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.

Street Fighter D&D 5e: Zangief!

Welcome to the 22nd post for Street Fighter D&D 5E!

Check out last week’s character (E. Honda!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

All the requests have been built! At this point nearly all of the original cast is in the mix so I’m thinking I’ll finish them up (Zangief, Sagat, then Deejay and Gouken), see about a free PDF of all these builds collected together, and then the next project (if you follow me you know what’s up, but no worries–the new series starts in about a month.

Also check out Mists of Akuma (40 page preview PDF) or its other free stuff! ^_^ Thanks for visiting my website!

zangief dnd 5e

Zangief

Large humanoid (ropaeo), neutral barbarian (frenzied berserker) 16
Armor Class 16 (Constitution, enormous, martial arts stance)
Hit Points 182 (16d12+80)
Speed 40 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 15 (+2) 20 (+5) 11 (+0) 14 (+2) 13 (+1) 9 (-1) 15 (+2)

Saving Throws Str +10, Con +10
Skills Athletics +10 (advantage to grapple), Deception +6 (never disadvantage), Insight +7, Intimidation +6 (never disadvantage), Perception +7
Damage Resistances acid (bludgeoning, piercing, and slashing when raging)
Condition Immunities charmed, frightened (when raging)
Senses passive Perception 17
Languages Ropaeo, Soburin (Common)
Challenge 13 (10,000 XP)
Background Feature (Gaijin): Kengen Diehard. Zangief does not hide his heritage unless it is absolutely necessary, causing people to dislike him and possibly barring him entry or service at some businesses. Most of the time this proves to be a hindrance but many merchants utilize the rogue Kengen generals to smuggle contraband and technology across the prefectures. As long as the settlement Zangief is in has 100 or more people, he is able to locate a merchant that will sell him technological items (pistols, muskets, bullets, bombs, gunpowder, and more at the GM’s discretion) at half price.
Danger Sense. Zangief has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.
Enormous. Zangief is absolutely gigantic for a human, increasing his size to Large and his unarmed strike damage to 1d6 (from 1d4) while lowering his AC by 2.
Feat: Tavern Brawler. Zangief is proficient with improvised weapons and unarmed strikes (which deal d4 for damage, increased to 1d6 by his size). When Zangief hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Feral Instinct. Zangief has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.
Foreigner. Zangief has disadvantage on Wisdom or Charisma checks against non-Ropaeo that are aware of his heritage. This does not affect checks using Insight or Persuasion.
Intimidating Presence. Zangief can use his action to frighten someone with his menacing presence. When he does so, he chooses one creature within 30 feet that he can see. If the creature can see or hear Zangief, it must succeed on a DC 15 Wisdom saving throw or be frightened of Zangief until the end of his next turn. On subsequent turns, Zangief can use his action to extend the duration of this effect on the frightened creature until the end of his next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from Zangief. If the creature succeeds on its saving throw, Zangief can’t use this feature on that creature again for 24 hours.
Mindless Rage. Zangief can’t be charmed or frightened while raging. If he is charmed or frightened when he enters his rage, the effect is suspended for the duration of the rage.

Rage (5/long rest). On his turn, Zangief 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 +4 bonus to the damage roll,
  • and he has resistance to bludgeoning, piercing, and slashing damage.

His rage lasts for 1 minute. It ends early if Zangief 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. Zangief can also end his rage on his turn as a bonus action.

Reckless Attack. When Zangief make his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Relentless Rage. If Zangief drops to 0 hit points while he’s raging and doesn’t die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10.
Social Adept. Zangief has proficiency with Deception and Intimidation. He is never at disadvantage when making checks with either of these skills.
Stance of Breaking Stone (2). Zangief has learned to strike with a resonance that corrodes creatures and objects on a level beyond understanding, weakening virtually everything but the most impervious targets. His unarmed strikes deal an additional 1d6 acid damage (this damage is not multiplied on a critical hit), he has resistance to acid damage, and he has advantage on checks made to grapple a foe or to avoid being grappled.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Zangief’s AC equals 10 + his Dexterity modifier + his Constitution modifier  + 1 (the number of martial arts stances he knows).
Unarmored Movement. Zangief’s speed increases by 10 feet while he is not wearing armor or wielding a shield.

ACTIONS
Multiattack. Zangief attacks twice.
Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage plus 3 (1d6) acid damage. When raging, Zangief deals 4 additional damage on each successful hit.
Brutal Critical. Zangief can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Double Lariat. Zangief can use his action to make a melee attack against any number of creatures within 5 feet of him, with a separate attack roll for each target. If he is grappling a creature, Zangief may use this feature as if he had a reach of 10 feet, dealing an amount of damage to the grappled creature equal to the damage he deals to each target.
Frenzy. Zangief can go into a frenzy when he rages. If he does so, for the duration of his rage he can make a single melee weapon attack as a bonus action on each of his turns after this one. When his rage ends, he suffers one level of exhaustion.
Spinning Piledriver. Zangief can use his action to take a creature he has restrained, leap into the air in a dizzying spin, and slam his foe into the ground head first. The target takes 71 (12d12+5) bludgeoning damage and is prone. A DC 18 Strength saving throw reduces this damage by half.

REACTIONS
Retaliation. When Zangief takes damage from a creature that is within 5 feet of him, he can use his reaction to make a melee weapon attack against that creature.

 

ZANGIEF’S TIGHTS

Rare wondrous item
The feel of spandex reminds Zangief of the many victories in his past, daring him to be bolder when he fights. While wearing his tights, Zangief gains the following features:

    • Double Lariat. Zangief can use his action to make a melee attack against any number of creatures within 5 feet of him, with a separate attack roll for each target. If he is grappling a creature, Zangief may use this feature as if he had a reach of 10 feet, dealing an amount of damage to the grappled creature equal to the damage he deals to each target.
    • Spinning Piledriver. Zangief can use his action to take a creature he has restrained, leap into the air in a dizzying spin, and slam his foe into the ground head first. The target takes 71 (12d12+5) bludgeoning damage and is prone. A DC 18 Strength saving throw reduces this damage by half.

