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27 | 15 | 8 | 20 | 10 | 10 | 8 | 8 |
d20 +31 to Attack Body Defense | +43 to Damage
- Basic Attack
- This is Adamantine Guardian's Basic Attack.
- 4d10 Damage Target: 1 Space Range: 8 Spaces Duration: Instant
- Combat Maneuvers
- Look to the Power Tab for Adamantine Guardian's Combat Maneuvers.
- Cleave Foes
- With a mighty swing of your weapon you cleave through 4 enemies that are near you!
- 9d4 Damage (23) Target: Creatures (4) Range: 1 Space Duration: Instant
d20 +31 to Attack Body Defense | +43 to Damage
- Breath of Fire
- A massive breath of flame shoots out of your mouth enveloping your enemies in a large area. This disorients them briefly slowing their Speed for a short time.
- 6d10 Damage (33) Target: AOE (5x5) Range: 1 Space Duration: 1 Round
- Speed -3 Target: AOE (5x5) Range: 1 Space Duration: 1 Round
- Crash Through Crowd
- You crash through a crowd of your enemies! As you crash through the crowd you can also Move them.
- 9d10 Damage (50) Target: AOE (4x4) Range: 1 Space Duration: Instant
- Move Enemy 2 Target: AOE (4x4) Range: 1 Space Duration: Instant
- Defend Homeland
- You get pumped up to defend your home.
- Damage +21 Target: Creature (1) Range: Self Duration: 4 Rounds
- Defenses +5 Target: Creature (1) Range: Self Duration: 4 Rounds
- Speed +2 Target: Creature (1) Range: Self Duration: 4 Rounds
- Vent Heat
- Heat vents open up around you to vent. These vents can be directed at enemies near you.
- 5d6 Damage (18) Target: Creatures (3) Range: 2 Spaces Duration: 4 Rounds
- Creation
- Adamantine Guardians are powerful creations of dwarven priests. Imbued with the amazing crafted artisanry of Moradin and the ferocity of Clangeddin these are truly wonders to behold. Only those priests in both gods favor stand much of a change of animating such metallic beauty. The crafting check to create is 88. (16th Level x 5) + (+8 Greater Challenge (Character Tier x 2)). The cost to create one is 110,000.
- Death Machines
- If you are an enemy of the creator or in an area that is being protected by a Adamantine Guardian your death is imminent. They have enough intelligence to utilize their Powers so they are the most effective. They are also unrelenting attacking enemies without fear or hesitation.
- Never Quite Dead
- When an Adamantine Guardian's Hit Points reach 0 or lower it is not really dead. It stops fighting immediately and attempts to return to its resting place. In this resting place is a magical forge that acts as a source of healing for the Adamantine Guardian. One in place it will Recover Hit Points at a rate of 100 per Turn. If it takes damage it will immediately begin to fight once again. Otherwise, it will remain on the forge until healed. At which point it guards the area normally once again.
- Gain Control
- If the Adamantine Guardian is not being directly controlled by its creator it is possible to assert ownership and control over it. This will take a lot of guile, cunning, and blessings from the gods to make this happen. A Parley of 88 can stop the Adamantine Guardian from attacking. The game should then immediately go into a difficult Turn Time challenge. On success the Adamantine Guardian can be taken over. On failure it resumes attacking without any chance of further Parley.
NPC Auto Assigned Bonuses
Adamantine Guardian's Equipped Items
Adamantine Guardian's Unequipped Items
Unmodified Powers are listed on this page. Errors for Powers will also be displayed.
- Cleave Foes
- With a mighty swing of your weapon you cleave through 4 enemies that are near you!
- 5d4 Damage Target: Creatures (4) Range: 1 Space Duration: Instant
- Basic Attack
- This is a basic attack. Either Body Attack versus Body Defense or Mind Attack versus Mind Defense. This would be the Power used for attacks that the character does not have a specific Power for. Examples might be throwing an object or grabbing some object and attacking with it. This Power is the stand in for all such actions.
- 4d10 Damage Target: Creature (1) Range: 8 Duration: Instant
- Exploit Weakness
- You attempt to find a weakness in the target. Roll a Mind Attack versus Mind Defense. On a successful Attack the target will suffer a penalty to Defenses for a round due to exposing a weaknesses.
- Defenses -4 Target: Creature (1) Range: 16 Duration: 1 Round
- Head Games
- You attempt to mess with your target's head. Roll Spirit Attack against Spirit Defense. On a successful Attack, you can dictate who the target must attack. If they fail to attack the Head Games target, then they suffer an Attack penalty.
- Attack -4 Target: Creature (1) Range: 16 Duration: 1 Round
- Knock Around
- You attempt to move a target. Roll Body Attack versus Body Defense. On a successful Attack, you are able to move the target. Size differences can modify the amount moved.
- Move Enemy 5 Target: Creature (1) Range: 1 Duration: Instant
- Reckless Offense
- Use this to recklessly attack in combat. This grants both bonuses and penalties for a round. At anytime during this Combat Maneuver an At-Will Power can be used.
- Speed +4 Target: Creature (1) Range: Self Duration: 1 Round
- Attack +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses -4 Target: Creature (1) Range: Self Duration: 1 Round
- Careful Defense
- Use this to increase your Defenses. During this action you may only use defensive disposable items.
- Speed +4 Target: Creature (1) Range: Self Duration: 1 Round
- Defenses +4 Target: Creature (1) Range: Self Duration: 1 Round
- Parley
- Attempts to calm down the conflict by moving from Battle Time to Turn time. Body, Mind, or Spirit attacks can be used against the corrisponding Defenses. Read Combat Maneuver Rules for more information.
- Combat Manuever Attack +4 Target: 4 Creatures Range: 16 Spaces Duration: 1 Round
- Breath of Fire
- A massive breath of flame shoots out of your mouth enveloping your enemies in a large area. This disorients them briefly slowing their Speed for a short time.
- 2d10 Damage Target: AOE (5x5) Range: 1 Space Duration: 1 Round
- Speed -3 Target: AOE (5x5) Range: 1 Space Duration: 1 Round
- Crash Through Crowd
- You crash through a crowd of your enemies! As you crash through the crowd you can also Move them.
- 5d10 Damage Target: AOE (4x4) Range: 1 Space Duration: Instant
- Move Enemy 2 Target: AOE (4x4) Range: 1 Space Duration: Instant
- Defend Homeland
- You get pumped up to defend your home.
- Damage +21 Target: Creature (1) Range: Self Duration: 4 Rounds
- Defenses +5 Target: Creature (1) Range: Self Duration: 4 Rounds
- Speed +2 Target: Creature (1) Range: Self Duration: 4 Rounds
- Vent Heat
- Heat vents open up around you to vent. These vents can be directed at enemies near you.
- 1d6 Damage Target: Creatures (3) Range: 2 Spaces Duration: 4 Rounds
Power Error Note: It is OK if an NPC has errors on their Powers. NPC’s can have a mix of Powers. However, if there are more Powers with errors then don’t have errors; GMs should consider adjusting the NPC. The Archetype, Focus, or Traits should be changed to better suit the Powers they have.
- Greater Damage Resistance
- 'Reduce damage by 20 anytime damage is taken.
- Greater Defenses
- 'Add 4 to all Defenses.
- Greater Enhanced Damage
- 'Add 4 dice to all powers that damage Hit Points.
- Greater Hit Points
- 'Add 100 Hit Points.
- Greater Recovery
- 'Recover 15 Hit Points per turn. GM dictates rate during Real Time.
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