Archives for posts with tag: Hyper Score Marvel

Welcome to Hyper Score Marvel (#19) where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

Last week we had Thanos (and The Infinity Gauntlet and the Infinity Gems!) and next we’ve got Thing, then Rocket Raccoon, Emma Frost, Cyclops, Daredevil, Luke Cage, Iron Fist, Jessica Jones, Punisher, Mr. Fantastic, Human Torch, Doctor Doom, Invisible Woman, and Loki. More requests are always welcome however–I’ll get to them all eventually! Full cast so far is over yonder. It’s also worth noting that there are freebies for Hypercorps 2099 and if you are like “WHAT!? I have to download something!” there are brief explanations of the Hyper Score system in the Star Wars D&D 5E Hack.

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

 

Today is the LAST DAY of the Book of Exalted Darkness Kickstarter!!! We are working on unlocking more stretch goals (the Book of Celestial Heroes do-gooder supplement was the first and the Shadow of the Demon Lord conversion was second) and now there are pledge levels for being holy heroes or vile villains! Take a look and help us explore the 9 layers of Hell!

head KS graphic FUNDED

There are 3 downloadable PDFs on the project page and the Kickstarter ENDS TONIGHT so get your pledge in if you dig it. Worst case scenario you walk away with a free evil adventure module, some vile character options, a mad scientiest class, and if you like, the Exemplar class playtest on World Builder Blog for yins do-gooders.

Thanks! 😀

hulk pathfinder dnd5e.png

The Hulk (Raging)        CR 23—XP 819,200

Male human barbarian (invulnerable rager) 11 [hs 10; abbernaut 2/meganaut 2]
CG Large humanoid (human, hyper)
Init +11; Senses darkvision 60 ft., low-light vision; Awareness +16

DEFENSE
AC 14, bullet 14, touch 14, flat-footed 12 (+1 Dex, +1 dodge, +5 hyper, -2 rage, -1 size)
hp 271 (11d12+154+42) fast healing 5; Hyper Bonus +5
Fort +23, Ref +9, Will +12
Defensive Abilities fortification (80%), DR 15/—; Resist cold 30, electricity 30, fire 30, sonic 30
Hyper Flaws disturbing (Hulk form), furious rage (trigger into Hulk form), monstrous transformation (Bruce Banner–Medium size, AC 17, hp 97; Str 13, Dex 14, Con 14, Int 22; Bluff +11, Diplomacy +11, Knowledge [technology] +17, Search +16, Sense Motive +16, Stealth +13, Use Technology +12), unnatural (Hulk form)

OFFENSE
Speed 40 ft., leap 60 ft.
Melee unarmed +42/+37/+37/+32/+32/+27 or +40/+35/+35/+35/+30/+30/+25 (2d6+31, Crit 19-20/x2) or improved vital strike +42 (6d6+31, Crit 19-20/x2)
Ranged strong hurl +16 (1d8 per 100 pounds+36 or 4d8 per 400 pounds+47, Range 120 ft., Heavy Load 2,129,920 lbs.; lift 1,065 tons)
Space 10 ft.; Reach 10 ft.
Special Attacks greater rage (29 rounds/day), hyper bonus +5, rage powers (body bludgeon, brawler, greater brawler, improved damage reduction 2)

STATISTICS
Str 52 [+21], Dex 12, Con 32, Int 8, Wis 12, Cha 10
Hyper Strength 6 (Strong as Strong [reroll Str check] 12/day, Strong Back [double carrying capacity 6 times], Strong Hurl, Strong Leap, Strong Throw [double range increments 6 times], Strong Warrior), Hyper Constitution 4 (Hyper Blooded, Hyper Fortification, Hyper Resistant, Hyper Tough)
Base Atk +11; CMB +33 (+35 grapple); CMD 50 (52 vs. grapple)
Feats Alertness [B], Dodge [B], Improved Critical (unarmed), Improved Grapple, Improved Unarmed Strike [B], Improved Vital Strike, Mobility, Power Attack, Spring Attack, Toughness, Vital Strike; Hyper Feats Extra Attribute Trait (2), Extra Hyper Attribute (2), Hyper Charge (can use Spring Attack with Vital Strike), Hyper Secret Identity (Bruce Banner), Toughness[M]
Skills Athletics +29, Awareness +16, Handle Animal +4, Intimidate +14, Survival +9
Languages English (Banner speaks Chinese, Latin, Portuguese, Spanish, Thai, and understands a smattering of others)
SQ extreme endurance (constant endure elements), fast movement, hyper attack 3, hyper initiative, hyper focus 5/day, hyper life, hyper mortality, hyper rest,  invulnerability, size increase
Gear purple pants

