Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 (free stuff alert!) 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’s character is the INVINCIBLE IRON MAN! I’m not familiar with the new series so we’re just going with Tony Stark (my favorite memories of that character, cheesy as they may be, are from the old Saturday morning cartoon on ABC–check it out if you don’t know what I’m talking about).
If there’s someone you’d like to see please comment with a request (tune in next week for Nightcrawler!), tweet at me @MikeMyler2 , or poke me on Facebook, and if you notice room for improvement let me know. Also, if you dig this, share it around and like it and so forth! Thank you!
IRON MAN (Tony Stark)
CR 26 — XP 2,457,600
LG Male human netjacker (mechwarrior) 17 [hs 7; hypernaut 1, meganaut 2]
Medium humanoid (human, hyper, netjacker robot)
Init +7; Senses (while in proxy) darkvision 60 ft., lifesense 60 ft., low-light vision; Awareness +23
AC 47, bullet 33, touch 28, flat-footed 34 (+19 armor, +5 deflection, +4 Dex, +9 dodge)
hp 186 (17d8+85+21); Hyper Bonus +3
Fort +12, Ref +17, Will +12
Defensive Abilities improved evasion; DR 4/—[HF]; Immune netjacker robot traits; Resist cold 15, fire 15
Weaknesses vulnerable to critical hits, vulnerable to electricity
Hyper Flaws fetish (iron man armor), personal problem (compulsion: alcoholism)
Speed 30 ft. without proxy; fly 90 ft. (average)
Melee unarmed +34/+29/+29/+24/+24 (1d3+22 bludgeoning) or with Improved Devastating Vital Strike +29 (3d3+26 bludgeoning)
Ranged missile +28 (12d6+12 bludgeoning and fire, range 120 ft.)
Ranged repulsor beam +28/+23/+23/+18/+18 or +26/+26/+21/+21/+16/+16 (3d4+12 force, range 60 ft.) or with Improved Devastating Vital Strike (“UNIBEAM!”) +28 (9d4+16 force, range 60 ft.)
Ranged strong hurl +28 touch (1d8 per 100 pounds+22 or 4d8 per 400 pounds+22, range 30 ft.; light load is 2,144 pounds)
Special Attacks combat hacks (melee +2, ranged +2), hyper bonus +3
Str 10 (31), Dex 10 (19), Con 18, Int 28, Wis 9, Cha 18, Luck 28, Rep 25
Hyper Strength 2 (Strong Back, Strong Hurl)[HF], Hyper Constitution 2 (Hyper Tough)[HF], Hyper Intelligence 3 (Hyper Ingenuity 3/day, Hyper Smart 3/day)
Base Atk +12; CMB +34; CMD 57
Feats Alertness [B], Clustered Shots [B], Craft Cybernetics, Craft Technological Arms and Armor, Craft Technological Item [B], Devastating Vital Strike, Dodge [B], Extra Evolution (4), Flyby Attack, Impact Critical Shot, Improved Unarmed Strike [B], Improved Vital Strike, Point-Blank Shot [B], Precise Shot [B], Rapid Shot [B], Technologist [B], Vital Strike; Hyper Feats Extra Hyper Attribute (3)[HF], Hyper Lucky, Hyper Wealth
Skills Awareness +23, Bluff +14, Craft (mechanical) +35, Diplomacy +19, Disable Device +22, Fly +11, Knowledge (arcana, dungeoneering, local, nature, nobility, planes, religion) +15, Knowledge (engineering) +29, Knowledge (geography, history) +15, Knowledge (technology) +37, Linguistics +14, Profession (industrialist, scientist) +13, Search +29, Sense Motive +21, Stealth +12, Use Technology +32, Vehicular Control +8
Languages English, 11 other languages, translator for terrestrial languages in suit; electronic telepathy 40 ft.
SQ advanced hacking talents (equipment malefactor, fast-fix 3d8+17 12/day, invisibility to tech 340 ft. for 9/rounds 12/day, smart dodge +8), hacking talents (evasion, firesale, flash firewall, improved evasion), hyper attack 2, hyper initiative, hyper mortality, robot warrior, tech doyen, tech master, tech savant +5 (hypernet only), tech wiz +8 (insight bonus to all Craft (mechanical), Knowledge (technology), and Use Technology checks)
Gear [+5] Iron Man Armor (mechwarrior proxy; Tony has made his proxy into a +5 advanced item), hyperjack (linked to all aspects of his suit), [+5 ring of protection]
Robot Immunities (Ex) Netjacker robots are immune to ability damage, ability drain, bleed, disease, death effects, fatigue, exhaustion, energy drain, mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), necromancy effects, nonlethal damage, paralysis, poison, sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Robot Warrior (Ex) [from the Mechwarrior archetype for Netjackers]: A mechwarrior begins play with one robot (a proxy) she is able to wear like a suit of armor. The proxy mimics all of the mechwarrior’s movements, and the mechwarrior perceives through the proxy’s senses and speaks through its voice modulator; for the purposes of game mechanics the two are now one creature. The mechwarrior directs all of the proxy’s actions while it is worn.
