Summary[]
Crushing Surge (At Will Standard Melee weapon ✦ Invigorating, Martial, Weapon,) | Fighter At-Will |
Target: One creature | |
Attack: +15 vs AC | |
Hit: 1d10+10 damage and Prime gains 10 temporary hit points | |
Miss: Prime gains 5 temporary hit points |
Bull's Strength (At Will Standard Melee weapon ✦ Augmentable, Psionic, Weapon) | Battlemind level 1 At-Will |
Target: One creature | |
Attack: +15 vs. AC | |
Hit: 1d10+10 damage, and Prime gains 5 temporary hit points and pushes the target 3 squares. Augment 1: Prime's reach increases by 1 for this attack. . Augment 2: Close blast 3 Target: Every enemy Prime can see in the blast. |
Lightning Rush (At Will Immediate Interrupt Melee 1 ✦ Augmentable, Psionic, Weapon) | Battlemind level 7 At-Will |
Target: The triggering enemy | |
Trigger: An enemy within 5 squares of Prime targets an ally with an attack. | |
Attack: +15 vs. AC Effect: Before the attack Prime can move his speed to a square adjacent to the triggering enemy. | |
Hit: 1d10+10 damage and Prime gains 5 temporary hit points. Effect: Prime doesn't get his normal standard action on his next turn. Augment 1: Hit: As above, and no penalty to the enemy attack. Augment 2: Hit: 2d10+10 damage and and Prime gains 5 temporary hit points and becomes the target of the triggering attack Effect: Prime gets his normal standard action on his next turn. |
Battlemind's Demand (At Will Minor Close Burst 3 ✦ Augmentable, Psionic) | Battlemind Feature |
Target: One creature in burst | |
Effect: Prime marks the target until he uses this power again or until the end of the encounter. Augment 1: Target: One or two creatures in the burst. |
Blurred Step (At Will Free Personal ✦ Psionic) | Battlemind Feature |
Trigger: An adjacent enemy marked by Prime shifts | |
Effect: Prime shifts 1 square. | |
Special: Prime can only use this power once per turn |
Combat Challenge (At Will Immediate Interrupt Melee ✦ Martial, Weapon) | Fighter Feature |
Effect: Whenever an enemy marked by Prime is adjacent to him and shifts or makes an attack that doesn't include him, Prime can make a melee basic attack against that enemy. If the attack hits Prime can push that enemy three squares. |
Grit and Spittle (Encounter Minor ) | Skill utility 2 |
Requirement: Prime must be trained in Endurance and have at least 1 healing surge left | |
Target: Personal | |
Effect: Prime loses a healing surge but regains no hit points. He makes a saving throw against every effect on him a saving throw can end. |
Shield Edge Block (Encounter Immediate Interrupt ✦ Martial) | Fighter Encounter 3 |
Requirement: Prime must be using a shield | |
Target: The triggering enemy | |
Trigger: An enemy adjacent to Prime hits or misses Prime with a close or melee attack | |
Attack: +12 vs. AC | |
Hit: 2d6+7 Damage and Prime gains 5 temporary hit points | |
Effect: The target takes a -4 penalty to the attack roll |
Unbreakable (Encounter Immediate reaction ) | Fighter utility 6 |
Target: Personal | |
Trigger: Prime is hit by an attack | |
Effect: The damage against Prime is reduced by 10. |
Warforged Resolve (Encounter Minor ✦ Healing) | Warforged Racial |
Target: Personal | |
Effect: Prime gains 8 temporary hit points and can make an immediate saving throw against one effect that deals ongoing damage and can be ended with a save. In addition, if Prime is bloodied he regains 8 hit points. |
Guardian's counter (Encounter Immediate Interrupt Close burst 2 ✦ Martial) | Guardian Attack |
Trigger: An ally within 2 squares of Prime is hit by an attack and Prime is not included in the attack. | |
Effect: Prime and the ally shift 2 squares as a free action, swapping positions. Prime becomes the target of the triggering attack, in place of the ally. After the attack is resolved, Prime can make a basic attack against the attacker. |
Living Fortress (Daily Standard melee weapon ✦ Psionic, Weapon) | Battlemind Daily 1 |
Target: One creature | |
Attack: +13 vs. AC | |
Hit: 3d10+10 damage. | |
Effect: Until the end of the encounter, Prime and allies adjacent to him have cover. As a minor action Prime can end this effect to gain resist 5 to all damage until the start of his next turn. |
