Hyper Score Marvel: Iron Fist!

Welcome to Hyper Score Marvel (#26!) where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike previous posts, this series is no longer dual-system and only for the Pathfinder Roleplaying Game.

Last week we had Luke Cage and next we’ve got Jessica Jones, Punisher, Mr. Fantastic, Human Torch, Doctor Doom, Invisible Woman, and Loki. More requests are always welcome however–I’ll get to them all eventually! The full cast (as well as all my other statblocks) are easily accessible in big ol lists over on the index page and run the gamut from Spider-Man and the Venom Symbiote to Emma Frost. Also–there are free PDFs for Hypercorps 2099 (wherein you can get a look at how all these hyper abilities function).

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

Thanks! 😀

iron fist marvel pathfinder.png

IRON FIST        CR 15—51,200

Male human monk 9 [hs 5; parallel 1/savant 1]
LG Medium humanoid (human, hyper)
Init +11; Senses Awareness +16

DEFENSE
AC 32, bullet 32, touch 32, flat-footed 25 (+5 deflection, +6 Dex, +1 dodge, +2 hyper, +3 monk, +5 Wis)
hp 88 (9d8+27+17); Hyper Bonus +2
Fort +10, Ref +14, Will +13; +2 vs. enchantments, sleep, paralysis, and stunning
Defensive Abilities improved evasion; Immune disease
Hyper Flaw personal problem (out of touch), powered (after expending all uses of versatile spell-like ability, hyper spell-like abilities and Special Strike stop working)

OFFENSE
Speed 70 ft.
Melee iron fist +21/+16/+16 or flurry +22/+22/+17/+17 (2d6+19 for first attack in round, 2d6+15 after) or unarmed strike +19/+14/+14 or flurry +20/+15/+15 (2d6+17 for first attack in round, 2d6+13 after)
Special Attacks dragon’s roar (standard action, 2 stunning fist uses, 15-ft. Cone, 2d6+19 and shaken 1d4 rounds, DC 19 Will save to halve and negate shaken; can expend 1 elemental fist use to also deal 1d6 fire damage, no save to avoid), elemental fist (9/day, 1d6 fire), flurry of blows, hyper bonus +2, stunning fist (11/day, DC 19 and target is shaken 1d4+4 rounds)

Parallel Spell-Like Abilities (CL 14th; concentration +20)
6/day—cure moderate wounds, force punch, stone fist
3/day—any spell of up to 5th-level (always at least a full round action)

STATISTICS
Str 18, Dex 22, Con 14, Int 10, Wis 21, Cha 11
Hyper Dexterity 1 (Dexterous Footwork)
Base Atk +6; CMB +15 (+17 grapple or trip); CMD 42 (44 vs. grapple or trip)
Feats Alertness [B], Combat Expertise [B], Combat Reflexes [B], Deflect Arrows [B], Dodge [B], Dragon Ferocity, Dragon Roar, Dragon Style [B], Elemental Fist, Improved Unarmed Strike [B], Mobility, Spring Attack, Weapon Finesse [B], Whirlwind Attack
Hyper Feats Gadgeteer (2), Special Strike (Iron Fist; +2 atk/dmg)
Skills Acrobatics +18 (+43 to jump), Athletics +12, Awareness +16, Diplomacy +5, Escape Artist +15, Knowledge (religion) +5, Linguistics +3, Search +6, Sense Motive +12, Stealth +18
Languages Chinese, English, Japanese, Thai
SQ fast movement, high jump, hyper attack 1, hyper focus 2/day, hyper initiative, hyper mortality, hyper rest, ki pool (9 points, cold iron/magic/silver), maneuver training, purity of body, slow fall 40 ft., wholeness of body
Gear Iron Fist Costume (amulet of mighty fists +5, monk’s robe, ring of protection +5)

SPECIAL ABILITIES
Iron Fist’s Combat Abilities (Ex) When Iron Fist scores a critical hit or a successful Stunning Fist attempt against an opponent, that opponent is also shaken for 1d4 + 4 rounds. Iron Fist ignores difficult terrain when he charges, runs, or withdraws. He can also charge through squares that contain allies.

Hyper Score Marvel: Luke Cage aka Power Man

Welcome to Hyper Score Marvel (#25!) where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike previous posts, this series is no longer dual-system and only for the Pathfinder Roleplaying Game.

Last week we had Daredevil and next we’ve got Iron Fist, Jessica Jones, Punisher, Mr. Fantastic, Human Torch, Doctor Doom, Invisible Woman, and Loki. More requests are always welcome however–I’ll get to them all eventually! The full cast (as well as all my other statblocks) are easily accessible in big ol lists over on the index page and run the gamut from Spider-Man and the Venom Symbiote to Emma Frost. Also–there are free PDFs for Hypercorps 2099 (wherein you can get a look at how all these hyper abilities function).

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

Thanks! 😀

luke cage power man pathfinder dnd.png

LUKE CAGE        CR 12—19,200

Male human brawler 7 [hs 4; meganaut 2]
LG Medium humanoid (human, hyper)
Init +6; Awareness +8

DEFENSE
AC 16, bullet 16, touch 16, flat-footed 12 (+2 Dex, +2 dodge, +2 hyper)
hp 125 (7d10+70+12); Hyper Bonus +2
Fort +16, Ref +9, Will +4
DR 12/—; Immune daze, energy drain, stun; Resist acid 12, electricity 12, force 12, thunder 12
Hyper Flaw personal problem (troubled past), xenophobic (law enforcement)

OFFENSE
Speed 30 ft.
Melee unarmed +19/+14/+14 or +17/+17/+12/+12 (1d8+13)
Ranged strong hurl +10 touch (1d8 per 100 pounds+14 or 4d8 per 400 pounds+18, Range 90 ft.; Luke’s heavy load is 8,320 pounds)
Special Attacks brawler’s flurry, hyper bonus +2, knockout 1/day (DC 25), martial flexibility (swift action, 1 min, 6/day)

