Kegan

Intense Mercenary Battlemind

Description:

Kegan
Level 11 Battlemind Iron Guardian (Defender)
Medium natural humanoid (human)

Initiative +6; Senses Perception +8
HP 114/114; Bloodied 57
Healing Surge 28; Surges Per Day 15/15
AC 26; Fortitude 24, Reflex 21, Will 23
Speed 5; Action Points 1; Benny 2; Power Points 8

Alignment Good; Languages Common, Abyssal
Skills Athletics +8, Endurance +17, Heal +13, Insight +13
Backgrounds Desert (+2 Endurance), Poor, Cursed, Criminal, Cult Escapee, Monster Hunter
Feats Deceptive Mind (+2 bonus to all defenses with Battle Resilience), Weapon Expertise (+1 to attack rolls with heavy blades), Bolstering Spike (when you use Mind Spike, gain 6 temp hit points), Pursuing Step (blurring step end adjacent, gain CA), Weapon Proficiency (Bastard Sword), Toughness (+10 hp), Psionic Toughness (+6 hp, on second wind, spend 1 power point to regain 10 hp), Resilient Demand (when you use battlemind demand, gain +2 power bonus to all defenses tent)
Str 11 (+4) Dex 12 (+5) Wis 17 (+7)
Con 23 (+10) Int 11 (+4) Cha 9 (+3)
Possessions bloodiron scale +2, amulet of protection +2, manifester bastard sword +2, shield of protection, acrobat boots, belt of vigor

Class Features Battlemind’s Demand, Blurred Step, Mind Spike, Battle Resilience
Paragon Features Indomitable Iron (On AP gain a +4 bonus to AC and damage rolls TENT), Iron Control (When any enemy pulls or pushes you, slide that enemy 2 squares after the forced movement as a free action), Paragon Power Points (Gain 2 power points)

Basic Attacks

Manifester Bastard Sword (standard; at-will) ♦ Weapon +17 vs. AC; 1d10+8 damage.

Power Descriptions

At-Will Disciplines

Battlemind’s Demand
Battlemind Feature
At-WillAugmentable, Psionic
Minor ActionClose Burst 3
Target: One creature in burst
Effect: You mark the creature until you use this power again or until the end of the encounter.
Augment 1
Target: One or two creatures in burst

Blurred Step
Battlemind Feature
At-WillPsionic
Opportunity ActionPersonal
Trigger: An adjacent enemy marked by you shifts
Effect: You shift 1 square and gain combat advantage against the target until the end of your next turn.

Mind Spike
Battlemind Feature
At-WillForce, Psionic, Psychic
Immediate ReactionMelee 1
Trigger: An adjacent enemy marked by you deals damage to your ally with an attack that doesn’t include you as a target.
Target: The triggering enemy
Effect: The target takes force and psychic damage equal to the damage that its attack dealt your ally. In addition, they takes a -2 penalty to saves until the end of your next turn.

Iron Fist
Battlemind Attack 1
At-WillAugmentable, Psionic, Weapon
Standard ActionMelee Weapon
Target: One creature
Attack: +17 vs. AC
Hit: 1d10+8 damage.
Effect: Until the end of your next turn, you gain resist 3 to all damage.
Augment 1
Effect: Until the end of your next turn, gain resist 8 fire.
Augment 2
Hit: 2d10+8 damage.

Bull’s Strength
Battlemind Attack 1
At-WillAugmentable, Psionic, Weapon
Standard ActionMelee Weapon
Target: One creature
Attack: +17 vs. AC
Hit: 1d10+8 damage and push the target 1 square.
Augment 1
Special: Your reach increases by 1 for this attack.
Augment 2
Close Blast 3
Target: Each enemy you can see in the blast

Twisted Eye
Battlemind Attack 1
At-WillAugmentable, Psionic, Weapon
Standard ActionMelee Weapon
Target: One creature
Attack: +17 vs. AC
Hit: 1d10+87 damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to the number of allies adjacent to it.
Augment 1
Special: When making an opportunity attack, you can use this power in place of a melee attack.
Augment 2
Hit: 1d10+8 and the target is blinded until the end of your next turn.