Rain of Steel (Daily Minor ✦ Martial, Weapon, Stance) | Fighter Daily 5 |
Effect: Any enemy that starts his turn adjacent to Prime suffers 1d10+2 damage, as long as Prime can make opportunity attacks. |
Shattered time (Daily Standard melee weapon ✦ Psionic, Weapon, Zone) | Battlemind Daily 9 |
Target: One creature | |
Attack: +13 vs. AC | |
Hit: 2d10+10 damage and Prime gains 5 temporary hit points. | |
Miss: Half damage | |
Effect: Prime creates a zone in a close burst 2 that lasts until the end of his next turn. When Prime is within the zone he can use the Shattered Time Attack power. Shattered Time Attack Opportunity action Melee weapon Requirement: The power Shattered Time must be active to use this attack. Trigger: An enemy within the zone makes an attack that does not include Prime as a target. Effect: Before the attack, Prime shifts to a unoccupied square adjacent to the triggering enemy that's within the zone. Secondary target: The triggering enemy. Secondary attack: +15 Vs AC. Hit: 1d10+10 damage and Prime marks the secondary objective until the end of his next turn. | |
Sustain: Minor. The zone persists |
Enter the crucible (Daily Minor ) | Skill utility 10 |
Requirement: Prime must be trained in Endurance | |
Target: Personal | |
Effect: Prime loses a healing surge. Until the end of the encounter, he cannot be weakened and gains Resistance 10 against all damage. |
+2 Adamantine Plating layered plate armor (attached) ( ) | |
Properties: Prime gains resistance 1 against all attacks |
Iron +2 Abduction Ki Focus (Daily Free ) | |
Effect: Daily, Teleportation Trigger: Prime hits an enemy with a melee attack using this implement. He teleports 5 squares and teleports the enemy 5 squares to an square adjacent to him. | |
Critical: +2d6 damage, and pushes the target 1 square | |
Properties: Deadly (+1 damage with attacks using the implement, already included when relevant) Forceful (+1 square of forced movement when pulling, pushing or sliding with an attack power using the implement). When Prime hits a target with a melee basic attack, Prime can slide the target as a free action (already noted in the melee basic attack description |
+1 Amulet of Life (attached) (Encounter Free ✦ Item power, Healing) | |
Trigger: Use this power when you spend a healing surge | |
Effect: Prime can spend an additional healing surge |
Iron Armbands of Power (attached) ( ) | |
Effect: Prime gains a +2 item bonus to melee damage rolls |
Boots of the fencing master (attached) (Encounter Minor ) | |
Effect: Prime shifts 2 squares | |
Properties: When Prime shifts, he gains a +1 item bonus to Reflex and AC until the end of his next turn |
Moradin's blessing of iron (boon), level 3 (Daily Immediate interrupt ) | |
Properties: When an enemy pushes Prime he can reduce the distance pushed by 2. If an enemy pulls Prime and that pull ends Prime adjacent to that enemy, Prime can make a melee basic attack against that enemy as an opportunity attack
Property (Daily): Immediate interrupt. Trigger: Prime takes damage. Reduce the damage Prime takes by 5 |
Circlet of indomitability (attached) ({{{Frequency}}} {{{ActionType}}} ) | |
Properties: Prime gains a +1 to his Will defense |
Belt of Flanker's Bane (Encounter Immediate interrupt ) | |
Properties: Trigger: A flanking enemy attacks Prime. Prime can slide the attacking enemy 2 squares to s square adjacent to him. |
Fluff[]
Background[]
Appearance and personality[]
Prime is a tall clockwork construct of humanoid appearance mainly built of steel, copper and silver. Thousands of small cogs, oil tubes and steam conduits, visible behing his plating, whirl and turn inside him, powered by a perpetual motion machine inside his chest: he has not the fibers and typical construction proper warforged do. His face is built as a single plate, so he can't open his mouth (in fact he doesn't have a mouth) or make any facial expressions except opening/closing his eyes, which have protective lids. To communicate, he whistles releasing steam, uses the turning tiles built in his chest, which can form letters and messages, or a variety of prerecorded messages.