While wearing her proxy, the mechwarrior uses the proxy’s Strength and Dexterity, but retains her own Constitution, Intelligence, Wisdom, and Charisma. The mechwarrior gains the proxy’s hit points as temporary hit points. When these hit points reach 0, the proxy is broken and counts against the mechwarrior’s carrying capacity. The mechwarrior uses the proxy’s base attack bonus, and gains the proxy’s armor, natural armor bonuses, and modifiers to ability scores. The mechwarrior also gains access to the proxy’s special abilities and the proxy’s upgrades. The mechwarrior is still limited to the proxy’s maximum number of natural attacks. The proxy has no skills or feats of its own. The proxy must be at least the same size as the mechwarrior. The proxy’s temporary hit points may can be restored through the same means as any other robot. Getting into or out of a proxy is a full-round action that provokes attacks of opportunity.
While wearing her proxy, the mechwarrior loses the benefits of her armor. She counts as both her original type and a robot for any effect related to type, whichever is worse for the mechwarrior. Spells such as antitech field or destroy robot work normally on the proxy, but the mechwarrior is unaffected. Neither the mechwarrior nor her proxy can be targeted separately, as they are fused into one creature. The mechwarrior and proxy cannot take separate actions. While fused with her proxy, the mechwarrior can use all of her own abilities and gear, except for her armor. In all other cases, this ability functions as the netjacker’s normal robot artist ability (for example, the proxy and netjacker share a digital watermark).
This modifies and replaces robot artist.
[+5] IRON MAN ARMOR
N Medium construct (robot); Senses darkvision 60 ft., lifesense 60 ft., low-light vision
AC 33, bullet 19, touch 14, flat-footed 29 (+19 armor, +4 Dex)
hp 125 (12d10+59)
Immune netjacker robot traits; Resist cold 15, fire 15
Weaknesses vulnerable to critical hits, vulnerable to electricity
Speed 30 ft., fly 90 ft. (average)
Str 31, Dex 19, Con —, Int 6, Wis 10, Cha 10
Upgrades (26 points) Ability score increase (Str +4, Dex +2), lightweight (3), energy ray (repulsor beam, 2), fly (6), lifesense, resist (cold, fire)
Cost 34,000bt; Weight 210 lbs.
SOME NOTES ON THE PATHFINDER BUILD
As one of the world’s most powerful super heroes, Tony is a biggun–so big that he’s about as tough as Lucifer (and just as smart). He can buy whatever additional equipment you think is appropriate, but I think this is as streamlined as he gets (no mega-cannon) and definitely not the Hulk build, but definitely not Mark 1.
IRON MAN (Tony Stark)
Medium humanoid (human), lawful good
Armor Class 18 (8 Iron Man suit)
Hit Points 210 (28d8+84)
Speed 30 ft., fly 90 ft.
*Outside of his Iron Man suit, Tony Stark loses all his features but Technofanatic, all of his attacks (his Unarmed Strike changes to +6, 1d3+1), and his ability scores change to Strength 12, Dexterity 14, Constitution 14.
Saving Throws Str +10, Int +10, Wis +4, Cha +9
Skills Deception +9, Insight +4, Investigation +10, Perception +4, Persuasion +9, Technology +10
Damage Vulnerabilities critical hits, lightning
Damage Resistances cold, fire, poison, psychic; bludgeoning, piercing, slashing
Condition Immunities exhaustion, petrified, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 14
Languages English and 10 other languages
Challenge 16 (15,000 XP)
Artificial Response. When Iron Man is charmed, paralyzed, or stunned, he may spend a bonus action to make a saving throw to eliminate the condition. Iron Man may only use artificial response once against any one instance of an effect.
Rapid Reflexes. When Iron Man makes a Dexterity saving throw to reduce the damage of a spell or attack, on a success he takes no damage and on a failure he takes half damage.
Strongback. Iron Man is able to throw objects as heavy as 1 ton (2,000 pounds) and lift objects ten times that weight.
Targeting Relays. Iron Man does not suffer disadvantage for making ranged attacks while within reach of an enemy.
Technofanatic. Iron Man has advantage on Technology checks.
Multiattack. Iron Man makes any combination of four unarmed strikes and repulsor blasts, two missile attacks, or one missile attack and a combination of two unarmed strikes and repulsor blasts each round.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (2d8+11) bludgeoning damage.
Missile. Ranged Weapon Attack: +9 range (60/500), multiple targets (20-foot-square). Hit: 39 (8d8+3) bludgeoning and fire damage; DC 18 Dexterity saving throw reduces damage by half.
Repulsor Blast. Ranged Weapon Attack: +9 to hit, range (100/500), one target. Hit: 25 (5d8+3) force damage.
Thrown Object. Ranged Weapon Attack: +9 to hit, range (100/200), multiple targets (determined by object size; make one attack roll per target). Hit: 15 (1d8+11) 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 101 [21d8+7] at 2,000 pounds).
Unibeam (Recharge 5-6). Iron Man unleashes the weapon in his chestplate, blasting a potent beam of force in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 88 (16d10) force damage on a failed save, or half as much damage on a successful one. Creature that fail their saving throw are also pushed back a number of feet equal to half the damage they take (round up).
SOME NOTES ON THE D&D 5E BUILD
I eschewed the book’s mechwarrior (sorcerer archetype) NPC build for a straight monster build–as mentioned elsewhere, Hypercorps 2099 was envisioned and originally but for Pathfinder then translated to 5E, and the latter is not quite as flexible for player options as the former. Don’t get me wrong, it definitely still delivers super cyberbunk and is really a great time, but building whatever-you-can-fathom inside playable parameters is definitely more challenging because of the ability score caps and different resource distribution in D&D 5E. He’d probably end up past CR 21+ and at that point in 5E you’d never use him (the Pathfinder build above is definitely nearing epic play) whereas a CR 16 is much more likely to find room at your gaming table. 🙂