Welcome to Hyper Score Marvel (#20!) 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 the Hulk and next we’ve got Rocket Raccoon, then 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! The full cast so far is over yonder (Spider-Man, Venom symbiote, Infinity Gauntlet, lotsa good stuff). 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!

Thanks! 😀

PS: Pathfinder-folk, my first campaign setting (Veranthea Codex) just released a bunch of new books in PDF and print. Check em out!

THING (Benjamin J. Grimm) CR 23—XP 819,200

Male human brawler 11 [hs 10; abbernaut 2/meganaut 2]

NG Large humanoid (human, hyper)

Init +12; Senses darkvision 60 ft., low-light vision; Awareness +18

DEFENSE

AC 29, bullet 29, touch 24, flat-footed 26 (+2 Dex, +2 brawler, +5 deflection, +1 dodge, +5 hyper, +5 natural, -1 size)

hp 328 (11d12+209+42) Hyper Bonus +5

Fort +28, Ref +14, Will +8

DR 10/–; Immune critical hits, dazed, disease, exhaustion, fatigue, precision damage, poison, stunned; Resist acid 30, cold 30, electric 30, fire 30, thunder 30

OFFENSE

Speed 30 ft.

Melee unarmed +35/+30/+30/+25/+25/+20 (1d10+24) or +33/+33/+28/+28/+28/+23/+23/+18 (1d10+24)

Ranged Small-sized rocks +19/+14/+14/+9/+9/+4 (2d6+26, Range 3,840 ft.) or strong hurl +18 (1d8 per 100 pounds+26 or 4d8 per 400 pounds+33, Range 120 ft., Heavy Load 307,200 lbs.; lift 154 tons)

Space 10 ft.; Reach 10 ft.

Special Attacks body bludgeon, hyper bonus +5, knockout strike 3/day (DC 34), martial flexibility (free action) 8/day, rock throwing

STATISTICS

Str 38 [+14], Dex 14, Con 42 [+16], Int 10, Wis 10, Cha 12

Hyper Strength 5 (Strong Back, Strong Hurl, Strong Throw, Strong Warrior, Weaponize Grapple [body bludgeon rage power]), Hyper Constitution 5 (Hyper Blooded, Hyper Endurant, Hyper Fortification, Hyper Resistant, Hyper Tough)

Base Atk +11; CMB +31 (+38 grapple, +33 bull rush, +32 trip); CMD 50 (57 vs. grapple, 53 vs. bull rush, 52 vs. trip)

Feats Alertness [B], Bolstered Resilience (immediate action to double DR vs one attack), Combat Expertise [B], Dodge [B], Improved Grapple [B], Improved Unarmed Strike [B], Grabbing Style [B], Greater Grapple [B], Mobility, Pinning Knockout, Power Attack, Rapid Grappler, Spring Attack, Toughness

Hyper Feats Extra Attribute Trait (2), Extra Hyper Attribute (2), Toughness [M]

Skills Athletics +20, Awareness +18, Intimidate +15, Knowledge (local) +14, Sense Motive +18, Vehicular Use +15; Size Modifiers -4 Stealth

Languages English

SQ AC bonus +2, brawler’s cunning, brawler’s flurry (Improved Two-Weapon Fighting), brawler’s strike (cold iron, magic, silver), close weapon mastery, hyper attack 3, hyper initiative, hyper focus 5/day, hyper life, hyper mortality, hyper rest, maneuver training (grapple +3, bull rush +2, trip +1), martial training, size increase, unarmed strike

Gear fantastic shorts (Strength and Constitution +6, +5 deflection, +5 natural armor, constant ant haul)

SPECIAL ABILITIES

Rock Throwing (Ex) Thing can hurl rocks up to Small size. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5.

