Clockwork Engineer

"I make my friends. Let’s call it a hobby."

Prerequisite: Artificer

The Last War saw incredible advances in artifice. With the creation of the warforged and the perfection of war machines, artificers attained a deeper understanding of how to blend technology with magic. Although most artificers train in the creation of magical servants, clockwork engineers elevate the practice to an art form.
As a clockwork engineer, you are a master of creating imitations of life from inanimate objects. You can piece together automatons in a few moments. The devices you create are more durable, longerlasting, and more deadly than those created by your artificer peers.
You fashion minions and artifices to aid your companions, although you probably feel as much kinship to the automatons as you feel toward your fellow adventurers. You might dote on your creations, lamenting when they become damaged, and even avenging their destruction.
Outside of combat, harmless clockwork creations surround you. They twitter and buzz, fluttering near you, keeping you company. Many are also helpers, and through their adroit appendages, you can construct other minions more quickly.

CLOCKWORK ENGINEER PATH FEATURES

    Clockwork 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 Engineer Attack 11Clockwork Soldiers

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.


Clockwork Engineer Utility 12Aid Artifice

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 Engineer Attack 20Clockwork Companion

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; targets one creature; Intelligence + 2 vs. AC; 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; targets one creature; Intelligence + 2 vs. AC; 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.


Published in Eberron Player's Guide, page(s) 61.