat-footed 26 (+1 brawler, +5 deflection, +5 Dex, +1 dodge, +3 hyper, +5 natural, +2 Wis)
hp 103 (4d10+3d8+42+21); Hyper Bonus +3
Fort +14, Ref +15, Will +8; +2 vs. enchantments
DR 2/–
Hyper Flaw always active (optic blast; without his visor Cyclops is blind or automatically attacks whatever he looks at), maximum force (Cyclops’ optic blasts cannot deal less than 3d8+6 damage to anything it touches that is not Cyclops, Havok, or ruby quartz)

OFFENSE
Speed 30 ft.
Melee unarmed +14/+9/+9/+4 or +12/+12/+7/+7/+2 (1d8+5)
Ranged optic blast ranged touch +16/+11/+11/+6/+6 or +14/+14/+9/+9/+4 (3d8+6 force plus bull rush, Range 400 ft.)
Special Attacks advice 5 rounds/day (inspire competence +2, inspire courage +1), grit (2; gunslinger’s dodge), hyper bonus +3, optic blast, knockout strike 1/day (DC 17), martial flexibility (move action, 5/day) [frequently for Combat Reflexes, Ricochet Shot Deed, Targets of Opportunity], stunning fist 4/day (DC 14)
Hypernaut Spell-Like Ability (CL 14th; concentration +18)
At will—optic blast (DC 16 when used as line)

STATISTICS
Str 14, Dex 20, Con 18, Int 10, Wis 14, Cha 18
Hyper Dexterity 1 (Dexterous Warrior), Hyper Constitution 1 (Hyper Tough), Hyper Charisma 2 (Hyper Confident: Diplomacy, Hyper Merit 2/day)
Base Atk +6; CMB +12 (+13 trip); CMD 35 (36 vs. trip)
Feats Amateur Gunslinger [B], Alertness [B], Blind-Fight [H], Combat Expertise [B], Dodge [B], Improved Unarmed Strike [B], Point-Blank Shot, Point-Blank Master (optic blast) [H], Precise Shot, Shot on the Run, Toughness, Weapon Finesse, Weapon Focus (optic blast), Weapon Specialization (optic blast) [H]
Skills Acrobatics +9, Athletics +10, Awareness +10, Diplomacy +11 (rolls twice and takes the best result), Intimidate +9, Knowledge (local, nature, technology) +8, Linguistics +6, Perform (oratory) +8, Search +6, Sense Motive +8, Stealth +12, Use Technology +1, Vehicular Use +12
Languages English, French, German, Spanish
SQ AC bonus +1, brawler’s cunning, brawler’s flurry, hyper attack 2, hyper focus 3/day, hyper initiative, hyper mortality, hyper rest, insightful strike, maneuver training (monk), maneuver training (trip +1), martial training, unarmed strike
Gear X-Men combat suit [+5 ring of deflection and +5 amulet of natural armor], communicator, ruby quartz visor, X-Wing (Model 8; armored skycar with at will invisibility)

SPECIAL ABILITIES
Optic Blast (Hyper) Cyclops is constantly absorbing ambient energy, using it to psionically focus the constant stream of extradimensional force that pours from his optic nerves. In addition to the normal damage his optic blast attack deals, if Cyclop’s attack roll exceeds his opponent’s CMD, he can push his opponent back as if from the bull rush combat maneuver or knock that target prone as if from a trip combat maneuver. If he chooses to bull rush, he cannot move with the target. Cyclop’s maneuver does not provoke an attack of opportunity. He may always treat his optic blasts as a gun for gunslinger deeds.
As a standard action Cyclops can unleash his optic blast in a 10-ft.-wide line up to 1,000 ft. long. Any creature in the area makes a DC 16 Reflex save or takes 18d6+6 force damage and is pushed away 5 ft. per 10 points of damage taken. On a successful save, a creature takes half damage and is not pushed away. Objects receive no save.