NOTES ON BUILDING THE THING (Pathfinder and 5E)

I’m really happy with both of these builds. The Pathfinder RPG build is solid and a more modern-comics era Thing and while there’s some hokeying (Bolstered Resilience, the fantastic shorts) I don’t think it’s too out of line. The D&D 5E version (which is built as a player character for this week’s post! WOOT!!) is more your classic four color comics kind of Thing. Not quite as strong as I’d like (able to lift 2 tons and change) but since it’s a RAW/Hyper Score design I’m not going to complain about it any more. 😀

I should point out that this is the ceiling for Hypercorps 2099 5E and RAW D&D 5E–you could make him more strength oriented (barbarian levels, more Hyper Strength ability traits than Hyper Constitution) but for being a brick that can punch a lot, this is the build right here.

Because I know some folks will want it, 5E Thing has a reduced statblock at the bottom of the page!

Thing (Benjamin J. Grimm)

Medium humanoid (human, hyper), neutral good fighter (champion) 20 [HS 10; abbernaut 3/meganuat 1]

Armor Class 16 (natural)

Hit Points 257 (23d10+115)

Speed 30 ft.

STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 20 (+5) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Str +11, Con +11

Skills Athletics +11, History +6, Insight +6, Intimidation +6

Tools Vehicle (air)

Damage Resistances poison; bludgeoning, piercing, slashing from magical weapons

Damage Immunities bludgeoning, piercing, slashing from nonmagical weapons

Condition Immunities blinded, deafened, diseases, paralyzed, petrified, poisoned, stunned

Senses darkvision 60 ft., passive Perception 10

Languages English

Challenge 19 (22,000 XP)

Background (Lab Experiment): Apathetic World. When creatures attempt to locate Thing’s position in a settlement they have disadvantage and while hiding in common thoroughfares and other similarly populated public places, Thing has advantage on Stealth checks.

Action Surge (2/short rest). Thing can take one additional action on top of his regular action and a possible bonus action. Thing can only use this feature once on the same turn.

Fighting Style: Brawling*. Thing can roll a 2d4 in place of the normal damage of his unarmed strike.

Fighting Style: Two-Weapon Fighting. When Thing engages in two-weapon fighting, he adds his Strength modifier to the damage of the second attack.

Hero Points (5). Thing is built as a PC using the Hyper Score system from Hypercorps 2099 5E and hero points are way more impactful than normal. As an NPC however, he gets none.

Hyper Bonus +5. Thing gains a +5 bonus to weapon damage rolls and other features (that are not skills or equipment) he is proficient with.

Hyper Constitution: Hyper Blooded. Thing has resistance to poison and immunity to the poisoned condition and diseases.

Hyper Constitution: Hyper Endurant. Thing has immunity to the blinded, deafened, paralyzed, petrified, and stunned conditions.

Hyper Constitution: Hyper Fortitude (5/long rest). If Thing fails a Constitution saving throw he may roll again with advantage.

Hyper Constitution: Hyper Tough. Thing has resistance to nonmagical damage.^

Hyper Constitution: Hyper Vitality (1/short rest). When Thing is reduced to 0 HP, he regains 25 hit points as a reaction.

Hyper Feat: Adrenal Hyper. Thing has an additional Hyper Ability trait.

Hyper Flaw: Unnatural. Thing has disadvantage on all non-Intimidation Charisma checks.

Hyper Hit Dice. Thing has +3d10 hit dice.

Hyper Initiative. Thing has advantage on Initiative checks.

Hyper Life (1/long rest). When Thing is reduced to 0 hit points he immediately regains 30 hit points.

Hyper Mortality. Thing has advantage on saving throws against death and death effects.

Hyper Strength: Primal Warrior. Thing has proficiency with improvised weapons and increases the damage inflicted with improvised weapons by 3 steps (from 2d4 to 2d6 to 2d8 to 3d6).

Hyper Strength: Strong Back (5/short rest). Thing has advantage on Strength saving throws. In addition, he doubles his carrying capacity 3 times (carry limit 2,400).

Hyper Strength: Strong Hurl. Thing doubles the range ratings of any thrown weapons he uses and increases the damage dice of any improvised thrown weapons he uses by 3 steps.