 

 

 

—————— REDUCED STATBLOCK ————–

 

Zangief

Large humanoid (ropaeo), neutral barbarian (frenzied berserker) 16
Armor Class 16 (Constitution, enormous, martial arts stance)
Hit Points 182 (16d12+80)
Speed 40 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 15 (+2) 20 (+5) 11 (+0) 14 (+2) 13 (+1) 9 (-1) 15 (+2)

Saving Throws Str +10, Con +10
Skills Athletics +10 (advantage to grapple), Deception +6 (never disadvantage), Insight +7, Intimidation +6 (never disadvantage), Perception +7
Damage Resistances acid (bludgeoning, piercing, and slashing when raging)
Condition Immunities charmed, frightened (when raging)
Senses passive Perception 17
Languages Ropaeo, Soburin (Common)
Challenge 13 (10,000 XP)

Danger Sense. Zangief has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.
Feat: Tavern Brawler. When Zangief hits a creature with an unarmed strike or an improvised weapon on his turn, he can use a bonus action to attempt to grapple the target.
Feral Instinct. Zangief has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.
Intimidating Presence. Zangief can use his action to frighten someone with his menacing presence. When he does so, he chooses one creature within 30 feet that he can see. If the creature can see or hear Zangief, it must succeed on a DC 15 Wisdom saving throw or be frightened of Zangief until the end of his next turn. On subsequent turns, Zangief can use his action to extend the duration of this effect on the frightened creature until the end of his next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from Zangief. If the creature succeeds on its saving throw, Zangief can’t use this feature on that creature again for 24 hours.

Rage (5/long rest). On his turn, Zangief 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,
  • he can make a single melee weapon attack as a bonus action on each of his turns

His rage lasts for 1 minute after which he gains 1 level of exhaustion. It ends early if Zangief 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. Zangief can also end his rage on his turn as a bonus action.

Reckless Attack. When Zangief make his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Relentless Rage. If Zangief drops to 0 hit points while he’s raging and doesn’t die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10.

ACTIONS
Multiattack. Zangief attacks twice. He can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage plus 3 (1d6) acid damage. When raging, Zangief deals 4 additional damage on each successful hit.
Double Lariat. Zangief can use his action to make a melee attack against any number of creatures within 5 feet of him, with a separate attack roll for each target. If he is grappling a creature, Zangief may use this feature as if he had a reach of 10 feet, dealing an amount of damage to the grappled creature equal to the damage he deals to each target.
Spinning Piledriver. Zangief can use his action to take a creature he has restrained, leap into the air in a dizzying spin, and slam his foe into the ground head first. The target takes 71 (12d12+5) bludgeoning damage and is prone. A DC 18 Strength saving throw reduces this damage by half.

REACTIONS
Retaliation. When Zangief takes damage from a creature that is within 5 feet of him, he can use his reaction to make a melee weapon attack against that creature.

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.

Street Fighter D&D 5E: E. Honda!

e honda dnd 5e

Welcome to the 21st post for Street Fighter D&D 5E!

Check out last week’s character (Necalli!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

All the requests have been built! At this point nearly all of the original cast is in the mix so I’m thinking I’ll finish them up (Zangief, Sagat, then Deejay and Gouken), see about a free PDF of all these builds collected together, and then the next project begins (if you follow me you know what’s up, but no worries–the new series starts in about a month).

Also check out Mists of Akuma (40 page preview PDF) or its other free stuff! ^_^ Thanks for visiting my website!

 

E. Honda

Medium humanoid (soburi), lawful good monk (martial artist) 3/fighter (battlemaster) 13
Armor Class 16 (Wisdom, martial arts stances)
Hit Points 159 (3d8+13d10+64)
Speed 40 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 14 (+2) 18 (+4) 11 (+0) 16 (+3) 13 (+1) 18 (+4) 9 (-1)

Saving Throws Str +9, Dex +7
Skills Athletics +9, History +5, Insight +8
Damage Resistances bludgeoning
Senses passive Perception 13
Languages Soburi (Common)
Challenge 11 (7,200 XP)

Action Surge. On his turn, E. Honda can take one additional action on top of his regular action and a possible bonus action. Once he has used this feature, he must finish a short or long rest before he can use it again.
Fighting Style: Dueling. When E. Honda is wielding a melee weapon in one hand and no other weapons, he gains a +2 bonus to damage rolls with that weapon.
Indomitable. E. Honda can reroll a saving throw that he fails. If he does so, he must use the new roll. After using this feature twice, he can’t use this feature again until he finishes a long rest.
Ki (3 points). E. Honda harnesses the mystic energy of ki and can spend these points to fuel various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended ki back into himself. E. Honda must spend at least 30 minutes of the rest meditating to regain his ki points.

  • Flurry of Blows. Immediately after E. Honda takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. E. Honda can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. E. Honda can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.

Know Your Enemy. If E. Honda spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own. The GM reveals if the creature is your equal, superior, or inferior in regard to two of the following characteristics of his choice: Strength score, Dexterity score, Constitution score, armor class, current hit points, total class levels (if any), fighter class levels (if any).

Martial Archetype: Combat Superiority (6d10). E. Honda knows the following maneuvers. He can use only one maneuver per attack. A superiority die is expended when E. Honda uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Disarming Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it’s holding. He adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Strength saving throw. On a failed save, it drops the object he chose. The object lands at its feet.
  • Distracting Strike. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to distract the creature, giving his allies an opening. He adds the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of E. Honda’s next turn.
  • Goading Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. E. Honda adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other E. Honda you until the end of his next turn.
  • Lunging Attack. When E. Honda makes a melee weapon attack on his turn, he can expend one superiority die to increase his reach for that attack by 5 feet. If he hits, he adds the superiority die to the attack’s damage roll.
  • Maneuvering Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to maneuver one of his comrades into a more advantageous position. He adds the superiority die to the attack’s damage roll, and he chooses a friendly creature who can see or hear her. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of E. Honda’s attack.
  • Menacing Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to frighten the target. He adds the superiority die to the attack’s damage roll, and the target must make a DC 17 Wisdom saving throw. On a failed save, it is frightened of E. Honda until the end of his next turn.
  • Pushing Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to drive the target back. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 17 Strength saving throw. On a failed save, E. Honda pushes the target up to 15 feet away from him.
  • Sweeping Attack. When E. Honda hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. He chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number he rolls on his superiority die. The damage is of the same type dealt by the original attack.  
  • Trip Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 17 Strength saving throw. On a failed save, E. Honda knocks the target prone.