EDIT Over on Facebook, David Anne suggested that Cyclops deserves Blind-Fight so I’ve swapped out Target of Opportunity for it.

Hyper Score Marvel: Emma Frost

Welcome to Hyper Score Marvel (#22!) 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–although not for both after this post. Hypercorps 2099 and the Hyper Score system were truly intended for the Pathfinder Roleplaying Game, so the blog series (for that and several other reasons) is going to drop 5E statblocks. I’m also ending Street Fighter D&D soon, but know no fear–the God-Emperor protects. 😉

Last week we had Rocket Raccoon and next we’ve got Cyclops, then 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! 😀

emma frost dnd 5e pathfinder.png

EMMA FROST         CR 15—XP 51,200

Female human psychic (pain) 6 [hs 7; hypernaut 2/meganaut 1]
CG Medium humanoid (human, hyper)
Init +9 [+11]; Awareness +7

DEFENSE
AC 29 [35], bullet 26 [28], touch 21 [23], flat-footed 26 [30] (+8 armor, +5 deflection, +2 Dex [+4 Dex], +1 dodge, +3 hyper [+4 natural])
hp 68 [98] (6d6+24+21); Hyper Bonus +3
Fort +7 [+17], Ref +7 [+9], Will +9
[DR 6/–; Resist cold 21, fire 21]
Hyper Flaws diamond form (lose spellcasting and non-hyper spell-like abilities; diamond form stats shown with * or brackets; if shot with a diamond bullet or hit with an attack that would normally kill her through massive damage, Emma shatters)

OFFENSE
Speed 30 ft.
Melee unarmed +6/+1/-4 (1d4+3) [unarmed +21/+16/+16/+11/+11 (1d4+10)]
Ranged touch +8 [+10]
Special Attacks painful reminder (1d6 nonlethal, 11/day), phrenic amplifications (mindshield, relentless casting), phrenic pool (11)

Hypernaut Spell-Like Abilities (CL 13th; concentration +21)
At will—transformation (diamond form)

Psychic Spell-like Abilities (CL 13th; concentration +21)
1/day—detect thoughts (DC 19)

Psychic Spells Known (CL 13th; concentration +21)
3rd (5/day)—catatonia; vampiric touch
2nd (7/day)—mind thrust II (DC 20), seek thoughts (DC 20); pain strike (DC 20)
1st (9/day)—borrow skill (DC 19), charm person (DC 21), lock gaze (DC 21), psychic reading; persuasive goad (DC 19)
0th—daze (DC 18), detect magic, detect psychic significance, message, stabilize, virtue
Discipline pain

STATISTICS
Str 10, Dex 14, Con 15, Int 17, Wis 12, Cha 26 HUMAN FORM
[Str 20, Dex 18, Con 25, Int 17, Wis 12, Cha 26 DIAMOND FORM*]
Hyper Strength* 2 (Strong Back, Strong Warrior), Hyper Constitution* 2 (Hyper Resistant, Hyper Tough), Hyper Intelligence 1 (Hyper Smart 1/day), Hyper Charisma 2 (Hyper Merit 2/day, Likable Advice 2/day)
Base Atk +3 [+13]; CMB +6 [+21]; CMD 19 [41]
Feats Alertness [B], Combat Casting, Dodge [B], Greater Spell Focus (enchantment) [B], Improved Unarmed Strike [B], Mobility, Spell Focus (enchantment) [B], Spring Attack, Toughness [B]
Hyper Feats Extra Attribute Trait (3), Extra Hyper Attribute (2)
Skills Awareness +7, Bluff +16, Diplomacy +16, Intimidate +14, Knowledge (arcana, nature, technology) +8, Search +8, Sense Motive +12, Spellcraft +10
Languages English, French, Latin
SQ detect thoughts, hyper attack 2, hyper focus 3/day, hyper initiative, hyper mortality, hyper rest, live on (lay on hands 1d6, 3/day; self only), mercy (sickened; self only), power from pain (maximum 1/day)
Gear Combat Suit (scientifically advanced studded leather with +5 hyper bonus to AC), ring of protection +5

Edit: Over on the Facebook, Steffie De Vaan suggested that Emma ought to be smarter so I popped her Charisma down from a 29 and gave her a little bit of Hyper Intelligence, raising that 17 for PF. These are written as RAW as possible though, so if you want her to be more in line with the rules for the 5E version, remove the 2 extra Intelligence points she just got down there.

