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 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 )