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Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

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

Also if you spot a way this can improve, share the info! I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!

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

moon knight hypercorps promo

MOON KNIGHT        CR 17—XP 102,400

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

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

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

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

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

NOTES ON MOON KNIGHT’S PATHFINDER BUILD

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

MOON KNIGHT

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

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

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

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

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

NOTES ON MOON KNIGHT’S 5E BUILD

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

Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

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

Also if you spot a way this can improve, share the info! I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!

cable h2099 promo.png

CABLE         CR 18—XP 153,600

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

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

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

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

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

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

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

 

CABLE

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

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

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

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

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

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

NOTES ON CABLE’S POWERS

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

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

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

Welcome to Hyper Score Marvel where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

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

Also if you spot a way this can improve, share the info! I’m on Twitter @MikeMyler2, Facebook, Google+, and you can leave messages below the post. Thanks!
hypercorps living tribunal promo.png

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

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

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

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

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

*See bottom of post.

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

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

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

 

LIVING TRIBUNAL^

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

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

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

*See bottom of post.

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

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

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

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

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

NOTES ON THE LIVING TRIBUNAL

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

 

A little backstory
This is tonight’s summary from the Mists of Akuma Kickstarter backer game. They wanted an intrigue game so I concocted The Imperial Matchmaker, an adventure path where the PCs are embroiled in the manipulations of many different bengoshi as Emperor Hitoshi Masuto enforces the marriages of 20 different nobles from the four clans with ancestral feuds dating back to the Battle of Broken Spears.

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This is, as you can see, pretty chock full of intrigue.

After 11 sessions we finally got to the first day of the weddings and the scenario ended up being so fun I can’t wait to share it–please enjoy my recap below!
I’m also considering taking this pile of material I’ve put together and making it into a big old book (which would mean another Kickstarter) so if you’ve been on the MoA train for a while now, this is a boxcar worth tagging. 😉

Expect a full recap (or rather, access to the GM summaries I keep for the game) after the campaign comes to a close (like HEROES OF THE HYPERNET). 😀

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imperial matchmaker graphic draft uno

REIKO – A ceramian clockwork wizard
YOKAI-O – Oni-touched wu-jen warlock
TERA-O/TANAKA
– A grisly tailor that transforms tsukumogami now himself possessed by one
DAME TOMOE-DOE – Rabbit hengeyokai ronin seeking aid in her quest to slay the oni warlord that slaughtered her family

The adventurers are awoken by polite but hurried knocking, the servants of the Gekido family insisting that the party must hurry to prepare themselves in time for the first wedding ceremony. Ironically the foreigner-borne Reiko prepares herself best, perfectly donning the formal attire required for the seminal event. Yokai-O gets a little help from a lesser noblewoman with his attire (as her followers-on chortled in amusement) and refills his stash of healing potions while Tera-O stops by the tailor shop, finding a message on the counter but little else.

Arriving about 20 minutes before the bridal and groom processions everyone but Tera-O embarrasses themselves — Yokai-O mentions protecting Yuzuki Gekido from a ninja assault earlier in the week (much to the astonishment of the nobles around him) and Reiko speaks out of turn about the secret tunnels beneath the city. Then the bride, groom, and Emperor Hitoshi himself arrive in Krei-Thai Garden from the east, west, and north (respectively). All throughout the area are numerous guests but many guards as well–more than a half dozen mekkusenshi and a trio of Masuto commissars–to make for a crowd that measures in the hundreds, all of them closely packed together on the huts all throughout the gardens. Though a cloud high above spreads shade that makes the sunny day overcast, for a moment all seemed well. As the nuptials reached their end however, a sudden cry comes from above and only the keen oni-touched ears of Yokai-O pick out the words “BONZAIIIIII!!!!!!!!” as a quintet of men and women, their bodies strapped with explosives, fall from high above! The warlock lashes out with eldritch blasts that destroy one of them, causing him to erupt in a fireball in the air rather than beside Emperor Hitoshi!

