Archives for posts with tag: Pathfinder

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.

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.

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.

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 (the PF statblock is first followed by the 5e statblock on the bottom of the post).

Last week we had the Venom symbiote (if you want Venom, put the symbiote onto Spider-Man) and next week there’s Vision, then Thanos (this will probably be the Infinity Gauntlet instead with some suggestions on what to use for Thanos), The Hulk, The Thing, Rocket Raccoon, Daredevil, Luke Cage, Iron Fist, Jessica Jones, Punisher, Mr. Fantastic, Human Torch, Doctor Doom, Invisible Woman, and Cyclops. 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 in a decadent utopia of holy folk to “bring the pain” to, the Book of Exalted Darkness Kickstarter is 65% of the way to funded by more than 80 awesome backers (still in the first week!) and has 2 downloadable PDFs on the project page.

BoED Facebook Ad Evil explainy.jpg

Take a look! Worst case scenario you walk away with a free evil adventure module and some vile character options. 😀

thor hypercorps 2099 promo

THOR         CR 25/MR 10—XP 1,638,400

Male human barbarian (invulnerable rager) 11 [hs 7, meganaut 3] (mythic tier 10, champion)
NG Medium humanoid (human, hyper, mythic)
Init +16; Senses low-light vision; Awareness +11

DEFENSE
AC 36, bullet 28, touch 24, flat-footed 29 (+9 armor, +5 deflect, +5 Dex, +2 dodge, +3 hyper, +2 natural)
hp 268 (11d12+176+21); Hyper Bonus +3
Fort +25, Ref +11, Will +6; +4 vs. fear
Defensive Abilities hard to kill; DR 11/—; Immune disease, poison; Resist cold 24, electricity 21, sonic 21

OFFENSE
Speed 70 ft., fly 60 ft. (clumsy)
Melee unarmed +28/+23/+23/+18/+13 (1d4+21) or vital strike +28 (4d4+84) or Mjolnir (+5 Large giant-bane returning thundering warhammer) +33/+28/+28/+23/+18 (2d6+33 magical bludgeoning, Crit x3+2d8 sonic) or vital strike +33 (8d6+132 magical bludgeoning, Crit x3+2d8 sonic)
Ranged Mjolnir (+5 Large giant-bane returning thundering warhammer) +24 (2d6+33 magical bludgeoning and all creatures within 90 feet make a DC 15 Fortitude save or are stunned for 1 round, Range 30 ft., Crit x3+2d8 sonic) or strong hurl +19 (1d8 per 100 pounds+24 or 4d8 per 400 pounds+31, Range 120 ft., Heavy Load 76,800 lbs.; lift 76 tons)
Special Attacks champion’s strike (sudden attack +10), greater rage (30 rounds/day), hyper bonus +3, legendary champion, rage powers (body bludgeon, brawler, good for what ails you, greater brawler, increased damage reduction, spell sunder)

STATISTICS
Str 38, Dex 20, Con 40, Int 8, Wis 10, Cha 14, Luck 24, Rep 26
Hyper Strength 4 (Strong Back, Strong Hurl, Strong Warrior, Weaponize Grapple), Hyper Constitution 3 (Hyper Blooded, Hyper Resistant, Hyper Tough)
Base Atk +11; CMB +28 (+32 grapple); CMD 50 (54 vs. grapple)
Feats Alertness[B], Dodge[B], Improved Unarmed Strike[B], Greater Vital Strike, Improved Vital Strike, Mobility, Power Attack, Spring Attack, Toughness[B], Vital Strike; Hyper Feats A Bit Abberant, Hyper Charge, Hyper Item (x2; Mjolnir); Mythic Feats Dodge[M], Drink Is Life[M], Titan Strike[M], Toughness[M], Vital Strike[M]
Skills Acrobatics +13, Athletics +28, Awareness +11, Handle Animal +6, Intimidate +10, Knowledge (History) +5, Linguistics +0, Ride +9, Sense Motive +3, Survival +4, Use Magic Device +8
Languages English, Old Norse
SQ amazing initiative, champion abilities (critical master, devastating smash, fleet warrior, impossible speed, maneuver expert, perfect strike, shatter spells, titan’s rage, to the death, uncanny grapple), fast movement, force of will, hyper attack 2, hyper initiative, hyper focus 3/day, hyper mortality, hyper rest, immortal, mythic power (23 points), mythic saving throws, recuperation, surge +1d12, unstoppable
Gear amulet of natural armor +3, belt of stubborn resolve and physical perfection +6, celestial armor, Mjolnir (Hammer of Thunderbolts that grants a fly speed of 60 ft. with clumsy maneuverability and several spell-like abilities [CL 20th]: 3/day–call lightning [DC 16], lightning bolt [DC 16], 1/day–control weather), ring of protection +5

