Warforged Warden


Rocky Dimplechin
Level 5 Warden (Defender)
Medium Natural Humanoid (Warforged)

Initiative +2; Passive Senses Perception 18, Insight 13
HP 65; Bloodied 32
Resistance 5 (Fire, Necrotic, Poison)
Healing Surge 16; Surges Per Day 14
AC 23; Fortitude 19, Reflex 15, Will 16
Speed 6; Action Points 1; Benefit Points 0

Alignment Lawful Good; Languages Common
Skills (Acrobatics) -1, (Arcana) +1, Athletics +8, (Bluff) +2, (Diplomacy) +2, (Dungeoneering) +3, (Endurance) +6, (Heal) +3, (History) +1, (Insight) +3, Intimidate +11, Nature +8, Perception +8, (Religion) +1, (Stealth) -1, (Streetwise) +2, (Thievery) -1
Feats Storm’s Lightning (on 2nd wind, each enemy marked by you takes 5 lightning damage), Courageous Example (when you succeed on a saving throw to end an effect, the next ally to make a saving throw within 5 squares of you before the start of your next turn gains +4 to that save), Focused Mind (+4 feat bonus to saves against dazing effects and stunning effects)
Str 18 (+4/+6) Dex 10 (+0/+2) Wis 13 (+1/+3)
Con 10 (+5/+7) Int 08 (-1/+1) Cha 10 (+0/+2)
Possessions Deathcut Hide Armor +1, Sunblade Longsword +1, Cloak of the Walking Wounded +1, Flamedrinker Heavy Shield (L6)

Racial Traits Living Construct (do not need to eat, drink, breathe or sleep – never make endurance checks to resist starvation, thirst or suffocation), Unsleeping Watcher (always aware, 4 hours of rest to recharge), Warforged Resilience (+2 racial to save vs ongoing damage, can take 10 on death save), Warforged Mind (+1 racial to Will), Warforged Resolve (Encounter – temps and save vs ongoing damage plus heal if bloodied)
Class Features Font of Life (save vs. 1 condition at beginning of round), Guardian of Might – Stormheart (if not wearing heavy armor – use Con mod for AC instead of Dex / Int, when use second wind – slide each enemy marked by you and within 2 squares of you 1 square, and each enemy marked by you is slowed (tent)), Nature’s Wrath (Warden’s Fury and Warden’s Grasp at-will powers)
Background Mist-Touched (+2 Intimidate)

Basic Attacks

Sunblade Longsword +1 (standard; at-will) ✦ Weapon +10 vs. AC; D8 + 5 damage.

At-Will Powers

Warden’s Fury Warden Feature
At-WillPrimal, Weapon
Immediate Interrupt Melee weapon
Trigger An enemy marked by you makes an attack that does not include you as a target
Target: The triggering enemy
Attack: +10 vs. Fort
Hit: D8 + 5 damage, and the target grants combat advantage to you and your allies until the end of your next turn.

Warden’s Grasp Warden Feature
Immediate Reaction Close burst 5
Trigger: An enemy marked by your that is within 5 squares of you makes an attack that does not include you as a target
Target: The triggering enemy in burst
Effect: Slide the target 1 square. Target is slowed and cannot shift until the end of its turn.

Thorn Strike Warden Attack 1
At-WillPrimal Weapon
Standard Melee 2
Target: One Creature
Attack: +10 vs. AC
Hit: D8 + 5 and pull the target 1 square.

Tempest Assault Warden Attack 1
At-Will Lightning, Primal, Thunder, Weapon
Standard Melee weapon
Target: One creature
Attack: +10 vs. AC
Hit: D8 + 5 lightning, and one enemy within 2 squares of you that is marked by you (other than the target) takes 5 thunder damage.

Encounter Powers

Second Wind Standard
Effect: You spend a healing surge and regain 16 hit points. You gain a +2 bonus to all defenses until the start of your next turn. Each enemy marked by you takes 5 lightning (feat).

Warforged Resolve Warforged Racial Power
Minor Personal
Effect: Gain 3 + half-level temp HPs and make a save against one effect that deals ongoing damage. If bloodied also gain 3 + half-level HPs.

Gale Strike Warden Attack 1
EncounterPrimal, Weapon
Standard Melee weapon
Target: One creature
Attack: +10 vs. AC
Hit: 2D8 + 5 and each enemy marked by you other than the target takes 5 damage, and you slide each enemy marked by you 1 square.

