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

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)

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)

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)

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

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)

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)

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: Cyclops

Welcome to Hyper Score Marvel (#23!) where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike previous posts, this series is no longer dual-system and from here on out will only feature statblocks for the Pathfinder Roleplaying Game (although all previous 22 posts also have D&D 5e versions).

Last week we had Emma Frost and next we’ve got Daredevil, then Luke Cage, Iron Fist, Jessica Jones, Punisher, Mr. Fantastic, Human Torch, Doctor Doom, Invisible Woman, and Loki. More requests are always welcome however–I’ll get to them all eventually! The full cast (as well as all my other statblocks) are easily accessible in big ol lists over on the index page and run the gamut from Squirrel Girl to the Infinity Gauntlet. Also–there are free PDFs for Hypercorps 2099 (the freebie Primer PDF covers Hyper Score up to 3 and for the full Hyper Score rules [and 2099 Kathmandu and cast of hypercorp operators and class archetypes and so on] check out the core book).

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

Thanks! 😀

cyclops x-men pathfinder.png

CYCLOPS         CR 16—XP 76,800

Male human brawler 4/monk (sensei) 3 [hs 7; hypernaut 3]
Medium humanoid (human, hyper)
Init +12; Awareness +11

AC 32, bullet 32, touch 27, flat-footed 26 (+1 brawler, +5 deflection, +5 Dex, +1 dodge, +3 hyper, +5 natural, +2 Wis)
hp 103 (4d10+3d8+42+21); Hyper Bonus +3
Fort +14, Ref +15, Will +8; +2 vs. enchantments
DR 2/–
Hyper Flaw always active (optic blast; without his visor Cyclops is blind or automatically attacks whatever he looks at), maximum force (Cyclops’ optic blasts cannot deal less than 3d8+6 damage to anything it touches that is not Cyclops, Havok, or ruby quartz)

Speed 30 ft.
Melee unarmed +14/+9/+9/+4 or +12/+12/+7/+7/+2 (1d8+5)
Ranged optic blast ranged touch +16/+11/+11/+6/+6 or +14/+14/+9/+9/+4 (3d8+6 force plus bull rush, Range 400 ft.)
Special Attacks advice 5 rounds/day (inspire competence +2, inspire courage +1), grit (2; gunslinger’s dodge), hyper bonus +3, optic blast, knockout strike 1/day (DC 17), martial flexibility (move action, 5/day) [frequently for Combat Reflexes, Ricochet Shot Deed, Targets of Opportunity], stunning fist 4/day (DC 14)
Hypernaut Spell-Like Ability (CL 14th; concentration +18)
At will—optic blast (DC 16 when used as line)

Str 14, Dex 20, Con 18, Int 10, Wis 14, Cha 18
Hyper Dexterity 1 (Dexterous Warrior), Hyper Constitution 1 (Hyper Tough), Hyper Charisma 2 (Hyper Confident: Diplomacy, Hyper Merit 2/day)
Base Atk +6; CMB +12 (+13 trip); CMD 35 (36 vs. trip)
Feats Amateur Gunslinger [B], Alertness [B], Blind-Fight [H], Combat Expertise [B], Dodge [B], Improved Unarmed Strike [B], Point-Blank Shot, Point-Blank Master (optic blast) [H], Precise Shot, Shot on the Run, Toughness, Weapon Finesse, Weapon Focus (optic blast), Weapon Specialization (optic blast) [H]
Skills Acrobatics +9, Athletics +10, Awareness +10, Diplomacy +11 (rolls twice and takes the best result), Intimidate +9, Knowledge (local, nature, technology) +8, Linguistics +6, Perform (oratory) +8, Search +6, Sense Motive +8, Stealth +12, Use Technology +1, Vehicular Use +12
Languages English, French, German, Spanish
SQ AC bonus +1, brawler’s cunning, brawler’s flurry, hyper attack 2, hyper focus 3/day, hyper initiative, hyper mortality, hyper rest, insightful strike, maneuver training (monk), maneuver training (trip +1), martial training, unarmed strike
Gear X-Men combat suit [+5 ring of deflection and +5 amulet of natural armor], communicator, ruby quartz visor, X-Wing (Model 8; armored skycar with at will invisibility)

Optic Blast (Hyper) Cyclops is constantly absorbing ambient energy, using it to psionically focus the constant stream of extradimensional force that pours from his optic nerves. In addition to the normal damage his optic blast attack deals, if Cyclop’s attack roll exceeds his opponent’s CMD, he can push his opponent back as if from the bull rush combat maneuver or knock that target prone as if from a trip combat maneuver. If he chooses to bull rush, he cannot move with the target. Cyclop’s maneuver does not provoke an attack of opportunity. He may always treat his optic blasts as a gun for gunslinger deeds.
As a standard action Cyclops can unleash his optic blast in a 10-ft.-wide line up to 1,000 ft. long. Any creature in the area makes a DC 16 Reflex save or takes 18d6+6 force damage and is pushed away 5 ft. per 10 points of damage taken. On a successful save, a creature takes half damage and is not pushed away. Objects receive no save.