Martial Arts. E. Honda can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d4 in place of the normal damage of his unarmed strike or monk weapons. In addition, when E. Honda uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.
Relentless. When E. Honda rolls initiative and has no superiority dice remaining, he regains 1 superiority die.
Second Wind. On his turn, E. Honda can use a bonus action to regain 1d10+13 hit points. Once he has used this feature, he must finish a short or long rest before he can use it again.
Stance of the Stout Boar (3). E. Honda’s unarmed strikes deal an additional 1d8 bludgeoning damage, he may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, he has advantage on saving throws against effects or spells that would cause him to move, and he gains resistance to bludgeoning damage.
Stance Scion. E. Honda has learned 1 martial arts stances through his monk training.
Unarmored Defense. While he is wearing no armor and not wielding a shield, E. Honda’s AC equals 10 + his Dexterity modifier + his Wisdom modifier +  the number of martial arts stances he knows.
Unarmored Movement. E. Honda’s speed increases by 10 feet while he is not wearing armor or wielding a shield.
Unarmed Savant. E. Honda’s unarmed strike damage increases by one step (to 1d6) due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. E. Honda attacks 3 times. If using unarmed strikes, he may spend a bonus action to attack a fourth time or a bonus action and 1 ki to attack a fourth and fifth time.
Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (1d8+1d6+6) bludgeoning damage.
Hundred Hand Slap. E. Honda spends an action throwing his arms forward in strikes so rapid that they move too quickly for the eye to follow. Until the beginning of his next turn, any creature that enters or starts its turn in the area (any squares in a 180 degree arc in the direction E. Honda is facing and within his reach) takes 28 (2d8+2d6+12) bludgeoning and force damage. A DC 16 Dexterity saving throw made with disadvantage reduces this damage by half, but failure by 5 or more causes a creature to take double damage instead. Until the beginning of his next turn, E. Honda’s speed is reduced to 5 feet. E. Honda may spend superiority dice when a creature is damaged by Hundred Hand Slap.
Sumo Headbutt. When making his first attack in the round, E. Honda may make a Strength (Athletics) check against a target creature’s AC as long as he moves at least 5 feet. On a success, he gains advantage on his first attack roll and if he hits, it becomes a critical hit (if it would be a natural critical hit it deals 10 extra damage).

REACTIONS
Deflect Missile. E. Honda can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 14 (1d8+1d6+6).

 

E. HONDA’S MAWASHI

Legendary wondrous item
As a celebrated sumo wrestler, any mawashi that E. Honda wears into battle has been carefully prepared by attendants, anointed with incense, oils, and prayers that unlock his greater power. While wearing his mawashi, E. Honda is able to use his fighting style feature with his unarmed strike. In addition, he gains the following two features:

  • Hundred Hand Slap. E. Honda spends an action throwing his arms forward in strikes so rapid that they move too quickly for the eye to follow. Until the beginning of his next turn, any creature that enters or starts its turn in the area (any squares in a 180 degree arc in the direction E. Honda is facing and within his reach) takes 28 (2d8+2d6+12) bludgeoning and force damage. A DC XX Dexterity saving throw made with disadvantage reduces this damage by half, but failure by 5 or more causes a creature to take double damage instead. Until the beginning of his next turn, E. Honda’s speed is reduced to 5 feet. E. Honda may spend superiority dice when a creature is damaged by Hundred Hand Slap.
  • Sumo Headbutt. When making his first attack in the round, E. Honda may make a Strength (Athletics) check against a target creature’s AC as long as he moves at least 5 feet. On a success, he gains advantage on his first attack roll and if he hits, it becomes a critical hit (if it would be a natural critical hit it deals 10 extra damage).

 

————– REDUCED STATBLOCK —————

 

E. Honda

Medium humanoid (soburi), lawful good monk (martial artist) 3/fighter (battlemaster) 13
Armor Class 16 (Wisdom, martial arts stances)
Hit Points 159 (3d8+13d10+64)
Speed 40 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 14 (+2) 18 (+4) 11 (+0) 16 (+3) 13 (+1) 18 (+4) 9 (-1)

Saving Throws Str +9, Dex +7
Skills Athletics +9, History +5, Insight +8
Damage Resistances bludgeoning
Senses passive Perception 13
Languages Soburi (Common)
Challenge 11 (7,200 XP)
Action Surge (1/short rest). On his turn, E. Honda can take one additional action on top of his regular action and a possible bonus action.
Indomitable (2/long rest). E. Honda can reroll a saving throw that he fails. If he does so, he must use the new roll.

Ki (3 points).

  • Patient Defense. E. Honda can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. E. Honda can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.

Know Your Enemy. If E. Honda spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own. The GM reveals if the creature is your equal, superior, or inferior in regard to two of the following characteristics of his choice: Strength score, Dexterity score, Constitution score, armor class, current hit points, total class levels (if any), fighter class levels (if any).
Martial Archetype: Combat Superiority (6d10). E. Honda can use only one maneuver per attack. A superiority die is expended when E. Honda uses a maneuver. He regains all of his expended superiority dice when he finishes a short or long rest.

  • Disarming Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to disarm the target, forcing it to drop one item of his choice that it’s holding. He adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Strength saving throw. On a failed save, it drops the object he chose. The object lands at its feet.
  • Distracting Strike. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to distract the creature, giving his allies an opening. He adds the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than him has advantage if the attack is made before the start of E. Honda’s next turn.
  • Goading Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to goad the target into attacking him. E. Honda adds the superiority die to the attack’s damage roll, and the target must make a DC 18 Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other E. Honda you until the end of his next turn.
  • Lunging Attack. When E. Honda makes a melee weapon attack on his turn, he can expend one superiority die to increase his reach for that attack by 5 feet. If he hits, he adds the superiority die to the attack’s damage roll.
  • Maneuvering Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to maneuver one of his comrades into a more advantageous position. He adds the superiority die to the attack’s damage roll, and he chooses a friendly creature who can see or hear her. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of E. Honda’s attack.
  • Menacing Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to frighten the target. He adds the superiority die to the attack’s damage roll, and the target must make a DC 17 Wisdom saving throw. On a failed save, it is frightened of E. Honda until the end of his next turn.
  • Pushing Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to drive the target back. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 17 Strength saving throw. On a failed save, E. Honda pushes the target up to 15 feet away from him.
  • Sweeping Attack. When E. Honda hits a creature with a melee weapon attack, he can expend one superiority die to attempt to damage another creature with the same attack. He chooses another creature within 5 feet of the original target and within his reach. If the original attack roll would hit the second creature, it takes damage equal to the number he rolls on his superiority die. The damage is of the same type dealt by the original attack.  
  • Trip Attack. When E. Honda hits a creature with a weapon attack, he can expend one superiority die to attempt to knock the target down. He adds the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 17 Strength saving throw. On a failed save, E. Honda knocks the target prone.

Relentless. When E. Honda rolls initiative and has no superiority dice remaining, he regains 1 superiority die.
Second Wind (1/short rest). On his turn, E. Honda can use a bonus action to regain 1d10+13 hit points.
Stance of the Stout Boar (3). E. Honda may ignore nonmagical difficult terrain or terrain movement costs (such as from climbing or swimming) so long as all his movement is in a straight line and ends with him making a melee weapon attack, and he has advantage on saving throws against effects or spells that would cause him to move.