Form of Mountain’s Thunder Attack Warden Attack (Special)
EncounterLightning, Polymorph, Primal, Thunder, Weapon
Standard Close burst 1
Target: Each enemy you can see in burst
Attack: +10 (Str) vs. Reflex
Hit: 1D8 + 5 (Str) thunder and you knock the target prone.
Miss: Half damage
Effect: Each enemy marked by your takes 4 (Str) Lightning
Requirement: The Form of Mountain’s Thunder power must be active in order to use this power.

Breath of Chaos Warden Attack 3
EncounterPrimal, Weapon
Standard Close blast 2
Target: Each enemy in blast
Attack: +10 (Str) vs. Fortitude
Hit: 1D8 + 1 and you slide the target 1 square. If the target is marked by you, it takes 1d6 extra damage.
Effect: You become insubstantial until the start of your next turn, and you can shift up to your speed to any unoccupied square adjacent to the blast.

Warden’s Tempest Warden Utility 2
Minor Melee 1
Target: One enemy marked by you
Effect: You slide the target 1 square.

Daily Powers

Form of Mountain’s Thunder Warden Attack 1
DailyLightning, Polymorph, Primal, Thunder
Minor Personal
Effect: You assume the guardian form of mountain’s thunder until the end of the encounter. While you are in this form, you gain resist 3 to all damage and a +1 bonus to AC. Once per round when you hit an enemy with a melee attack, each enemy marked by you takes 4 (Str) thunder.

Once during the encounter you can use the Form of Mountain’s Thunder attack power while you are in this form.

Thunder Step Warden Attack 5
DailyPrimal, Teleportation, Thunder, Weapon
Standard Melee weapon
Target: One creature
Attack: +10 (Str) vs. Reflex
Effect: Before the attack, you teleport 5 squares
Hit: 2d8 + 5 (Str) thunder and the target is dazed (save ends)
Miss: Half damage and the target is dazed TENT

Magic Items

Deathcut Armor +1 Level 5 Uncommon
Armor: Hide
Enhancement: +1
Property: Resist 5 necrotic
Property: Resist 5 poison
Power (Daily ✦ Necrotic):
Immediate Reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10 necrotic damage to that enemy.

Sunblade Longsword +1 Level 4 Uncommon
Weapon: Heavy Blade
Critical: +1d6
Enhancement: +1 attack and damage
Property: This weapon can shed bright or dim light up to 20 squares. You control the brightness and range of the light.
Power (At-Will ✦ Radiant):
Free Action. All damage dealt by this weapon is radiant. Another free action returns the damage to normal.
Power (Daily ✦ Radiant):
Standard Action. You cause motes of light to burst out and attach to your enemies. Make an attack: Close burst 1; targets enemies; +10 (Str) vs Reflex; on a hit, the target takes 1d8 radiant damage.

Cloak of the Walking Wounded +1 Level 4 Uncommon
Item Slot: Neck
Enhancement: +1 Fortitude, Reflex, and Will
Property: If you use your second wind while bloodied, you can expend 2 healing surges instead of one (gaining hit points from both).

Flamedrinker Shield Level 6 Uncommon
Item Slot: Arms
Property: Gain resist 5 fire.
Power (Daily):
Immediate Interrupt. Use this power when an ally adjacent to you would take fire damage. Grant that ally resist 10 fire until the end of your next turn.

Height: 6’0” Weight: 325 Age: 5
Eyes: Varies Hair: None Skin: Silver, Metallic

Large and bulky, Rocky is imposing. Those unfamiliar with warforged personalities likely believe him to be a cold blooded killer, a wolf among the sheep. More enlightened beings see the softness in his eyes, eyes that change with his mood from a pale gray to vibrant crimson.

The smooth metallic skin and cranium common to most, if not all, warforged is adorned with small inscriptions on Rocky. Some are words of wisdom and others seem to be memories from the Last War. Getting close enough to read these tiny markings in any great detail is rare. Rocky guards his personal space quite vigilantly.

Adorning his body are few garments, utilitarian equipment but nothing to suggest any real human tendencies. The tools of war are much more prominent on his ‘person’.

High Concept: Defender of the Weak
Trouble: Evolution of the Warforged Spirit

A Rocky beginning.