Despite being created less than a month ago, Prime has been throroughly programmed and has a fully formed personality and knowledge of the outside world. He's conscious of his stenghts as a durable unit and internally programmed agression management skills; faced with the alternative of simply existing of actually having a life and doing something, he's decided that the later sounds funnier. He's no intention of ending as a expensive curiosity in sme fat king's court, as Optimus intended.
After some adventures, Prime spent some time in the workshop, extensively modifying himself and incorporating a second perpetual motion core, which gives him increased mobility and limited supernatural abilities.
Math[]
Attributes[]
Attributes | |||||||||||
Ability | Cost | Initial | Racial | Level | Final | Mod | |||||
Str | 9 | 16 | 2 | 2 | 20 | 5 | |||||
Con | 9 | 16 | 2 | 2 | 20 | 5 | |||||
Dex | 2 | 12 | 0 | 0 | 12 | 1 | |||||
Int | 0 | 10 | 0 | 0 | 10 | 0 | |||||
Wis | 5 | 14 | 0 | 0 | 14 | 2 | |||||
Cha | 0 | 8 | 0 | 0 | 8 | -1 | |||||
Totals | 25 | 12 |
Attacks[]
Basic Attacks | |||||||||||||
Attack Type | Attrib | Attrib Type | Class | Class Feature | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total | vs? |
Basic Melee |
5 | str | 1 | Bludgeon Expertise | 4 | +2 Iron Abduction ki focus | 0 | 5 | 15 | AC | |||
Basic Ranged |
1 | dex | 0 | 0 | 0 | 0 | 5 | 6 | AC |
Defenses[]
Defenses | ||||||||||||
Defense | Attrib | Attrib Type | Class | Racial | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total |
Armor Class | +1/+0 | dex/int | 0 | 13 | +2 Adamantine plating layered plate armor, Heavy Shield | 5 | 28 | |||||
Fortitude | +5/+5 | str/con | 1 | 1 | +1 Amulet of life | 5 | 22 | |||||
Reflex | +1/+0 | dex/int | 0 | 3 | Heavy Shield, +1 Amulet of life | 5 | 19 | |||||
Will | +2/-1 | wis/cha | 1 | 1 | 2 | +1 Amulet of life, Circlet of Indomitability | 5 | 21 |
Saving Throw Bonuses +2 vs ongoing damage; Can take roll or 10 on death saves.