The many guards of Emperor Hitoshi react slowly but effectively, grabbing the ruler of Soburin and blasting away to the north and out of sight as the wedding becomes a battlefield. A total of 20 kamikazes drop onto the Krei-Thai Gardens and kill almost five dozen guests, engulfing the park in flames. In the chaos Tera-O immediately destroys part of the gardens as he rushes to the bride, seeing Yuzumi go faint and catching her in his arms–not only is she bleeding from a wound in her side, her body is practically hot to the touch and he decides saving her is essential. Dame Tomoe-Doe attempts to remove her poison with her paladin abilities but it resists and after blasting a few more of the attackers Yokai-O uses more potent magic to hold it at bay. In her fever Yuzumi calls out for her betrothed Noburu and “zunkhasa poison”, a myth the warlock recognizes. Thought by many to be a fable, the legendary toxin is said to have killed a sire to the imperial throne in the ancient past and to be so potent that it resists even the most powerful magic.

As the two evacuate Yuzumi’s fevered body to the streets west of the gardens, Reiko and Dame-Tomoe Doe continue to fight off the kamikazes–the clockwork mage uses her magic to put them to sleep while the usagi samurai leaps up to strike them down. One explosion causes a mekkusenshi to turn violent, slaying another of its kind before the hengeyokai warrior decapitates it. When two of the aerial attackers are beyond her reach and about to kill a crowd of fifteen innocents she uses her paladin magic, disemboweling herself but instantly slaying a falling bomber that ignites his fellow (saving the cadre of nobles and servants from a violent death).

Fleeing from the pandemonium in the southern Heavenly Estates the party take Yuzumi to the House of Onryo, turning over the noblewoman to the medical experts there. They are astonished to hear that she has been afflicted with zunkhasa poison but produce a cure–though it is hundreds of years old, its contents aged and dried. With Yokai-O’s aid their chirurgeons successfully reconstitute the unique antitoxin but its potency has been greatly reduced and will only stave off the sickness. In order to save Yuzumi’s life, a new fajuri potion is required.

Though the doctors of the Imperial Guard can offer most of the ingredients needed for the tincture, three rare and essential items elude them–pandobi leaf, tora stem, and yukazi flower, all from plants that grow only in the Zunkhasa Rainforest in the southern prefecture of Ikari. Speaking with Matsuro Gekido back at the estate, he agrees that now more than ever it is essential that Yuzumi be spared from an early death and offers to pay whatever is necessary for the party to teleport to the city of Nesuto and acquire the rare reagents. Fortunately Emperor Hitoshi has called for a stay to the weddings as the city’s defenses are brought to full readiness to disrupt any further attacks, giving them a crucial window of opportunity in which to act.

Tera-O subtly convinces the master of the Gekido in Sanbaoshi to be wary about protecting the bride-to-be, manipulating a quarantine that will keep her from even her betrothed (something reinforced by a rumor of contagion spread by Yokai-O). With their affairs in order and carrying a writ from one of Soburin’s most powerful nobles, the party climb the highest tower of the Mage Academy and step into a teleportation circle conjured by the Magemaster himself….

The response to Street Fighter D&D has been stellar but that’s not the only game designing that I’ve done which might interest people, so I’m starting Hyper Score Marvel where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

We’re kicking off the series with my go-to favorite, the alter ego of Peter Parker and arachnid scourge of New York: SPIDER-MAN!

If there’s someone in particular you’d like to see please comment and let me know! I’ll move them up the list.

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SPIDER-MAN      CR 15—XP 51,200
Male human brawler 8/veloces* 1 [hs 5, meganaut 1/parallel 1]
NG Medium humanoid (human, hyper)
Init +13; Senses Awareness +9

ͺ‾‾‾‾‾‾‾‾‾ DEFENSE ‾‾‾‾‾‾‾‾‾‾‾ͺ
AC 27, bullet 27, touch 27, flat-footed 15 (+3 deflect, +9 Dex, +3 dodge, +2 hyper)
hp 90 (8d10+1d8+26+12); Hyper Bonus +2
Fort +12, Ref +19, Will +3
Defensive Abilities evasion