Notes on Building Emma Frost

This turned out to be a weird one to end the 5E part of this series on because I think I hit my marks on both versions. Her iteration below has a little more tweaking (additional drawbacks to get her diamondy bits and a heretical sorcery bloodline) but it came in solid and I’m happy with both (although I do think I like the Pathfinder build more–no extra trickery whatsoever beyond RAW Hyper Score!) Either way, enjoy the White Queen built as a PC (and therein, NPC) for both RPGs for this final double-entry in Hyper Score Marvel.

Also as usual for the 5E Redditors, she’s got a reduced statblock at the bottom of the page. 😀

 

Emma Frost

Medium humanoid (human, hyper), chaotic good sorcerer (great old one*) 8 [HS 7; meganaut 2/parallel 1]
Armor Class 15 (mage armor)
Hit Points 80 (8d6+24+2d10+10)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 15 (+2) 12 (+1) 18 (+4)

Saving Throws Str +3, Dex +5, Con +9, Int +5, Wis +4, Cha +10
Skills Arcana +5, Deception +10, History +5, Persuasion +10
Damage Resistances psychic
Senses passive Perception 11
Languages English, French, German; telepathy 30 ft.
Challenge 8 (3,900 XP)
Awakened Mind. Emma Frost can communicate telepathically with any creature she can see within 30 feet of her. She doesn’t need to share a language with the creature for it to understand her telepathic utterances, but the creature must be able to understand at least one language.
Hyper Bonus +3. Emma Frost’s bonus to weapons and other features (that are not skills or equipment) she is proficient with increases by 3.
Hyper Charisma: Hyper Confident. Emma Frost doubles any proficiency bonus she receives when rolling skill checks for Deception or Persuasion.
Hyper Charisma: Likable Advice (2/long rest). Emma Frost may grant an ally that can see or hear her advantage on Charisma (Deception) or Charisma (Persuasion) checks for the duration of the next social encounter they enter. She must spend at least 1 minute giving her ally advice on how to handle the social situation they are entering.

Diamond Form^ (3/long rest). Emma Frost can spend her reaction to enter her diamond form for the next 7 rounds (reverting to her human form is a reaction). While in diamond form, she gains the following benefits and drawbacks:

  • Hyper Constitution: Hyper Blooded. Emma Frost has resistance to poison as well as immunity to diseases and the poisoned condition.
  • Hyper Constitution: Hyper Endurant. Emma Frost has immunity to the paralyzed, petrified, and stunned conditions.
  • Hyper Constitution: Hyper Tough (3/long rest). Emma Frost has resistance to nonmagical damage. As a reaction, she can enter her diamond form to gain immunity to nonmagical damage for 7 rounds.
  • Hyper Feat: Monster Quality (x2). Emma Frost has resistance to cold and fire damage.
  • Diamond Skin^. Emma Frost’s AC changes to 15 + her Dexterity modifier.
  • Diamond Strikes^. Emma Frost deals 1d8 bludgeoning damage with her unarmed strikes and her Strength increases to 16 (+9 to hit, 1d8+6).
  • Hyper Flaw: Unnatural. Emma Frost has disadvantage on all non-Intimidate Charisma checks.
  • Fractured Mind^. Emma Frost is unable to cast any spells (including parallel abilities).^

Hyper Feat: Monster Quality. Emma Frost has resistance to psychic damage (and cold, fire resistance while in diamond form).
Hyper Hit Dice. Emma Frost has +2d10 hit dice.
Hyper Initiative. Emma Frost has advantage on Initiative checks.
Hyper Mortality. Emma Frost has advantage on saving throws against death and death effects.