Senses and Reactions[]
Senses and Reactions | |||||||||||
Sense/Reaction | Attrib mod | Class | Class Feature | Racial | Feat | Feat Name | Equip | Equip Name | Level | Other/Trained | Total |
Initiative | 1 | 0 | 0 | 0 | 0 | 5 | 0 | 6 | |||
Passive Insight | 2 | 0 | 0 | 0 | 0 | 5 | 2 | 19 | |||
Passive Perception | 2 | 0 | 0 | 0 | 0 | 0 | 5 | 7 | 24 |
Health[]
Health | |||||||||||||
-- | Base Class | Con | Per Level | Racial | Feat | Feat Name | Equip | Equip Name | Other | Surge Value Bonus | Total | Bloodied | Surge |
Hit Points | 15 | 20 | 6 | 0 | 0 | 89 | 44 | 22 |
Speed and Movement[]
Speed: 5 (-1 from Plate)
Powers[]
Powers to Hit[]
Power To-Hit | |||||||||||||
Attack Type | Attrib | Attrib Type | Class | Class Feature | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total | vs? |
Crushing Surge | 5 | Str | 1 | Bludgeon Expertise | 4 | +2 Iron Abduction ki focus, warhammer | 0 | 0 | 5 | 15 | AC | ||
Bull's Strength | 5 | Con | 1 | Bludgeon Expertise | 4 | +2 Iron Abduction ki focus, warhammer | 0 | 0 | 5 | 15 | AC | ||
Lightning Rush | 5 | Con | 1 | Bludgeon Expertise | 4 | +2 Iron Abduction ki focus, warhammer | 0 | 0 | 5 | 15 | AC | ||
Shield Edge Block | 7 | Str+2 | 0 | 0 | 0 | 5 | 12 | AC | |||||
Living Fortress | 5 | Con | 1 | Bludgeon Expertise | 4 | +2 Iron Abduction ki focus, warhammer | 0 | 0 | 5 | 15 | AC | ||
Shattered Time | 5 | Con | 1 | Bludgeon Expertise | 4 | +2 Iron Abduction ki focus, warhammer | 0 | 0 | 5 | 15 | AC |
Class Features[]
Hybrid fighter:
- +1 Fortitude
- Combat Challenge (hybrid): Mark target on hit or miss with Fighter powers of Fighter Paragon powers. Mark lasts until end of next turn. Target is at a -2 penalty to attack if not including Prime as a target. Prime also gains Combat Challenge power
Hybrid battlemind:
- +1 Will
- Psionic augmentation. Hybrid power points option chosen
- Psionic defense (hybrid) option: Blurred step option chosen.
Racial Features[]
- +2 Str, +2 Con
- Languages: Common
- Skill Bonus: +2 Endurance, +2 Intimidate
- Living Construct: Does not need to eat, drink, breathe, or sleep. Never makes Endurance checks to resist the effect of starvation, thirst, or suffocation.
- Unsleeping Watcher: Does not sleep and instead enter a state of minor self-repairs, oiling himself and winding up various mechanical parts parts for 4 hours to gain the benefits of an extended rest. While in this state, he is fully aware of his surroundings and notice approaching enemies and other events as normal.
- Warforged Mind: +1 racial bonus to your Will.
- Warforged Resilience: +2 racial bonus to saving throws against ongoing damage. Also, when making a death saving throw, Prime can take the better result of the die roll or 10.
- Warforged Resolve: Has the warforged resolve power.
Skills and Languages[]
Languages Allarian(Common)
Skills | ||||||||||
Skill | Trained | Attrib | Attrib Type | Racial | Feat | Feat Name | Equip | Equip Name | Level | Total |
Acrobatics | 0 | +1 | dex | 0 | 0 | 0 | -4 | Heavy Shield, Plate | 5 | 2 |
Arcana | 0 | 0 | int | 0 | 0 | 0 | 0 | 0 | 5 | 5 |
Athletics | +5 | +4 | str | 0 | 0 | 0 | -4 | Heavy Shield, Plate | 5 | 10 |
Bluff | 0 | -1 | cha | 0 | 0 | 0 | 0 | 0 | 5 | 4 |
Diplomacy | 0 | -1 | cha | 0 | 0 | 0 | 0 | 0 | 5 | 4 |
Dungeoneering | 0 | +2 | wis | 0 | 0 | 0 | 0 | 0 | 5 | 7 |
Endurance | +5 | +4 | con | +2 | 0 | 0 | -4 | Heavy Shield, Plate | 5 | 12 |
Heal | 0 | +2 | wis | 0 | 0 | 0 | 0 | 0 | 5 | 7 |
History | 0 | 0 | int | 0 | 0 | 0 | 0 | 0 | 5 | 5 |
Insight | 0 | +2 | wis | 0 | 2 | Guardian theme | 0 | 0 | 5 | 9 |
Intimidate | +5 | -1 | cha | +2 | 0 | 0 | 0 | 0 | 5 | 11 |
Nature | 0 | +2 | wis | 0 | 0 | 0 | 0 | 0 | 5 | 7 |
