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Hypercorps 2099 Mystique

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

By request this week we have a character all around extremely well-suited for a Hyper Score build: Mystique! If you have a favorite character you’d like to see, please comment and let me know. Tune in next week for another request: Kitty Pride AKA Shadowcat!

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!

MYSTIQUE          CR 14—XP 38,400

Female human rogue (chameleon) 6/monk (martial artist) 6 [hs 3; hypernaut 1]
CN Medium humanoid (human, hyper)
Init +6; Senses Awareness +14

DEFENSE
AC 25, bullet 25, touch 25, flat-footed 19 (+5 deflection, +5 Dex, +1 dodge, +1 monk, +3 Wisdom)
hp 105 (12d8+48) fast healing 1; Hyper Bonus +1
Fort +11, Ref +16, Will +11
Defensive Abilities evasion, uncanny dodge; Immune disease, fatigue, poison
Hyper Flaws disturbing (natural form), loner

OFFENSE
Speed 50 ft.
Melee unarmed +20/+15/+15 or +18/+18/+15/+15/+10 (1d8+9, Crit 19-20/x2)
Ranged combat pistol +20/+15/+15 (2d6+1, Crit x4, Range 100 ft.)
Special Attacks exploit weakness, flurry of blows, hyper bonus +1, sneak attack +3d6, stunning fist (6/day, DC 18)
Hypernaut Power (CL 15th; concentration +20)
Constant—perfect mimicry

TACTICS
During Combat Mystique is a master of deception both in combat and out. She ambushes an opponent then uses move actions to feint, attacking with unarmed strikes when a foe’s guard is down. Mystique attempts to isolate and dispatch foes before assuming their form to approach her enemy’s allies.

STATISTICS
Str 13, Dex 20, Con 16, Int 14, Wis 17, Cha 18
Hyper Constitution 1 (Hyper Blooded)
Base Atk +8; CMB +10; CMD 37
Feats Alertness[B], Combat Expertise, Dodge[B], Improved Critical: Unarmed[B], Improved Feint, Improved Unarmed Strike[B], Greater Feint, Mobility [B], Skill Focus (Bluff), Spring Attack[B], Weapon Finesse, Weapon Focus (unarmed), Weapon Specialization (unarmed)
Hyper Feats Extra Attribute Trait, Extra Hyper Attribute
Skills Acrobatics +18 (+26 to jump), Athletics +7, Awareness +14, Bluff +25, Diplomacy +12, Disable Device +12, Disguise +38, Escape Artist +16, Intimidate +12, Knowledge (dungeoneering, religion) +6, Knowledge (history, technology) +8, Knowledge (local) +11, Ride +9, Search +13, Sense Motive +20, Sleight of Hand +14, Stealth +18, Use Magic Device +8, Use Technology +9, Vehicular Control +11
Languages English, German, Spanish
SQ effortless sneak (underground, urban), high jump, hyper attack 1, hyper initiative, hyper mortality, hypernaut power (fast healing 1), maneuver training, martial arts master, misdirection (18 points), pain points, rogue talents (bleeding attack, combat trick, fast stealth)
Gear amulet of mighty fists +5, ring of protection +5

SPECIAL ABILITIES
Effortless Sneak (Sp) While Mystique is underground or in an urban area, she can take 10 on any Stealth check she makes.
Exploit Weakness (Ex) Mystique can observe a creature or object to find its weak point by making a Wisdom check and adding +9 against a DC of 10 + the object’s hardness or the target’s CR. If the check succeeds, she gains a +2 bonus on attack rolls until the end of her turn and any attacks she makes until the end of her turn ignore the creature or object’s DR or hardness.
      As a swift action Mystique may to analyze the movements and expressions of one creature within 30 feet, granting her a +4 bonus until the start of her next turn on Sense Motive checks and Reflex saves, and a +4 dodge bonus to AC against that opponent until the start of her next turn.
Misdirection – 18 points (Ex) At the start of each day Mystique gains a pool of stealth points. Before making a Stealth check, she can choose to put stealth points into the roll, gaining a bonus on Stealth checks equal to the number of stealth points she puts into the roll.
Pain Points (Ex) Mystique’s advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of her stunning fist by 1.

 

NEW HYPERNAUT POWER: Perfect Mimicry
Tier 1; Action swift; Save none
Effect Mystique can psionically shift the atoms of her body to duplicate any humanoid of either sex, wearing any kind of clothing. She can precisely duplicate another person’s retina pattern, finger, palm and skin-pore patterns, and vocal cords. She can increase her volume, but not her mass. While assuming another creature’s form Mystique gains a +30 hyper bonus on Disguise checks.

NEW HYPER FLAW
Loner: You have been abandoned, betrayed, and forgotten by more allies, family members, and lovers than you can count–even your own children are suspect. As a rule you have learned that the only person you can ever possibly be loyal to is yourself and that makes you hard for others to trust. You do not gain morale bonuses from the magic items, spells, or abilities of other creatures (any morale bonuses you grant yourself or gain from a feat, class, or racial ability function normally.)

DESIGN NOTES ON MYSTIQUE

OOF! I made a little more work for myself than I needed to here but I’m very happy with how she came out–another great example of a character very well-suited to the Hyper Score System, complementing the standard Pathfinder ruleset with abilities that put her into super territory. I also managed to keep her at a relatively lower level–this is someone you can toss at a group of middle-range PCs for a very, very, very fun encounter (and you are welcome to change her favored terrains if it’s not underground or whatever; chock it up to her hypernaut power).
       While the image I chose has her double-wielding SMGs, I prefer my Mystique to be more about kickass martial arts (a la the movies) and less about shooting things. If you *want* her to be more about shooting things, swap out her feinting, improved crit, and weapon feats (a total of 7) for Point Blank Shot, Rapid Shot, Shot on the Run, Two-Weapon Fighting, Improved Two-Weapon Fighting, Precise Shot, and Rapid Reload (or whatever other shoot-y things you might pine for).
       You could also easily do her as a meganaut (amping her Constitution and Charisma or Dexterity) and use hyper feats to access some disguise self-esque spell-like abilities, or go after the build as a parallel, but she’s so damned good at it I thought it was deserving of a hypernaut power.
       The movie costuming was neat but just, I mean, come on. Mystique is always going to be the white-adorned skull-belted badass from the 90s animated series. That’s just what it is.