EDIT Over on Facebook, David Anne suggested that Cyclops deserves Blind-Fight so I’ve swapped out Target of Opportunity for it.

Busy, busy, busy and Abel(line) Rappeport: EVERY(WO)MAN

Heyo folks!

I’ve been a very busy fellow since my last general update in late January — editing for several other folks’ projects (Ponyfinder‘s Races of Everglow and cleaning up a product for Salt in Wounds), setting up things for projects in the future (this summer will be very exciting), and putting a bunch of stuff through layout (Veranthea Codex: Adventurer’s Handbook and 2099 Wasteland, both nearly 200 pages, as well as another 30+ page adventure for Mists of Akuma called Cursed Soul of the Scorpion Samurai), but today is not about me or other dudes, it’s about women.

In that spirit today’s RPG character from the vault is Abel(line) Rappeport: EVERY(WO)MAN, a character I played in a heavily modified Abberant game set in the Marvel Universe many years ago. While Abel himself was a man, I turned back to the character when making Hypercorps 2099 and as Steve Kenson has already made a very excellent Everyman, we decided to make him into a woman (specifically a black woman because they are woefully under-represented in RPG art).

I could talk about all the awesome stuff he did (like almost surgically implanting a bomb into the skull of a crazy disruptive fellow PC or his brilliant response to the party being ambushed by HYDRA [he did the salute, all of the henchmen did as well, tables turned]) but in short Abel’s (and Abelline’s) thing is being old, knowing everybody, and being pretty good at pretty much everything. To get a feel for the game the character originated in I strongly recommend listening to the only one of the weekly  “newsie” recaps I can find (I used to make one after every game).

However I’m droning on. Enjoy Abelline and unleash her in your next D&D 5e or Pathfinder game! If you’re game for Aberrant or keen on more of my illegible handwriting, Abel is included as well. Enjoy!


HEROES OF THE HYPERNET (Hypercorps 2099 Kickstarter Backer Game)

After 19 glorious sessions of play, the Hypercorps 2099 KS Backer Game has come to an end! Read on to see what chaos Florisley-Ley (Steve), Chaplain (James), Tycheros (John), and Dr. Smith (Matt) get into in the future!

Thanks goes out to that quartet along with all of the Hypercorps 2099 backers (all my fun paperwork for sending out books starts tomorrow, folks), and it is my great joy to share their epic tale here. 🙂

Heroes of the Hypernet

May of 2099 has seen an untoward amount of precipitation in Neo York. Fawkes News places the blame squarely on Skull Island, the socio-anarchists claim that the repulsors from Lucrum’s two decades plus long flight are the cause, and on the Hypernet just about everything seems to be to blame.
It doesn’t matter
—Neo York is still as wet as the nearby ocean and just as polluted.


THE PARTY (starting at level 3/hyper score 1)

  1. Florisley-Ley: Oracle/Sorcerer Plant Conjurer
    Originally an elf born in a druid’s grove
    Born in Brazil 40 years ago (2050s) during the hypercorp superseeding
    During adolescence chlorian
    Combined her with essences of treants and stuff
    Chosen because of aptitude with divine and arcane magic
    sent to Neo York where she’s based out of Central Park
    anti-pollution and any degradation of the natural world

  2. The Chaplain: Angelic War Priest Monk
    Midwestern kid, regular going to school
    Started in US Military and then went Private Security Forces for Viztao

  3. Tycheros: Investigator/Netjacker
    Born and raised in Queens
    Highschool nerd, got into hacking, went and got a traditional college education in computer sciences
    Computer Security guy for a while, part of a Redhat team
    No tramautic event yet

  4. Smith: Vigilante Infiltration Specialist
    Interested in magic/tech interface
    Traditional route – college to become an engineer
    worked for a hypercorp to harness the power of the celestial realms
    finds out it is used for kidnapped celestials into the Material Plane
    performs questionably moral things during the day, and sabotages evils at night

Find out more (and see pretty pictures!) here: https://docs.google.com/document/d/1qXYlaFkp6CCkxZGAguDjtJofMfxpgE6lBlSpYd6FUHc/edit?usp=sharing


Paizo Con and Mists of Akuma End (Successfully!)