SPECIAL ABILITIES
Hulk Leap (Ex) Hulk jump far! Although he does physically move through the air, if Hulk spends a standard action to jump treat it as dimension door with a maximum range of a half mile. If Hulk spends a full-round action to jump, treat it as dimension door with a maximum range of 3 miles (and Hulk lands at the end of the next round instead of the round he jumped). Anything that gets in the Hulk’s way during one of these jumps takes damage as though he used Improved Vital Strike (6d6+31) and should the object or creature survive, it reduces the distance the Hulk jumps by half (or stops him, at the GM’s discretion).

 

NEW HYPER FLAW: Monstrous Transformation (Abbernaut Only)

When you are triggered through exposure to a specific substance, the presence of an environmental effect, a grievous wounding, or by being agitated or drugged (exact parameters are at the GM’s discretion), you transform into your abbernaut form as a free action. Only your abbernaut form has Hyper Attributes and abilities from the Abbernaut and Meganaut hyper routes (non-route hyper abilities remain regardless of your form). In addition, any other hyper flaws you have only effect your abbernaut form (unless you choose otherwise) and your regular form may have different mental attributes of a value reflective to the differences between it and your abbernaut form (typically a trade of -2 for +1 or more). Willingly transforming into your abbernaut form requires a swift action and DC 15 Hyper check. Transforming back to your regular form requires a standard action and DC 18 Hyper check. When you are knocked unconscious or killed, you revert to your regular form.

 

Notes on Hulk’s Pathfinder Build

HULK IS THE STRONGEST ONE THERE IS.

Seriously though we are talking about the “I lift mountains” guy–I am happy with where his strength is and although he can’t technically hold up as much as he has in the comics, I feel like 5,325 tons is a pretty tremendous amount and hey, that’s what checks are for. Another sidenote: I had given him the Hyper Constitution trait for status immunities but then realized that with a Fortitude save of +23 he was pretty much already going to be immune to status conditions. :p

As regular readers of the blog might know, that puts him out of the reasonable Challenge Rating range for Hypercorps 2099 5E–we made it for Pathfinder and converted to D&D 5E, and although a fun time Hyper Score just isn’t as versatile for the latter. It’s still good cyberpunk superhero action but you can’t make the Hulk as your PC (which is probably for the better for 5E games).

EDIT: Redditor SebastianMcQueen pointed out that Hulk ought to have the Siege Monster feature (going about destroying buildings and what not) and he is absolutely correct so it’s been added in below. Thank you SMQ!

Hulk

Large humanoid (hyper), chaotic good
Armor Class 15 (natural)
Hit Points 284 (20d10+160)
Speed 40 ft., leap 60 ft.

STR DEX CON INT WIS CHA
35 (+12) 14 (+2) 26 (+8) 7 (-2) 15 (+2) 10 (+0)

Saving Throws Str +19, Con +15
Skills Athletics +19, Intimidation +14, Perception +9
Damage Resistances poison; bludgeoning, piercing, slashing
Condition Immunities disease, poison
Senses darkvision 60 ft., passive Perception 19
Languages English
Challenge 24 (62,000 XP)
Incredible Might. Hulk can lift up 2 million pounds or more though doing so requires his full attention and concentration. At the GM’s discretion, the Hulk can lift (and likely throw) virtually anything he can touch and only requires additional actions to do so when an object’s weight exceeds 10,000 pounds [5 tons]).
Hulk Leap. Hulk jump far! Although he does physically move through the air, if Hulk spends a standard action to jump treat it as the dimension door spell with a maximum range of a half mile. If Hulk spends a full-round action to jump, treat it as dimension door with a maximum range of 3 miles (and Hulk lands at the end of the next round instead of the round he jumped). Anything that gets in the Hulk’s way during one of these jumps takes 28 (2d6+21) bludgeoning damage and should the object or creature survive, it reduces the distance the Hulk jumps by half (or stops him, at the GM’s discretion).
Regeneration. Hulk regains 20 hit points at the start of his turn. Hulk dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Siege Monster. Hulk deals double damage to objects and structures.
Strongest One There Is. Hulk has advantage on Strength ability checks and saving throws. When Hulk makes a Strength ability check or saving throw, he can treat a d20 roll of 9 or lower as a 10.