 

Mystique

Medium humanoid (human, hyper), chaotic neutral rogue (thief) 3/monk (ballistic brawler) 6 [hs 3, abbernaut 1]
Armor Class 19 (Wisdom, martial arts stance)
Hit Points 91 (9d8+1d10+40+5)
Speed 45 ft.

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 18 (+4) 14 (+2) 17 (+3) 16 (+3)

Saving Throws Dex +9, Int +6
Skills Acrobatics +9, Deception +11, Insight +7, Perception +7, Sleight of Hand +9, Stealth +13
Tools thieves’ tools
Damage Resistances poison
Condition Immunities diseases, poisoned
Senses darkvision 60 ft., passive Perception 17
Languages English, German, Spanish
Challenge 12 (8,400 XP)
Background Feature (Criminal) – Criminal Contact. Mystique has a reliable and trustworthy contact who acts as her liaison to a network of other criminals. She knows how to get messages to and from her contact, even over great distances; specifically, she knows the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for her.
Cunning Action. Mystique can take a bonus action on each of her turns in combat to take the Dash, Disengage, or Hide action.
Expertise. Mystique’s proficiency bonus is doubled for any ability check she makes that uses Deception or Stealth.
Exploding Ki Technique. Mystique gains a +4 bonus (her proficiency bonus) to attack rolls with firearms without requiring a bonus action aiming, and she does not suffer disadvantage while making attack rolls with firearms while within an enemy’s reach. If she would otherwise not require a bonus action aiming, Mystique gains a +4 bonus to damage when she spends a bonus action aiming. In addition, when she is wielding two firearms, she may spend a bonus action to gain an additional attack.
Fast Hands. Mystique can use the bonus action granted by her Cunning Action to make a Dexterity (Sleight of Hand) check, use her thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Hyper Ability Trait: Dexterity – Dexterous Warrior). Mystique increases her ranged weapon damage by 2.
Hyper Attack. Mystique may make an additional weapon attack when she uses her action to attack.
Hyper Feat: Adrenal Hyper (Constitution – Hyper Blooded). Mystique is resistant to poison damage and immune to both diseases and the poisoned condition.
Hyper Feat: Adrenal Hyper (Dexterity – Hyper Dexterous 2/long rest). When Mystique fails a Dexterity saving throw she may choose to roll again with advantage.
Hyper Flaw: Unnatural. In her natural form, Mystique has disadvantage on all non-Intimidate Charisma checks.
Hyper Mortality. Mystique has advantage on saving throws against death and death effects.
Hyper Proficiency +1. Mystique’s bonus to weapons and other features (that are not skills or equipment) she is proficient with increases by 1.

Ki (6 points). Mystique harnesses the mystic energy of ki and can spend these points to fuel various ki features. When she spends a ki point, it is unavailable until she finishes a short or long rest, at the end of which she draws all of her expended ki back into herself. She must spend at least 30 minutes of the rest meditating to regain her ki points.

 

  • Flurry of Blows. Immediately after Mystique takes the Attack action on her turn, she can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. Mystique can spend 1 ki point to take the Dodge action as a bonus action on her turn.
  • Step of the Wind. Mystique can spend 1 ki point to take the Disengage or Dash action as a bonus action on her turn, and her jump distance is doubled for the turn.
  • Stunning Attack. Mystique can spend 1 ki point to attempt to stun a creature she hits with a melee weapon attack. The target must succeed on a DC 15 Constitution saving throw or be stunned until the end of her next turn.

 

Ki-Empowered Bullets. Any attacks Mystique makes with a firearm count as magical.
Martial Arts. Mystique can use Dexterity instead of Strength for the attack and damage rolls of her unarmed strikes and monk weapons, and she rolls a 1d8 (raised from 1d6 because she is an abbernaut) in place of the normal damage of her unarmed strike or monk weapons. In addition, when Mystique uses the Attack action with an unarmed strike or a monk weapon on her turn, she can make one unarmed strike as a bonus action.
Second-Story Work. Climbing no longer costs Mystique extra movement and when she makes a running jump, the distance she covers increases by 5 feet.
Shapechanger. Mystique can use her action to polymorph into a Small, Medium, or Large humanoid she has seen, or back into her true form (though her volume changes, her mass does not). Her statistics, other than her size, are the same in each form. Any equipment she is carrying isn’t transformed but clothing or light armor she wears is. Mystique reverts to her true form if she dies or becomes incapacitated.
Sneak Attack 2d6 (1/turn). Mystique deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn’t incapacitated and she doesn’t have disadvantage on the attack roll.
Stance of the Striking Serpent* (2). Mystique’s unarmed strikes deal an additional 1d6 piercing damage, she gains advantage on Acrobatics checks, checks and saves to avoid the prone condition, and creatures are at disadvantage to resist her attempts to grant them the prone condition.
Unarmored Defense. While she is wearing no armor and not wielding a shield, Mystique’s AC equals 10 + her Dexterity modifier + her Wisdom modifier + the number of martial arts stances* she knows.
Unarmored Movement. Mystique’s speed increases by 15 feet while she is not wearing armor or wielding a shield, and she is able to move along vertical surfaces and across liquids on her turn without falling during the move.

*Martial Arts stances from Mists of Akuma.

ACTIONS
Multiattack. Mystique makes three unarmed strikes (four with a bonus action or five with 1 ki) or three SMG blasts (with her bonus action spent aiming for a +4 bonus to damage or spent to make a fourth and fifth attack).
Unarmed Strikes. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) magical bludgeoning damage plus 3 (1d6) piercing damage.
SMG Blast. Ranged Weapon Attack: +10 to hit, range (80/360), one target. Hit: 16 (2d8+7) magical bludgeoning and piercing damage.

REACTIONS
Deflect Missile. Mystique can spend her reaction to strike a missile when she is hit by a ranged weapon attack. When she does so, the damage she takes from the attack is reduced by 13 (1d8+1d6+5).
Slow Fall. Mystique can use her reaction when she falls to reduce any falling damage she takes by 30.