Parallel Abilities. Emma Frost can cast the following spells without the need for components:

  • Cantrips: eldritch blast (psychic damage, not force)^, vicious mockery
  • 3rd-level (2 each/long rest): major image, sending
  • 4th-level (2 each/long rest): compulsion, phantasmal killer

Sorcery Points (8 points/long rest). Emma Frost can use her sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. Additionally she can use them to fuel her metamagic abilities.

  • Metamagic: Subtle Spell. When Emma Frost casts spell, she can spend 1 sorcery point to cast it without any somatic or verbal components.
  • Metamatic: Twinned Spell. When Emma Frost casts a spell that targets only one creature and doesn’t have a range of self, she can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Spellcasting. Emma Frost is an 8th-level spellcaster that uses Charisma as her spellcasting ability (spell save DC 18; +10 to hit with spell attacks). Emma Frost has the following spells prepared from the sorcerer spell list:

  • Cantrips: blade ward, friends, message, minor illusion, true strike
  • 1st-level (4 slots): charm person, detect magic, mage armor
  • 2nd-level (3 slots): detect thoughts, suggestion
  • 3rd-level (3 slots): clairvoyance, fear
  • 4th-level (2 slots): confusion, stoneskin

ACTIONS
Hyper Attack 2. Emma Frost may make two additional weapon attacks when she uses her action to attack.
Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) piercing damage.
Dagger. Ranged Weapon Attack: +8 to hit, range 20/60, one target. Hit: 7 (1d4+5) piercing damage.

REACTIONS
Entropic Ward (1/short rest). When a creature makes an attack roll against her, Emma Frost can use her reaction to impose disadvantage on that roll. If the attack misses her, her next attack roll against the creature has advantage if she makes it before the end of her next turn.

* The Great Old One warlock patron is a solid hit for her and just take away the expanded spells–all the leveled abilities slot right in nicely for the sorcerer class.

^ Technically she doesn’t need to have any drawbacks while doing the Diamond Form bits, so she’s gotten some unarmed damage, Strength, and AC increases while she’s using it (as she can’t use any psychic stuff). There’s also a damage switch for eldritch blast, but I think psychic is a downgrade from force. After reader feedback, we’re also going to give her another 2 points of Intelligence in the trade-offs.

 

—————— REDUCED STATBLOCK —————

 

Emma Frost

Medium humanoid, chaotic good sorcerer 8 [HS 7]
Armor Class 15 (mage armor)
Hit Points 80 (8d6+24+2d10+10)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 15 (+2) 12 (+1) 18 (+4)

Saving Throws Str +3, Dex +5, Con +9, Int +5, Wis +4, Cha +10
Skills Arcana +5, Deception +10, History +5, Persuasion +10
Damage Resistances psychic
Senses passive Perception 11
Languages English, French, German; telepathy 30 ft.
Challenge 8 (3,900 XP)

Diamond Form (3/long rest). Emma Frost can spend her reaction to enter her diamond form for the next 7 rounds (reverting to her human form is a reaction). While in diamond form, she gains the following benefits and drawbacks:

 

  • Diamond Skin. Emma Frost’s AC changes to 15 + her Dexterity modifier. She has resistance to cold, fire, and poison damage, as well as immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons. She has immunity to diseases, and the paralyzed, petrified, poisoned, and stunned conditions. Emma Frost
  • Diamond Strikes. Emma Frost deals 1d8 bludgeoning damage with her unarmed strikes and her Strength increases to 16 (+9 to hit, 1d8+6).
  • Hyper Flaw: Unnatural. Emma Frost has disadvantage on all non-Intimidate Charisma checks.
  • Fractured Mind. Emma Frost is unable to cast any spells (including parallel abilities).

 

Hyper Initiative & Mortality. Emma Frost has advantage on Initiative checks as well as on saving throws against death and death effects.