Psionic Speed
Battlemind Attack 7
At-WillAugmentable, Psionic, Weapon
Standard ActionMelee Weapon
Target: One, two, or three creatures
Attack: +17 vs. AC
Hit: 1d10+8 damage and you mark the target until the end of your next turn.
Augment 1:
Effect: After both the first and second attacks, you shift 1 square to a square adjacent to the next target.
Augment 2:
Hit: 1d10+8
Effect: You mark the target until the end of your next turn.

Encounter Disciplines

Battle Resilience
Battlemind Feature
EncounterPsionic
Free ActionPersonal
Trigger: An attack hits or misses you for the first time during an encounter
Effect: Until the end of your next turn, you gain resist 6 to all damage.
Level 11: Resist 9
Level 21: Resist 12

Guardian’s Might
Iron Guardian Attack 11
EncounterAugmentable, Psionic, Weapon
Standard ActionMelee Weapon
Target: One creature
Attack: +17 vs. AC
Hit: 1d10+11 damage, and you knock the target prone.
Effect: Gain a +2 power bonus to AC until the end of your next turn.
Augment 2
Target: One or two creatures

Telepathic Challenge
Battlemind Utility 2
EncounterPsionic
Minor ActionClose Burst 2
Target: Each enemy in burst
Effect: You mark each target until the end of your next turn.

Daily Disciplines

Aspect of Elevated Harmony
Battlemind Attack 1
DailyHealing, Polymorph, Psionic, Weapon
Standard ActionMelee Weapon
Target: One creature
Attack: +17 vs. AC
Hit: 2d10+8 damage
Miss: Half damage
Effect: You can spend a healing surge. You then assume the aspect of elevated harmony until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation does not supersede them.
Augment 1
Effect: You gain 8 temporary hit points. In addition, choose a single creature hit by the at-will attack. This creature takes 2 damage.

Aspect of Living Stone
Battlemind Attack 5
DailyPolymorph, Psionic, Weapon
Standard ActionClose Burst 1
Target: Each enemy you can see in burst
Attack: +17 vs. AC
Hit: 1d10+8 damage, and you knock the target prone.
Miss: Half damage
Effect: You assume the aspect of living stone until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation does not supersede them.
Augment 1
Effect: You gain resist 5 all damage until the end of your next turn. In addition, choose a single creature hit by the at-will attack. This creature takes 2 damage.

Battle Aspect
Battlemind Utility 10
DailyPolymorph, Psionic, Teleportation
Minor ActionPersonal
Effect: Until the end of the encounter, you gain resist 5 to all damage and can teleport 3 squares as a move action.

Endure Pain
Endurance Utility 2
Daily
Immediate InterruptPersonal
Trigger: You are hit by an attack
Effect: Until the end of your next turn, you gain resist 10 to all damage.

Intellect Hammer
Battlemind Attack 9
DailyPsionic, Weapon
Standard ActionMelee weapon
Target: One creature
Attack: +17 vs. AC
Hit: 1d10+8 damage, and the target is dazed until the end of your next turn. You regain 2 power points.
Miss: Half damage, and you regain 1 power point.

Magic Items

Shield of Protection
Level 3
Item Slot: Arms
Power (Daily): Standard Action. You and an adjacent ally gain resist 10 to all damage until the end of your next turn.

Acrobat Boots
Level 2
Item Slot: Feet
Property: Gain a +1 item bonus to Acrobatics checks.
Power (At-Will): Minor Action. Stand up from prone.

Belt of Vigor
Level 2
Item Slot: Waist
Property: +1 item bonus to your healing surge value.

Amulet of Protection +2
Level 6
Item Slot: Waist
Enhancement: +2 Fortitude, Reflex, and Will

Bloodiron Scale +2
Level 8
Enhancement: +2 AC
Property: When you hit a target, you gain a +2 item bonus to AC against attacks from that target until the end of your next turn.

Manifester Bastard Sword +2
Level 7
Enhancement: Attack rolls and damage rolls
Critical: +2d6 psychic damage
Power (Daily): Minor Action: You gain 1 power point until the end of your next turn. You can use this power point only to augment a psionic attack power.