Notes on Mystique’s Build

Wondering what a 12th level hyper D&D 5E build shapeshifter looks like when it’s built by the book? This is it! I’m pretty fond of this build and may be reskinning it to field her against some 2099 Wasteland survivors sometime in the near future. 😀

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

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

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

hypercorps 2099 wolverine promo.png

WOLVERINE           CR 20—XP 307,200

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

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

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

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

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

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

 

NOTES ON WOLVERINE’S PATHFINDER BUILD

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

 

Wolverine

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

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

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

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

NOTES ON WOLVERINE’S D&D 5E BUILD

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

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

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

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

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

Hypercorps promo Access axel asher DOS.png

AXEL ASHER (Access)

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

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

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

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

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

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

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

SOME NOTES ON AXEL

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

 

Axel Asher (Access)

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

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

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

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

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

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

SOME NOTES ON AXEL’S 5E BUILD

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

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

By request this week we have ROM the Space Knight! He’s no longer with Marvel (it’s actually an interesting history and he’s getting some love recently so check it out!) but since somebody asked for him, he’ll qualify for a build. If you have a favorite character you’d like to see, please comment and let me know. Tune in next week for another request: Axel Asher (for my fellow crossover fans, woooooo!) 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!

ROM Hypercorps 2099 promo.png

ROM THE SPACE KNIGHT          CR 17 — XP 102,400

Male human (galadorian) fighter 8 [hs 7; hypernaut 1/meganaut 2]
LG Medium humanoid (galadorian, human, hyper)
Init +10; Senses darkvision 300 ft.; Awareness +10

DEFENSE
AC 33, bullet 29, touch 24, flat-footed 29 (+14 armor, +5 deflection, +3 Dex, +1 dodge)
hp 147 (8d10+88+21) regeneration 1; Hyper Bonus +3
Fort +18, Ref +8, Will +7
Defensive Abilities bravery +2; DR 6/—; Immune disease, poison; Resist cold 21, fire 21, electricity 21
Hyper Flaws fetish (all hyper attributes, feats, and powers tied to space knight armor and weapons)

OFFENSE
Speed 30 ft., fly 60 ft. (average)
Melee unarmed strike +18/+13/+13/+8 (1d4+10)
Ranged Neutralizer +15 ranged touch (Will DC 23 or Neutralizer, Range 300 ft.) or +15/+10/+10/+5 ranged touch energy beam (3d6+4 fire damage, Range 300 ft.)
Ranged strong hurl +15 touch (1d8 per 100 pounds+10 or 4d8 per 400 pounds+10, Range 60 ft.; ROM’s Heavy Load is 140,000 pounds although few things weigh that much and acquiring one is a time consuming effort)
Special Attacks hyper bonus +3, weapon training 1 (firearms)
Hyper Spell-Like Abilities (CL 15th; concentration +20)
    4/day—any spell 5th-level or lower (hyper flaw: fetish)
    At will—Neutralizer (as dismissal but sends the creature to Limbo, energy beam, or inverse protection from energy)

STATISTICS
Str 24, Dex 16, Con 28, Int 20, Wis 10, Cha 12
Hyper Strength 2 (Strong Back, Strong Hurl), Hyper Constitution 3 (Hyper Blooded, Hyper Resistant, Hyper Tough), Hyper Intelligence 2 (Hyper Analysis +2 2/day for 7 rounds)
Base Atk +8; CMB +18; CMD 37
Feats Alertness[B], Deadly Aim, Dodge[B], Flyby Attack, Improved Iron Will, Improved Unarmed Strike[B], Iron Will[B], Point-Blank Shot[B], Precise Shot[B], Power Attack[B], Quick Draw[B], Rapid Shot[B], Toughness; Hyper Feats Extra Hyper Attribute (2), Extra Hyper Trait, Gadgeteer
Skills Athletics +7, Awareness +10, Diplomacy +7, Fly +6, Knowledge (arcana, the Planes) +8, Knowledge (geography) +10, Knowledge (engineering) +9, Knowledge (technology) +13, Search +15, Sense Motive +7, Survival +6, Use Technology +13; Armor Check Penalty -4
Languages Galadorian; universal translator (tongues)
SQ armor training 2, hyper attack 2, hyper focus 3/day, hyper initiative, hyper mortality, hyper rest
Gear Analyzer [as detect magic, detect psychic significance, technomancy and locate creature (dire wraith)], Galadorian space knight armor [+5 full-plate, darkvision, ring of protection +5, ring of sustenance, and wings of flying], Neutralizer [only ROM can use this weapon and by firing it at an energy source, he can sap it away for 1 round per 5 points absorbed as an inverse protection from energy (maximum 120 points)]

SPECIAL ABILITIES
Space Knight Armor (Ex) ROM has been fused to high-technology from Galador that makes him able to travel through the vacuum of space, superior strength and toughness, the power of flight, enhanced vision, regeneration, and vastly increased carrying capacity. Removing him from his armor requires high science or extremely powerful magic, but doing so deprives him of all hyper attributes, hyper feats, and hyper powers (but not hyper special qualities).

 

 

ROM the Space Knight

Medium humanoid (galadorian), lawful good
Armor Class 19 (space knight armor)
Hit Points 190 (20d8+100)
Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 22 (+5) 19 (+4) 10 (+0) 14 (+2)

Saving Throws Str +10, Con +10, Int +9
Skills Arcana +9, Athletics +10, Insight +5, Investigation +9, Perception +5, Persuasion +7, Survival +5, Technology +9
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing
Damage Immunities poison
Condition Immunities diseases, poisoned
Senses darkvision 300 ft., passive Perception 15
Languages Common, Galadorian; universal translator (as tongues)
Challenge 14 (11,500 XP)
Analyzer. ROM can point his analyzer at a creature he can see to reveal if it is a concealed dire wraith. In addition, he can use it on objects to detect magical auras, potent psychic energy, or great technological power.
Space Knight Armor. ROM’s technologically bonded armor grants him advantage on ability checks and saving throws for Strength, Constitution, and Intelligence, darkvision, a fly speed, damage resistances, damage immunity to poison, condition immunities, and a +10 bonus to damage with melee weapon attacks and thrown weapons. In addition, he can travel safely through the vacuum of space and lift objects as heavy as 70 tons. Removing him from his armor requires high science or extremely powerful magic.
Spellcasting. ROM is a 20th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 17; +9 to hit with spell attacks) and he has 4 spell slots he can use to cast any spell of 5th-level or lower.