Sorcery Points (8 points/long rest).

  • Metamagic: Subtle Spell (1 sorcery point). When Emma Frost casts spell, she can cast it without any somatic or verbal components.
  • Metamatic: Twinned Spell (1 sorcery point per spell level). When Emma Frost casts a spell that targets only one creature and doesn’t have a range of self, she can target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Spellcasting. Emma Frost is an 8th-level spellcaster that uses Charisma as her spellcasting ability (spell save DC 18; +10 to hit with spell attacks). Emma Frost has the following spells prepared from the sorcerer spell list:

  • Cantrips: blade ward, eldritch blast (psychic damage, not force)^, friends, message, minor illusion, true strike, vicious mockery
  • 1st-level (4 slots): charm person, detect magic, mage armor
  • 2nd-level (3 slots): detect thoughts, suggestion
  • 3rd-level (3 slots): clairvoyance, fear
  • 3rd-level (2 each/long rest): major image, sending
  • 4th-level (2 slots): confusion, stoneskin
  • 4th-level (2 each/long rest): compulsion, phantasmal killer

ACTIONS
Hyper Attack 2. Emma Frost may make two additional weapon attacks when she uses her action to attack.
Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) piercing damage.
Dagger. Ranged Weapon Attack: +8 to hit, range 20/60, one target. Hit: 7 (1d4+5) piercing damage.

REACTIONS
Entropic Ward (1/short rest). When a creature makes an attack roll against her, Emma Frost can use her reaction to impose disadvantage on that roll. If the attack misses her, her next attack roll against the creature has advantage if she makes it before the end of her next turn.

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.

Hyper Score Marvel: Infinity Gems, the Infinity Gauntlet, and Thanos!

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 Vision and next we’ve got Hulk, then 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 always welcome however–I’ll get to them all eventually! Full cast so far is over yonder. It’s also worth noting that there are freebies for Hypercorps 2099 and if you are like “awww man I have to download something!” I’ve got some brief explanations of the Hyper Score system right here in the Star Wars D&D 5E Hack.

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!

PS: The Book of Exalted Darkness Kickstarter is almost 95% funded by more than 125 awesome backers that have unlocked the Book of Celestial Heroes do-gooder supplement–now there are pledge levels for being holy heroes or vile villains!

Take a look! There are 2 downloadable PDFs on the project page and the Kickstarter ends Saturday June 17th so get your pledge in if you dig it. Worst case scenario you walk away with a free evil adventure module, some vile character options, and if you like, the Exemplar class playtest on World Builder Blog for yins do-gooders. 😀

Book of Exalted Darkness Kickstarter evil escape 2.jpg

gawd Mike just shut up and do the thing!

 

Somebody asked for Thanos but I say to thee naylet’s do the Infinity Gauntlet instead! If you haven’t read File Off The Serial Numbers by Sean K. Reynolds go spend $2 now (you won’t regret it) because that’s what we’re doing for Thanos.

Hyper Score Marvel Thanos

PATHFINDER THANOS

Take the Void Yai Oni statblock and make the following changes:

  • REMOVE outsider type (and native, oni, shapechanger subtypes), true seeing, regeneration, immunity to cold, mwk greatclub, change shape, void form, void trap
  • ADD +2 to CR, humanoid type, damage resistance 15/hyper, resistances (cold 30, fire 30, electricity 30), immunities (aging, disease, mind-affecting effects, poison, radiation), increase Intelligence by 14 (making his skill total for all Knowledges +34 and adding 7 languages), Improved Critical (slam), starflight, Thanos’ spell-like abilities are only accessible while using his hovering chair

D&D 5E THANOS

Take the statistics for a Pit Fiend and make the following changes:

  • REMOVE fiend type, fire immunity, truesight, wall of fire, bite, claw, and tail attacks
  • ADD humanoid type, +1 CR, resistances (fire, lightning, necrotic, radiant, thunder), immunities (diseases, psychic), darkvision 120 ft., tongues
  • CHANGE Multiattack to four slams per round, rename mace as slam, change additional damage from fire to necrotic (or psychic–GM’s choice).