NOTES ON THOR’S PATHFINDER BUILD

I really busted my ass working on the Hyper Score system for Pathfinder and moments like this make me happy I put in all the effort because Thor fit the bill wonderfully–the only thing I’d like to tweak would be that his actual max is 100 tons, but hey, I can live with that small discrepancy (and besides that sounds like it’d be worth a Strength check anyway). ^_^

I’m not even going to take a shot at a PC build of Thor for Hypercorps 5e–the Hyper Score system for 5e is a conversion of the PF version and limited by the nature of the game’s different mechanics (still fun but not as versatile; building Thor means you’d end up with something way past CR 25).

I can still build him as a monster though and fortunately that makes for a much shorter statblock! 😀

Thor_Marvel_XP

Thor

Medium humanoid (human, hyper), lawful good
Armor Class 18 (natural)
Hit Points 345 (30d8+210)
Speed 60 ft., fly 60 ft.

STR DEX CON INT WIS CHA
31 (+10) 16 (+3) 25 (+7) 10 (+0) 13 (+1) 20 (+5)

Saving Throws Con +14, Wis +8
Skills Athletics +17, History +7, Insight +8, Perception +8, Performance +12, Survival +8
Damage Resistances cold, lightning, thunder; bludgeoning, piercing, slashing
Senses low-light vision, passive Perception 18
Languages English, Old Norse
Challenge 23 (50,000 XP)

Innate Spellcasting. Thor’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

  • 3/day each: call lightning, lightning bolt
  • 1/day: control weather

Pain Threshold. Any attacks or spells that deal 5 points of damage or less do not deal any damage to Thor.

ACTIONS
Multiattack. Thor makes four attacks with Mjolnir or one hammer throw and one thrown object.
Mjolnir. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 41 (4d12+15) magical bludgeoning damage plus 5 (2d4) lightning damage.
Hammer Throw. Ranged Weapon Attack: +12 to hit, range 30/120, one target. Hit: 52 (8d12+15) magical bludgeoning damage plus 20 (8d4) lightning damage.
Thrown Object. Ranged Weapon Attack: +12 to hit, range (150/300), multiple targets (determined by object size; make one attack roll per target). Hit: 14 (1d8+10) magical 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 59 [11d8+10] at 1,000 pounds, 104 [21d8+10] at 2,000 pounds, 149 [31d8+10] at 3,000 pounds, or 194 [41d8+10] at 4,000 pounds).

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.

Somebody requested a character I’ve already spent some time thinking quite a lot about bringing into Hypercorps 2099–Venom. So today we’ve got a *special* treat for Pathfinder players, a preview of one of the coolest parts of FAMOTH (Failures and Merits of the Hypernet, A Treatise by Haxx0r Brinekeys PhD). Mind you there are quite a few different types of nanosymbiote suits in the book, but what follows is wrought from one of my favorites of the bunch. 😀

Next on deck was a request for Ghost Rider but Clinton Boomer has already done a solid job with a build for the vengeful one and many others were put into the queue: Thor, Vision, Thanos (this will probably be the Infinity Gauntlet instead with some suggestions on what to use for Thanos), The Hulk, Rocket Raccoon, Daredevil, Luke Cage, Iron Fist, Jessica Jones, Punisher, Doctor Doom, and Cyclops. My work is really cut out for me for a while but if you’ve got someone you want to see, let me know and we’ll add them on the back end there.

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!

PS: If you dig on 5E and evil, check out the Book of Exalted Darkness before it launches (with 2 free PDFs!) on Tuesday!