STATISTICS
Str 27, Dex 14, Con 28, Int 11, Wis 10, Cha 12
Hyper Strength 3 (Strong Back, Strong Hurl, Strong Warrior), Hyper Constitution 4 (Hyper Endurant, Hyper Resistant, Hyper Tough)
Base Atk +6; CMB +16 (+17 grapple); CMD 30 (31 vs. grapple)
Feats Alertness [B], Combat Expertise, Combat Reflexes, Dodge [B], Improved Unarmed Strike [B], Mobility [B], Power Attack, Spring Attack [B], Whirlwind Attack
Hyper Feats Extra Attribute Trait, Extra Hyper Attribute (2)
Skills Athletics +17, Awareness +8, Diplomacy +4, Intimidate +7, Knowledge (local) +9, Search +8, Sense Motive +8, Stealth +5
Languages English
SQ AC bonus +1, brawler’s cunning, brawler’s strike (magic), close weapon mastery, hyper attack 1, hyper initiative, hyper mortality, maneuver training (grapple +1), martial training, unarmed strike (1d8)
Gear chain belt, wallet that says “Badass Motherf#%^&* on it

Hyper Score Marvel: Emma Frost

Welcome to Hyper Score Marvel (#22!) where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well–although not for both after this post. Hypercorps 2099 and the Hyper Score system were truly intended for the Pathfinder Roleplaying Game, so the blog series (for that and several other reasons) is going to drop 5E statblocks. I’m also ending Street Fighter D&D soon, but know no fear–the God-Emperor protects. 😉

Last week we had Rocket Raccoon and next we’ve got Cyclops, then Daredevil, Luke Cage, Iron Fist, Jessica Jones, Punisher, Mr. Fantastic, Human Torch, Doctor Doom, Invisible Woman, and Loki. More requests are always welcome however–I’ll get to them all eventually! The full cast so far is over yonder (Iron Man, Thor, Hulk, other good things). It’s also worth noting that there are free PDFs for Hypercorps 2099.

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

Thanks! 😀

emma frost dnd 5e pathfinder.png

EMMA FROST         CR 15—XP 51,200

Female human psychic (pain) 6 [hs 7; hypernaut 2/meganaut 1]
CG Medium humanoid (human, hyper)
Init +9 [+11]; Awareness +7

DEFENSE
AC 29 [35], bullet 26 [28], touch 21 [23], flat-footed 26 [30] (+8 armor, +5 deflection, +2 Dex [+4 Dex], +1 dodge, +3 hyper [+4 natural])
hp 68 [98] (6d6+24+21); Hyper Bonus +3
Fort +7 [+17], Ref +7 [+9], Will +9
[DR 6/–; Resist cold 21, fire 21]
Hyper Flaws diamond form (lose spellcasting and non-hyper spell-like abilities; diamond form stats shown with * or brackets; if shot with a diamond bullet or hit with an attack that would normally kill her through massive damage, Emma shatters)

OFFENSE
Speed 30 ft.
Melee unarmed +6/+1/-4 (1d4+3) [unarmed +21/+16/+16/+11/+11 (1d4+10)]
Ranged touch +8 [+10]
Special Attacks painful reminder (1d6 nonlethal, 11/day), phrenic amplifications (mindshield, relentless casting), phrenic pool (11)

Hypernaut Spell-Like Abilities (CL 13th; concentration +21)
At will—transformation (diamond form)

Psychic Spell-like Abilities (CL 13th; concentration +21)
1/day—detect thoughts (DC 19)

Psychic Spells Known (CL 13th; concentration +21)
3rd (5/day)—catatonia; vampiric touch
2nd (7/day)—mind thrust II (DC 20), seek thoughts (DC 20); pain strike (DC 20)
1st (9/day)—borrow skill (DC 19), charm person (DC 21), lock gaze (DC 21), psychic reading; persuasive goad (DC 19)
0th—daze (DC 18), detect magic, detect psychic significance, message, stabilize, virtue
Discipline pain

STATISTICS
Str 10, Dex 14, Con 15, Int 17, Wis 12, Cha 26 HUMAN FORM
[Str 20, Dex 18, Con 25, Int 17, Wis 12, Cha 26 DIAMOND FORM*]
Hyper Strength* 2 (Strong Back, Strong Warrior), Hyper Constitution* 2 (Hyper Resistant, Hyper Tough), Hyper Intelligence 1 (Hyper Smart 1/day), Hyper Charisma 2 (Hyper Merit 2/day, Likable Advice 2/day)
Base Atk +3 [+13]; CMB +6 [+21]; CMD 19 [41]
Feats Alertness [B], Combat Casting, Dodge [B], Greater Spell Focus (enchantment) [B], Improved Unarmed Strike [B], Mobility, Spell Focus (enchantment) [B], Spring Attack, Toughness [B]
Hyper Feats Extra Attribute Trait (3), Extra Hyper Attribute (2)
Skills Awareness +7, Bluff +16, Diplomacy +16, Intimidate +14, Knowledge (arcana, nature, technology) +8, Search +8, Sense Motive +12, Spellcraft +10
Languages English, French, Latin
SQ detect thoughts, hyper attack 2, hyper focus 3/day, hyper initiative, hyper mortality, hyper rest, live on (lay on hands 1d6, 3/day; self only), mercy (sickened; self only), power from pain (maximum 1/day)
Gear Combat Suit (scientifically advanced studded leather with +5 hyper bonus to AC), ring of protection +5

Edit: Over on the Facebook, Steffie De Vaan suggested that Emma ought to be smarter so I popped her Charisma down from a 29 and gave her a little bit of Hyper Intelligence, raising that 17 for PF. These are written as RAW as possible though, so if you want her to be more in line with the rules for the 5E version, remove the 2 extra Intelligence points she just got down there.

Notes on Building Emma Frost

This turned out to be a weird one to end the 5E part of this series on because I think I hit my marks on both versions. Her iteration below has a little more tweaking (additional drawbacks to get her diamondy bits and a heretical sorcery bloodline) but it came in solid and I’m happy with both (although I do think I like the Pathfinder build more–no extra trickery whatsoever beyond RAW Hyper Score!) Either way, enjoy the White Queen built as a PC (and therein, NPC) for both RPGs for this final double-entry in Hyper Score Marvel.