 

 

Hyper Score Marvel Infinity Gauntlet

THE INFINITY GAUNTLET (Pathfinder)

Aura overwhelming (all schools); CL 30th
Slot hands; Weight 7 lbs. plus 1 lb. per infinity stone

DESCRIPTION
This heavy metal gauntlet is made from a material similar to gold but far more lustrous and the power of the glove is palpable, making the air itself heavy.

The wearer of The Infinity Gauntlet gains 1 Hyper Score along with the 1st route in a hyper route of its choice, immediately gaining the benefit of their chosen hyper route. Once a creature has worn The Infinity Gauntlet and chosen this hyper route, the hyper route this item grants cannot be changed for that creature. The wearer retains this Hyper Score and hyper route only while wearing the Infinity Gauntlet. A target that removes it loses this Hyper Score and hyper route granted by this item, but instantly regains if it dons The Infinity Gauntlet again. Wearers that already have a Hyper Score only gain a hyper route if this item increases their Hyper Score enough to gain another hyper route. The Infinity Gauntlet cannot increase a creature’s Hyper Score beyond 10.

The Infinity Gauntlet uses up your entire hands slot. You may not use another item that also uses the hands slot.

When an Infinity Gem is added to The Infinity Gauntlet, the wearer gains one additional Hyper Score per Infinity Gem as well as additional hyper routes (according to their new Hyper Score). If all six Infinity Gems are added to The Infinity Gauntlet, the wearer may use their spell-like abilities at will and gains both miracle and wish as at-will spell-like abilities.

DESTRUCTION
There is no known way to destroy The Infinity Gauntlet without taking it to another universe where it is transformed into a completely mundane and ordinary gold gauntlet.

THE INFINITY GAUNTLET (D&D 5e)

Wondrous item, artifact
The power of this golden gauntlet is palpable, making the air around it shimmer and quiver. When you are wearing The Infinity Gauntlet your 1 Hyper Score increases by 1 and you gain the 1st route in a hyper route of your choice (once chosen this cannot be changed). You only gain this Hyper Score while wearing The Infinity Gauntlet. If you already have a Hyper Score you only gain a hyper route if this item increases your Hyper Score enough to gain another hyper route (this cannot increase your Hyper Score above 10.)

Your Hyper Score increases by 1 per Infinity Gem added to the Infinity Gauntlet (gaining new hyper routes according to your new Hyper Score). If all you add all six Infinity Gems to The Infinity Gauntlet, the game is over and you have won the game (able to cast wish at will). Congratulations.

Hyper Score Marvel Infinity Gems

INFINITY GEM (Pathfinder)

Aura overwhelming (varies); CL 30th
Slot none; Weight 1 lb.

DESCRIPTION
No chipping, tarnishing, or wear of any kind can be seen on this invaluably perfect gemstone and you can feel the powerful energies contained inside just by looking upon the jewel.

These remarkable gemstones float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires an Infinity Gem, they must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, an Infinity Gem must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while they sleep, for example), but they lose the benefits of the Infinity Gem during that time unless it is clenched in their fist. Infinity Gems have AC 30, 100 hit points, and hardness 20. The powers of each stone vary depending on its color and shape (see below).