ACTIONS
Multiattack. E. Honda attacks 3 times. If using unarmed strikes, he may spend a bonus action to attack a fourth time or a bonus action and 1 ki to attack a fourth and fifth time.
Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (1d8+1d6+6) bludgeoning damage.
Hundred Hand Slap. E. Honda spends an action throwing his arms forward in strikes so rapid that they move too quickly for the eye to follow. Until the beginning of his next turn, any creature that enters or starts its turn in the area (any squares in a 180 degree arc in the direction E. Honda is facing and within his reach) takes 28 (2d8+2d6+12) bludgeoning and force damage. A DC 16 Dexterity saving throw made with disadvantage reduces this damage by half, but failure by 5 or more causes a creature to take double damage instead. Until the beginning of his next turn, E. Honda’s speed is reduced to 5 feet. E. Honda may spend superiority dice when a creature is damaged by Hundred Hand Slap.
Sumo Headbutt. When making his first attack in the round, E. Honda may make a Strength (Athletics) check against a target creature’s AC as long as he moves at least 5 feet. On a success, he gains advantage on his first attack roll and if he hits, it becomes a critical hit (if it would be a natural critical hit it deals 10 extra damage).

REACTIONS
Deflect Missile. E. Honda can spend his reaction to strike a missile when he is hit by a ranged weapon attack, reducing its damage by 14 (1d8+1d6+6).

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.

Street Fighter D&D 5E: Necalli!

Welcome to the 20th post for Street Fighter D&D 5E!

Check out last week’s character (T. Hawk!), and if you think this can be improved in any way don’t hesitate to speak up (@MikeMyler2 on Twitter, over here on Facebook, and also on Google+) and let me know!

I am finally on top of the queue for this series—all the requests have been built! At this point nearly all of the original cast is in the mix so I’m thinking I’ll finish them up (E. Honda and Zangief), and then I’ll take the time I would spend designing to make a free PDF for folks, I think. At this point it’d have something like over 20 characters and a bunch of magic items besides. Yay? Nay. I’m thinking yay. Capcom likes fans being fans, I think. 😀

Also check out Mists of Akuma (40 page preview PDF) or its other free stuff! ^_^ Thanks for visiting my website!

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Necalli

Medium humanoid (oni-touched), neutral evil barbarian (faded warrior) 14 / monk (martial artist) 5
Armor Class 20 (Constitution, martial arts stance)
Hit Points 195 (14d12+5d8+76)
Speed 55 ft. (+10 ft. in combat)

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 20 (+5) 19 (+4) 12 (+1) 17 (+3) 14 (+2) 5 (-3) 24 (+7)

Saving Throws Str +10, Con +10
Skills Athletics +10, Deception +8, Intimidation +8, Religion +7, Survival +9
Damage Immunities necrotic
Condition Immunities fear, Mists of Akuma
Senses darkvision 60 ft., passive Perception 13
Languages Adeddo, Deep Speech, Soburi (Common)
Challenge 18 (20,000 XP)
Background Feature (Haunted One): Heart of Darkness. Though they might fear him, commoners extend every courtesy to Necalli and do their utmost to help him. Unless he has shown himself to be a danger to them, they will even take up arms to fight alongside him, should he find himself facing an enemy alone.
Corrupted. Necalli cannot die from or be transformed by exposure to the Mists of Akuma regardless of how high his Haitoku attribute is.
Danger Sense. Necalli has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.

Dark Chi (5 points). Necalli harnesses the fell energy of dark chi and can spend these points to fuel various chi features. When he spends a chi point, it is unavailable until he finishes a short or long rest, at the end of which he draws all of his expended chi back into himself. Necalli must spend at least 30 minutes of the rest meditating to regain his chi points.

  • Flurry of Blows. Immediately after Necalli takes the Attack action on his turn, he can spend 1 chi point to make two unarmed strikes as a bonus action.
  • Patient Defense. Necalli can spend 1 chi point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Necalli can spend 1 chi point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Strike. Necalli can spend 1 chi point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 17 Constitution saving throw or be stunned until the end of Necalli’s next turn.

Dark Chi Technique. Whenever Necalli hits a creature with one of the attacks granted by his Flurry of Blows, he can impose one of the following effects:

  • The target must succeed on a DC 17 Wisdom saving throw or be poisoned by Necalli’s chi for 5 rounds. The purity of body feature does not protect against this poison.
  • The attack deals 1d4 extra necrotic damage and all of the attack’s damage changes to necrotic.
  • The target can’t use ki, divine features, or cast divine spells until the end of Necalli’s next turn.
  • The target makes a DC 17 Charisma saving throw or for the next 24 hours detects as the alignment of Necalli’s choice.

Deception. Necalli gains proficiency in Deception.
Faded. For the duration of his rage, whenever Necalli takes damage from a creature that is within 5 feet of him, that creature takes 6 necrotic damage. When his rage ends, Necalli suffers a level of exhaustion (because he is immune to the misted condition).
Fearless. Necalli cannot be frightened.
Feat: Grappler. Necalli has advantage on attack rolls against a creature he is grappling. He can use his action to try to pin a creature grappled by him. To do so, Necalli makes another grapple check. If he succeeds, he and the creature are both restrained until the grapple ends.
Feral Instinct. Necalli has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.
Hated. Necalli has the hated condition (he never has disadvantage on Intimidation but has disadvantage on all other social Charisma-based skill checks).
High Haitoku. Necalli gains a +10 ft. bonus to speed in combat, +1 to Strength and Dexterity, he ignores the first 3 points of damage from attacks and spells, but has a visible physical mutation (appearing nearly feral), and suffers disadvantage on Dignity ability checks and saving throws. When he rages, his appearance changes dramatically to make him appear as a hellish oni, his hair scorching with energy and lashing out like striking blades.
Magic Talent. Necalli is able to cast chill touch and thorn whip (using his hair) with only somatic components (spell attack +8, spell save DC 16).
Martial Arts. Necalli can use Dexterity instead of Strength for the attack and damage rolls of his unarmed strikes and monk weapons, and he rolls a 1d6 in place of the normal damage of his unarmed strike or monk weapons. In addition, when Necalli uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.
Master of the Mists. Whenever Necalli rages he may choose an ability score other than Dignity. For the duration of his rage, this attribute uses his Haitoku score instead of its normal score. He cannot be transformed into adeddo-oni by accumulating levels of the misted condition.

Rage (5/long rest). On his turn, Necalli 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 bludgeoning, piercing, and slashing damage.

His rage lasts for 1 minute. It ends early if Necalli 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. Necalli can also end his rage on his turn as a bonus action.