ACTIONS
Multiattack. Hulk attacks four times or throws an object. Hulk may throw two objects as long as each weighs 1,000 pounds or less (dealing 66 [10d8+21] damage).
Hulk Smash. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 28 (2d6+21) bludgeoning damage.
Thrown Object. Ranged Weapon Attack: +14 to hit, range (250/500), multiple targets (determined by object size; make one attack roll per target). Hit: 25 (1d8+21) 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 471 [100d8+21] at 10,000 pounds though a GM should require a good deal of effort to acquire an object strong and heavy enough to use with thrown object).

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 😉 ).

 

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 exceptionally timely because she’s getting a television show! 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 ultrapowerful LIVING TRIBUNAL!

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 squirrel girl promo

Squirrel Girl

Squirrel Girl         CR 9—XP 6,400
Female human summoner (swarm minder[VC]) 8 [hs 1; meganaut 1]
NG Medium humanoid (human, hyper)
Init +5; Senses scent; Awareness +7

DEFENSE
AC 26, bullet 23, touch 19, flat-footed 21 (+4 mage armor, +2 deflection, +5 Dex, +1 dodge, +1 hyper, +3 natural)
hp 63 (8d8+24); Hyper Bonus +1
Fort +4, Ref +7, Will +5

OFFENSE
Speed 40 ft., leap (10 ft. horizontal, 5 ft. vertical)
Melee unarmed strike +10/+5 or +8/+8/+3/+3 (1d4+3 slashing)
Special Attacks hyper bonus +1

Spell-Like Abilities (CL 9th; concentration +12)
6/day—summon monster IV

Summoner Spells Known (CL 9th; concentration +12)
3rd (2/day)—charm monster, displacement, heroism
2nd (4/day)—bear’s endurance, bull’s strength, cat’s grace, haste
1st (4/day)—ant haul, expeditious retreat, feather fall, mage armor, magic fang
0th—arcane mark, daze, guidance, mending, message, resistance

STATISTICS
Str 16, Dex 20, Con 14, Int 10, Wis 8, Cha 16
Hyper Strength 1 (Strong Leap), Hyper Dexterity 1 (Dexterous Footwork)
Base Atk +6; CMB +10; CMD 28
Feats Alertness[B], Dodge[B], Dual Slice, Improved Two-Weapon Fighting, Improved Unarmed Strike[B], Mobility, Spring Attack, Two-Weapon Fighting
Hyper Feats A Bit Aberrant
Skills Acrobatics +11, Awareness +7, Handle Animal +7, Knowledge (nature) +4, Stealth +11
Languages English, Squirrel
SQ bond senses, eidolon, hyper mortality, life link, maker’s call, shield ally, transposition
Gear amulet of mighty fists and natural armor +3, ring of protection +2, squirrel hood (as helm of comprehend languages but only works for squirrels)

 

SQUIRREL SWARM        —
NG Large swarm of Tiny squirrels (animal, swarm)
Init +3; Senses darkvision 60 ft., scent; Awareness +13

DEFENSE
AC 21, bullet 18, touch 16, flat-footed 17 (+3 Dex, +1 dodge, +5 natural, +2 size)
hp 51 (6d10+18)
Fort +5, Ref +8, Will +3
Defensive Abilities devotion, evasion; DR 5/magic; Immune swarm traits

OFFENSE
Speed 20 ft., climb 40 ft., swim 20 ft.
Melee swarm (2d8 plus distraction)
Special Attacks distract (Fort DC 16)
Space 10 ft.; Reach 0 ft.

STATISTICS
Str 8, Dex 17, Con 16, Int —, Wis 12, Cha 8
Base Atk +6; CMB —; CMD
Feats Dodge, Skill Focus (Awareness, Stealth)
Skills Awareness +13, Search +9, Stealth +19, Survival +10
SQ evolution pool (11 points; carpet rider, climb, damage reduction, scent, spellcaster’s bane), link, share spells, split swarm

SPECIAL ABILITIES
Carpet Rider (Ex) [2 points] An eidolon swarm surges together, forming a solid surface capable of supporting its summoner and his allies. The eidolon swarm can be ridden as though it were a flying carpet (although it does not have a fly speed unless it possesses the flight evolution). This evolution is only available to eidolons of the swarm base form.
Spellcaster’s Bane (Ex) [3 points] The collective intelligence of the swarm minder and his eidolon swarm are particularly alert to the gestures and incantations of magic use. When the eidolon swarm uses its distraction ability against a target using a spell or spell-like ability, increase the DC by +3. This evolution is only available to eidolons of the swarm base form.