The year is 988 YK and the first elemental airships are just about to go into service for House Lyrandar. It’s a feat of magical and engineering innovation that will propel the House into the limelight. Those that have worked on the project are already becoming well known in certain circles throughout Khorvaire. Soon their fame will be ubiquitous.

One of these engineers is a young gnome named Alric Dimplechin. His designs in power flow distribution allow the airships to harness raw elemental energy without melting or exploding. It’s a genius approach that others couldn’t make work. Without Alric there would be no airships and House Lyrandar is well aware of this fact. Alric, however, has grown weary of House Lyrandar politics and is ready to find more interesting technical challenges elsewhere. The airship project, while lucrative, has lost its luster. His intentions are made known, as is proper, and he starts looking around for something fresh. House Lyrander, desperate to keep him, makes a bold play to keep their star engineer. They abduct his family, mother and two sisters. Alric is essentially enslaved, locked away in a small research facility underneath Stormhome. This prison state continues for many months. Alric is allowed only limited contact with his family and their location is never revealed. Hell would have likely continued forever were it not for the desires of House Cannith.

On the airship project House Cannith has access to many of the Lyrandar engineers but with the recent events Alric is suddenly and completely removed from that arrangement. Lyrandar fears that too much access would give Alric the ability to find sympathetic allies and affect an escape. They also can’t afford the political fallout. House Cannith operatives, double agents positioned deep within House Lyrandar, eventually discover the whereabouts of both Alric and his family. They pass this news back to their superiors and a plan is hatched to ‘liberate’ the gnome.

It takes a few months to get everything in order. Seasoned adventurers are found for the extraction of the Dimplechin women and double agents work their way into Alric’s guard rotation. When the time is right they make him an offer he can’t refuse. Leave with them and begin working for House Cannith on a clandestine project to infuse warforged with elemental souls and he will be allowed to live with his family. When the project is complete the lot of them will be relocated to a destination of their choosing and given a chance to start over. He jumps at the chance to shake off one oppressor for another. With any luck the Cannith offer might even be honored.

The Dimplechins, all of them, are indeed rescued from House Lyrandar and began living in secret under the protection of House Cannith. Alric begins working on his new project and welcomes the change of pace. He is still a prisoner but at least he can see his mother and sisters. Their presence brings him great peace of mind and so for a time everything goes smoothly.

The project he comes into is promising but troubled. The Cannith engineers are trying to infuse existing warforged models with the necessary modifications to allow direct manipulation of elemental forces. It is exactly the kind of thing Alric knows about and they are going about it in exactly the wrong way. Within a few months Alric has the basic problems with the project identified and has redirected every available engineer towards finding proper solutions. It takes another two years to make those solutions a reality.

What they end up with is a hulking front line brute with the ability to convert raw elemental energy into a power graft that can be directed both inward AND outward. The new warforged is essentially a primal conduit. Alric labels the new model a “Class M Warden”. The M stands for Merideth, his mother’s name.

By the fall of 991 Alric has the first of the class M wardens in service. They can perform all the tasks of regular (prior model) warforged but also have access to a growing array of elemental abilities that promise future gains. Some of the new models even show heightened intelligence, an enhanced sense of morality and greater physical resilience. It’s a great win for House Cannith.

As promised, House Cannith offers Alric and his family their freedom. They also offer him a position leading their warforged research department, a free man in the employ of the house. The offer is both generous and lucrative. Alric strongly considers leaving but ultimately decides to take the position. Who knows what life he would have out there trying to provide for his family, constantly on the run from whatever retribution House Lyrandar might want to exact. No, continuing his research in House Cannith is the better option.

So pleased that Alric has decided to stay, the Cannith line offers him honorary membership in their house. He becomes Alric Cannith Dimplechin, the only gnome within the line. Having the name Cannith in his title is a welcome level of protection against an uncertain political climate. With everything set in motion a large workshop is constructed for his continued research and he begins to tweak the Class M Wardens to see what else he can make them do. Unlike the elemental airship project this warforged innovation keeps Alric’s attention and seems to bring him actual happiness. The creator is home, with his family, and life is good.

It is during this time as lead engineer of the warforged research facility near Eston that Alric creates his own warforged. His is a custom design intended to protect his sisters and mother. With some minor tweaks this unit receives an enhanced sense of morality and better than average protective skills. His sisters name the thing Rocky because it’s big and bulky, like a boulder. Alric is pleased to have the extra help and with their new protector he allows his family to travel a bit. They’ve been captive for so long. Trips to the various coasts and mountain ranges do them good. Rocky, for what it’s worth, seems happy.