Also as usual for the 5E Redditors, she’s got a reduced statblock at the bottom of the page. 😀

 

Emma Frost

Medium humanoid (human, hyper), chaotic good sorcerer (great old one*) 8 [HS 7; meganaut 2/parallel 1]
Armor Class 15 (mage armor)
Hit Points 80 (8d6+24+2d10+10)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 15 (+2) 12 (+1) 18 (+4)

Saving Throws Str +3, Dex +5, Con +9, Int +5, Wis +4, Cha +10
Skills Arcana +5, Deception +10, History +5, Persuasion +10
Damage Resistances psychic
Senses passive Perception 11
Languages English, French, German; telepathy 30 ft.
Challenge 8 (3,900 XP)
Awakened Mind. Emma Frost can communicate telepathically with any creature she can see within 30 feet of her. She doesn’t need to share a language with the creature for it to understand her telepathic utterances, but the creature must be able to understand at least one language.
Hyper Bonus +3. Emma Frost’s bonus to weapons and other features (that are not skills or equipment) she is proficient with increases by 3.
Hyper Charisma: Hyper Confident. Emma Frost doubles any proficiency bonus she receives when rolling skill checks for Deception or Persuasion.
Hyper Charisma: Likable Advice (2/long rest). Emma Frost may grant an ally that can see or hear her advantage on Charisma (Deception) or Charisma (Persuasion) checks for the duration of the next social encounter they enter. She must spend at least 1 minute giving her ally advice on how to handle the social situation they are entering.

Diamond Form^ (3/long rest). Emma Frost can spend her reaction to enter her diamond form for the next 7 rounds (reverting to her human form is a reaction). While in diamond form, she gains the following benefits and drawbacks:

  • Hyper Constitution: Hyper Blooded. Emma Frost has resistance to poison as well as immunity to diseases and the poisoned condition.
  • Hyper Constitution: Hyper Endurant. Emma Frost has immunity to the paralyzed, petrified, and stunned conditions.
  • Hyper Constitution: Hyper Tough (3/long rest). Emma Frost has resistance to nonmagical damage. As a reaction, she can enter her diamond form to gain immunity to nonmagical damage for 7 rounds.
  • Hyper Feat: Monster Quality (x2). Emma Frost has resistance to cold and fire damage.
  • Diamond Skin^. Emma Frost’s AC changes to 15 + her Dexterity modifier.
  • Diamond Strikes^. Emma Frost deals 1d8 bludgeoning damage with her unarmed strikes and her Strength increases to 16 (+9 to hit, 1d8+6).
  • Hyper Flaw: Unnatural. Emma Frost has disadvantage on all non-Intimidate Charisma checks.
  • Fractured Mind^. Emma Frost is unable to cast any spells (including parallel abilities).^

Hyper Feat: Monster Quality. Emma Frost has resistance to psychic damage (and cold, fire resistance while in diamond form).
Hyper Hit Dice. Emma Frost has +2d10 hit dice.
Hyper Initiative. Emma Frost has advantage on Initiative checks.
Hyper Mortality. Emma Frost has advantage on saving throws against death and death effects.

Parallel Abilities. Emma Frost can cast the following spells without the need for components:

  • Cantrips: eldritch blast (psychic damage, not force)^, vicious mockery
  • 3rd-level (2 each/long rest): major image, sending
  • 4th-level (2 each/long rest): compulsion, phantasmal killer

Sorcery Points (8 points/long rest). Emma Frost can use her sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. Additionally she can use them to fuel her metamagic abilities.

  • Metamagic: Subtle Spell. When Emma Frost casts spell, she can spend 1 sorcery point to cast it without any somatic or verbal components.
  • Metamatic: Twinned Spell. When Emma Frost casts a spell that targets only one creature and doesn’t have a range of self, she can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Spellcasting. Emma Frost is an 8th-level spellcaster that uses Charisma as her spellcasting ability (spell save DC 18; +10 to hit with spell attacks). Emma Frost has the following spells prepared from the sorcerer spell list:

  • Cantrips: blade ward, friends, message, minor illusion, true strike
  • 1st-level (4 slots): charm person, detect magic, mage armor
  • 2nd-level (3 slots): detect thoughts, suggestion
  • 3rd-level (3 slots): clairvoyance, fear
  • 4th-level (2 slots): confusion, stoneskin

ACTIONS
Hyper Attack 2. Emma Frost may make two additional weapon attacks when she uses her action to attack.
Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) piercing damage.
Dagger. Ranged Weapon Attack: +8 to hit, range 20/60, one target. Hit: 7 (1d4+5) piercing damage.

REACTIONS
Entropic Ward (1/short rest). When a creature makes an attack roll against her, Emma Frost can use her reaction to impose disadvantage on that roll. If the attack misses her, her next attack roll against the creature has advantage if she makes it before the end of her next turn.

* The Great Old One warlock patron is a solid hit for her and just take away the expanded spells–all the leveled abilities slot right in nicely for the sorcerer class.

^ Technically she doesn’t need to have any drawbacks while doing the Diamond Form bits, so she’s gotten some unarmed damage, Strength, and AC increases while she’s using it (as she can’t use any psychic stuff). There’s also a damage switch for eldritch blast, but I think psychic is a downgrade from force. After reader feedback, we’re also going to give her another 2 points of Intelligence in the trade-offs.

 

—————— REDUCED STATBLOCK —————

 

Emma Frost

Medium humanoid, chaotic good sorcerer 8 [HS 7]
Armor Class 15 (mage armor)
Hit Points 80 (8d6+24+2d10+10)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 15 (+2) 12 (+1) 18 (+4)

Saving Throws Str +3, Dex +5, Con +9, Int +5, Wis +4, Cha +10
Skills Arcana +5, Deception +10, History +5, Persuasion +10
Damage Resistances psychic
Senses passive Perception 11
Languages English, French, German; telepathy 30 ft.
Challenge 8 (3,900 XP)

Diamond Form (3/long rest). Emma Frost can spend her reaction to enter her diamond form for the next 7 rounds (reverting to her human form is a reaction). While in diamond form, she gains the following benefits and drawbacks:

 

  • Diamond Skin. Emma Frost’s AC changes to 15 + her Dexterity modifier. She has resistance to cold, fire, and poison damage, as well as immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons. She has immunity to diseases, and the paralyzed, petrified, poisoned, and stunned conditions. Emma Frost
  • Diamond Strikes. Emma Frost deals 1d8 bludgeoning damage with her unarmed strikes and her Strength increases to 16 (+9 to hit, 1d8+6).
  • Hyper Flaw: Unnatural. Emma Frost has disadvantage on all non-Intimidate Charisma checks.
  • Fractured Mind. Emma Frost is unable to cast any spells (including parallel abilities).

 

Hyper Initiative & Mortality. Emma Frost has advantage on Initiative checks as well as on saving throws against death and death effects.

Sorcery Points (8 points/long rest).

