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"You're going to have to hit me a lot harder if you want to get my full attention."[PH3:60]

Prerequisite: Battlemind

Iron Guardian Path Features

Indomitable Iron (11th level): When you spend an action point to take an extra action, you gain a +4 bonus to AC and damage rolls until the end of your next turn.

Iron Control (11th level): When any enemy pulls or pushes you, you can use a free action to slide that enemy 2 squares after the forced movement.

Paragon Power Points (11th level): You gain 2 additional power points.

Impenetrable Iron (16th level): Whenever a critical hit is scored against you, roll a d20. On a roll of 10 or higher, the critical hit is a normal hit instead.

 Guardian's Might Iron Guardian Attack 11
Your weapon fuses with you for a moment as you crash into your enemy and knock it down.
 Encounter + Augmentable, Psionic, Weapon
 Standard Action  Melee weapon
 Target: One creature
 Attack: Constitution vs. AC
 Hit: 1[W] + Constitution modifier + Wisdom modifier damage, and you knock the target prone. You then shift 2 squares to a square adjacent to the target.
 Effect: You gain a +2 power bonus to AC until the end of your next turn.
 Augment 2
 Target: One or two creatures

 Iron Defense Iron Guardian Utility 12
Your skin becomes as hard as iron, allowing you to shrug off even the deadliest blows.
 At-Will + Psionic
 Standard Action  Personal
 Effect: Until the end of your next turn, roll a d20 whenever you take damage. On a 10 or higher, the damage is reduced to 0. Otherwise the damage is halved.

 Aspect of the Iron Guardian Iron Guardian Attack 20
You transform into a creature of iron, scattering foes and crushing those foolish enough to resist your advance.
 Daily + Polymorph, Psionic, Weapon
 Standard Action  Close burst 1
 Target: Each enemy you can see in burst
 Attack: Constitution vs. AC
 Hit: 3[W] + Constitution modifier damage, and you knock the target prone.
 Miss:  Half damage.
 Effect: You assume the aspect of the iron guardian until the end of the encounter. While in this aspect, you can use the following augmentation with your battlemind at-will attack powers that are augmentable. This augmentation is in addition to the effects that an at-will power might have; this augmentation doesn't supersede them.
 Augment 1
 Effect: Until the start of your next turn, you gain a +2 power bonus to AC, and any enemy adjacent to you that falls prone or starts its turn prone takes damage equal to your Constitution modifier. In addition, choose a single creature hit by the at-will attack. That creature takes extra damage equal to your Wisdom modifier.