ASPECT: Family Relations

The day that forged a metal man.

Rocky traveled extensively with the Dimplechin sisters and their mother. Nothing pleased Alric more than seeing his family enjoy life again. He couldn’t have been more proud of his creation. Rocky was stalwart and trustworthy, much better than a guard dog or some ruffian adventurers always looking for more coin. Dogs can only do so much despite their loyalty and adventurers, even the good ones, can take on any threat except greed.

So loved by his creator was Rocky that Alric treated him like one of the family. They had conversations and shared knowledge. Often Alric would get Rocky to recite a story from his travels abroad, all of which had been told before. Rocky felt a deep appreciation for his wards and his creator. The bonds they shared were genuine. In truth they were the only human emotions Rocky really felt as though he understood.

Still, Alric could sense something missing in Rocky’s life. Although every request he’d ever made had been fulfilled, in one way or another, there seemed to be a dimness to his light. The essence one sees in a child’s eye when they learn something new or stumble upon a mystery was absent from Rocky. It wasn’t in all warforged anyway but Alric felt sure it should be in Rocky. He’d designed him with that capacity in mind after all.

On the eve of Rocky’s second birthday Alric surprised him with something special, solitary travel. One bit of life Rocky had never experienced was any real autonomy. It might not awaken that light in his soul immediately but it was a good first step.

Alric had travel papers drawn up for Rocky and concocted a cover story that would explain why a warforged would be traveling the king’s roads alone. He pointed the hulking brute towards some peaceful glens and told him not to return until he’d had a thought he’d never had before. That first outing was short. Rocky returned in a few hours and told Alric all about how he’d begun wondering where the Dimplechins were created. Alric set him straight about mortal births and the exchange seemed to bring the glint of a spark to Rocky’s eye. Alric liked the results and determined that these travels should be regular occurrences for Rocky. Over the next few months Rocky was encouraged to take more trips alone and even came up with a few places he’d like to go.

It was on one of these trips that Rocky’s life changed dramatically. He’d had experiences with adventurers and monsters before on these outings, some of which were memorable and some of which were not. There had even been complications so grievous that Alric had to have someone step in and provide assistance just to get Rocky back home. All that paled in comparison to the horrors that awaited Rocky when he returned to Cyre to find that it had been torn asunder. His family was lost to its ravages. The Day of Mourning had swept through Cyre while Rocky was out contemplating meanings and failing to take charge of his wards. He felt horrible.

Devastated, Rocky struggled through the wastes to what used to be Eston in search of his family. He found nothing of them save a few trinkets, not even bodies for a proper burial. His mind filled with questions. He didn’t know where to go or what to do. Everything about his life came crashing down that day and it nearly broke his spirit. He vowed to himself, out of desperation mostly, to find the Dimplechins if they were still alive and atone for his dereliction of duty.

ASPECT: Regaining Honor

Secrets unveiled as the dead rise.

In addition to his duties as protector of the Dimplechin clan Rocky is also charged with serving House Cannith when the need arose. He is warforged and to be called into service is their destiny.

It is the first of these excursions and Rocky finds trouble almost immediately. Protecting Cannith emissaries on their way to trade negotiations in Flamekeep should be an easy task. Then again the undead rarely rise to stand against a wagon of mortals on the open road in broad daylight. What secrets rest in the minds of these negotiators? Sinister espionage is surely to afoot but will it matter if nobody survives to tell the tale?

ASPECT: Civic Duty and a Moral Imperative


Whose Path Have You Crossed?


Who Else’s Path Have You Crossed?

Worried and concerned for the safety of his companions, Rocky is always on the lookout for new threats. He keeps guard like a dog and attacks like a wolverine.


Alric Cannith Dimplechin, gnome, creator, close personal friend of Merrix d’Cannith
Merideth Dimplechin, gnome, Alric’s mother, wary of the Cannith hospitality and dubious of Alric’s friends
Krista Dimplechin, Alric’s younger sister, adventurous and restless with a sharp mind
Perri Dimplechin, Alric’s youngest sister, athletic and brave but easily swayed to Krista’s whim




Eberron: Nocturne Bresil