  • Mind (Cyan) You gain a +4 enhancement bonus to Intelligence, telepathy 120 ft., and the following spell-like abilities (using Intelligence as your spellcasting attribute): at will–discern next of kin, intellect fortress I, mindlink, mental barrier I, mindscape door, mirror hideaway, mirror image, sow thought, thought shield II, 3/day–battlemind link, create mindscape, mindwipe, truespeak, 1/day–divide mind, greater create mindscape, mindblank, mind swap, repress memory, tower of iron will II.
  • Power (Red) You roll twice when rolling a Strength check and take the best result and gain a +4 enhancement bonus to Strength, double your Base Attack Bonus to CMB and CMD, and the following spell-like abilities (using Strength as your spellcasting attribute): at will–deadly juggernaut, empowered bull’s strength, enlarge person, mighty fist of the earth, 3/day–divine power, mass bull’s strength, righteous might, transformation.
  • Reality (Yellow) You gain a +4 enhancement bonus to Wisdom, true sight 120 ft., and the following spell-like ability (using Wisdom as your spellcasting attribute): at will–adjustable disguise, blur, invisibility, 3/day–displacement, improved invisibility, major image, 1/day–limited wish, mislead, nightmare, shadow walk.
  • Soul (Green) You gain a +4 enhancement bonus to Charisma, access to all the memories of any creature trapped inside of the gem, a kinetic blast ability (as a kineticist of 15th level but dealing force damage; ranged touch, 8d6 + 1/2 the wearer’s Constitution modifier, range 30 ft), and the following spell-like abilities (using Charisma as your spellcasting attribute): constant–tongues, at will–hyper enervation (as enervation but lowering Hyper Score instead of dealing negative levels).
  • Space (Purple) You gain a +4 enhancement bonus to Dexterity, a +30 ft. enhancement bonus to speed, and the following spell-like abilities (using Dexterity as your spellcasting attribute): at will–burst of speed, dimension door, dimensional anchor, twisted space, 3/day–dimensional bounce, teleport, walk through space, 1/day–interplanetary teleport.
  • Time (Orange) You gain a +4 enhancement bonus to Constitution, a +2 dodge bonus to AC and saving throws, cannot be caught flat-footed, and the following spell-like abilities (using Constitution as your spellcasting attribute): at will–haste, sands of time, slow, timely inspiration, time shudder, 3/day–elude time, 1/day–time stop.

DESTRUCTION
There is no known way to destroy an Infinity Gem without taking it to another universe where it is transformed into a completely mundane and ordinary jewel.

INFINITY GEM (D&D 5e)

Wondrous item, artifact
When you use a bonus action to clench an Infinity Gem in your fist or an action to toss one of these jewels into the air, the gemstone orbits your head at a distance of 2 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 26 or a successful DC 26 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

An Infinity Gem has AC 26, 50 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

  • Mind (Cyan). You gain advantage on Intelligence checks, your Intelligence increases by 3, you gain telepathy 120 ft., and you are able to cast the following spells without the need for components (using Intelligence as your spellcasting ability): 4/day–mirror image, 2/day–modify memory, 1/day–mind blank.
  • Power (Red). You gain advantage on Strength checks, your Strength increases by 3, and you are able to cast the following spells without the need for components (using Strength as your spellcasting ability): at will–jump, 4/day–bull’s strength, enlarge.
  • Reality (Yellow). You gain advantage on Wisdom checks, your Wisdom increases by 3, and you are able to cast the following spells without the need for components (using Wisdom as your spellcasting ability): at will–disguise self, 4/day–blur, invisibility, 2/day–displacement, greater invisibility, major image.
  • Soul (Green). You gain advantage on Charisma checks, your Charisma increases by 3, access to all the memories of any creature trapped inside of the gem, and you are able to cast the following spells without the need for components (using Charisma as your spellcasting ability): constant–tongues, at will–eldritch blast. In addition, as an action you may make a ranged spell attack against a creature and on a successful hit, reduce its Hyper Score by 1d4 for as many days.
  • Space (Purple). You gain advantage on Dexterity checks, your Dexterity increases by 3, your speed increases by 30 ft., and you are able to cast the following spells without the need for components (using Dexterity as your spellcasting ability): 4/day–misty step, 2/day–dimension door, 1/day–teleport.
  • Time (Orange). You gain advantage on Constitution checks, your Constitution increases by 3, your AC increases by 2, you cannot be flanked, and you are able to cast the following spells without the need for components (using Constitution as your spellcasting ability): 4/day–haste, 1/day–time stop.