Perception | +5 | +2 | wis | 0 | 2 | Guardian theme | 0 | 0 | 5 | 14 |
Religion | 0 | 0 | int | 0 | 0 | 0 | 0 | 0 | 5 | 5 |
Stealth | 0 | +1 | dex | 0 | 0 | 0 | -4 | Heavy Shield, Plate | 5 | 2 |
Streetwise | 0 | -1 | cha | 0 | 0 | 0 | 0 | 0 | 5 | 4 |
Thievery | 0 | +1 | dex | 0 | 0 | 0 | -4 | Heavy Shield,Plate | 5 | 2 |
Feats[]
Level 1: *Armor Proficiency (Plate)
Level 2: Shield Push (If Prime is using a shield and hits with his Combat challenge attack, he can push the target 1 square)
Level 4: Warforged tactics (Prime gains a +1 bonus to melee attack rolls against enemies adjacent to an ally)
Level 5 Bonus: Bludgeon Expertise (+1 feat bonus to hit with maces and hammers and +1 feat bonus to the number of squares Prime pushes or slides creatures with weapon attacks he makes with a hammer or a mace, included in relevant power descriptions)
Level 6: Hybrid talent: Fighter Combat talent - Battlerager Vigor (Hybrid). Whenever Prime hits an enemy with a close or melee attack, he gains 5 temporary hit points plus any temporary hit points normally granted by the power. Prime gains the hit points only after the attack is resolved. If Prime uses an Invigorating power and misses every target, he gains 5 temporary hit points. This effect has been already included when relevant.
Level 8: Master of the Fist (multiclass monk, trained in Athletics, can use Ki focuses, gains monk unarmed attack class feature)
Level 10: Superior implement training (Iron ki focus)
Regional Benefits[]
Background : Early life - Isolated (perception class skill)
Theme: Guardian. Prime was specifically built to be a bodyguard.
Equipment[]
Adventurer's kit,
+2 Iron Abduction Ki Focus
+2 adamantine plating layered plate armor
Heavy Shield (attached).
+1 Amulet of Life
Iron Armbands of power
Boots of the fencing master
Moradin's Blessing of Iron (level 3)
1439 gp
Tracking:
1 level 9 or lower magic item: +2 adamantine plating layered plate armor (level 9)
1 level 8 or lower magic item: Boots of the fencing master (level 7)
1 level 7 or lower magic item: Iron armbands of power (level 6)
2600 gp (level 7 item equivalent) spent on:
+1 Knockback Warhammer (840 gp) (sold for 168 gp)
+1 Amulet of life (1000)
Moradin's Blessing of Iron (level 3) (680 gp)
+2 Iron Abduction Ki Focus (level 9) (4200 gp)
Circlet of indomitability (level 8) (3400 gp)
Belt of Flanker's Bane (level 6) (1600 gp)
Adventurer's kit (15 gp)
Heavy shield (attached) (15 gp)
50 starting gold
886 gp final reward from Bosh's Revenge
9778 gp reward from Search for Vlastoes
Wish List:[]
Gauntlets of the ram (L8)
Better versions of current equipment
XP:[]
Starting at level 8 with 13000 XP after overhauling former Prime [here] using retirement rules.
2124 xp final reward from Bane of the black dragon.
1409 xp final reward from Bosh's revenge
5415 xp Final reward from Search for Vlastoes.
Judge Comments[]
Level 8[]
Approval 1[]
Everything looks good. I just thought I should point out there is some debate as to whether or not a hybrid can take a skill power instead of a class utility.
The debate is based around this line of rules text. "However. if you have at least two powers in the same category (at·will attack. encounter attack. daily attack. or utility). at least one of those powers must corne from each of your hybrid classes.
Debate is here.
But I will approve since I personally have no issue with it, but it is something to bring up to the judges for clarification.
Approved MeepoLives 11:54, June 28, 2012 (UTC)
I don't find anyting out of place. Approved. Voda Vosa, August 6.
Level 10[]
Approval 1[]
Approved. MeepoLives (talk) 00:09, January 10, 2013 (UTC)