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Artificer - Clockwork Crescendo
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<blockquote data-quote="ComputerSherpa" data-source="post: 4864166" data-attributes="member: 83829"><p><span style="color: white">I just got my <em>Eberron Players Guide</em> 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. <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" />)</span></p><p style="margin-left: 20px"><span style="font-family: 'Segoe UI'"><span style="color: white"><strong>Clockwork Crescendo </strong>Clockwork Engineer Attack 20</span></span></p> <p style="margin-left: 20px"><span style="font-family: 'Segoe UI'"><em><span style="font-family: 'Segoe UI'"><span style="color: white">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.</span></span></em></span></p> <p style="margin-left: 20px"><span style="font-family: 'Segoe UI'"><span style="font-family: 'Segoe UI'"><span style="color: white"><strong>Daily ● Arcane, Conjuration</strong></span></span></span></p> <p style="margin-left: 20px"><span style="font-family: 'Segoe UI'"><strong><span style="color: white">Standard action </span></strong></span></p> <p style="margin-left: 20px"><span style="font-family: 'Segoe UI'"><span style="color: white"><strong>Effect:</strong> 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.</span></span></p> <p style="margin-left: 20px"><span style="font-family: 'Segoe UI'"><span style="color: white"><strong>Minor Action:</strong> The clanks make melee attacks: </span><span style="font-family: 'Segoe UI'"><span style="color: white"><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Clank Love </strong>(minor; at will); R</span></span><span style="font-family: 'Segoe UI'"><span style="color: white">each 0; your Int vs. AC; your Wisdom modifier lightning damage on hit.</span></span></span></p> <p style="margin-left: 20px"><span style="font-family: 'Segoe UI'"><span style="color: white"><strong>Move Action:</strong> You can move all of the clanks 1 square each. (This is increased to 3 squares by the “Superior Minions” feature.)</span></span></p> <p style="margin-left: 20px"><span style="font-family: 'Segoe UI'"><span style="color: white"><strong>Sustain Standard:</strong> 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.</span></span></p> <p style="margin-left: 20px"><span style="font-family: 'Segoe UI'"><span style="color: white"><strong>Special:</strong> 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.</span></span></p> <p style="margin-left: 20px"></p></blockquote><p></p>
[QUOTE="ComputerSherpa, post: 4864166, member: 83829"] [COLOR=white]I just got my [I]Eberron Players Guide[/I] 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:)[/COLOR] [INDENT][FONT=Segoe UI][COLOR=white][B]Clockwork Crescendo [/B]Clockwork Engineer Attack 20[/COLOR][/FONT] [FONT=Segoe UI][I][FONT=Segoe UI][COLOR=white]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.[/COLOR][/FONT][/I] [FONT=Segoe UI][COLOR=white][B]Daily ● Arcane, Conjuration[/B][/COLOR][/FONT] [B][COLOR=white]Standard action [/COLOR][/B] [COLOR=white][B]Effect:[/B] 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.[/COLOR] [COLOR=white][B]Minor Action:[/B] The clanks make melee attacks: [/COLOR][FONT=Segoe UI][COLOR=white]:bmelee: [B]Clank Love [/B](minor; at will); R[/COLOR][/FONT][FONT=Segoe UI][COLOR=white]each 0; your Int vs. AC; your Wisdom modifier lightning damage on hit.[/COLOR][/FONT] [COLOR=white][B]Move Action:[/B] You can move all of the clanks 1 square each. (This is increased to 3 squares by the “Superior Minions” feature.)[/COLOR] [COLOR=white][B]Sustain Standard:[/B] 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.[/COLOR] [COLOR=white][B]Special:[/B] 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.[/COLOR][/FONT] [/INDENT] [/QUOTE]
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