dnd4

"I make my friends. Let's call it a hobby."[EPG:61]

Prerequisite: Artificer

Clockwork Engineer Path Features

Coordinated Action (11th level): When you spend an action point to take an extra action, you also gain two minor actions, which you can use only to command your summoned creatures.

Durable Artifice (11th level): Creatures you summon with artificer or clockwork engineer powers have a +2 power bonus to all defenses.

Superior Minions (16th level): Creatures you summon with artificer or clockwork engineer powers have a +2 bonus to speed and a +1 bonus to attack rolls.

 Clockwork Soldiers Clockwork Engineer Attack 11
Scores of tiny metal soldiers drop off your body and swarm a foe.
 Encounter + Arcane, Implement, Zone
 Standard Action  Area burst 2 within 10 squares
 Effect: The burst creates a zone of miniature clockwork soldiers. The zone lasts until the end of your next turn. The zone is difficult terrain, and any enemy that starts its turn within the zone is subject to an attack.
 Attack: Intelligence vs. Reflex
 Hit: 1d8 + Intelligence modifier, and the target is slowed until the end of its next turn.


 Aid Artifice Clockwork Engineer Utility 12
Your creations last longer than expected.
 Encounter + Arcane, Healing
 Immediate Interrupt  Close burst 10
 Trigger: A creature you summoned with an artificer or clockwork engineer power takes damage
 Target: The triggering summoned creature
 Effect: You spend a healing surge, and the target regains hit points equal to your healing surge value + 2d6.


 Clockwork Companion Clockwork Engineer Attack 20
You carefully assemble a realistic and versatile clockwork creation.
 Daily + Arcane, Implement, Summoning
 Minor Action  Ranged 10
 Effect: You summon a Small clockwork companion in an unoccupied square within range. The clockwork companion has speed 7 and ignores difficult terrain. It has a +4 bonus to AC and to Reflex. When you or any ally starts your turn adjacent to the clockwork companion, that character gains 10 temporary hit points. You can give the clockwork companion the following special commands.
 Minor Action  Melee 1
 Target: One creature
 Attack: Intelligence + 2 vs. AC
 Hit: 2d10 + Intelligence modifier damage, and the target is marked by the clockwork companion until the end of your next turn. If the target is already marked, the companion can deal 1d8 extra damage instead of marking it.
 Opportunity Attack  Melee 1
 Target: One creature
 Attack: Intelligence + 2 vs. AC
 Hit: 2d10 + Intelligence modifier damage, and the target is marked by the clockwork companion until the end of your next turn. If the target is already marked, the companion can deal 1d8 extra damage instead of marking it.