ACTIONS
Multiattack. ROM can make four unarmed strike attacks or four neutralizer attacks each turn.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (1d8+15) bludgeoning damage.
Neutralizer. Ranged Weapon Attack: +7 to hit, range 100/300, one target. Hit: 20 (4d8+2) radiant damage or banishment (the target makes a DC 17 Charisma saving throw or is transported to Limbo).
Thrown Object. Ranged Weapon Attack: +7 to hit, range (100/200), multiple targets (determined by object size; make one attack roll per target). Hit: 19 (1d8+15) 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 105 [20d8+15] at 100,000 pounds).

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

This week we’ve got a guest design! Steven Caron was one of Hypercorps 2099’s biggest backers (see Heroes of the Hypernet for more info and the synopsis of an amazing 19 game campaign) and put together a build for Kurt Wagner, better known to the world as (ze!) Nightcrawler!

If there’s someone you’d like to see please comment with a request (tune in next week for ROM the Space Knight!), tweet at me @MikeMyler2, or poke me on Facebook, and if you notice room for improvement let me know. Also, if you dig this, share it around and like it and so forth! Thank you!

nightcrawler hypercorps promo.png

KURT VON WAGNER DARKHOLME (aka NIGHTCRAWLER)
Male tiefling (bamf) swashbuckler (inspired blade) 5/monk (martial artist) 5 [hs 5; parallel 2]
CG Medium outsider (native)
Init +15; Senses darkvision 60 ft., see in darkness; Awareness +18
DEFENSE
AC 33, touch 26, flat-footed 23 (+4 armor, +8 Dex, +2 deflection, +2 dodge, +2 hyper, +2 monk, +3 natural)
hp 85 (5d10+5d8+20+12+3); Hyper Bonus +2
Fort +11, Ref +20, Will +10
Defensive Abilities evasion, natural armor, snatch arrows Immunity fatigue Resist cold 5
Weaknesses hyper flaw (hubris), parallel powers

OFFENSE
Speed 40 ft.(+10 ft. to charge, run or withdraw)
Melee agile rapiers of skewering +18/+18/+13/+13 (1d6+13 [9 off-hand], Crit 15-20/x2) or agile rapier of skewering +22/+17/+17 (1d6+13+5 precise, Crit 15-20/x2) or flurry of blows unarmed +13/+13/+8/+8/+8 (1d8+5)
Ranged star knives +19/+14/+14 (1d4+4+5 precise, Crit. x3, range 20 ft.)
Special Attacks flurry of blows, hyper bonus +2, panache 6/day, stunning fist 12/day (DC 19 fatigue/stun)
Hyper Spell-Like Abilities (CL 15th, concentration +23)
11/dayshift (35 ft., as per dimension door) [Hyper Flaw: Disturbing]
8/dayanticipate peril, dimension door [Hyper Flaw: Passenger Fatigue], extended blend [Hyper Flaw: Shadow Conditions], guiding star, ray of exhaustion [Hyper Flaw: Teleport Powered], spider climb
At willknow direction [constant, Hyper Flaw: Unnatural]

STATISTICS
Str 15, Dex 26, Con 15, Int 13, Wis 13, Cha 20, Luck 20, Rep 25
Hyper Dexterity 2 (Dexterous Skills)
Base Attack +8; CMB +14 (+16 grapple); CMD 38 (40 vs. grapple)
Feats Alertness[B], Combat Reflexes, Dimensional Agility, Dimensional Assault, Dimensional Dervish, Dimensional Savant, Dodge[B], Grasping Tail, Improved Grapple, Improved Natural Attack (tail)[B], Improved Unarmed Strike, Multiweapon Fighting, Weapon Focus (rapier); Hyper Feats Hyper Peripheral, Parallel Access (3), Powerful Talent
Skills Acrobatics +27, Athletics +10, Awareness +18, Bluff +13, Diplomacy +13, Knowledge (local) +3, Knowledge (nobility) +5, Perform (dance) +13, Search +8, Sense Motive +8, Stealth +16; Racial Modifiers: +2 Acrobatics
Languages Common, Elven, Infernal
SQ charmed life +5 (3/day), combat tail, deeds, exploit weakness +6 (+2 Sense Motive, Reflex Saves, Dodge to AC), fiendish eyes, fuzzy elf, high jump +5, hyper attack 1, hyper focus 2/day, hyper rest, inspired finesse, pain points, prehensile tail, rapier training (+1 atk, +2 dmg; Improved Critical), sprinter, strange physiology
Gear agile rapiers of skewering +1 (2), amulet of natural armor +2, belt of physical perfection +2, blink back bandolier, boots of gusto, bracers of armor +4, cape of daring deeds, gloves of arrow snaring, headband of alluring charisma +4, ioun stone (violet thorny), ring of protection +2, shining wayfinder, mithral star knives (2), mwk cold iron star knives (2)

Steve’s Notes:

Dimension Door: If teleporting with passengers, both Nightcrawler and each of his passengers are subjected to his ray of exhaustion power; one charge is expended per teleport, regardless of the number of passengers. If Nightcrawler has used all charges of his ray of exhaustion power, his personal saving throw is as if he had the Tiring Hyper Flaw with all uses expended and as such must save against damage instead (any passengers still save against the ray of exhaustion as normal.)

Ray of Exhaustion: Nightcrawler expends either a charge of shift or dimension door to teleport up to his opponent, touch them, and teleport away together. If Nightcrawler actually grapples his opponent however, he may create a multiport, increasing the DC by 2 per each extra charge expended (to a maximum number of extra charges equal to his hyper bonus); the duration of the effect is also extended as per the poison rules. Only one shift or dimension door charge is used for either effect.

Tiefling (bamf):
The following describe the tiefling (bamf) alternate racial traits and heritage. Stats are +2 Dex, +2 Chr, -2 Wis.
– Combat Tail is an alternate of Maw or Claw, granting a fully usable tail attack, thus replaces the racial SLA. When combined with Prehensile Tail and Grasping Tail, the tail is treated as another arm and hand; 1d6 (1d4 small) damage.
– Fiendish Eyes are from the variation table, granting the See in Darkness ability
– Fuzzy Elf is the same as Scaled Skin (Resist Cold) and replaces Fiendish Resistance.
– Prehensile Tail replaces Fiendish Sorcery.
– Sprinter is Fiendish Sprinter, replacing skilled.
– Strange Physiology is from the variation table, granting a +2 racial bonus: Acrobatics.

