Battle Engineer

"A workshop? Not for me. I’ll be on the front lines."

Prerequisite: Artificer

During the Last War, most artificers provided logistical and technological support. A few artificers refused to stay in workshops, though. These artificers were battle engineers, and they carried their skills into battle. Battle engineers proved a vital addition to the armies of the Last War. Today, those who follow in the battle engineers’ tradition are also formidable fighting companions.

BATTLE ENGINEER PATH FEATURES

    Aggressive Action (11th level): When you spend an action point to take an extra action, you gain a +1 bonus to weapon attack rolls until the end of your next turn, and your weapon attacks deal 1d6 extra damage until the end of your next turn.
    Brutal Enchantment (11th level): Whenever one of your artificer or battle engineer powers grants an ally a bonus to weapon damage rolls, that ally’s weapon also becomes brutal 1 until the bonus ends. If the weapon is already brutal, this has no effect.
    Accurate Enhancement (16th level): Whenever one of your artificer or battle engineer powers grants a bonus to weapon attack rolls to an ally, that bonus increases by 2.

Battle Engineer Attack 11Greater Magic Weapon

Arcane energy enwraps your weapon and your allies’ weapons.

Encounter        Arcane, Weapon
Standard Action      Melee or Ranged weapon

Target: One creature

Attack: Intelligence + 3 vs. AC

Hit: 2[W] + Intelligence modifier damage.

Effect: Each ally adjacent to you gains a power bonus to attack rolls and to damage rolls equal to your Wisdom modifier or your Constitution modifier until the end of your next turn.


Battle Engineer Utility 12Fleeting Dweomer

You infuse a weapon with a brief yet powerful enchantment.

Daily        Arcane
Minor Action      Close burst 5

Target: One weapon or implement in the burst

Effect: You infuse the target with arcane energy. Choose a damage type: acid, cold, fire, force, lightning, or thunder. The target deals extra damage of this type equal to your Intelligence modifier until the end of the encounter. Until the end of the encounter, whenever the target’s wielder scores a critical hit with the weapon, the target of the attack gains 10 ongoing damage of the damage type you chose (save ends).


Update (11/23/2009)
This power should be a daily power.

Battle Engineer Attack 20Persistent Spheres

Your weapon crashes into your foe, sending out sparklike motes that harass that creature and sting other foes that draw close to it.

Daily        Arcane, Weapon, Zone
Standard Action      Melee weapon

Target: One creature

Attack: Intelligence vs. AC

Hit: 3d10 + Intelligence modifier damage, and if the target doesn’t move at least 2 squares during its turn, it takes 10 damage at the end of its turn (save ends).

Miss: Half damage, and if the target doesn’t move at least 2 squares during its turn, it takes 5 damage at the end of its turn (save ends).

Effect: The attack creates a zone of painful motes in a burst 2 centered on the target. The zone lasts until the target saves against this power. When the target moves, the zone moves with it, remaining centered on it. Any enemy that starts its turn within the zone takes 5 damage, and it grants combat advantage while within the zone.


Published in Eberron Player's Guide, page(s) 59.