Reckless Attack. When Necalli make his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Relentless Rage. If Necalli drops to 0 hit points while he’s raging and doesn’t die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10.
Stance of the Waning Moon (3). Necalli’s unarmed strikes deal an additional 1d8 necrotic damage and he has immunity to necrotic damage.
Soul Offering. As a bonus action, Necalli takes a grappled foe and dashes forward, slamming his opponent into something before either furiously clawing at them (changing his unarmed strikes’ damage to slashing until the end of his turn) or if enraged, striking them with a potent blast of dark energy that deals 54 (12d8) necrotic damage. Once Necalli has used this feature, he cannot do so again for 1 minute or until he is reduced to 20 hp or less.
Unarmored Defense. While he is wearing no armor and not wielding a shield, Necalli’s AC equals 10 + his Dexterity modifier + his Wisdom modifier or Constitution modifier (whichever is higher)  + 1 (the number of martial arts stances he knows).
Unarmored Movement. Necalli’s speed increases by 20 feet while he is not wearing armor or wielding a shield.
Valiant Rebellion. By spending a bonus action Necalli slams his foot into the ground, the power of his stomp sending the earth beneath his opponents popping upwards. He chooses one creature within reach, forcing it to make a DC 18 Strength saving throw or go prone.

ACTIONS
Multiattack. Necalli attacks 3 times. If using unarmed strikes, he may spend a bonus action to attack a fourth time or a bonus action and 1 chi to attack a fourth and fifth time.
Unarmed. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) bludgeoning damage plus 4 (1d8) necrotic damage. When raging, Necalli deals 9 additional damage on each successful hit.
Brutal Critical. Necalli can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Mask of Tlalli (1/turn). When Necalli hits with an unarmed strike, instead of dealing damage he can choose to grab the face of his opponent in a grapple. As a bonus action, he can then slam the target onto the ground, giving them the prone condition and dealing his unarmed strike damage.
Striker of the Mists. While Necalli is raging the damage of his melee weapon attacks increases by 6. He cannot withhold any damage when damaging a creature below 0 hit points.
The Disc’s Guidance. When Necalli moves at least 10 feet in a straight line immediately before attacking a creature, he gains a +5 bonus to the attack’s damage roll and the target makes a DC 18 Strength saving throw or is knocked prone.
Writhing Power. While raging, Necalli increases the reach of his unarmed strikes by 5 feet.

REACTIONS
Deflect Missile. Necalli can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 12 (2d6+5).
Shoryuken. When a creature within 10 feet makes a check to jump, Necalli can spend his reaction to make an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a DC 18 Strength saving throw or is knocked prone.
Slow Fall. Necalli can use his reaction when he falls to reduce any falling damage he takes by 25.

NECALLI’S COZCATL

Records of Necalli are spurious at best and it is unknown how long he has stalked the Earth seeking out the souls of warriors, extinguishing countless foes in his relentless search for ever more power. The various ringlets arrayed throughout his dreadlocks have gradually siphoned away some of each dead opponent’s lifeforce, further imbuing Necalli. Only evil creatures are able to gain any benefit from wearing Necalli’s Cozcatl. While wearing these hair ringlets, you gain the following benefits:

  • Mask of Tlalli (1/turn). When you hit with an unarmed strike, instead of dealing damage you can choose to grab the face of your opponent in a grapple. As a bonus action, you can then slam the target onto the ground, giving them the prone condition and dealing your unarmed strike damage.
  • Shoryuken. When a creature within 10 feet makes a check to jump, you can spend your reaction to make an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or is knocked prone.
  • Soul Offering. As a bonus action, you take a grappled foe and dash forward, slamming your opponent into something before either furiously clawing at them (changing your unarmed strikes’ damage to slashing until the end of your turn) or if enraged, striking them with a potent blast of dark energy that deals 54 (12d8) necrotic damage. Once you have used this feature, you cannot do so again for 1 minute or until you are reduced to 1/10th your total hit points.
  • The Disc’s Guidance. When you move at least 10 feet in a straight line immediately before attacking a creature, you gain a +5 bonus to the attack’s damage roll and the target makes a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or is knocked prone.
  • Valiant Rebellion. By spending a bonus action you slam your foot into the ground, the power of your stomp sending the earth beneath your opponents popping upwards. Choose one creature within reach, forcing it to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or go prone.
  • Writhing Power. While raging, you increase the reach of your unarmed strikes by 5 feet.

 

—————— REDUCED STATBLOCK ——————

 

Necalli

Medium humanoid (oni-touched), neutral evil barbarian 14 / monk 5
Armor Class 20 (Constitution, martial arts stance)
Hit Points 195 (14d12+5d8+76)
Speed 65 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
19 (+4) 20 (+5) 19 (+4) 12 (+1) 17 (+3) 14 (+2) 5 (-3) 24 (+7)

Saving Throws Str +10, Con +10
Skills Athletics +10, Deception +8, Intimidation +8, Religion +7, Survival +9
Damage Immunities necrotic
Condition Immunities fear, Mists of Akuma
Senses darkvision 60 ft., passive Perception 13
Languages Adeddo, Deep Speech, Soburi (Common)
Challenge 18 (20,000 XP)

Danger Sense. Necalli has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, he can’t be blinded, deafened, or incapacitated.

Dark Chi (5 points).

  • Patient Defense. Necalli can spend 1 chi point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. Necalli can spend 1 chi point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Stunning Strike. Necalli can spend 1 chi point to attempt to stun a creature he hits with a melee weapon attack. The target must succeed on a DC 17 Constitution saving throw or be stunned until the end of Necalli’s next turn.

Dark Chi Technique. Whenever Necalli hits a creature with one of the attacks granted by his Flurry of Blows, he can impose one of the following effects:

  • The target must succeed on a DC 17 Wisdom saving throw or be poisoned by Necalli’s chi for 5 rounds. The purity of body feature does not protect against this poison.
  • The attack deals 1d4 extra necrotic damage and all of the attack’s damage changes to necrotic.
  • The target can’t use ki, divine features, or cast divine spells until the end of Necalli’s next turn.
  • The target makes a DC 17 Charisma saving throw or for the next 24 hours detects as the alignment of Necalli’s choice.

Faded. For the duration of his rage, whenever Necalli takes damage from a creature that is within 5 feet of him, that creature takes 6 necrotic damage. When his rage ends, Necalli suffers a level of exhaustion (because he is immune to the misted condition).
Feat: Grappler. Necalli has advantage on attack rolls against a creature he is grappling. He can use his action to try to pin a creature grappled by him. To do so, Necalli makes another grapple check. If he succeeds, he and the creature are both restrained until the grapple ends.
Feral Instinct. Necalli has advantage on initiative rolls. Additionally, if he is surprised at the beginning of combat and isn’t incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.
High Haitoku. Necalli ignores the first 3 points of damage from attacks and spells, but has disadvantage on Dignity ability checks and saving throws.
Magic Talent. Necalli is able to cast chill touch and thorn whip (using his hair) with only somatic components (spell attack +8, spell save DC 16).

Rage (5/long rest). On his turn, Necalli 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 bludgeoning, piercing, and slashing damage,
  • he chooses an ability score other than Dignity, using his Haitoku score instead for the duration of the rage,
  • the damage of his melee weapon attacks increases by 6 (he cannot withhold any damage when damaging a creature below 0 hit points),
  • the reach of his unarmed strikes increases by 5 feet.