Hypercorps venom promo.png

NANOSYMBIOTES

Nanosymbiotes were first introduced by DRAPA shortly after the tachyon flux fundamentally changed the world in 2074. In the quarter century since the technology of miniaturized and synchronized robotics has evolved exponentially, producing various kinds of suits from a variety of manufacturers available at prices some operators can afford. In order for these nanites to function correctly they must be integrated into a creature’s body and accepted by the immune system—rejection means finding another nanosymbiote.
Once accepted into a creature’s body, a nanosymbiote can only be taken off after its host creature dies or while under the effects of an antitech fieldTG (being in such an area causes the host creature to gain the staggered condition, no save) but even then the process is dangerous. The host creature must first make a DC 10 Fortitude save or die. If they live through this initial saving throw, the host creature makes a DC 20 Fortitude save or takes 2d4 Constitution ability damage (or 1d4 Constitution ability damage on a successful saving throw). There is a 50% chance that a nanosymbiote permanently goes inert when removed from its host creature, but a DC 50 Use Technology check made throughout the 8 hour surgery (which requires a cybernetics labTG) eliminates that possibility. The percentile chance that the nanosymbiote does not go inert increases by the result of the Use Technology check (even on a failure). For example, a Use Technology check with a result of 25 would increase the chances of the nanosymbiotes remaining viable to 75%.
Nanosymbiotes allow their host creature to use disguise self as a constant hyper spell-like ability and they can be willingly retracted as a swift action. These bonuses have costs, however; a host creature requires six times as much food as normal and 25% more rest (whether that be meditation, sleep, or another form of rest). One week failing to maintain this additional upkeep causes the host creature to become fatigued. One month without this additional upkeep causes the host creature to be exhausted. More than 6 weeks of not properly resting and feeding nanosymbiotes causes the host creature to make a DC 20 Fortitude save. On a failed saving throw the host creature dies and the nanosymbiotes go inert.
In addition, different nanosymbiotes grant other abilities to their host creature. The specific type of abilities granted alters the implant’s price, implantation value, install DCs, and Craft DCs as listed below. Some nanosymbiotes may also possibly violate local law—lightsuit nanosymbiotes, for example, are highly illegal in Wallachia—but these occurrences are at the GM’s discretion.

FLUID NANOSYMBIOTE

Slot body; Weight 30 lbs.
Price 60,000bt; Install DC 36; Implantation 10
Fluid nanosymbiotes grant a +6 size bonus to Dexterity, the ability to move through an area as small as one-eighth the host creature’s space without squeezing or one-sixteenth the host creature’s space when squeezing, a climb speed equal to the host creature’s base speed, and the host creature’s CMD against grapple combat maneuvers is doubled.
As a standard action, the host creature can fire a strand of nanosymbiotes to briefly harden to anchor on corners and walls of objects and structures, trailing a thin high-tensile line back to the host creature. As a move action, the host creature can pull towards the anchor, swiftly carrying itself to the anchor point. This ability has a maximum range of 120 feet, and can anchor only to a structure sturdy enough to support the host creature’s weight. If there is not a platform appropriate for the host creature to land on next to the anchor, the host creature must succeed at a Climb check (DC appropriate to climbing the surface the nanosymbiote strand is anchored to) or immediately fall. The strand of nanosymbiotes disappears in 1d4 rounds, just after the host creature uses it to move, or when the next strand of nanosymbiotes is fired, whichever comes first. The strands of nanosymbiotes deal no damage, and creatures other than the wielder are unaffected by them.

CONSTRUCTION
Craft DC 36; Cost 30,000bt; Craft Magical Arms and Armor, Craft Technological Arms and Armor[TG], Craft Technological Item[TG], cybernetics lab[TG]

 

VENOM SYMBIOTE

Aura none (alien); CL 18th
Slot none; Weight 30 lbs.

STATISTICS
Alignment chaotic neutral
Int 18, Wis 14, Cha 14, Ego 22; Senses darkvision 200 ft., scent
Languages speech (Common)
Abilities Alertness, telepathy (host only), unbreakable, vulnerability (thunder)

DESCRIPTION
This fluid nanosymbiote grants all the abilities of a similar suit in addition to the following changes:

  • The host gains vulnerability to fire and sonic damage and takes a -5 penalty on saves against spells or effects that deal fire and/or sonic damage.
  • The host can increase its size from Medium to Large or Small to Medium (as enlarge person).
  • The host gains darkvision 200 feet and scent.
  • The host gains a +20 ft. hyper bonus to speed and a climb speed equal to their speed.
  • The host gains 2 ranks of Hyper Strength with the Strong Back and Strong Leap hyper traits.
  • The host gains 2 ranks of Hyper Constitution with the Hyper Blooded and Hyper Touch hyper traits.
  • The host gains a primary natural bite attack that deals 1d10 piercing damage.
  • The host can alter its appearance at will (as disguise self).
  • The host can only remove it if the venom symbiote leaves willingly or by making a DC 22 Will save while taking at least 10 points of fire and/or sonic damage for a minimum of 3 consecutive rounds.

A creature that already possesses an ability granted by the venom symbiote doubles the benefit of the ability (this does not include attribute bonuses). In addition to the abilities above, the venom symbiote itself has a climb speed of 40 feet, Escape Artist +23, and Survival +11.