ͺ‾‾‾‾‾‾‾‾‾‾ OFFENSE ‾‾‾‾‾‾‾‾‾‾‾ͺ
Speed 60 ft.
Melee unarmed +21 or +21/+16/+16 or +19/+19/+14/+14/+14 (1d10+15)
Ranged strong hurl +19 touch (1d8 per 100 pounds+12 or 4d8 per 400 pounds+16, Range 60 ft.; Spider-Man’s Heavy Load is 2,800 pounds)
Special Attacks brawler’s flurry, dash 6 rounds/day, knockout 2/day (DC 25), martial flexibility 7/day
Hyper Spell-Like Abilities (CL 14th, concentration +23)
9/day—spider climb, web*, web bolt* (DC 20) [*Flaw: Tied to web-shooters]

ͺ‾‾‾‾‾‾‾‾‾‾‾ TACTICS ‾‾‾‾‾‾‾‾‾‾‾‾‾ͺ
Combat Spider-Man uses Combat Expertise every round to maximize his AC (taking a -3 penalty to attack rolls, making his AC 30) and hits enemies with knockout; if that fails to work he goads his enemy and retreats to draw them away from allies before unleashing a brawler’s flurry. He frequently uses martial flexibility to gain Deflect Arrows and Improved Trip, Lunge and Monkey Lunge, or Mobility and Spring Attack. When truly pushed to the limit Spider-Man uses his dash veloces ability, increasing his AC by +4.

ͺ‾‾‾‾‾‾‾‾‾ STATISTICS ‾‾‾‾‾‾‾‾‾‾‾ͺ
Str 24, Dex 28, Con 15, Int 16, Wis 8, Cha 12, Luck 20, Rep 21
Hyper Dexterity 2 (Dexterous Footwork), Hyper Strength 2 (Strong Back, Strong Hurl)
Base Atk +8; CMB +17 (+19 trip, +18 disarm); CMD 42 (44 vs. trip, 43 vs. disarm)
Feats Alertness[B], Combat Expertise, Combat Reflexes, Craft Technological Item, Disorienting Maneuver, Dodge[B], Dragon Style[B], Endurance[B], Improved Unarmed Strike[B], Greater Weapon Focus (unarmed), Greater Weapon Specialization (unarmed)[B], Power Attack[B], Weapon Focus (unarmed)[B], Weapon Specialization (unarmed)[B]; Hyper Feats Extra Hyper Attribute (2), Parallel Access
Skills Acrobatics +20, Awareness +9, Craft (technology) +12, Intimidate +13, Knowledge (local, nature, technology) +6, Profession (photographer) +7, Search +5, Sense Motive +4, Stealth +20, Survival +8, Use Technology +9
Languages English, Latin
SQ AC bonus +2, brawler’s cunning, brawler’s strike (cold iron, magic, silver), close weapon mastery, fast movement, hyper attack 1, hyper focus 2/day, hyper initiative, hyper mortality, hyper rest, martial training, maneuver training (trip +2, disarm +1), unarmed strike
Gear amulet of mighty fists +2, belt of dexterity +4, ring of evasion, ring of protection +3, camera, chipfinder (green), flashlight, tracker chips (green, 4), web-line shooters

*For those wondering, the veloces a base class for speedsters in Hypercorps 2099. Obviously Spidey isn’t really a speedster, but 1 level of the class does a great. The dash ability is explained at the bottom of the page.

WEB-LINE SHOOTERS (both Pathfinder and D&D 5E)
Price 8,500 gp; Slot wrists; Weight 1 lb.; Capacity 100; Usage 2
As a standard action, Spider-Man can fire a strand of webbing to briefly harden to anchor on corners and walls of objects and structures, trailing a thin high-tensile line back to him. As a move action, he can pull towards the anchor, swiftly carrying himself to the anchor point.
This ability has a maximum range of 500 feet and can anchor only to a structure sturdy enough to support Spider-Man’s weight. If there is not a platform appropriate for him to land on next to the anchor, he must succeed at a Climb/Athletics check (DC appropriate to climbing the surface the webbing is anchored to) or immediately fall. The strand of webbing disappears in 1d4 hours. The strands of webbing deal no damage and normally creatures other than the wielder are unaffected by them.
Spider-Man can expend 15 charges and spend a full-round action/action and bonus action to create a tether-line or net with his web-line shooters (hardness 3, 30 hit points per 5-ft. of length or AC 15, 20 hit points per 5-ft. of length) to catch or stop objects (maximum weight 5,000 lbs.). By expending 12 charges from his web-shooters, Spider-Man can cast spend a full-round action/action and bonus action to effectively cast web on a creature within 50 feet except the webbing made has the statistics listed above. At the GM’s discretion, he may create other simple objects with his webbing (such as a parachute or large pillow).
CONSTRUCTION
Craft DC 32; Cost 4,250 gp
Craft Technological Item, production lab