(5E build below is by me!)

 

Nightcrawler

Medium humanoid (human, hyper), lawful good
Armor Class 19 (Wisdom)
Hit Points 150 (20d8+60)
Speed 60 ft., climb 50 ft., leap 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 17 (+3) 13 (+1) 18 (+4) 14 (+2)

Saving Throws Dex +10, Con +8
Skills Acrobatics +10, Athletics +7, Insight +9, Intimidation +7, Perception +9, Persuasion +7, Religion +6, Sleight of Hand +10, Stealth +10
Senses darkvision 120 ft., passive Perception 19
Languages English, German, Latin
Challenge 13 (10,000 XP)
Bamf Step. Nightcrawler can spend a bonus action to teleport to any location within 100 feet.
Combat Awareness. Nightcrawler’s AC is equal to 10 + his Dexterity modifier + his Wisdom modifier.
Devilish Tail. Nightcrawler has a tail able to support his weight, giving him advantage on checks to resist the prone condition. He is able to wield one-handed weapons with his tail or use it to grab similarly sized objects. He may use the Sleight of Hand skill with his tail but does not gain his proficiency bonus when doing so.
Dimensional Bamf (Recharge 1–4). Nightcrawler can spend a bonus action to teleport to any location between 100 feet and 1,000 feet.
Distant Teleport. Nightcrawler can easily teleport north south along Earth’s magnetic lines of force. However, teleporting east west against them or teleporting vertically is more difficult. Under optimal conditions, Nightcrawler can teleport 2 miles east west, 3 miles north south, and 2 miles vertically if he exerts himself. Nightcrawler has a limited unconscious extrasensory ability that prevents him from teleporting into any area that he cannot see or has not seen in the past, as doing so runs the risk of injury or death by materializing partially or entirely within a solid object.
Passenger Sickness. Nightcrawler is able to take any creature of up to Large size with him when he teleports. Any creature that teleports with Nightcrawler is poisoned for 2d4 rounds and stunned for 1d4 rounds. A successful DC 16 Constitution saving throw leaves the creature poisoned for 1d4 rounds and stunned for 1 round.

ACTIONS
Multiattack. Nightcrawler makes eight cutlass attacks or one teleporting fatigue attack and four cutlass attacks.
Cutlass. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage.
Teleporting Fatigue. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: The target and Nightcrawler teleport multiple times, ending in a location within 100 feet. The target takes 27 (6d8) force damage and 27 (6d8) necrotic damage from being repeatedly shunted through the Brimstone Dimension and may suffer from the passenger sickness feature.

REACTIONS
Fast Reactions. Nightcrawler has two reactions each round.
Bamf Dodge. When an attacker that Nightcrawler can see hits him with an attack or spell with an area effect, he can use his reaction to teleport up to 15 feet away (taking no damage). He cannot take a passenger when using this feature.

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

By request this week’s character is the INVINCIBLE IRON MAN! I’m not familiar with the new series so we’re just going with Tony Stark (my favorite memories of that character, cheesy as they may be, are from the old Saturday morning cartoon on ABC–check it out if you don’t know what I’m talking about).

If there’s someone you’d like to see please comment with a request (tune in next week for Nightcrawler!), tweet at me @MikeMyler2 , or poke me on Facebook, and if you notice room for improvement let me know. Also, if you dig this, share it around and like it and so forth! Thank you!

Hyper Score Marvel Iron Man promo.png

IRON MAN (Tony Stark)
CR 26 — XP 2,457,600

LG Male human netjacker (mechwarrior) 17 [hs 7; hypernaut 1, meganaut 2]
Medium humanoid (human, hyper, netjacker robot)
Init +7; Senses (while in proxy) darkvision 60 ft., lifesense 60 ft., low-light vision; Awareness +23

DEFENSE
AC 47, bullet 33, touch 28, flat-footed 34 (+19 armor, +5 deflection, +4 Dex, +9 dodge)
hp 186 (17d8+85+21); Hyper Bonus +3
Fort +12, Ref +17, Will +12
Defensive Abilities improved evasion; DR 4/—[HF]; Immune netjacker robot traits; Resist cold 15, fire 15
Weaknesses vulnerable to critical hits, vulnerable to electricity
Hyper Flaws fetish (iron man armor), personal problem (compulsion: alcoholism)

OFFENSE
Speed 30 ft. without proxy; fly 90 ft. (average)
Melee unarmed +34/+29/+29/+24/+24 (1d3+22 bludgeoning) or with Improved Devastating Vital Strike +29 (3d3+26 bludgeoning)
Ranged missile +28 (12d6+12 bludgeoning and fire, range 120 ft.)
Ranged repulsor beam +28/+23/+23/+18/+18 or +26/+26/+21/+21/+16/+16 (3d4+12 force, range 60 ft.) or with Improved Devastating Vital Strike (“UNIBEAM!”) +28 (9d4+16 force, range 60 ft.)
Ranged strong hurl +28 touch (1d8 per 100 pounds+22 or 4d8 per 400 pounds+22, range 30 ft.; light load is 2,144 pounds)
Special Attacks combat hacks (melee +2, ranged +2), hyper bonus +3