  • Metamagic: Subtle Spell (1 sorcery point). When Emma Frost casts spell, she can cast it without any somatic or verbal components.
  • Metamatic: Twinned Spell (1 sorcery point per spell level). When Emma Frost casts a spell that targets only one creature and doesn’t have a range of self, she can target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Spellcasting. Emma Frost is an 8th-level spellcaster that uses Charisma as her spellcasting ability (spell save DC 18; +10 to hit with spell attacks). Emma Frost has the following spells prepared from the sorcerer spell list:

  • Cantrips: blade ward, eldritch blast (psychic damage, not force)^, friends, message, minor illusion, true strike, vicious mockery
  • 1st-level (4 slots): charm person, detect magic, mage armor
  • 2nd-level (3 slots): detect thoughts, suggestion
  • 3rd-level (3 slots): clairvoyance, fear
  • 3rd-level (2 each/long rest): major image, sending
  • 4th-level (2 slots): confusion, stoneskin
  • 4th-level (2 each/long rest): compulsion, phantasmal killer

ACTIONS
Hyper Attack 2. Emma Frost may make two additional weapon attacks when she uses her action to attack.
Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) piercing damage.
Dagger. Ranged Weapon Attack: +8 to hit, range 20/60, one target. Hit: 7 (1d4+5) piercing damage.

REACTIONS
Entropic Ward (1/short rest). When a creature makes an attack roll against her, Emma Frost can use her reaction to impose disadvantage on that roll. If the attack misses her, her next attack roll against the creature has advantage if she makes it before the end of her next turn.

Hyper Score Marvel: Thing!

Welcome to Hyper Score Marvel (#20!) where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike Street Fighter D&D, this series is for both the Pathfinder players out there and D&D 5E groups as well.

Last week we had the Hulk and next we’ve got Rocket Raccoon, then 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! The full cast so far is over yonder (Spider-Man, Venom symbiote, Infinity Gauntlet, lotsa good stuff). 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!

Thanks! 😀

PS: Pathfinder-folk, my first campaign setting (Veranthea Codex) just released a bunch of new books in PDF and print. Check em out!

marvel thing pathfinder dnd 5e.png

THING (Benjamin J. Grimm)       CR 23—XP 819,200

Male human brawler 11 [hs 10; abbernaut 2/meganaut 2]
NG Large humanoid (human, hyper)
Init +12; Senses darkvision 60 ft., low-light vision; Awareness +18

DEFENSE
AC 29, bullet 29, touch 24, flat-footed 26 (+2 Dex, +2 brawler, +5 deflection, +1 dodge, +5 hyper, +5 natural, -1 size)
hp 328 (11d12+209+42) Hyper Bonus +5
Fort +28, Ref +14, Will +8
DR 10/–; Immune critical hits, dazed, disease, exhaustion, fatigue, precision damage, poison, stunned; Resist acid 30, cold 30, electric 30, fire 30, thunder 30

OFFENSE
Speed 30 ft.
Melee unarmed +35/+30/+30/+25/+25/+20 (1d10+24) or +33/+33/+28/+28/+28/+23/+23/+18 (1d10+24)
Ranged Small-sized rocks +19/+14/+14/+9/+9/+4 (2d6+26, Range 3,840 ft.) or strong hurl +18 (1d8 per 100 pounds+26 or 4d8 per 400 pounds+33, Range 120 ft., Heavy Load 307,200 lbs.; lift 154 tons)
Space 10 ft.; Reach 10 ft.
Special Attacks body bludgeon, hyper bonus +5, knockout strike 3/day (DC 34), martial flexibility (free action) 8/day, rock throwing

STATISTICS
Str 38 [+14], Dex 14, Con 42 [+16], Int 10, Wis 10, Cha 12
Hyper Strength 5 (Strong Back, Strong Hurl, Strong Throw, Strong Warrior, Weaponize Grapple [body bludgeon rage power]), Hyper Constitution 5 (Hyper Blooded, Hyper Endurant, Hyper Fortification, Hyper Resistant, Hyper Tough)
Base Atk +11; CMB +31 (+38 grapple, +33 bull rush, +32 trip); CMD 50 (57 vs. grapple, 53 vs. bull rush, 52 vs. trip)
Feats Alertness [B], Bolstered Resilience (immediate action to double DR vs one attack), Combat Expertise [B], Dodge [B], Improved Grapple [B], Improved Unarmed Strike [B], Grabbing Style [B], Greater Grapple [B], Mobility, Pinning Knockout, Power Attack, Rapid Grappler, Spring Attack, Toughness
Hyper Feats Extra Attribute Trait (2), Extra Hyper Attribute (2), Toughness [M]
Skills Athletics +20, Awareness +18, Intimidate +15, Knowledge (local) +14, Sense Motive +18, Vehicular Use +15; Size Modifiers -4 Stealth
Languages English
SQ AC bonus +2, brawler’s cunning, brawler’s flurry (Improved Two-Weapon Fighting), brawler’s strike (cold iron, magic, silver), close weapon mastery, hyper attack 3, hyper initiative, hyper focus 5/day, hyper life, hyper mortality, hyper rest, maneuver training (grapple +3, bull rush +2, trip +1), martial training, size increase, unarmed strike
Gear fantastic shorts (Strength and Constitution +6, +5 deflection, +5 natural armor, constant ant haul)
SPECIAL ABILITIES
Rock Throwing (Ex) Thing can hurl rocks up to Small size. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5.

 

NOTES ON BUILDING THE THING (Pathfinder and 5E)

I’m really happy with both of these builds. The Pathfinder RPG build is solid and a more modern-comics era Thing and while there’s some hokeying (Bolstered Resilience, the fantastic shorts) I don’t think it’s too out of line. The D&D 5E version (which is built as a player character for this week’s post! WOOT!!) is more your classic four color comics kind of Thing. Not quite as strong as I’d like (able to lift 2 tons and change) but since it’s a RAW/Hyper Score design I’m not going to complain about it any more. 😀

I should point out that this is the ceiling for Hypercorps 2099 5E and RAW D&D 5E–you could make him more strength oriented (barbarian levels, more Hyper Strength ability traits than Hyper Constitution) but for being a brick that can punch a lot, this is the build right here.

Because I know some folks will want it, 5E Thing has a reduced statblock at the bottom of the page!