SPIDER-MAN
Medium humanoid (human), neutral good
Armor Class 20 (leather)
Hit Points 150 (20d8+60)
Speed 50 ft., climb 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 27 (+8) 15 (+2) 11 (+0) 8 (-1) 17 (+3)

Saving Throws Str +9, Dex +12, Con +6, Wis +4
Skills Acrobatics +13, Intimidation +8, Perception +4, Stealth +13, Technology +8
Senses passive Perception 14
Languages English, Latin
Challenge 14 (11,500 XP)
Danger Sense. By spending a bonus action, Spider-Man can force disadvantage on attacks made against him until the beginning of his next turn.
Desperate Dodge. Roll a Constitution saving throw with a DC equal to the damage dealt when Spider-Man is reduced to below 0 hp; on a success, he is at 1 hp instead. Spider-Man requires a short rest before using this ability again.
Hyper Strength. Spider-Man has advantage on all Strength ability checks and saving throws, and his carrying capacity is tripled.
Rapid Reflexes. When Spider-Man makes a Dexterity saving throw to reduce the damage of a spell or attack, on a success he takes no damage and on a failure he takes half damage.
Superior Leaping. Spider-Man triples the distance of any jumps he makes.
Spider Strength. Spider-Man is capable of lifting up to 10 tons though his maximum throwing weight is only around 2,500 pounds.
Web Master. Spider-Man does not suffer disadvantage when making ranged attacks while within a foe’s reach. When using his webs to grapple a creature, Spider-Man does not have the grappled condition and he may grapple up to 6 creatures at once with his vines.

ACTIONS
Multiattack. Spider-Man makes any combination of four unarmed strike attacks and web attacks each turn or throws an object.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.
Web. Ranged Weapon Attack: +11 to hit, range (20/100), one target. Hit: grappled (escape DC 18). A creature already grappled by Spider-Man’s webs gains the restrained condition if hit by his web a second time (escape DC 20). A creature restrained by Spider-Man’s webs gains the incapacitated condition (escape DC 22). Each time Spider-Man uses this attack it consumes 1 charge.
Thrown Object. Ranged Weapon Attack: +11 to hit, range (50/100), multiple targets (determined by object size; make one attack roll per target). Hit: 8 (1d8+4) damage. The damage type depends on the object (bludgeoning, piercing, or slashing) and at 100 pounds and every 100 pounds thereafter, the damage increases by 1d8 (up to 44 [9d8+4] at 800 pounds).

REACTIONS
Fast Reactions. Spider-Man can take 4 reactions each round.
Reflexive Dodge. When Spider-Man is aware of his attacker, he may spend his reaction to reduce the damage of an attack or spell by half.

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Dash (Ex) The veloces can sprint at incredible speeds for brief periods of time, weaving and lightly stepping with the grace of a leaf dancing in the wind and the swiftness of a
primordial predator. The total number of rounds of dash per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in a dash, a veloces gains a +4 morale bonus to her Dexterity, a +2 dodge bonus to AC and Reflex saves, ignores all types of difficult terrain (magical and mundane), and negates a number of attacks of opportunity provoked from movement equal to veloces level each turn. She must move at least her full speed (this movement does not need to be in a straight line) during any turn this ability is active. While in a dash, a veloces cannot use any Charisma- or Intelligence-based skills (except Intimidate) or any ability that requires patience or concentration.
A veloces can end her dash as a free action and is fatigued after dashing for a number of rounds equal to 2 times the number of rounds spent in the dash. A veloces cannot enter a new dash while fatigued or exhausted but can otherwise enter dash multiple times during a single encounter or combat. If a veloces falls unconscious, her dash immediately ends.
Entering a dash is a swift action.

Chris Avery on Facebook pointed out that my memory on Spidey’s strength levels was lacking! His lifting weight has been raised up a tad but is definitely (as the rest of these statistics) in the range of year 1 Spider-Man.