His rage lasts for 1 minute. It ends early if Necalli 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. Necalli can also end his rage on his turn as a bonus action.

Reckless Attack. When Necalli make his first attack on his turn, he can decide to attack recklessly. Doing so gives him advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.
Relentless Rage. If Necalli drops to 0 hit points while he’s raging and doesn’t die outright, he can make a DC 10 Constitution saving throw. If he succeeds, he drops to 1 hit point instead. Each time he uses this feature after the first, the DC increases by 5. When he finishes a short or long rest, the DC resets to 10.
Valiant Rebellion. By spending a bonus action Necalli chooses one creature within reach, stomping in front of the target and forcing it to make a DC 18 Strength saving throw or go prone.

ACTIONS
Multiattack. Necalli attacks 3 times. If using unarmed strikes, he may spend a bonus action to attack a fourth time or a bonus action and 1 ki to use flurry of blows, attacking a fourth and fifth time. Necalli can roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Unarmed. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (1d6+5) bludgeoning damage plus 4 (1d8) necrotic damage. When raging, Necalli deals 9 additional damage on each successful hit (this includes rage damage and path features). Instead of dealing damage Necalli can choose to grab the face of his opponent in a grapple. As a bonus action, he can then slam the target onto the ground, giving them the prone condition and dealing his unarmed strike damage.
Soul Offering (1/minute or at 20 hp or less). As a bonus action, Necalli takes a grappled foe and dashes forward, slamming his opponent into something before either furiously clawing at them (changing his unarmed strikes’ damage to slashing until the end of his turn) or if enraged, striking them with a potent blast of dark energy that deals 54 (12d8) necrotic damage.
The Disc’s Guidance. When Necalli moves at least 10 feet in a straight line immediately before attacking a creature, he gains a +5 bonus to the attack’s damage roll and the target makes a DC 18 Strength saving throw or is knocked prone.

REACTIONS
Deflect Missile. Necalli can spend his reaction to strike a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 13 (1d8+1d6+5).
Slow Fall. Necalli can use his reaction when he falls to reduce any falling damage he takes by 25.
Shoryuken. When a creature within 10 feet makes a check to jump, Necalli can spend his reaction to make an opportunity attack, leaping into a vicious uppercut. On a successful hit, the target makes a DC 18 Strength saving throw or is knocked prone.

Fringe, Master of the Meat Circus (Shadow of the Demon Lord)

Fringe was my first character for a Shadow of the Demon Lord game and I really tried to embrace the awesome world (and RPG) that Robert Schwalb has created–I think she’s a perfect fit for Urth and was definitely the “wildcard” element of the group in Jared Rascher’s “What Do I Know About Actual Play” Actual Play Campaign.

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I rolled randomly for character creation and she began as an amnesiac changeling so I decided that she was going to be REALLY insane. REALLY REALLY TRULY INSANE. At first I wasn’t sure what to do with her and kept her mostly as the typical shapeshifting rogue with a streak for acting madly–babbling in Dark Speech, doing things without explanation that confused her companions, gathering up strange objects for no apparent reason–until the first Baba Yaga hut. The instant Fringe saw that shack bobbing around on chicken legs she instinctively knew her path was to be trod upon while mounted on a creature with clawed avian feet, taking upon a true obsession with acquiring one of her own. Despite 20% of her character being about shapeshifting, she held onto the form of one of those lucky witches for 3 years in campaign time. Eventually she grew tired of not being able to find and trick one, trying instead to force a baba yaga hut into existence (killing many many chickens in the process) before crafting a sort of hound-dragged dogsled with a doghouse on it, its rails greased by bags of fat.

Near the end game she finally got her wish, taking a level of engineer to conjure a smaller version. This is where Fringe REALLY found her groove and took on a super duper Cronenberg-vibe–she has artificer as a path, but beside the gears and such she’s got looping intestines and other freakish fleshy monstrosities. At the very end of the campaign she was rolling around in a proper sized flesh-monstrosity Baba Yaga hut mech (the power armor spell; think Tron Bonne + Baba Yaga hut + Cronenberg) beside her smaller (eidolon) flesh-hut construct.

It was at the beginning of that inspiration that she devised Cluck the Chicken God (he that is both the Chicken and the Egg) and her madness really did take off. By the end she was a master of fleshcraft, wily beyond measure, and a force of entropy–she lugged the damaged spacecraft (which she flew into the BBEG troll lord after killing its owner and firing the phasers on him a few times in the encounter at the climax of the campaign) to a coven of witches that tried to make her their lackey. They have become her first recruits in a space pirate witch gang and god help whatever she runs into out there in The Void!

❤ I love you Fringe. You may return someday. ❤

PS: I have the privilege of being the first person to have a licensed setting converted to Shadow of the Demon Lord! If you are interested in eastern fantasy noir steampunk, check out Mists of Akuma (40 page preview!) 😀

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Fringe, her hounds, and these other people she traveled with beautifully drawn by fellow party member @DungeonMusings.

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*Matías Nicolás Caruso pointed out on the Facebook that we were doing multiclassing incorrectly–RAW you may only have 3 Paths tops. 1 Novice and either 1 Expert and 1 Master or 2 Experts.

