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Summary[]

Prime Player Someone
Warforged Hybrid Fighter-Battlemind / monk (Unaligned) Level 10 (XP 21948)
Initiative +6
Passive Insight 19 Passive Perception 24; Senses Normal
HP 89 Bloodied 44 Surge Value 22; Surges Per-Day 14
AC 28 Fortitude 22 Reflex 19 Will 21
Resist 1 against all attacks
Saving Throws +2 vs. Ongoing Damage.
Speed 5 Size Medium
Str 20 (+5) Dex 12 (+1) Wis 14 (+2)
Con 20 (+5) Int 10 (+0) Cha 08 (-1)
Racial Abilities Living Construct Traits, Warforged Resolve.
Class Features Combat Challenge (hybrid), Psionic Augmentation (hybrid), Psionic Defense (hybrid): Blurred Step, Battlemind's demand, 4 power points.
Battack Basic Attack Warhammer +15 Vs AC 1d10+10 damage and Slide 1 as a free action, Prime gains 5 temporary hit points.
Branged Ranged Basic Attack None
Feats Armor Proficiency (Plate), Shield Push, Hybrid Talent (Battlerage vigor, hybrid), Bludgeon Expertise, Warforged tactics.
Skills Perception +14, Endurance +13, Athletics +11, Intimidate +11.
Languages Common
Powers
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[]

See this post



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
AbilityCostInitialRacialLevelFinalMod
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 TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

5

str 1Bludgeon Expertise4+2 Iron Abduction ki focus0515AC
Basic Ranged

1

dex000056AC




Defenses[]

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +1/+0 dex/int 0 13 +2 Adamantine plating layered plate armor, Heavy Shield 5 28
Fortitude+5/+5str/con11+1 Amulet of life5 22
Reflex+1/+0dex/int0 3Heavy Shield, +1 Amulet of life5 19
Will+2/-1wis/cha11 2+1 Amulet of life, Circlet of Indomitability5 21



Saving Throw Bonuses +2 vs ongoing damage; Can take roll or 10 on death saves.

Senses and Reactions[]

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
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 ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherSurge Value BonusTotalBloodiedSurge
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 TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
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
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics0+1dex000-4Heavy Shield, Plate52
Arcana 0 0 int 0 0 0 0 0 5 5
Athletics+5+4str000-4Heavy Shield, Plate510
Bluff0-1cha0000054
Diplomacy0-1cha0000054
Dungeoneering0+2wis0000057
Endurance+5+4con+200-4Heavy Shield, Plate512
Heal0+2wis0000057
History00int0000055
Insight0+2wis02Guardian theme0059
Intimidate+5-1cha+20000511
Nature0+2wis0000057
Perception+5+2wis02Guardian theme00514
Religion00int0000055
Stealth0+1dex000-4Heavy Shield, Plate52
Streetwise0-1cha0000054
Thievery0+1dex000-4Heavy Shield,Plate52



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)

Approval 2[]

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