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

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

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

Male human slayer 8 [hs 7, hypernaut 3]

NG Medium humanoid (human, hyper)

Init +7; Senses; Awareness +15

DEFENSE

AC 29, touch 21 (29 vs. ranged energy attacks), flat-footed 24 (+8 armor, +3 deflection, +4 Dex, +1 dodge, +3 hyper)

hp 129 (8d10+64+21); Hyper Bonus +3

Fort +13, Ref +10, Will +4

DR 4/—; Resist acid/cold/electricity 5

OFFENSE

Speed 30 ft.

Melee unarmed strike +14/+9/+9/+4 (1d3+6)

Ranged plasmathrower +15/+10/+10/+5 or +13/+13/+8/+8/+3 (4d6 electricity and fire, Crit 19-20/x2, Range 60 ft.)

Special Attacks 2nd studied target, hyper bonus +3, sneak attack +2d6

Hyper Power (CL 15th; concentration +19)

At will—energy conduit (personal range; hyper flaw: limited 18)

STATISTICS

Str 16, Dex 19, Con 24, Int 14, Wis 15, Cha 16, Luck 17, Reputation 18

Hyper Constitution 2 (Hyper Tough), Hyper Charisma 1 (Hyper Merit; auto-success 1/day)

Base Atk +8; CMB +11; CMD 29

Feats Awareness [B], Dodge[B], Improved Unarmed Strike[B], Mobility, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Spring Attack, Technologist[B]

Hyper Feats Extra Attribute Trait, Extra Hyper Attribute (2), Powerful Talent (Bishop always knows his location)

Skills Acrobatics +9, Athletics +14, Awareness +15, Bluff +7, Disable Device +15 (+19 vs. traps), Heal +6, Intimidate +10, Knowledge (geography) +8, Knowledge (history) +10, Knowledge (technology) +7, Search +13 (+17 vs. traps), Sense Motive +12, Stealth +15, Survival +8, Use Technology +9, Vehicular Control +8

Languages English, Pidgeon (a smattering of languages used in the future)

SQ hyper attack 2, hyper focus 3/day, hyper initiative, hyper mortality, hyper rest, slayer talents (ranger combat style [3], rogue talent: fast stealth, trapfinding), stalker, track, trapfinding, trap sense +2

Gear [+5] advanced inssuit, [ring of protection +3], plasma thrower (10 power packs), Shard

SPECIAL ABILITIES

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

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

Hyper Power: Energy Conduit (Ex) Bishop can absorb the following types energy from single attacks or area effects, though in the case of the latter other creatures and objects are usually still affected: cold, electricity, fire, force, holy, sonic, unholy. He does not make a saving throw against the effect but takes no damage from it, instead gaining 1 conduit point per 5 points of damage the attack would have inflicted. These conduit points last until Bishop discharges them and the maximum number of conduit points Bishop can have at one time is 18. When Bishop has filled his energy reserves he ceases to absorb energy damage until he has spent some of his conduit points.

By spending his immediate action, Bishop can draw in ambient energy around him (such as from an area attack) to absorb all energy damage dealt nearby. Doing so for a 10-ft.-radius causes him to collect twice as many conduit points and for a 15-ft.-radius three times as many conduit points (roll the energy damage once). At the GM’s discretion, Bishop can also use this ability to absorb the energies from hyper powers or spells with other effects than dealing damage by winning on an opposed caster level check. On a success, Bishop absorbs 1d4 conduit points and the effect is negated.

If Bishop cannot absorb all of the energy damage, from an attack or effect, divide the remaining damage by the average roll of the damage dice type (rounding up) and deal that energy damage to the area (for example, if Bishop absorbs 32 points of a 40 damage fireball, the 8 remaining damage, which comes from d6s, is divided by 3.5 and rounded up to 3d6 fire damage.) There are three ways for Bishop to spend his conduit points: energy blasts and energy eruptions.

Energy Blast (Ex): As a standard action, Bishop can unleash an energy blast at a single target up to a range of 250 feet. He must have at least one hand free to aim the blast. Bishop is never considered to be wielding or gripping the energy blast, and he can’t use Vital Strike feats with energy blasts. Energy blasts always deal full damage to swarms of any size. For every conduit point Bishop spends on an energy blast (up to maximum of 5), it either deals 1d10 damage on a successful hit, or he shoots one additional 1d10 damage energy blast for every additional conduit point spent (up to a maximum of 5). Bishop cannot shoot multiple energy blasts that deal more than 1d10 damage. Bishop’s energy blasts deal either force damage or holy damage (he chooses which type of damage to use when activating this ability).

Energy Eruption (Ex): As a standard action, Bishop can unleash his stored energy in a devastating wave of destruction to all objects and creatures within a 20-foot-radius. The energy eruptions deals 3d6 damage per 3 conduit points spent, up to a maximum of 18d6 (costing 18 conduit points). Creatures within the area may make a DC 21 Reflex save for half damage.