FRINGE, Ringmaster of the Meat Circus          Level 10*

Size 1 female changeling 0/4, rogue 1/2/5/8, thief 3, artificer 6 (3), engineer 7, psychic 9 (3), technomancer 10 (7)
Perception 17 (+7); shadowsight (areas obscured by shadows are as if they are lit)
Defense 18 (soft leather + shield); Health 40 (healing rate 10)
Strength 10 (+0), Agility 16 (+6), Intellect 16 (+6), Will 12 (+2)
Speed 10
Damage 0, Insanity 8, Corruption 4
Professions Academic (engineering, science), Criminal (grave robber, spy), Wilderness (tracker); Languages Common, Dark Speech
Artificer’s Bag You have a bag filled with spare parts you use to create equipment you need. You measure the number of parts in gold crowns, though the parts are worthless to anyone other than you or another artificer. The gc value of these spare parts is equal to twice your group level (7/20 gc + 97/100 gc = 16 gc left). You can use an action to begin assembling parts from your bag into a suit of armor, a weapon, ammunition, or an engineering item by spending parts from the bag with a value equal to the item’s price. It takes 1 minute to create the object, during which time you must concentrate and use a tool kit. At the end of this time, you have a finished piece of equipment that remains until you complete a rest, at which point it collapses into spare parts once more. When you complete a rest, you replenish the parts in your Artificer’s Bag, up to your normal maximum value in gc. If you lose your Artificer’s Bag, you can create a replacement. It costs a number of gold crowns equal to your group’s level. You can have only one Artificer’s Bag at a time.
Dirty Tricks Your attacks deal 1d6 extra damage when you make an attack roll with 1 boon.
Doppelganger’s Advantage You can use a triggered action on your turn to use Steal Identity. As well, when you steal a creature’s identity, your attack rolls against that creature are made with 1 boon while you have that creature’s appearance.
Eidolon (chicken hut) You create a construct that has a humanoid shape but can otherwise have any appearance you choose. The eidolon is 12 feet tall and weighs 2,000 pounds. You can have only one eidolon at a time. If your eidolon is destroyed, you can build a new one to replace it. Doing so requires you to work at least eight hours using parts you create or harvested from your old eidolon. At the end of this time, you have a new eidolon. The eidolon is not alive. It is never affected by deprivation or exposure, and it ignores any effect that would age it. When incapacitated, the eidolon ceases to be a creature and becomes an object. The eidolon is under your control. You decide what it does on each of its turns. The eidolon’s statistics appear after Fringe’s magic.
Exploit Opportunity Once per round, when the total of your attack roll is 20 or higher and exceeds the target number by at least 5, you can take another turn at any point before the end of the round.
Invention (2) When you cast a Technomancy spell, you also create a device you can hold in one hand that’s imbued with magical power that lasts until you expend it or until you complete a rest. When you make an attack roll or a challenge roll, you can expend the power from the device to make the roll with 1 boon.
Quick Reflexes You can use a triggered action on your turn to hide or retreat.
Psychic Defense When a creature makes an attack roll against your Intellect, Will, or Perception, you can spend 1 point of psychic energy to impose 2 banes on the roll. When you make an Intellect, Will, or Perception challenge roll to resist an attack, you can spend 1 point of psychic energy to make the roll with 1 boon.
Psychic Power (spent 2/6 points) You have a reservoir of psychic energy that is measured in a number of points equal to 2 + your Power (4). Spend these points to use talents you gain from this path. You regain all expended psychic energy points when you complete a rest.
Psychic Spell You can make any other tradition you have discovered a psychic tradition (see chapter 4). Whenever you cast a spell from a psychic tradition, you can spend points of psychic energy equal to the spell’s rank (minimum 1) to cast the spell without needing to expend a casting.
Roguery Trick: Magic Increase your Power by 1 and discover one tradition (technomancy). Then learn two spells for each.
Roguery Trick: Subterfuge You can use an action to make an Intellect attack roll against the Intellect of one creature within short range that can hear you and understand what you say. On a success, the target becomes charmed for 1 round or until it you attack it. On a failure, the target becomes immune to your Subterfuge until it completes a rest.
Steal Identity You can use an action to alter your appearance to match that of a target living creature you can see within short range. The target must be Size 1 or ½ and have a humanoid shape of flesh and blood. Your body changes so you look like the target, though your clothing and possessions remain unchanged. The effect lasts until you use this talent again. If you become incapacitated or touch an object made from iron, you immediately revert to your normal appearance.
Thief Talent: Hide in Shadows You can attempt to hide when you are in an area at least partially obscured by shadows, even if you are being observed.
Thief Talent: Pick Pockets You can use a triggered action to steal an item you can hold in one hand from a creature within your reach without the creature’s knowledge.
Trickery & Rogue Cunning Twice per round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage.

ATTACK OPTIONS

Dagger (melee; short range) +6 (1d3 damage)
Rapier (melee) +6 (1d6+1 damage)
Small Shield (melee) +0 (1 damage)
Pistols (2; 56 bullets) (medium range) +6 (2d6 damage) [misfire, reload, uses bullets]
Hand Crossbow (7 bolts; 1 of which are poisoned) (short range) +6 (1d6 damage)
Sling (20 stones) (medium range) +6 (1d3 damage)

MAGIC

Power 4 (zero/five 0th, one/two 1st, zero/two 2nd, zero/one 3rd, one/one 4th)

Forbidden Tradition

harm (0), black tongue (0), obedience (1), hateful defecation (1), part bone from flesh (3), soul exchange (4)
BLACK TONGUE FORBIDDEN UTILITY 0
Duration 1 minute
For the duration, you make Intellect and Will attack rolls with 2 boons against demons, devils, spirits, and undead.

HARM FORBIDDEN ATTACK 0
Target One creature you can see within short range
Invisible barbs tear at the target’s body. Make an Intellect attack roll with 1 boon against its Strength. On a success, the target takes a –5 penalty to Health for 1 minute.
Attack Roll 20+ The penalty to Health is –10 instead.

HATEFUL DEFECATION FORBIDDEN ATTACK 1
Target One living creature with a physical body within medium range
The target’s guts twist and rumble noisily. If the target’s Health is 10 or less, it dies instantly, streams of blood and feces gushing from all of its orifices. If its Health is higher than 10, make an Intellect attack roll with 1 boon against the target’s Strength. On a success, the target takes 1d6 + 2 damage and becomes dazed for 1 round, as its guts violently and spectacularly expel their contents. If this damage incapacitates the target, excrement, organs, and blood explode from its body, which instantly brings about its death. Each creature within 2 yards of a point in the target’s space must make a Will challenge roll; on a failure, it becomes impaired for 1 round.
Attack Roll 20+ The target takes 1d6 extra damage.

OBEDIENCE FORBIDDEN ATTACK 1
Target One living creature within short range
You hook the target’s soul. Make an Intellect attack roll with 1 boon against its Will. On a success, for the next 1 minute, the target must choose at the end of each round whether to take 1d6 damage or to become compelled for 1 round.

PART BONE FROM FLESH FORBIDDEN ATTACK 3
Target One creature that has bones in its body within medium range
The target’s bones shift under its skin. Make an Intellect attack roll with 1 boon against its Strength. On a success, the target takes 6d6 damage. If the target becomes incapacitated by this damage, it dies instantly; its bones tear free from the flesh to become an animated corpse of the target’s Size that occupies its former space. The animated corpse attacks the creature nearest to it each round, choosing its target randomly if presented with multiple targets.
Attack Roll 20+ The target takes 2d6 extra damage.

SOUL EXCHANGE FORBIDDEN ATTACK 4
Target Two living mortal creatures within medium range
You grasp the targets’ souls. Make an Intellect attack roll against each target’s Will. On a success, the target becomes dazed for 1 minute.
Attack Roll 20+ The target also becomes stunned while it is dazed this way.
Special If you get a success against both targets, their souls permanently swap bodies. Each target gains 1d6 Insanity. Each soul brings the following to its new body, but otherwise uses the new body’s attributes, characteristics, and abilities:

  • All languages and professions
  • Intellect and Will scores (recalculate Perception if necessary)
  • Insanity and Corruption scores
  • All talents
  • All traditions it has discovered and all spells it knows

Technomancy Tradition (PSYCHIC)

jury rig (0), bolt thrower (1), grenades (2), powered suit (4)
JURY-RIG TECHNOMANCY UTILITY 0
Target One Size 2 or smaller object that has 1 or more damage, but is not destroyed, that you can reach. You touch the target, removing 1d6 damage from it.

