Are you almost done with that door?
Just a minute; I almost have it.
*snap**pop*
I'm not sure what you just did, but something just popped out of the floor, and it doesn't look good.
Nothing to worry about. Those are just a bunch of Whirling Blade Traps. I've seen them a thousand times. They'll probably just randomly bounce around and not even come over this way.
Are you sure? They don't seem to be moving very randomly...
Much like their more mundane counterpart -the Whirling Blades Trap- Whirlblade Chargers are typically hidden with instructions to spring themselves unexpectedly upon trespassers. Essentially they are Whirlblade Traps which have been modified by the same technology used to create chargers. Although they have only a small hint of sentience, this is enough to turn an otherwise simply annoying hazard into a potentially dangerous stalker.
DC 21 Perception to notice a Whirlblade Charger hidden among a surface.
WHIRLBLADE CHARGER LEVEL 11 LURKER
Medium Natural Animate (construct) XP 600
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Initiative +13 Senses Perception +4; Blindsight 12
HP 90; Bloodied 45
AC 25; Fortitude 23; Reflex 23; Will 18
Immune disease, poison, sleep, gaze; also see Electrical Surge
Speed 8
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Charge (minor; at-will)
Chargers are powered by some sort of storm magic that seems to harness the power of lightning which is not yet fully understood by contemporary sages. A Charger's attacks rely on built up Charges of the energies which power it. As a minor action a Bladewheel Charger can generate and store a Charge; a Whirlblade Charger can hold a maximum of three charges. When a Charger uses such a power the power description also states the amount of charges expended.
Electrical Surge
A Whirlblade Charger is neither immune nor resistant to powers or attacks with the Lightning Keyword; however, when struck by a power or an attack which has the Lightning Keyword and/or includes Lightning as a type of damage the Whirlblade Charger gains a Charge as a free action.
Tornado of Blades (standard; at-will) (basic melee)
Burst 1; +14 vs AC; 2d8+5 damage
Surge (minor; expends 1 charge)
The Whirlblade Charger starts to buzz and crackle with the sounds of electrical energies. The Whirlblade Charger must expend 1 Charge to use this power. The next attack that a Whirlblade Charger uses after using this power also deals ongoing 5 Lightning damage on a hit (save ends)
Improved Tornado of Blades (minor; stance; expends 2 charges)
A crackle of energy escapes from the spinning maelstrom of blades before you as the Whirlblade Charger seems to spin faster. Until the end of the Whirlblade Charger's next turn, the Whirlblade Charger can make a Tornado of Blades attack as a free action whenever an enemy starts their turn adjacent to the Whirlblade Charger.
I wouldn't touch that if I were you/Full Metal Rodeo
The Whirlblade Charger is essentially a spinning hunk of metal covered in blades; as such, trying to Grab a Whirlblade Charger is dangerous. A creature attempting to Grab a Whirlblade Charger is subject to an attack: +14 vs Reflex; 3d6+5 damage; Miss: Half damage.
However, the Whirlblade Charger has a flat top, and, as such, it is theoretically possible to "ride" one while attempting to disable it with a thievery skill challenge. A creature of medium size or smaller can attempt to jump on top of a Whirlblade Charger. Maintaining your balance on top of a Whirlblade Charger requires either a DC 20 Acrobatics check or a DC 20 Athletics check once the creature lands upon the Whirlblade Charger and then again at the beginning of each turn atop the Whirlblade Charger; upon failure the creature is tossed 1d4 squares in a random direction and knocked prone. If Improved Tornado of Blades is active, the DC of the Athletics and Acrobatics checks increases to 25. While "riding" the Whirlblade Charger, a character can participate in a Complexity 1 Thievery Skill Challenge to disable the Whirlblade Charger (DC 16 thievery checks.) Although a creature standing upon a Whirlblade Charger in this manner would essentially be adjacent to the Whirlblade Charger and in range of of the charger's attacks, a creature in this position cannot be attacked by the Whirlblade Charger upon which he/she rides.
STR 18 (+9) DEX 18 (+9) WIS 8 (+4)
CON 18 (+9) INT 5 (+2) CHA 8 (+4)
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Sundrinker A Sundrinker is an extention of the charger technology. Through the magical manipulation of and the grafting of various types of plants onto the surface of a charger, the inventors of the chargers found a way to increase the productivity and the functionality of their creations. Since the plants used gain nurishment from sunlight, whenever chargers who have been modified with this process are exposed to sunlight, that nurishment is also shared with the charger. In a sense, this technology starts to the blur the line between living creature and machine by producing something which is partially both.
prerequisites: Construct; Charger; Level 10 or higher [Sundrinker Elite Any Construct (plant) XP Elite]
Defenses: +2 AC; +4 Fortitude; +2 Reflex; +2 Will
Resist: 5 + 1/2 level Radiant
Saving Throws +2 Action Point 1
Hit Points +7 per level + Constitution score +7
Regeneration 10 whenever exposed to direct sunlight; see also Radiant Fuel. If the charger takes damage from an attack with the shadow keyword, its regeneration is reduced by 5 until the end of the charger's next turn. If the charger takes damage from an attack with the radiant keyword or an attack which deals radiant damage, its regeneration increases by 5 until the end of the charger's next turn.
Efficient Charger When a charger with this template spends an action point, it may also gain a charge as a free action. This ability does not allow a charger to hold more charges than usual.
Radiant Fuel If hit by an attack which has the radiant keyword or an attack which deals radiant damage, its regeneration functions until the end of its next turn if its regeneration is not already functioning.
Radiant Strike If a sundrinker charger's regeneration is currently functioning it can can convert any attack power it has to radiant, change a power’s energy keyword to radiant, or add radiant energy to an attack power that doesn’t normally deal energy damage.
Spore Cloud (minor; expends 1 charge) The relationship between a sundrinker and the plant grafts on its body are such that both creatures are aware of each other. A sundrinker charger can channel energy into the plant material and cause it to produce a cloud of spores and/or various other biological material which can blind foes. Close burst 1; this power creates a zone that remains in place until the end of the sundrinker's next turn. The zone blocks line of sight for all creatures except the sundrinker. Any creature entirely within the area (except the sundrinker) is blinded.