 

Thing (Benjamin J. Grimm)

Medium humanoid (human, hyper), neutral good fighter (champion) 20 [HS 10; abbernaut 3/meganuat 1]
Armor Class 16 (natural)
Hit Points 257 (23d10+115)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 10  (+0) 10  (+0) 10  (+0)

Saving Throws Str +11, Con +11
Skills Athletics +11, History +6, Insight +6, Intimidation +6
Tools Vehicle (air)

Damage Resistances poison; bludgeoning, piercing, slashing from magical weapons
Damage Immunities bludgeoning, piercing, slashing from nonmagical weapons
Condition Immunities blinded, deafened, diseases, paralyzed, petrified, poisoned, stunned
Senses darkvision 60 ft., passive Perception 10
Languages English
Challenge 19 (22,000 XP)
Background (Lab Experiment): Apathetic World. When creatures attempt to locate Thing’s position in a settlement they have disadvantage and while hiding in common thoroughfares and other similarly populated public places, Thing has advantage on Stealth checks.

Action Surge (2/short rest). Thing can take one additional action on top of his regular action and a possible bonus action. Thing can only use this feature once on the same turn.
Fighting Style: Brawling*. Thing can roll a 2d4 in place of the normal damage of his unarmed strike.
Fighting Style: Two-Weapon Fighting. When Thing engages in two-weapon fighting, he adds his Strength modifier to the damage of the second attack.
Hero Points (5). Thing is built as a PC using the Hyper Score system from Hypercorps 2099 5E and hero points are way more impactful than normal. As an NPC however, he gets none.
Hyper Bonus +5. Thing gains a +5 bonus to weapon damage rolls and other features (that are not skills or equipment) he is proficient with.
Hyper Constitution: Hyper Blooded. Thing has resistance to poison and immunity to the poisoned condition and diseases.
Hyper Constitution: Hyper Endurant. Thing has immunity to the blinded, deafened, paralyzed, petrified, and stunned conditions.
Hyper Constitution: Hyper Fortitude (5/long rest). If Thing fails a Constitution saving throw he may roll again with advantage.
Hyper Constitution: Hyper Tough. Thing has resistance to nonmagical damage.^
Hyper Constitution: Hyper Vitality (1/short rest). When Thing is reduced to 0 HP, he regains 25 hit points as a reaction.
Hyper Feat: Adrenal Hyper. Thing has an additional Hyper Ability trait.
Hyper Flaw: Unnatural. Thing has disadvantage on all non-Intimidation Charisma checks.
Hyper Hit Dice. Thing has +3d10 hit dice.
Hyper Initiative. Thing has advantage on Initiative checks.
Hyper Life (1/long rest). When Thing is reduced to 0 hit points he immediately regains 30 hit points.
Hyper Mortality. Thing has advantage on saving throws against death and death effects.
Hyper Strength: Primal Warrior. Thing has proficiency with improvised weapons and increases the damage inflicted with improvised weapons by 3 steps (from 2d4 to 2d6 to 2d8 to 3d6).
Hyper Strength: Strong Back (5/short rest). Thing has advantage on Strength saving throws. In addition, he doubles his carrying capacity 3 times (carry limit 2,400).
Hyper Strength: Strong Hurl. Thing doubles the range ratings of any thrown weapons he uses and increases the damage dice of any improvised thrown weapons he uses by 3 steps.
Indomitable (3/long rest). Thing can reroll a saving throw that he fails. If he does so, he must use the new roll, and he can’t use this feature again until he finishes a long rest.
Remarkable Athlete. Thing adds +3 to any Strength, Dexterity, or Constitution check he makes that doesn’t already use his proficiency bonus. In addition, when he makes a running long jump, the distance he can cover increases by 4 feet.
Second Wind (1/short rest). Thing can use a bonus action to regain 1d10+20 hit points.
Survivor. At the start of each of his turns, Thing regains 10 hit points if he has no more than half of his hit points left. He doesn’t gain this benefit if he has 0 hit points.

ACTIONS
Extra Attack and Hyper Attack. Thing attacks seven times. With his bonus action, he can attack an eighth time.
Unarmed. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d6+10) bludgeoning damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60, one target. Hit: 17 (2d6+10) bludgeoning damage.
Superior Critical. Thing’s weapon attacks score a critical hit on a roll of 18-20.

*From the Exemplar class in Book of Exalted Darkness.

^Each of his abbernaut routes are spent getting damage resistance so I figured with Hyper Tough tacked on, just give it to him all the time. RAW he only gets immunity with limited access (As a reaction, he gains immunity to nonmagical damage for 5 rounds. He may use this feature 5 times before taking a long rest.) We’re going to trade that bonus in for a natural armor bonus to AC of +3 (half his proficiency bonus or his number of abbernaut routes, take your pick).

 

——— REDUCED STATBLOCK —————

 

Thing

Medium humanoid (human, hyper), neutral good fighter 20 [HS 10]
Armor Class 16 (natural)
Hit Points 257 (23d10+115); regeneration 10 (when at 128 hp or less)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 10  (+0) 10  (+0) 10  (+0)

Saving Throws Str +11, Con +11
Skills Athletics +11, History +6, Insight +6, Intimidation +6
Damage Resistances poison; bludgeoning, piercing, slashing from magical weapons
Damage Immunities bludgeoning, piercing, slashing from nonmagical weapons
Condition Immunities blinded, deafened, diseases, paralyzed, petrified, poisoned, stunned
Senses darkvision 60 ft., passive Perception 10
Languages English
Challenge 19 (22,000 XP)
Action Surge (2/short rest). Thing can take one additional action on top of his regular action and a possible bonus action. Thing can only use this feature once on the same turn.
Hyper Flaw: Unnatural. Thing has disadvantage on all non-Intimidation Charisma checks.
Hyper Fortitude (5/long rest). If Thing fails a Constitution saving throw he may roll again with advantage.
Hyper Initiative & Hyper Mortality. Thing has advantage on Initiative check, death saves, and saving throws against death effects.
Hyper Life (1/long rest). When Thing is reduced to 0 hit points he immediately regains 30 hit points.
Hyper Vitality (1/short rest). When Thing is reduced to 0 HP, he regains 25 hit points as a reaction.
Indomitable (3/long rest). Thing can reroll a saving throw that he fails. If he does so, he must use the new roll.
Remarkable Athlete. Thing adds +3 to any Strength, Dexterity, or Constitution check he makes that doesn’t already use his proficiency bonus. In addition, when he makes a running long jump, the distance he can cover increases by 4 feet.
Second Wind (1/short rest). Thing can use a bonus action to regain 1d10+20 hit points.
Strong Back (5/short rest). Thing has advantage on Strength saving throws (carry limit 2,400 lbs., lift 4,800 lbs.).