*Swarm Minders are a summoner archetype from Veranthea Codex.

 

Squirrel Girl

Medium humanoid (human, hyper), neutral good
Armor Class 17 (natural)
Hit Points 104 (16d8+32)
Speed 40 ft., climb 40 ft., leap 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 15 (+2) 11 (+0) 10 (+0) 17 (+3)

Saving Throws Dex +7, Con +5, Wis +3, Cha +6
Skills Acrobatics +7, Animal Handling +6, Nature +3, Perception +3, Stealth +7, Survival +3
Senses passive Perception 13
Languages English, Squirrel
Challenge 8 (3,900 XP)
Evasion. If Squirrel Girl is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Squirrel Speaker. Squirrel Girl is able to understand and be understood by squirrels. In addition, by spending a bonus action she can summon 1d4+1 hordes of squirrels (up to a maximum of 16 hordes in a 24 hour period). These have the statistics of Rat Swarms with the exception that a squirrel horde gains a climb speed of 30 feet.   

ACTIONS
Multiattack. Squirrel Girl makes four unarmed strikes each round.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) slashing damage.

REACTIONS
Reflexive Dodge. When Squirrel Girl is aware of an attacker, she may spend her reaction to reduce the damage of an attack or spell by half.

 

Notes on Squirrel Girl

I’m exceptionally pleased with her Pathfinder build and it was a joy to design–I will definitely be dropping both versions onto some adventuring parties at some point regardless. For diehard fans, tell me because I can’t perfectly remember but I swear at some point or another she summoned or cajoled a horde of squirrels. I hope it’s cannon but straight up if it isn’t? I still love this  build! 

While I originally wanted to do a little free archetype for the Diabolist (a summoner class I designed for EN5ider and one of my three contributions to the A Touch of Class Kickstarter) I am horrendously crunched on time this week and need to get back to proper work. Still, her 5E build is nothing to scoff at and definitely still promises to be a fun time.

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.

We’ve got another request for next week–Squirrel Girl! Fortunately I’ve been prepared to build her since we published the swarm minder archetype for summoners in Veranthea Codex and I think she may very well be the most useful build on here (because who doesn’t want to assault adventurers with squirrels?) If there’s someone you would like to see however, let me know! The queue is building up but I’m happy to make a little backlog. 🙂

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 shadowcat promo.png

KITTY PRYDE (SHADOWCAT)         CR 13—XP 25,600

Female human rogue (acrobat) 10 [hs 4; hypernaut 2]
NG Medium humanoid (human, hyper)
Init +10; Senses Awareness +20

DEFENSE
AC 29, bullet 27, touch 22, flat-footed 22 (+7 armor, +3 deflection, +6 Dex, +1 dodge, +2 hyper)
hp 145 (11d8+77+12); Hyper Bonus +2
Fort +10, Ref +15, Will +8
Defensive Abilities evasion, improved uncanny dodge
Hyper Flaws loved ones, tiring (incorporeality)

TACTICS
During Combat Shadowcat gains her sneak attack damage when using her incorporeality power to phase a target into a solid object. In addition, while her incorporeality is active she can deal half her sneak attack damage with unarmed strikes against living creatures, robots, and objects that utilize electricity.

OFFENSE
Speed 30 ft.
Melee unarmed +18/+13/+13 (1d3+4)
Special Attacks hyper bonus +2, sneak attack +6d6

Hypernaut Spell-Like Abilities (CL 8th; concentration +14)
1/combat—incorporeality (DC 22, hyper flaw: tiring)

Spell-Like Abilities (CL 14th; concentration +15)
0th (3/day)—touch of fatigue (Fort DC 13)
1st (2/day)—windy escape

