"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. | |