STATISTICS
Str 10 (31), Dex 10 (19), Con 18, Int 28, Wis 9, Cha 18, Luck 28, Rep 25
Hyper Strength 2 (Strong Back, Strong Hurl)[HF], Hyper Constitution 2 (Hyper Tough)[HF], Hyper Intelligence 3 (Hyper Ingenuity 3/day, Hyper Smart 3/day)
Base Atk +12; CMB +34; CMD 57
Feats Alertness [B], Clustered Shots [B], Craft Cybernetics, Craft Technological Arms and Armor, Craft Technological Item [B], Devastating Vital Strike, Dodge [B], Extra Evolution (4), Flyby Attack, Impact Critical Shot, Improved Unarmed Strike [B], Improved Vital Strike, Point-Blank Shot [B], Precise Shot [B], Rapid Shot [B], Technologist [B], Vital Strike; Hyper Feats Extra Hyper Attribute (3)[HF], Hyper Lucky, Hyper Wealth
Skills Awareness +23, Bluff +14, Craft (mechanical) +35, Diplomacy +19, Disable Device +22, Fly +11, Knowledge (arcana, dungeoneering, local, nature, nobility, planes, religion) +15, Knowledge (engineering) +29, Knowledge (geography, history) +15, Knowledge (technology) +37, Linguistics  +14, Profession (industrialist, scientist) +13, Search +29, Sense Motive +21, Stealth +12, Use Technology +32, Vehicular Control  +8
Languages English, 11 other languages, translator for terrestrial languages in suit; electronic telepathy 40 ft.
SQ advanced hacking talents (equipment malefactor, fast-fix 3d8+17 12/day, invisibility to tech 340 ft. for 9/rounds 12/day, smart dodge +8), hacking talents (evasion, firesale, flash firewall, improved evasion), hyper attack 2, hyper initiative, hyper mortality, robot warrior, tech doyen, tech master, tech savant +5 (hypernet only), tech wiz +8 (insight bonus to all Craft (mechanical), Knowledge (technology), and Use Technology checks)
Gear [+5] Iron Man Armor (mechwarrior proxy; Tony has made his proxy into a +5 advanced item), hyperjack (linked to all aspects of his suit), [+5 ring of protection]

SPECIAL ABILITIES
Robot Immunities (Ex) Netjacker robots are immune to ability damage, ability drain, bleed, disease, death effects, fatigue, exhaustion, energy drain, mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), necromancy effects, nonlethal damage, paralysis, poison, sleep effects, stunning, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).

Robot Warrior (Ex) [from the Mechwarrior archetype for Netjackers]: A mechwarrior begins play with one robot (a proxy) she is able to wear like a suit of armor. The proxy mimics all of the mechwarrior’s movements, and the mechwarrior perceives through the proxy’s senses and speaks through its voice modulator; for the purposes of game mechanics the two are now one creature. The mechwarrior directs all of the proxy’s actions while it is worn.
While wearing her proxy, the mechwarrior uses the proxy’s Strength and Dexterity, but retains her own Constitution, Intelligence, Wisdom, and Charisma. The mechwarrior gains the proxy’s hit points as temporary hit points. When these hit points reach 0, the proxy is broken and counts against the mechwarrior’s carrying capacity. The mechwarrior uses the proxy’s base attack bonus, and gains the proxy’s armor, natural armor bonuses, and modifiers to ability scores. The mechwarrior also gains access to the proxy’s special abilities and the proxy’s upgrades. The mechwarrior is still limited to the proxy’s maximum number of natural attacks. The proxy has no skills or feats of its own. The proxy must be at least the same size as the mechwarrior. The proxy’s temporary hit points may can be restored through the same means as any other robot. Getting into or out of a proxy is a full-round action that provokes attacks of opportunity.
While wearing her proxy, the mechwarrior loses the benefits of her armor. She counts as both her original type and a robot for any effect related to type, whichever is worse for the mechwarrior. Spells such as antitech field or destroy robot work normally on the proxy, but the mechwarrior is unaffected. Neither the mechwarrior nor her proxy can be targeted separately, as they are fused into one creature. The mechwarrior and proxy cannot take separate actions. While fused with her proxy, the mechwarrior can use all of her own abilities and gear, except for her armor. In all other cases, this ability functions as the netjacker’s normal robot artist ability (for example, the proxy and netjacker share a digital watermark).
This modifies and replaces robot artist.

[+5] IRON MAN ARMOR

N Medium construct (robot); Senses darkvision 60 ft., lifesense 60 ft., low-light vision

DEFENSE
AC 33, bullet 19, touch 14, flat-footed 29 (+19 armor, +4 Dex)
hp 125 (12d10+59)
Immune netjacker robot traits; Resist cold 15, fire 15
Weaknesses vulnerable to critical hits, vulnerable to electricity

OFFENSE
Speed 30 ft., fly 90 ft. (average)

STATISTICS
Str 31, Dex 19, Con —, Int 6, Wis 10, Cha 10
Upgrades (26 points) Ability score increase (Str +4, Dex +2), lightweight (3), energy ray (repulsor beam, 2), fly (6), lifesense, resist (cold, fire)
Cost 34,000bt; Weight 210 lbs.

 

SOME NOTES ON THE PATHFINDER BUILD

As one of the world’s most powerful super heroes, Tony is a biggun–so big that he’s about as tough as Lucifer (and just as smart). He can buy whatever additional equipment you think is appropriate, but I think this is as streamlined as he gets (no mega-cannon) and definitely not the Hulk build, but definitely not Mark 1.

 

IRON MAN (Tony Stark)

Medium humanoid (human), lawful good
Armor Class 18 (8 Iron Man suit)
Hit Points 210 (28d8+84)
Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
22 (+6)* 17 (+3)* 16 (+3)* 21 (+5) 9 (-1) 19 (+4)

*Outside of his Iron Man suit, Tony Stark loses all his features but Technofanatic, all of his attacks (his Unarmed Strike changes to +6, 1d3+1), and his ability scores change to Strength 12, Dexterity 14, Constitution 14.

Saving Throws Str +10, Int +10, Wis +4, Cha +9
Skills Deception +9, Insight +4, Investigation +10, Perception +4, Persuasion +9, Technology +10
Damage Vulnerabilities critical hits, lightning
Damage Resistances cold, fire, poison, psychic; bludgeoning, piercing, slashing
Condition Immunities exhaustion, petrified, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 14
Languages English and 10 other languages
Challenge 16 (15,000 XP)
Artificial Response. When Iron Man is charmed, paralyzed, or stunned, he may spend a bonus action to make a saving throw to eliminate the condition. Iron Man may only use artificial response once against any one instance of an effect.
Rapid Reflexes. When Iron Man makes a Dexterity saving throw to reduce the damage of a spell or attack, on a success he takes no damage and on a failure he takes half damage.
Strongback. Iron Man is able to throw objects as heavy as 1 ton (2,000 pounds) and lift objects ten times that weight.
Targeting Relays. Iron Man does not suffer disadvantage for making ranged attacks while within reach of an enemy.
Technofanatic. Iron Man has advantage on Technology checks.

