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Artificer - Clockwork Crescendo

ComputerSherpa

First Post
I just got my Eberron Players Guide and I'm having great fun looking through it and marveling at all of the cool things it adds. I really like the Artificer and the idea of creating mechanical minions for use in combat, so I was really excited when I saw the "Clockwork Engineer" paragon path, but I was less than thrilled by the level 20 attack power, so I made my own. Please provide any advice you can give on whether it's appropriately balanced. (I'm currently DMing, so I don't have an Artificer character, but I may give this ability to a villain for use against my players. :devil:)
Clockwork Crescendo Clockwork Engineer Attack 20
You become a frenzy of activity as you quickly piece together bot after bot. Your diminutive, automated minions are controlled by the music of buzzing gears and servos, which quickly reaches a fever pitch.
Daily ● Arcane, Conjuration
Standard action
Effect: You assemble a Tiny clockwork minion (“clank”) in an unoccupied square adjacent to you. The clank has 1 hit point, your Wisdom score as its AC and Reflex, and other defenses 10, and is never damaged on a missed attack. Clanks cannot provide flanking, but they can move into other creature’s spaces, and a creature with at least two clanks in its square grants combat advantage to all enemies. An enemy of the Artificer takes a -1 penalty to all defenses for each clank in its space. Clanks can make opportunity attacks against creatures leaving their square. While you have at least 10 clanks on the battlefield, any creature that begins its turn next to you is dazed and deafened until the end of its next turn; clanks and creatures which cannot hear (except for creatures which have been deafened as a result of this effect) are immune.
Minor Action: The clanks make melee attacks: :bmelee: Clank Love (minor; at will); Reach 0; your Int vs. AC; your Wisdom modifier lightning damage on hit.
Move Action: You can move all of the clanks 1 square each. (This is increased to 3 squares by the “Superior Minions” feature.)
Sustain Standard: The clanks persist, and you can create another one up to a maximum limit of your Wisdom score minus 10 on the battlefield at any one time. Once you have reached this limit, you can sustain the clanks as a minor action. If you do not sustain the clanks, they fall apart at the start of your next turn.
Special: You ignore the normal limit of spending one action point per encounter while you are sustaining this power, although you can still only spend one per round.

 
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Looks ok
I don't have much experience with high level powers. One thing that I did notice is that sustain standard is a minor action.

Looks good otherwise, thought the minions seem underpowered.

Kudos

-Sporemine
 

Most powers are sustained with minor actions, but this one is sustained with a standard (until the max-clanks limit is reached.)

The minions are easy to underestimate. I could be screwing up these calculations, but if a level 1 character takes a race with a +2 to Wisdom, they can easily start out with Wisdom 18; by the time they hit level 20 so they can take this power, they can get Wisdom 22 or 23, which is a +6 bonus and gives them a maximum of, say, 12 clanks on the field at once. At the peak of this power's ability, that's between 0 and 72 damage per round, depending on how many clank attacks hit. Depending on the opposing class, it might be difficult or easy to kill off the clanks faster than they respawn.

Hmm, maybe they are a little underpowered. I think I'll change their damage type to Lightning (if someone can apply a Lightning vulnerability to the target, things will really get cooking) and add this effect: "Targets take a -1 penalty to all defenses for each clank in their space." This should help the clanks get their hits in, and the image of a big burly fighter completely covered in little clockwork bots, crawling up his armor and shocking him with little electric bursts as they go, makes me happy inside.
 
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Maximum of four tiny creatures in a square. Still, 4 is pretty good.

Ah, thanks for pointing that out, I'd forgotten.

I gave this power to a villain (with some minor stat adjustments) and he tested it against my players. It was a little underwhelming, even with some robotic Soldiers as backup. The players have enough blast powers and put out enough damage that the minions really aren't a threat. The Tiny clanks can't even make opportunity attacks against adjacent squares.

I'm thinking I need to dramatically increase the quantity of minions to make this a real threat. Stay tuned.
 


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