Before anything else, I want to address the people that are my fans.

I do not know how to react to having fans.
You are all awesome.

If I failed to thank you for enjoying my work, if I seemed out of sorts, generally came off as curt or strange, or otherwise conducted myself untoward in any way whatsoever, I apologize profusely. I don’t think I managed to offend anyone, but I feel so unbelievably awkward when someone says “you have done something awesome” that I seriously forget how to be a human.

So: thank you for saying hello to me, it was wonderful to meet so many of you, and in the future please be like “MIKE! HIGH FIVE AWESOME TOWN!” and we will slap hands in a most epic manner that I am 100% prepared for and then talk shop or predict the weather or whatever. 😀


I am super duper excited about the project!!! Not only are we really breaking into some truly unique ground with Mists of Akuma as a setting, going to be the first to bring in eastern fantasy to D&D 5th Edition, and enabling me to place some AWESOME art orders, the GM of my youth is writing an adventure for it! Chris Rippee is a peerless storyteller and I seriously cannot wait to see the final copy he turns over (there’s an encounter preview here).

If you would like to support the project but were unable to pledge to the Kickstarter, email mistsofakuma@gmail.com and we’ll get you sorted.

PaizoCon 2016

I have had quite a week. One of Hypercorps 2099‘s backers, Steve Caron, bought me a plane ticket to and from Seattle, and my inimitable (and unflinchingly polite, almost to a fault) right-hand man Michael McCarthy put me up in his hotel room for most of the trip. Once again, you both have my sincere thanks for your graciousness!

After a cramped flight to the west coast I wandered down to the hotel and dropped off my belongings before wandering around that area of Seattle for a while before hanging out with some folks in the bar. In the evening we got most of the Hypercorps crew together and made for a fantastic thai restaurant down the rail line, then hit up a grocery before getting to bed early.

Friday kicked off with my first Shadow of the Demon Lord game run by none other than Stephen Radney-MacFarland, then it was straight away to the first Hypercorps 2099 seminar and it went great! Unfortunately to make it to the Hyper RPG studio in time to appear on Rabbit Stew, we had to leave the panel in the hands of Luis Loza and Jason Nelson — I am assured it went well, but will make sure to put links to the Know Direction recordings of the panel so you can be your own judges (and will definitely share the video for Rabbit Stew when it gets onto YouTube).

That night we also did the first scheduled Hypercorps 2099 game, Operation Varsity. I had a very exciting very secret meeting somewhere before we came back to the hotel and sprinted into the game room late, but everyone was very cool about it. Because Steve had a penthouse suite (which was HUGE) we took the group up there and played with a gorgeous view behind us (and many glasses of rum drinks). Getting things underway I was in great trepidation because this was the first time I’d actually played Hypercorps 2099 in person as opposed to through Roll20.net, but there was no reason to be worried–a good time was had by all and the system performed as well in real life as it does through the Hypernet. 😉

Saturday was my “whatever” day and  I mostly hit up seminars (which were all good) before the banquet. There was much talk of Starfinder and I look forward to it as much as you likely expect. I have spoken to many Paizo people and many other people about the new ruleset and what that means for Hypercorps 2099 and when I’m able to say more about any of that, I will do so.

Sunday was another day of enjoyable and informative seminars until the second Hypercorps 2099 game (Skirmish with Soldier Corps) which had seven players! It was SUPER intense and much to my delight, at the end of the table one of Friday’s players (a netjacker mechwarrior) was doing side battles with one of his friends (that scheduled game’s netjacker)! HOW AWESOME IS THAT!!!

Immediately afterward, the Hypercorps 2099 crew got together and this happened.

Hypercorps cast airport transformed
My peeps are the best peeps.

The next day kicked off with a seminar for both Aethera and Hypercorps 2099; despite being the morning of the final day of the convention we had more attendees than panelists! There will be a link provided when Know Direction puts it up. 😀 That night I hung out with Steve and my returning mechwarrior (Miles Smith) and we had one final Hypercorps game,  and it was as awesome as the rest of the sessions at PaizoCon!

Today (nearly 24 hours ago ~.~) I woke up and walked to the airport with Steve, hopped on my plane, and spent most of the trip brainstorming for Mists of Akuma and reading The Blood Chalice (a Warhammer 40k novel).

