Arcane Armorer

"The wards I’ve placed on your armor should provide you with all the protection you need."

Prerequisite: Artificer, shielding elixir healing infusion

Arcane armorers are skilled artificers who have focused their knowledge on enhancing the defensive capabilities of their allies. Many arcane armorers combine their knowledge of armorsmithing with their skill with the arcane arts, augmenting their allies’ defenses in a way that others cannot.
Arcane armorers are especially talented at weaving enchantments over their allies’ armor that not only enhances the armor but also turns the ally into a walking weapon. Arcane armorers can use the energy they imbue into an ally’s armor as a method of delivering powerful spell charges at their enemies. Similarly, arcane armorers use their allies’ armor as anchors, connecting enemies to their allies, draining energy from one to boost the other.
As an arcane armorer, you focus your efforts on turning your allies into your magic weapons out on the battlefield. You want your allies to move up close to the enemies you face, protecting them from afar while using them to deliver your own attacks. When your allies are in trouble, you shield them from further danger, or pull them back from the front lines.

ARCANE ARMORER PATH FEATURES

    Arcane Armorer's Action (11th level): Whenever you spend an action point to make an extra attack, choose one ally within 5 squares of one target of your attack. Until the end of your next turn, that ally gains resist 10 to your choice of one of cold, fire, force, lightning, necrotic, poison, radiant, or thunder damage.
    Protective Spell Shield (11th level): Whenever you use a Healing Infusion power on an ally, that ally cannot grant combat advantage until the end of your next turn.
    Practiced Armorer (16th level): You add your Wisdom modifier to any resist value that you give to an ally.

Arcane Armorer Attack 11Defense Siphon

You weave a spell that saps the strength and defenses of your enemy, transferring the power of those defenses to a nearby ally.

Encounter        Arcane, Implement, Necrotic
Standard Action      Ranged 10

Target: One creature

Attack: Intelligence vs. Will

Hit: 3d8 + Intelligence modifier necrotic damage, and choose one ally within 5 squares of the target. Until the end of your next turn, the target takes a –4 penalty to your choice of Fortitude, Reflex, or Will defense, and the ally you chose gains a +4 power bonus to the same defense.


Arcane Armorer Utility 12Protective Recall

With a flash, your ally appears by your side, shielded by arcane wards.

Encounter        Arcane
Immediate Reaction      Ranged 10

Trigger: An ally is hit and damaged by an attack

Target: The triggering ally

Effect: You teleport the target into any unoccupied space adjacent to you. The target gains resist 20 to all damage until the end of his or her next turn.


Arcane Armorer Attack 20Armor of Force

You lay an enchantment over the armor worn by an ally, which causes the air to ripple with waves of raw force.

Daily        Arcane, Force, Implement
Minor Action      Melee touch

Primary Target: One ally

Effect: You infuse the primary target’s armor with the power of arcane force. Until the end of the encounter, the ally gains resist 5 all. In addition, you can use the Armor of Force Attack power once per round until the end of the encounter if the primary target is within 5 squares of you.


Armor of Force Attack

At-Will      Arcane, Force, Implement
Standard Action      Close burst 1 centered on the primary target

Requirement: The power Armor of Force must be active in order to use this power.

Secondary Target: Each enemy in the burst

Secondary Attack: Intelligence vs. Fortitude

Hit: 2d10 + Intelligence modifier force damage, and you push the secondary target away from the primary target a number of squares equal to 1 + your Wisdom modifier.


Published in Dragon Magazine 381, page(s) 62.