Indomitable (3/long rest). Thing can reroll a saving throw that he fails. If he does so, he must use the new roll, and he can’t use this feature again until he finishes a long rest.

Remarkable Athlete. Thing adds +3 to any Strength, Dexterity, or Constitution check he makes that doesn’t already use his proficiency bonus. In addition, when he makes a running long jump, the distance he can cover increases by 4 feet.

Second Wind (1/short rest). Thing can use a bonus action to regain 1d10+20 hit points.

Survivor. At the start of each of his turns, Thing regains 10 hit points if he has no more than half of his hit points left. He doesn’t gain this benefit if he has 0 hit points.

ACTIONS

Extra Attack and Hyper Attack. Thing attacks seven times. With his bonus action, he can attack an eighth time.

Unarmed. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d6+10) bludgeoning damage.

Rock. Ranged Weapon Attack: +11 to hit, range 60, one target. Hit: 17 (2d6+10) bludgeoning damage.

Superior Critical. Thing’s weapon attacks score a critical hit on a roll of 18-20.

*From the Exemplar class in Book of Exalted Darkness.

^Each of his abbernaut routes are spent getting damage resistance so I figured with Hyper Tough tacked on, just give it to him all the time. RAW he only gets immunity with limited access (As a reaction, he gains immunity to nonmagical damage for 5 rounds. He may use this feature 5 times before taking a long rest.) We’re going to trade that bonus in for a natural armor bonus to AC of +3 (half his proficiency bonus or his number of abbernaut routes, take your pick).

——— REDUCED STATBLOCK —————

Thing

Medium humanoid (human, hyper), neutral good fighter 20 [HS 10]

Armor Class 16 (natural)

Hit Points 257 (23d10+115); regeneration 10 (when at 128 hp or less)

Speed 30 ft.

STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 20 (+5) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Str +11, Con +11

Skills Athletics +11, History +6, Insight +6, Intimidation +6

Damage Resistances poison; bludgeoning, piercing, slashing from magical weapons

Damage Immunities bludgeoning, piercing, slashing from nonmagical weapons

Condition Immunities blinded, deafened, diseases, paralyzed, petrified, poisoned, stunned

Senses darkvision 60 ft., passive Perception 10

Languages English

Challenge 19 (22,000 XP)

Action Surge (2/short rest). Thing can take one additional action on top of his regular action and a possible bonus action. Thing can only use this feature once on the same turn.

Hyper Flaw: Unnatural. Thing has disadvantage on all non-Intimidation Charisma checks.

Hyper Fortitude (5/long rest). If Thing fails a Constitution saving throw he may roll again with advantage.

Hyper Initiative & Hyper Mortality. Thing has advantage on Initiative check, death saves, and saving throws against death effects.

Hyper Life (1/long rest). When Thing is reduced to 0 hit points he immediately regains 30 hit points.

Hyper Vitality (1/short rest). When Thing is reduced to 0 HP, he regains 25 hit points as a reaction.

Indomitable (3/long rest). Thing can reroll a saving throw that he fails. If he does so, he must use the new roll.

Remarkable Athlete. Thing adds +3 to any Strength, Dexterity, or Constitution check he makes that doesn’t already use his proficiency bonus. In addition, when he makes a running long jump, the distance he can cover increases by 4 feet.

Second Wind (1/short rest). Thing can use a bonus action to regain 1d10+20 hit points.

Strong Back (5/short rest). Thing has advantage on Strength saving throws (carry limit 2,400 lbs., lift 4,800 lbs.).

ACTIONS

Extra Attack and Hyper Attack. Thing attacks seven times. With his bonus action, he can attack an eighth time. Thing’s weapon attacks score a critical hit on a roll of 18-20.

Unarmed. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d6+10) bludgeoning damage.

Rock. Ranged Weapon Attack: +11 to hit, range 60, one target. Hit: 17 (2d6+10) bludgeoning damage.