NOTES ON VENOM (Pathfinder)

For a full on Venom build, go grab up the Spidey build and hit him with the venom symbiote intelligent item! I thought about doing one but figured it’d be way cooler to just give out the symbiote and let folks surprise a player with their suddenly ultra cool new item…
To diehard fans: Venom’s “spider-sense” isn’t as good as Spidey’s so he gets no special thing for it (just the regular Dexterity boost from a fluid nanosymbiote).

venom symbiote.png

Venom Symbiote

Alien symbiote, legendary (requires attunement)

The venom symbiote is an intelligent alien parasite that vastly increases the physical attributes of its host–though it shares its weaknesses as well.
While it has no host, the venom symbiote has the following statistics: size of small, AC 14, hp 20, speed 40 ft. (climb 40 ft.), Str 13, Dex 18, Con 14, darkvision 200 ft., Perception +6, resistance to all types of damage except for fire and thunder (which it is vulnerable to), immunity to all conditions, and it can adhere to anything that touches it (an adhered creature is also grappled, escape DC 16, and ability checks made to escape this grapple have disadvantage.)
If the venom symbiote does not respect its host or hasn’t engaged in bloodlusted violence after 24 hours, the host must make a DC 15 Charisma saving throw. On a successful save, the host takes 1d6 psychic damage. On a failed save the wielder is dominated by the venom symbiote (as if by the dominate monster spell) and the parasite demands that the host taste flesh. The spell effect ends when the parasite’s demand is met.

Magic Properties. The venom symbiote grants the following benefits:

  • You can increase your size at will (as enlarge).
  • You can change your appearance at will (as disguise self).
  • Your Strength, Dexterity, and Constitution increase by 4 (to a maximum of 22).
  • Your speed increases by 10 feet and you can Dash as a bonus action.
  • Your vertical jump distances increase by up to 10 feet and horizontal jump distances by up to 20 feet.
  • You may spend hit dice to heal as an action at double the normal cost (for example at the cost of 4 hit dice you regain 2 hit dice worth of hit points).
  • You gain vulnerability to fire and thunder.
  • You gain or increase your darkvision range to 200 feet and you gain advantage on Wisdom (Survival) checks made to track by scent.
  • Your unarmed strike damage increases to 1d8 and you gain a +1 magical bonus to attack and damage.
  • You gain a bite melee attack that deals 1d10 slashing damage.
  • You gain a web ranged attack that grapples a creature (DC equal to your passive Athletics). A creature already grappled by your webs gains the restrained condition if hit by your web a second time. A creature restrained by your webs gains the incapacitated condition.
  • Webs. As an action you can fire a strand of webbing to briefly harden to anchor on corners and walls of objects and structures, trailing a thin high-tensile line back to you. As your movement you can pull towards the anchor, swiftly carrying yourself to the anchor point. This feature has a maximum range of 100 feet and can anchor only to a structure sturdy enough to support your weight. If there is not a platform appropriate for you to land on next to the anchor, you must succeed at a Climb/Athletics check (DC appropriate to climbing the surface the webbing is anchored to) or immediately fall. The strand of webbing disappears in 1d4 hours. The strands of webbing deal no damage and normally creatures other than you are unaffected by them.
    You can also spend an action to create a tether-line or net with webs (AC 15, 20 hit points per 5-ft. of length) to catch or stop objects (maximum weight 5,000 lbs.), or to cast web on a creature within 50 feet except the webbing made has the statistics listed above. At the GM’s discretion, you may create other simple objects with your webbing (such as a parachute or large pillow).
  • You cannot remove the venom symbiote without it willingly leaving or if you succeed at a DC 19 Wisdom saving throw after 3 continuous rounds of taking 10 or more damage from fire or thunder.

Sentience. The venom symbiote is a sentient chaotic neutral parasite with an Intelligence of 12, a Wisdom of 20, and a Charisma of 20. It has hearing and darkvision out to a range of 200 feet and gains advantage on Wisdom (Survival) checks made to track by scent. The parasite communicates telepathically with its host and can speak, read, and understand Common.

Personality. The venom symbiote is an alien with mysterious objectives, though what these are beyond a basic thirst for violence remain unknown (and are entirely at the GM’s discretion).

 

NOTES ON VENOM (5e)

I have no notes on this–it’s pretty dope already. There’s also a Spider-Man build for 5e if you want to hit that with the venom symbiote for a full-on villain, although again I think it’s probably a better surprise for a player. 😀

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)