ACTIONS
Multiattack. Iron Man makes any combination of four unarmed strikes and repulsor blasts, two missile attacks, or one missile attack and a combination of two unarmed strikes and repulsor blasts each round.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (2d8+11) bludgeoning damage.
Missile. Ranged Weapon Attack: +9 range (60/500), multiple targets (20-foot-square). Hit: 39 (8d8+3) bludgeoning and fire damage; DC 18 Dexterity saving throw reduces damage by half.
Repulsor Blast. Ranged Weapon Attack: +9 to hit, range (100/500), one target. Hit: 25 (5d8+3) force damage.
Thrown Object. Ranged Weapon Attack: +9 to hit, range (100/200), multiple targets (determined by object size; make one attack roll per target). Hit: 15 (1d8+11) damage. The damage type depends on the object (bludgeoning, piercing, or slashing) and at 100 pounds and every 100 pounds thereafter, the damage increases by 1d8 (up to 101 [21d8+7] at 2,000 pounds).
Unibeam (Recharge 5-6). Iron Man unleashes the weapon in his chestplate, blasting a potent beam of force in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 88 (16d10) force damage on a failed save, or half as much damage on a successful one. Creature that fail their saving throw are also pushed back a number of feet equal to half the damage they take (round up).

 

SOME NOTES ON THE D&D 5E BUILD

I eschewed the book’s mechwarrior (sorcerer archetype) NPC build for a straight monster build–as mentioned elsewhere, Hypercorps 2099 was envisioned and originally but for Pathfinder then translated to 5E, and the latter is not quite as flexible for player options as the former. Don’t get me wrong, it definitely still delivers super cyberbunk and is really a great time, but building whatever-you-can-fathom inside playable parameters is definitely more challenging because of the ability score caps and different resource distribution in D&D 5E. He’d probably end up past CR 21+ and at that point in 5E you’d never use him (the Pathfinder build above is definitely nearing epic play) whereas a CR 16 is much more likely to find room at your gaming table. 🙂

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

By request our subject this week is the man from the alternate future, Bishop! If there’s someone you’d like to see please comment with a request, and if you see room for improvement let me know. Also, if you dig this, share it around and like it and so forth! Thanks! 😀

bishop hypercorps 2099 promo.png

BISHOP (Lucas Bishop) CR 17 — XP 102,400

Male human slayer 8 [hs 7, hypernaut 3]
NG Medium humanoid (human, hyper)
Init +7; Senses; Awareness +15

DEFENSE
AC 29, touch 21 (29 vs. ranged energy attacks), flat-footed 24 (+8 armor, +3 deflection, +4 Dex, +1 dodge, +3 hyper)
hp 129 (8d10+64+21); Hyper Bonus +3
Fort +13, Ref +10, Will +4
DR 4/—; Resist acid/cold/electricity 5

OFFENSE
Speed 30 ft.
Melee unarmed strike +14/+9/+9/+4 (1d3+6)
Ranged plasmathrower +15/+10/+10/+5 or +13/+13/+8/+8/+3 (4d6 electricity and fire, Crit 19-20/x2, Range 60 ft.)
Special Attacks 2nd studied target, hyper bonus +3, sneak attack +2d6
Hyper Power (CL 15th; concentration +19)
     At will—energy conduit (personal range; hyper flaw: limited 18)

STATISTICS
Str 16, Dex 19, Con 24, Int 14, Wis 15, Cha 16, Luck 17, Reputation 18
Hyper Constitution 2 (Hyper Tough), Hyper Charisma 1 (Hyper Merit; auto-success 1/day)
Base Atk +8; CMB +11; CMD 29
Feats Awareness [B], Dodge[B], Improved Unarmed Strike[B], Mobility, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Spring Attack, Technologist[B]
Hyper Feats Extra Attribute Trait, Extra Hyper Attribute (2), Powerful Talent (Bishop always knows his location)
Skills Acrobatics +9, Athletics +14, Awareness +15, Bluff +7, Disable Device +15 (+19 vs. traps), Heal +6, Intimidate +10, Knowledge (geography) +8, Knowledge (history) +10, Knowledge (technology) +7, Search +13 (+17 vs. traps), Sense Motive +12, Stealth +15, Survival +8, Use Technology +9, Vehicular Control +8
Languages English, Pidgeon (a smattering of languages used in the future)
SQ hyper attack 2, hyper focus 3/day, hyper initiative, hyper mortality, hyper rest, slayer talents (ranger combat style [3], rogue talent: fast stealth, trapfinding), stalker, track, trapfinding, trap sense +2
Gear [+5] advanced inssuit, [ring of protection +3], plasma thrower (10 power packs), Shard

SPECIAL ABILITIES
Hyper Flaw – Mercurial Mind: Being time-tossed and frequently experiencing new memories befuddles Bishop’s mind at critical moments. Whenever he is hit by a critical hit or fails a saving throw against a mind-affecting spell or special ability, he also gains the confused condition for 1d4 rounds.

Hyper Flaw – Temporal Nemeses: Bishop’s enemies exist in the past, present, and future, and they frequently alter the timeline without giving him any opportunity to stop them until after the act has already been perpetrated. Often times these cause broad changes only Bishop might remember differently, but sometimes they can be at critical times to leave him vulnerable or trapped. As a result of their meddling, Bishop’s only adds his hyper score once when calculating his Luck and Reputation attributes.

Hyper Power: Energy Conduit (Ex) Bishop can absorb the following types energy from single attacks or area effects, though in the case of the latter other creatures and objects are usually still affected: cold, electricity, fire, force, holy, sonic, unholy. He does not make a saving throw against the effect but takes no damage from it, instead gaining 1 conduit point per 5 points of damage the attack would have inflicted. These conduit points last until Bishop discharges them and the maximum number of conduit points Bishop can have at one time is 18. When Bishop has filled his energy reserves he ceases to absorb energy damage until he has spent some of his conduit points.
    By spending his immediate action, Bishop can draw in ambient energy around him (such as from an area attack) to absorb all energy damage dealt nearby. Doing so for a 10-ft.-radius causes him to collect twice as many conduit points and for a 15-ft.-radius three times as many conduit points (roll the energy damage once). At the GM’s discretion, Bishop can also use this ability to absorb the energies from hyper powers or spells with other effects than dealing damage by winning on an opposed caster level check. On a success, Bishop absorbs 1d4 conduit points and the effect is negated.
     If Bishop cannot absorb all of the energy damage, from an attack or effect, divide the remaining damage by the average roll of the damage dice type (rounding up) and deal that energy damage to the area (for example, if Bishop absorbs 32 points of a 40 damage fireball, the 8 remaining damage, which comes from d6s, is divided by 3.5 and rounded up to 3d6 fire damage.) There are three ways for Bishop to spend his conduit points: energy blasts and energy eruptions.