ACTIONS
Extra Attack and Hyper Attack. Thing attacks seven times. With his bonus action, he can attack an eighth time. Thing’s weapon attacks score a critical hit on a roll of 18-20.
Unarmed. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d6+10) bludgeoning damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60, one target. Hit: 17 (2d6+10) bludgeoning damage.

Hyper Score Marvel: Infinity Gems, the Infinity Gauntlet, and Thanos!

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.

Last week we had Vision and next we’ve got Hulk, then Thing, 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 “awww man I have to download something!” I’ve got some brief explanations of the Hyper Score system right here 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!

PS: The Book of Exalted Darkness Kickstarter is almost 95% funded by more than 125 awesome backers that have unlocked the Book of Celestial Heroes do-gooder supplement–now there are pledge levels for being holy heroes or vile villains!

Take a look! There are 2 downloadable PDFs on the project page and the Kickstarter ends Saturday June 17th 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, and if you like, the Exemplar class playtest on World Builder Blog for yins do-gooders. 😀

Book of Exalted Darkness Kickstarter evil escape 2.jpg

gawd Mike just shut up and do the thing!

 

Somebody asked for Thanos but I say to thee naylet’s do the Infinity Gauntlet instead! If you haven’t read File Off The Serial Numbers by Sean K. Reynolds go spend $2 now (you won’t regret it) because that’s what we’re doing for Thanos.

Hyper Score Marvel Thanos

PATHFINDER THANOS

Take the Void Yai Oni statblock and make the following changes:

  • REMOVE outsider type (and native, oni, shapechanger subtypes), true seeing, regeneration, immunity to cold, mwk greatclub, change shape, void form, void trap
  • ADD +2 to CR, humanoid type, damage resistance 15/hyper, resistances (cold 30, fire 30, electricity 30), immunities (aging, disease, mind-affecting effects, poison, radiation), increase Intelligence by 14 (making his skill total for all Knowledges +34 and adding 7 languages), Improved Critical (slam), starflight, Thanos’ spell-like abilities are only accessible while using his hovering chair

D&D 5E THANOS

Take the statistics for a Pit Fiend and make the following changes:

  • REMOVE fiend type, fire immunity, truesight, wall of fire, bite, claw, and tail attacks
  • ADD humanoid type, +1 CR, resistances (fire, lightning, necrotic, radiant, thunder), immunities (diseases, psychic), darkvision 120 ft., tongues
  • CHANGE Multiattack to four slams per round, rename mace as slam, change additional damage from fire to necrotic (or psychic–GM’s choice).

 

 

Hyper Score Marvel Infinity Gauntlet

THE INFINITY GAUNTLET (Pathfinder)

Aura overwhelming (all schools); CL 30th
Slot hands; Weight 7 lbs. plus 1 lb. per infinity stone

DESCRIPTION
This heavy metal gauntlet is made from a material similar to gold but far more lustrous and the power of the glove is palpable, making the air itself heavy.

The wearer of The Infinity Gauntlet gains 1 Hyper Score along with the 1st route in a hyper route of its choice, immediately gaining the benefit of their chosen hyper route. Once a creature has worn The Infinity Gauntlet and chosen this hyper route, the hyper route this item grants cannot be changed for that creature. The wearer retains this Hyper Score and hyper route only while wearing the Infinity Gauntlet. A target that removes it loses this Hyper Score and hyper route granted by this item, but instantly regains if it dons The Infinity Gauntlet again. Wearers that already have a Hyper Score only gain a hyper route if this item increases their Hyper Score enough to gain another hyper route. The Infinity Gauntlet cannot increase a creature’s Hyper Score beyond 10.

The Infinity Gauntlet uses up your entire hands slot. You may not use another item that also uses the hands slot.

When an Infinity Gem is added to The Infinity Gauntlet, the wearer gains one additional Hyper Score per Infinity Gem as well as additional hyper routes (according to their new Hyper Score). If all six Infinity Gems are added to The Infinity Gauntlet, the wearer may use their spell-like abilities at will and gains both miracle and wish as at-will spell-like abilities.

DESTRUCTION
There is no known way to destroy The Infinity Gauntlet without taking it to another universe where it is transformed into a completely mundane and ordinary gold gauntlet.

THE INFINITY GAUNTLET (D&D 5e)

Wondrous item, artifact
The power of this golden gauntlet is palpable, making the air around it shimmer and quiver. When you are wearing The Infinity Gauntlet your 1 Hyper Score increases by 1 and you gain the 1st route in a hyper route of your choice (once chosen this cannot be changed). You only gain this Hyper Score while wearing The Infinity Gauntlet. If you already have a Hyper Score you only gain a hyper route if this item increases your Hyper Score enough to gain another hyper route (this cannot increase your Hyper Score above 10.)

Your Hyper Score increases by 1 per Infinity Gem added to the Infinity Gauntlet (gaining new hyper routes according to your new Hyper Score). If all you add all six Infinity Gems to The Infinity Gauntlet, the game is over and you have won the game (able to cast wish at will). Congratulations.

Hyper Score Marvel Infinity Gems

INFINITY GEM (Pathfinder)

Aura overwhelming (varies); CL 30th
Slot none; Weight 1 lb.

DESCRIPTION
No chipping, tarnishing, or wear of any kind can be seen on this invaluably perfect gemstone and you can feel the powerful energies contained inside just by looking upon the jewel.

These remarkable gemstones float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires an Infinity Gem, they must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, an Infinity Gem must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while they sleep, for example), but they lose the benefits of the Infinity Gem during that time unless it is clenched in their fist. Infinity Gems have AC 30, 100 hit points, and hardness 20. The powers of each stone vary depending on its color and shape (see below).