STATISTICS
Str 10, Dex 22, Con 20, Int 12, Wis 16, Cha 14
Hyper Dexterity 2 (Dexterous Warrior), Hyper Constitution 1
Base Atk +8; CMB +8; CMD 32
Feats Alertness[B], Combat Expertise, Combat Reflexes, Dodge[B], Improved Familiar[B] (Lockheed the pseudodragon, as a 10th-level wizard; SR 15; immune to fire and mental attacks), Improved Unarmed Strike[B], Knockout Artist (+6 damage nonlethal), Mobility [B], Spring Attack, Surprise Maneuver (+6 CMB), Toughness, Weapon Finesse [B]
Hyper Feats Extra Hyper Attribute (2)
Skills Acrobatics +17, Athletics +9, Awareness +20, Bluff +12, Diplomacy +16, Disable Device +13, Escape Artist +13, Knowledge (history) +5, Knowledge (local) +11, Linguistics +10, Perform (dance) +12, Search +18, Sense Motive +14, Sleight of Hand +10, Stealth +20, Use Magic Device +8, Use Technology +6
Languages English, Gaelic, German, Hebrew, Japanese, Russian, Shi’ar, Skrull
SQ hyper attack 1, hyper initiative, hyper mortality, rogue talents (familiar, fast stealth, finesse attack, major magic, minor magic)
Gear [+5 leather], ring of protection +3

 

NEW HYPERNAUT POWER: INCORPOREALITY

Tier 3; Action full-round action; Save Fortitude; Range touch; Duration as long as you hold your breath
You and your equipment become incorporeal. While this power is active, you may make your body corporeal or incorporeal as a swift action. By making a DC 20 hyper score check (d20 + hyper score) you may activate this power to become incorporeal in response to an attack or spell as an immediate action.
Your unarmed strikes and weapons have the ghost touch quality and as a standard action while you are corporeal and this power is active, you may make a melee touch attack to cause a target creature or object to make it incorporeal with you. As a swift action you can end the target’s incorporeality while it is in a solid object, dealing 4d6 points of damage (trapping it there; escape DC 20 + hyper score).

 

Notes on Shadowcat’s Pathfinder build

Remember that outside of combat, Kitty here is going to have a lot more incorporeality available than in the middle of a fight. I think, however, more than a minute of shifting back and forth should be taxing for her and I’m really happy with how the incorporeality hypernaut power (how did I not think of including that in the core book!) works. I think she’s an uber thief and definitely worth adding to any campaign with some weighty mid-level PCs, able to take hits, fade away, and play a part as a recurring villainous henchwomen or even the BBEG(al) without the obvious concern of focused fire (or a nasty critical hit) knocking her out too early. 🙂

 

Kitty Pride (Shadowcat)

Medium humanoid (human, hyper), neutral good
Armor Class 17 (magical leather)
Hit Points 130 (20d8+40)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 15 (+2) 13 (+1) 16 (+3) 15 (+2)

Saving Throws Con +6, Int +5, Wis +7, Cha +6
Skills Acrobatics +8, Athletics +4, Deception +6, History +5, Insight +7, Investigation +5, Perception +7, Performance +6, Persuasion +6, Stealth +8
Senses passive Perception 17
Languages English, Gaelic, German, Hebrew, Japanese, Russian, Shi’ar, Skrull
Challenge 10 (5,900 XP)
Incorporeality. Shadowcat can turn herself incorporeal or back as a reaction or bonus action. While incorporeal Shadowcat takes no damage from nonmagical weapons and half damage from non-psychic energy damage or magical weapons. In addition, while incorporeal Shadowcat can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends this effect inside an object and can only remain incorporeal while holding her breath.
Lockheed. Shadowcat has befriended a small alien dragon named Lockheed (it has the statistics of a pseudodragon but is immune to both fire and psychic damage).

ACTIONS
Multiattack. Shadowcat makes four unarmed strikes or two unarmed strikes and a phasing strike.
Phasing Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: The target makes a DC 16 Constitution saving throw with disadvantage or becomes incorporeal with Shadowcat. As a bonus action, Shadowcat can end the target’s incorporeality, causing it to become corporeal while inside of an object and dealing 33 (6d10) force damage (escape DC 16).
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage.

REACTIONS
Instinctive Phase (Recharge 5-6). When Shadowcat would be damaged by an attack or spell she may spend her reaction to turn incorporeal.

 

Notes on Shadowcat’s D&D 5E build

There are no hypernauts in the given rules for Hypercorps D&D 5E and even then incorporeality is given pretty loose rules so Kitty here is built as a monster rather than a PC. Therefore it seemed to make sense to make her as usable as possible for any given game and I think if you’re out for a canny phasing spirit or ghost of some kind, change her type to undead and you should be good to go!

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. 😀