Current XP: 16,510
Next Level: 20,500

Bio:
Height: 6’2” Weight: 210 lbs. Age: 32
Eyes: Black Hair: Black Skin: Tanned

I was born in the northern wastelands to a slave woman of a mercenary. The harem of the mercenary was decently cared for though the owner was gone most of the time on various jobs. By the age of 5, the mercenary had not been heard from in quite some time and his estate assumed the worse. In the process of selling off his estate, the slaves were to be sold to a merchant on the plains to the south of the desert.

En route to our new owner, a violent sand storm struck the caravan. Most of the harem and caravan drivers were killed. Only a few of us survived, including my mother Marta. With the few supplies that we could recover, we attempted to cross the rest of the desert. It was not a very successful attempt. We slowly died one by one to hunger, thirst, and starved monsters. My mother was the last to die; five days before I finally reached a small city at the edge of the desert region.

With no money or usable skills, I was forced to live on the streets. Luckily, a woman of a local thieves guild took pity on me. She took me in, fed me and gave me a place to sleep. It was a trying time for me being so young but after some time, I managed to slowly come out of my shell and open up to the woman. I don’t recall her name after all these years though it really doesn’t matter. Sometime later, perhaps two years or so, the Forzen came. I remember them very well.

The house I was living in was raided by the followers of Forzen and I was taken by force into their cult. You see, the Forzen is a group of cultists who follow a self proclaimed prophet. The prophet, a mind flayer, preached the power of the mind, instilling belief that it was a divine gift from the gods. They would take people, younger the better, and experiment on them to try and release any latent psionic ability they may have. Most died in the process. This was my fate. For five years I was tortured and tested. Beaten and conditioned. After five years of hell, I finally showed promise.

Once I showed that I could tap my latent psionic abilities, I was “graduated” to a training and conditioning program. It was during these long years that I was mentally conditioned to obey the Forzen, to fight and die for the prophet. My master was a gruff dwarf named Dercot. I remember him well. He was a brutal master who expected perfection at every moment. When I stumbled in my training, he was their to lash me. Pain was my constant companion for nine years until I finally was deemed worthy by Master Dercot. Another battlemind for the Forzen.

Life as a battlemind actually proved to be my solace from the Forzen. The pain I was forced to endure while fighting helped dampen the mind controlled that had been forced upon me. Naturally, whenever I was sent out on a mission, Master Dercot and a disciple of Forzen (always a mind flayer) was always there to reinforce my conditioning. I did disgusting, horrible things during my time with the Forzen. I killed the innocent, raped the weak and burned the blasphemous. A part of my soul was lost during those years. I don’t think I could ever atone for the things I did.

At least I have the chance now. During one particular mission, a fight against a band of adventurers went badly. Master Dercot had not traveled with us on this journey and the mind flayer disciple was killed. The adventurers were killed in return and I managed to survive along with a psion tiefling named Iris. Since our conditioning was reduced due to the disciples death, we were able to flee from the cult. We traveled for many weeks to the south to the base of the Stonereach mountains.Iris and I settled at a small village were we tried to live a normal life. We even became lovers. We had a son named Talgon. He’s a tiefling as well but I don’t mind.

Iris managed to adjust to normal life fairly well while I was constantly consumed by nightmares and compulsions to find the Forzen. Her training was almost entirely focused on the mind were my training was using my mind to harden my body and resolve. She tried to help me as best and she could, using her powers to remove the conditioning. All of our attempts failed. After two years, only pain proved to be a means of silencing the call for a time.

I decided to leave Iris and Talgon to try and find answers. She was not happy with my decision but she respected it in the end. I left our home and traveled westward. I took odd jobs here and there, really anything I could find that would involve a fight or three. During those mercenary years, I managed to run into the Forzen twice, and twice I managed to escape their clutches but only barely thanks to some fellow mercenaries I was traveling with at the time.

Over a period of nine years I have traveled up and down the Dawnforge Mountains and into the Vale, hiring myself out as a mercenary and monster hunter. I work cheap and I get the job done. I still have not found a way over my compulsions that will allow me to retire and return home to my family but I am hopeful.

DRAMATIS PERSONAE ENTRY
CHARACTER JOURNAL

Kegan

The Dark Luke