  • Mind (Cyan) You gain a +4 enhancement bonus to Intelligence, telepathy 120 ft., and the following spell-like abilities (using Intelligence as your spellcasting attribute): at will–discern next of kin, intellect fortress I, mindlink, mental barrier I, mindscape door, mirror hideaway, mirror image, sow thought, thought shield II, 3/day–battlemind link, create mindscape, mindwipe, truespeak, 1/day–divide mind, greater create mindscape, mindblank, mind swap, repress memory, tower of iron will II.
  • Power (Red) You roll twice when rolling a Strength check and take the best result and gain a +4 enhancement bonus to Strength, double your Base Attack Bonus to CMB and CMD, and the following spell-like abilities (using Strength as your spellcasting attribute): at will–deadly juggernaut, empowered bull’s strength, enlarge person, mighty fist of the earth, 3/day–divine power, mass bull’s strength, righteous might, transformation.
  • Reality (Yellow) You gain a +4 enhancement bonus to Wisdom, true sight 120 ft., and the following spell-like ability (using Wisdom as your spellcasting attribute): at will–adjustable disguise, blur, invisibility, 3/day–displacement, improved invisibility, major image, 1/day–limited wish, mislead, nightmare, shadow walk.
  • Soul (Green) You gain a +4 enhancement bonus to Charisma, access to all the memories of any creature trapped inside of the gem, a kinetic blast ability (as a kineticist of 15th level but dealing force damage; ranged touch, 8d6 + 1/2 the wearer’s Constitution modifier, range 30 ft), and the following spell-like abilities (using Charisma as your spellcasting attribute): constant–tongues, at will–hyper enervation (as enervation but lowering Hyper Score instead of dealing negative levels).
  • Space (Purple) You gain a +4 enhancement bonus to Dexterity, a +30 ft. enhancement bonus to speed, and the following spell-like abilities (using Dexterity as your spellcasting attribute): at will–burst of speed, dimension door, dimensional anchor, twisted space, 3/day–dimensional bounce, teleport, walk through space, 1/day–interplanetary teleport.
  • Time (Orange) You gain a +4 enhancement bonus to Constitution, a +2 dodge bonus to AC and saving throws, cannot be caught flat-footed, and the following spell-like abilities (using Constitution as your spellcasting attribute): at will–haste, sands of time, slow, timely inspiration, time shudder, 3/day–elude time, 1/day–time stop.

DESTRUCTION
There is no known way to destroy an Infinity Gem without taking it to another universe where it is transformed into a completely mundane and ordinary jewel.

INFINITY GEM (D&D 5e)

Wondrous item, artifact
When you use a bonus action to clench an Infinity Gem in your fist or an action to toss one of these jewels into the air, the gemstone orbits your head at a distance of 2 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 26 or a successful DC 26 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

An Infinity Gem has AC 26, 50 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

  • Mind (Cyan). You gain advantage on Intelligence checks, your Intelligence increases by 3, you gain telepathy 120 ft., and you are able to cast the following spells without the need for components (using Intelligence as your spellcasting ability): 4/day–mirror image, 2/day–modify memory, 1/day–mind blank.
  • Power (Red). You gain advantage on Strength checks, your Strength increases by 3, and you are able to cast the following spells without the need for components (using Strength as your spellcasting ability): at will–jump, 4/day–bull’s strength, enlarge.
  • Reality (Yellow). You gain advantage on Wisdom checks, your Wisdom increases by 3, and you are able to cast the following spells without the need for components (using Wisdom as your spellcasting ability): at will–disguise self, 4/day–blur, invisibility, 2/day–displacement, greater invisibility, major image.
  • Soul (Green). You gain advantage on Charisma checks, your Charisma increases by 3, access to all the memories of any creature trapped inside of the gem, and you are able to cast the following spells without the need for components (using Charisma as your spellcasting ability): constant–tongues, at will–eldritch blast. In addition, as an action you may make a ranged spell attack against a creature and on a successful hit, reduce its Hyper Score by 1d4 for as many days.
  • Space (Purple). You gain advantage on Dexterity checks, your Dexterity increases by 3, your speed increases by 30 ft., and you are able to cast the following spells without the need for components (using Dexterity as your spellcasting ability): 4/day–misty step, 2/day–dimension door, 1/day–teleport.
  • Time (Orange). You gain advantage on Constitution checks, your Constitution increases by 3, your AC increases by 2, you cannot be flanked, and you are able to cast the following spells without the need for components (using Constitution as your spellcasting ability): 4/day–haste, 1/day–time stop.

Hyper Score Marvel: Vision

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.

Last week we had Thor and next we’ve got Thanos (probably the Infinity Gauntlet instead with some suggestions on what to use for Thanos), then Hulk, Thing, 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 welcome though–I will get to them all eventually!

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!

The Pathfinder build below was produced using rules off the PRD and Hypercorps 2099 (which has freebies right here!).

PS: If you are down for some evil D&D 5E, the Book of Exalted Darkness Kickstarter is more than 75% funded by more than 100 awesome backers and has 2 downloadable PDFs on the project page! The Kickstarter ends June 17th so get your pledge in if you dig it.
Should you mysteriously not be into playing villainous adventurers but keen to a holy decopunk campaign setting, take notice–we are quickly closing in on the do-gooder supplement (Book of Celestial Heroes) backer goal!

vision hypercorps promo.png

Vision

VISION      CR 24—XP 1,228,800
Male android monk 2/slayer 10 [hs 10; parallel 1/hypernaut 1/meganaut 2]
LG Medium humanoid (android, hyper)
Init +15; Senses darkvision 60 ft., low-light vision; Awareness +25

DEFENSE
AC 38, bullet 38, touch 29, flat-footed 34 (+5 armor, +5 deflection, +3 Dex, +1 dodge, +5 hyper, +5 natural, +4 Wisdom)
hp 205 (2d8+10d10+96+42); Hyper Bonus +5
Fort +22, Ref +18, Will +15; +4 vs. mind-affecting effects, paralysis, poison, stun
Defensive Abilities evasion; DR 6/—; Immune disease, exhaustion, fatigue, sleep; Resist cold 30, fire 30, sonic 30
Hyper Flaw disturbing (-5 to Charisma-based checks made against non-hyper creatures)

OFFENSE
Speed 30 ft.
Melee unarmed +25/+20/+20/+15/+15+/10 or flurry +23/+23/+18/+18/+13/+13/+8 (1d6+19)
Ranged ranged touch +19 or strong hurl +19 (1d8 per 100 pounds+18 or 4d8 per 400 pounds+23, Range 90 ft., Heavy Load 33,600 lbs.; lift 33.5 tons)
Special Attacks flurry of blows, hyper bonus +5, sneak attack +3d6, studied target +3, stunning fist (2/day, DC 16)
Hyper Spell-Like Abilities (CL 20th; concentration +28)
8/day—fly, searing light
Hypernaut Spell-Like Abilities (CL 20th; concentration +28)
2/combat—incorporeality (DC 24, hyper flaw: tiring)