BOLT THROWER TECHNOMANCY ATTACK 1
Area A cube, 1 yard on a side, originating from a point you can reach and resting on a solid surface
Duration 1 minute
You create a Size 1 crossbow turret in the area. The turret has Defense 5 and Health equal to your Intellect score. It lasts for the duration or until destroyed. At the end of each round, the turret fires at one target creature or object within long range. Make an Intellect attack roll against the target’s Defense. On a success, the target takes 2d6 damage.
Attack Roll 20+ The target takes 1d6 extra damage.

GRENADES TECHNOMANCY ATTACK 2
Target Up to three points within short range
You throw three grenades, dividing them as you choose among the targets. When a grenade reaches its target, or if it encounters a solid creature or object before then, it explodes. The explosion deals 1d6 + 1 damage from fire to everything in a sphere with a 1-yard radius centered on the target or a point within the creature’s or object’s space. Each creature in the area that gets a success on an Agility challenge roll takes half the damage.

POWERED SUIT TECHNOMANCY UTILITY 4
Area A cube, 3 yards on a side, originating from a point you can reach
Duration Until you complete a rest; see the effect
You concentrate for 1 hour, during which time you construct a powered battle suit, a huge construct, in the area. The construct remains for the duration or until incapacitated. It cannot use actions or move independently; you must move into its cockpit to control it. While inside, you treat the construct’s Defense and Health scores as your own, move at its Speed, and can use its attack options and actions in place of your own.

EIDOLON CHICKEN HUT

Size 2 construct (equipped with spider-legs aka climber’s kit)
Perception 10 (+0); darksight
Defense 16 (Vigdis’ scale armor from artificer bag); Health 50 ← 5 damage
Strength 16 (+6), Agility 8 (–2), Intellect 5 (–5), Will 11 (+1)
Speed 6
Immune damage from disease and poison; gaining Insanity; asleep, charmed, diseased, fatigued, frightened, poisoned
ATTACK OPTIONS
Appendage (melee) +6 (2d6)
Stone and slingshot (medium range) -2 (1d6)
Avatar of Cluck Bomber (10) and slingshot (medium range) -2 (At the end of the round, the bomb explodes in a 5-yard radius, dealing 3d6 + 3 damage to everything in the area. However, a creature that gets a success on an Agility challenge roll takes half the damage instead. Bombs can explode if mishandled. If an explosive device takes 10 or more damage or a creature handling the device takes damage equal to its Health, the bomb explodes.)
Poopootov Bombs (6) and slingshot (medium range) -2 (3d6+3 damage to everything within 5 yards. Agility challenge roll for half damage (bomb takes 10 damage or creature holding takes damage equal to health causes bomb to explode)
Spare Parts You can use an action to touch one construct (such as your eidolon) or an object you can reach. If you maintain contact with the target and concentrate for 1 minute, make an Intellect challenge roll. On a success, the target heals 2d6 damage. On a failure, you cannot use this talent again until after you complete a rest.

CHICKEN HUT POWERED SUIT (HUGE CONSTRUCT)

Size 3 or larger construct
Perception 5 (–5); darksight
Defense 13; Health 100
Strength 17 (+7), Agility 7 (–3), Intellect 5 (–5), Will 11 (+1)
Speed 8
Immune damage from disease or poison; gaining Insanity; asleep, charmed, diseased, fatigued, frightened, poisoned
ATTACK OPTIONS
Appendage (melee) +7 (3d6)
SPECIAL ATTACKS
Double Attack The construct attacks twice with its appendage.

EQUIPMENT

Backpack, a waterskin, a tinderbox, 2 torches, 2 vials of poison, 5 potions of healing, and a pouch containing 30gc, 0ss, 1 cp, cultist robe and mask, fine gloves, lock picks, manacles, inquisitor’s robes, horse, keys to Holdfast church, chain, coin of surface layer invisibility, tiny glass cage that grants complete silence within 1 yard, demonic rock (Will +1), necromancer’s implements (+1 boon to forbidden spellcasting), necromancer’s spellbook, bone arrow of the fey lord (+8d6 damage, Str roll for half)

AVATARS OF CLUCK

SMALL CONSTRUCT DIFFICULTY 5 (16 each fitted with a bomb and timer)
Size ½ smaller construct (four) and Size ¼ smaller construct (six)
Perception 5 (–5); darksight
Defense 13; Health 8
Strength 13 (+3), Agility 11 (+1), Intellect 5 (–5), Will 11 (+1)
Speed 10
Immune damage from disease or poison; gaining Insanity; asleep, charmed, diseased, fatigued, frightened, poisoned
ATTACK OPTIONS
Appendage (melee) +3 (1d6)
Bomb You can use an action to light the fuse and throw a bomb out to medium range. At the end of the round, the bomb explodes in a 5-yard radius, dealing 3d6 + 3 damage to everything in the area. However, a creature that gets a success on an Agility challenge roll takes half the damage instead. Bombs can explode if mishandled. If an explosive device takes 10 or more damage or a creature handling the device takes damage equal to its Health, the bomb explodes.

ANCESTRY INFORMATION

TRUE AGE 22 years old APPARENT ANCESTRY Human APPARENT BUILD Short
APPARENT APPEARANCE Most consider you homely: not quite ugly, but a bit worse than plain.
BACKGROUND You worked as an informant for the Inquisition.
QUIRK Animals become nervous around you.
PERSONALITY You take on other forms for profit, usually to gain access to places normally forbidden to you. You are Dutiful, Imaginative, Malicious, and Slovenly.

ANCESTRY: Changeling

Faerie create changelings to conceal the absence of children they steal. They construct a changeling from natural materials and use magic to give it the appearance of the missing child. The magic often fades after a few weeks, but sometimes it lingers and lets the changeling grow up to become a real person.

  • Many Masks: Changelings can use their magical natures to adopt the forms of anyone they see.  They assume different forms to conceal their true nature, forms that most deem hideous and unsettling. When stripped of their disguises, changelings look like humanoids formed from dirt, sticks, and rocks, with glowing green eyes set in otherwise featureless faces. Changelings in their natural forms stand 5 feet tall and weigh 90 pounds.
  • Changeable Identities: Constantly changing identities mimic the attitudes and outlooks of the people around them, having no particular views themselves or, if they have them, burying them so deep they cannot remember who they started out being or what they hope to become.