Interesting note: Starting Friday morning, my right ankle started doing weird things! There’s no real pain, just discomfort — it feels like there’s a bag of wet sand above my right heel. My regular source of wisdom for these things (my grandmother was a nurse for decades) was just as perplexed as I was. I’ll be taking it easy for a few days (no jogging) to see if some hot/cold pressing fixes it.

All told I had a wonderful time at PaizoCon 2016. All of the Paizo staff put on a fantastic convention and they have both my thanks and congratulations! I feel weird tagging them about Facebook and so on and so forth, but should any of them stop by my website (Cosmo I’m looking at you!) boom — ya been thanked.


Befev Oacipla, Champion of Sheep

Two weeks have gone by and things are hopping! I’ve gotten a few projects out the door (notably two Pathfinder hybrid classes for Rogue Genius Games, the [REDACTED] and [REDACTED]!) and print proofs are on the way to my house for my first few layout projects (two Veranthea books and the Pathfinder Hypercorps 2099 softcover!)

For 5E folks my first medieval fantasy adventure has been commissioned and is getting put together in my mindscape right now (water is involved!), and the next week or so is devoted to getting 5E Hypercorps 2099 finalized.

To keep on keeping on with characters however, we’ve got good old Befev! As always she’s astride her mount, the brave unshorn Hydrifacks.




Left to fend for herself at a young age, Befev Oacipla grew up in the highlands with little interaction with civilization at large. Learning how to survive by stalwart dwarven instincts and eschewing friendships of any kind, she became a ghost of the wilderness and a figure of great rumor before the revelation.
Answering the bleating call of a wild sheep being slaughtered, Befev waylaid a host of bandits, flying into a rage that gave her the strength to fell each and every one of them. As the last of her enemies lay bleeding she finally succumbed to her own wounds but experienced a grand vision before darkness overwhelmed her—Shopesh, God of Sheep, recognized the dwarf’s service and bestowed upon her the duty of gathering a flock of followers. Befev awoke the next day to the licking tongue of an unshorn sheep, winded but alive, injured but bestowed with a greater purpose. Naming her new ally Hydrifacks, the barbarian has become a warrior of note in the region, recognizable instantly by the proximity she keeps with her quadruped companion.

Befev is painfully single-minded—when she gets an idea into her head, it is remarkably difficult to dislodge it. She is incredibly bold and reckless, but typically holds her temper until she sees someone attack a sheep or, heavens forbid, Hydrifacks is harmed. After being put into a rage, she fights relentlessly and pursues enemies based on the threat they pose to her mount more than anything else. Though she dislikes most everyone as a matter of course, Befev is terribly racist against elves and frequently blames them for mundane problems or issues of force majeure; she really does believe there is an elven conspiracy out to corrupt and ruin the world.

Female Mountain Dwarf Barbarian 4, CG, 42 years old
Armor Class 14 (unarmored defense; +1 Dex, +3 Con)
Hit Points 44 (4d12+12)
Speed 25 ft.

16  (+3) 13  (+1) 17  (+3) 12 (+1) 6  (-2) 13  (+1)

Proficiency Bonus +2
Saving Throws Strength, Constitution
Skill Proficiencies Athletics, Intimidation, Perception, Survival
Tool Proficiencies brewer’s supplies, drum
Senses Darkvision 60 ft., passive Perception 10
Languages Common, Dwarvish, Elven
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

+1 Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d12+4 slashing damage.
Handaxe. Ranged Weapon Attack: +5 to hit, range (20/60), one target. Hit: 1d6+3 slashing damage.

Rage  (3) Advantage on Strength checks and Strength saving throws; When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll; You have resistance to bludgeoning, piercing, and slashing damage.
Reckless Attack When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Danger Sense You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Primal Path: Path of the Berserker
Frenzy If you go into a frenzy when you rage, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

The details of this feat are not yet determined and up to the GM of the game Befev is in, but so far, she’s accrued 4 followers of Shopesh (the god of sheep) in a settlement called Corin. If using Befev in a game where this feat will be unwelcome, increase her Strength score by 2 (and therefore melee attack rolls and weapon damage rolls increase by +1).

Wanderer You can always recall the general layout of terrain, settlements, and other features around you. You can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Potion of Healing (2d4+2) (2), 100 ft. hemp rope, grappling hook, 20 sacks, manacles, greataxe, handaxes (3), staff, hunting trap, bear head, traveler’s clothes, belt pouch, 10 days rations, 10 days water, Hydrifacks the Sheep (as a mule, 40 ft. movement, boots of striding and springing [currently useless])