STATISTICS
Str 29, Dex 16, Con 25, Int 26, Wis 18, Cha 6
Hyper Strength 3 (Strong Back, Strong Hurl), Hyper Constitution 3 (Hyper Resistant, Hyper Tough), Hyper Intelligence 3 (Hyper Analysis +3 for 10 rounds 3/day, Hyper Smart 3/day)
Base Atk +11; CMB +23; CMD 46
Feats Alertness[B], Combat Expertise[B], Combat Reflexes[B], Dodge[B], Improved Unarmed Strike[B], Kirin Path, Kirin Strike, Kirin Style [B], Mobility, Point-Blank Shot[B], Power Attack[B], Shot on the Run, Spring Attack, Toughness; Hyper Feats Electronic Telepath, Extra Hyper Attribute (3), Special Strike (unarmed +5)
Skills Athletics +18, Awareness +25, Fly +6, Heal +10, Intimidate +7, Knowledge (dungeoneering, engineering, geography, history, law, local, nature, nobility, planes, religion, technology) +18, Search +29, Sense Motive +7, Stealth +15, Survival +15, Use Technology +27; Racial Modifiers +2 Awareness, +2 Search, -4 Sense Motive
Languages English; choose any 7
SQ exceptional senses, hyper attack 3, hyper focus 5/day, hyper initiative, hyper life, hyper mortality, hyper rest, slayer talents (combat trick, fast stealth, hunter’s surprise, ranger combat style 2), stalker +3, track +5
Gear internal upgrades [amulet of natural armor +5, belt of heavyload physical might (Strength, Dexterity) +4, bracers of armor +5, hyperjack, ring of deflection +5]

SPECIAL ABILITIES
Constructed (Ex) For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), Vision counts both as a humanoid and a constructs. Vision gains a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. He is not subject to fatigue or exhaustion, and is immune to disease and sleep effects.
Emotionless Vision can never gain morale bonuses and are immune to fear effects and emotion effects. He has problems processing emotions properly, and thus takes a -4 penalty on Sense Motive checks.
Kirin Martial Arts Style: 
Vision can spend a swift action to make a Knowledge check (with a +2 insight bonus) to identify a single creature (DC 15 + the creature’s CR for this purpose). Vision may take 10 on this check even if stress and distractions would normally prevent him from doing so. If he succeeds at the check, he gains a +2 bonus on saving throws against that creature’s attacks, as well as a +2 dodge bonus to AC against that creature’s attacks of opportunity. As a swift action after Vision has hit a creature with a melee or ranged attack, he can add +16 damage. If the creature ends its turn within Vision’s threatened area, he can spend a use of his attacks of opportunity that round to move up to 40 feet. He must end his move in a square threatened by the creature. This move does not provoke attacks of opportunity.
Nanite Surge (Ex) Vision is infused with nanites. Once per day as an immediate action, Vision can cause his nanites to surge, granting him a +15 bonus on any one d20 roll; this ability must be activated before the roll is made. When Vision uses this power, his circuitry-tattoos glow with light equivalent to that of a torch for 1 round.

EDIT Redditor DWSage007 had some poignant considerations for Vision’s build and he’s been improved! More details here–thank you DWSage007! 😀

Notes on Vision’s Build

WOOT! Nailed it–Vision here is joining up with Thor, Iron-Man, Moon Knight, Mystique, and Spider-Man in the “Hyper Score worked like a charm” bin! He’s definitely up there in terms of power but he’s got that in spades.
Unfortunately I’m not so sure we’d get as lucky with the 5E version–on the Marvel.com entry for Vision all of his stats are maxed out so I don’t think it’s possible to make a PC build of him with Hypercorps 2099 5E at low enough level to be worth running up against as an NPC (originally the Hyper Score system was built for Pathfinder and converted over–the translated version is still good, but it’s not “create practically anything in the future *TECHNO JAM*” good, more “street level cyberpunk superheroes *techno jam*” good). He’s an Avenger and all, but the challenge rating would be pushing 30 plus in order to get properly potent abilities and uber strength and such into the mix.
That doesn’t prohibit a Vision monster build though! 😀

Vision

Medium construct, lawful good
Armor Class 18 (natural)
Hit Points 164 (20d8+80)
Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 19 (+4) 21 (+5) 10 (+0) 7 (-2)

Saving Throws Con +10, Wis +6, Cha +4
Skills Athletics +10, History +11, Investigation +11, Medicine +6, Nature +6, Perception +6, Technology +11
Damage Vulnerabilities lightning
Damage Resistances cold, fire, psychic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities disease, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Binary, English; translator (all terrestrial languages)
Challenge 20 (25,000 XP)

Density Control. Vision can manipulate his density at will, turning as hard as diamond or incorporeal (or anywhere inbetween) as a reaction or bonus action. While incorporeal Vision takes no damage from nonmagical weapons and half damage from non-psychic energy damage or magical weapons. In addition, while incorporeal he can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends this effect inside an object. While incorporeal Vision’s Strength score is reduced to 10.
Hyper Intelligent. Vision has advantage on all Intelligence ability checks and saving throws, and he possesses a perfect memory able to recall any event he has witnessed.
Hyper Strength. Vision has advantage on all Strength ability checks and saving throws, and his carrying capacity is multiplied by 20 (Carrying Capacity 6,600 pounds, lift 6 tons).

ACTIONS
Multiattack. Vision attacks five times with any combination of unarmed strikes and energy beams or he makes two phasing strikes.
Unarmed. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 24 (4d8+6) magical bludgeoning damage.
Phasing Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: The target makes a DC 18 Constitution saving throw with disadvantage or becomes incorporeal with Vision. As a bonus action, he can end the target’s incorporeality, causing it to become corporeal while inside of an object and dealing 55 (10d10) force damage (escape DC 18).
Energy Beam. Ranged Weapon Attack: +10 to hit, range 100/500, one target. Hit: 22 (4d8+4) radiant damage.
Thrown Object. Ranged Weapon Attack: +10 to hit, range (50/100), multiple targets (determined by object size; make one attack roll per target). Hit: 10 (1d8+6) 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 303 [66d8+6] at 6,600 pounds though a GM should require a good deal of effort to acquire an object strong and heavy enough to use with thrown object).

REACTIONS
Instinctive Phase (Recharge 4-6). When Vision would be damaged by an attack or spell he may spend his reaction to reduce density and turn incorporeal.

Hyper Score Marvel: Squirrel Girl!

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.