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!

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! 😀

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).