Energy Fists (Ex): As a swift action, for 1 conduit point Bishop can cause his melee attacks to deal an additional 1d12 points of energy damage (force or holy) for 1 round. For every 2 additional conduit points spent, Bishop can increase this extra damage by +1d12 (to a maximum of 4d12).

SHARD (Crystal AI)

Aura strong divination; CL 17th

Slot none; Weight 1/2 lb.

STATISTICS

Alignment lawful good

Int 18, Wis 14, Cha 14, Ego 22; Senses 60 ft.

Languages all (as tongues)

Abilities Possesses a +15 bonus on all Knowledge skills, has recordings of all known altered timelines, and over the period of 10 minutes can identify the causes behind a diverted timeline.

Bishop

Medium humanoid (human), neutral good

Armor Class 19 (advanced armor)

Hit Points 190 (20d8+100)

Speed 30 ft.

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

Saving Throws Str +8, Wis +7, Cha +7

Skills Athletics +8, History +7, Insight +7, Intimidation +7, Investigation +7, Medicine +7, Perception +7, Persuasion +7, Stealth +9, Survival +7, Technology +7

Senses passive Perception 17

Languages English, Pidgeon

Challenge 15 (13,000 XP)

Hyper Power: Energy Conduit. Bishop can absorb the following types energy from single attacks or area effects, though in the case of the latter other creatures and objects are usually still affected: cold, fire, force, lightning, necrotic, psychic, radiant, thunder. He does not make a saving throw against the effect but takes no damage from it, instead gaining 1 conduit point per 4 points of damage the attack would have inflicted. These conduit points last until Bishop discharges them and the maximum number of conduit points Bishop can have at one time is 18. When Bishop has filled his energy reserves he ceases to absorb energy damage until he has spent some of his conduit points.

By spending his reaction, Bishop can draw in ambient energy around him (such as from an area attack) to absorb all energy damage dealt nearby. Doing so for a 10-ft.-radius causes him to collect twice as many conduit points and for a 15-ft.-radius three times as many conduit points (roll the energy damage once). At the GM’s discretion, Bishop can also use this ability to absorb the energies from hyper powers or spells with other effects than dealing damage by winning on an opposed caster level check. On a success, Bishop absorbs 1d4 conduit points and the effect is negated.

If Bishop cannot absorb all of the energy damage, from an attack or effect, divide the remaining damage by the average roll of the damage dice type (rounding up) and deal that energy damage to the area (for example, if Bishop absorbs 32 points of a 40 damage fireball, the 8 remaining damage, which comes from d6s, is divided by 3.5 and rounded up to 3d6 fire damage.) There are three ways for Bishop to spend his conduit points: energy blasts and energy eruptions.

Energy Blast (Ex). As an action, Bishop can unleash an energy blast at a single target within 250 feet. He must have at least one hand free to aim the blast. Energy blasts always deal full damage to swarms of any size regardless of resistances. For every conduit point Bishop spends on an energy blast (up to maximum of 5), it either deals 1d10 damage on a successful hit, or he shoots one additional 1d10 damage energy blast for every additional conduit point spent (up to a maximum of 5). Bishop cannot shoot multiple energy blasts that deal more than 1d10 damage. Bishop’s energy blasts deal either force damage or radiant damage (he chooses which type of damage to use when activating this ability).

Energy Eruption (Ex). As an action, Bishop can unleash his stored energy in a devastating wave of destruction to all objects and creatures within a 20-foot-radius. The energy eruptions deals 3d6 damage per 3 conduit points spent, up to a maximum of 18d6 (costing 18 conduit points). Creatures within the area may make a DC 19 Dexterity saving throw for half damage.

Energy Fists (Ex). As a bonus action, for 1 conduit point Bishop can cause his melee attacks to deal an additional 1d8 points of energy damage (force or radiant) for 1 round. For every 2 additional conduit points spent, Bishop can increase this extra damage by +1d8 (to a maximum of 4d8).

ACTIONS

Multiattack. On his turn Bishop makes 5 unarmed strike attacks or 5 plasma thrower attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.

Energy Blast. Ranged Weapon Attack: +9 to hit, range 250 ft., one target. Hit: 4 (1d10) force or radiant damage.

Plasma Thrower. Ranged Weapon Attack: +9 to hit, range 60/300, one target. Hit: 18 (4d6+4) fire and lightning damage.

SHARD

Wondrous item, legendary magic item

Shard is unable to force a creature to act under its will but can refuse to function.

Linguistic Processor. Shard is able to read and understand all languages (as the tongues spell).

Vast Database. Shard grants a +10 bonus on Intelligence checks related to information (this does not include secret information, only what would be publicly known). In addition, it has recordings of all known altered timelines and over the period of 10 minutes can identify the causes behind a diverted timeline.