  • Energy Blast (Ex): As a standard action, Bishop can unleash an energy blast at a single target up to a range of 250 feet. He must have at least one hand free to aim the blast. Bishop is never considered to be wielding or gripping the energy blast, and he can’t use Vital Strike feats with energy blasts. Energy blasts always deal full damage to swarms of any size. For every conduit point Bishop spends on an energy blast (up to maximum of 5), it either deals 1d10 damage on a successful hit, or he shoots one additional 1d10 damage energy blast for every additional conduit point spent (up to a maximum of 5). Bishop cannot shoot multiple energy blasts that deal more than 1d10 damage. Bishop’s energy blasts deal either force damage or holy damage (he chooses which type of damage to use when activating this ability).
  • Energy Eruption (Ex): As a standard action, Bishop can unleash his stored energy in a devastating wave of destruction to all objects and creatures within a 20-foot-radius. The energy eruptions deals 3d6 damage per 3 conduit points spent, up to a maximum of 18d6 (costing 18 conduit points). Creatures within the area may make a DC 21 Reflex save for half damage.
  • Energy Fists (Ex): As a swift action, for 1 conduit point Bishop can cause his melee attacks to deal an additional 1d12 points of energy damage (force or holy) for 1 round. For every 2 additional conduit points spent, Bishop can increase this extra damage by +1d12 (to a maximum of 4d12).

SHARD (Crystal AI)

Aura strong divination; CL 17th
Slot none; Weight 1/2 lb.
STATISTICS
Alignment lawful good
Int 18, Wis 14, Cha 14, Ego 22; Senses 60 ft.
Languages all (as tongues)
Abilities Possesses a +15 bonus on all Knowledge skills, has recordings of all known altered timelines, and over the period of 10 minutes can identify the causes behind a diverted timeline.

 

Bishop

Medium humanoid (human), neutral good
Armor Class 19 (advanced armor)
Hit Points 190 (20d8+100)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 20 (+5) 14 (+2) 15 (+2) 15 (+2)

Saving Throws Str +8, Wis +7, Cha +7
Skills Athletics +8, History +7, Insight +7, Intimidation +7, Investigation +7, Medicine +7, Perception +7, Persuasion +7, Stealth +9, Survival +7, Technology +7
Senses passive Perception 17
Languages English, Pidgeon
Challenge 15 (13,000 XP)

Hyper Power: Energy Conduit. Bishop can absorb the following types energy from single attacks or area effects, though in the case of the latter other creatures and objects are usually still affected: cold, fire, force, lightning, necrotic, psychic, radiant, thunder. He does not make a saving throw against the effect but takes no damage from it, instead gaining 1 conduit point per 4 points of damage the attack would have inflicted. These conduit points last until Bishop discharges them and the maximum number of conduit points Bishop can have at one time is 18. When Bishop has filled his energy reserves he ceases to absorb energy damage until he has spent some of his conduit points.
     By spending his reaction, Bishop can draw in ambient energy around him (such as from an area attack) to absorb all energy damage dealt nearby. Doing so for a 10-ft.-radius causes him to collect twice as many conduit points and for a 15-ft.-radius three times as many conduit points (roll the energy damage once). At the GM’s discretion, Bishop can also use this ability to absorb the energies from hyper powers or spells with other effects than dealing damage by winning on an opposed caster level check. On a success, Bishop absorbs 1d4 conduit points and the effect is negated.
     If Bishop cannot absorb all of the energy damage, from an attack or effect, divide the remaining damage by the average roll of the damage dice type (rounding up) and deal that energy damage to the area (for example, if Bishop absorbs 32 points of a 40 damage fireball, the 8 remaining damage, which comes from d6s, is divided by 3.5 and rounded up to 3d6 fire damage.) There are three ways for Bishop to spend his conduit points: energy blasts and energy eruptions.

  • Energy Blast (Ex). As an action, Bishop can unleash an energy blast at a single target within 250 feet. He must have at least one hand free to aim the blast. Energy blasts always deal full damage to swarms of any size regardless of resistances. For every conduit point Bishop spends on an energy blast (up to maximum of 5), it either deals 1d10 damage on a successful hit, or he shoots one additional 1d10 damage energy blast for every additional conduit point spent (up to a maximum of 5). Bishop cannot shoot multiple energy blasts that deal more than 1d10 damage. Bishop’s energy blasts deal either force damage or radiant damage (he chooses which type of damage to use when activating this ability).
  • Energy Eruption (Ex). As an action, Bishop can unleash his stored energy in a devastating wave of destruction to all objects and creatures within a 20-foot-radius. The energy eruptions deals 3d6 damage per 3 conduit points spent, up to a maximum of 18d6 (costing 18 conduit points). Creatures within the area may make a DC 19 Dexterity saving throw for half damage.
  • Energy Fists (Ex). As a bonus action, for 1 conduit point Bishop can cause his melee attacks to deal an additional 1d8 points of energy damage (force or radiant) for 1 round. For every 2 additional conduit points spent, Bishop can increase this extra damage by +1d8 (to a maximum of 4d8).

ACTIONS
Multiattack. On his turn Bishop makes 5 unarmed strike attacks or 5 plasma thrower attacks.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.
Energy Blast. Ranged Weapon Attack: +9 to hit, range 250 ft., one target. Hit: 4 (1d10) force or radiant damage.
Plasma Thrower. Ranged Weapon Attack: +9 to hit, range 60/300, one target. Hit: 18 (4d6+4) fire and lightning damage.

 

SHARD

Wondrous item, legendary magic item
Shard is unable to force a creature to act under its will but can refuse to function.
Linguistic Processor. Shard is able to read and understand all languages (as the tongues spell).
Vast Database. Shard grants a +10 bonus on Intelligence checks related to information (this does not include secret information, only what would be publicly known). In addition, it has recordings of all known altered timelines and over the period of 10 minutes can identify the causes behind a diverted timeline.