Hawk7915
2011-12-08, 01:57 PM
Preamble stuff:
So, I'm new to D&D 4E but I want to sell my playgroup on it over winter break. One thing I know they'd like is to run a campaign in our homebrew universe, which will hopefully be a lot more fun and balanced compared to its 3.5 edition counterpart in 4E (ie, the wizard and druid won't just curbstomp the fighters and rangers). The setting has some campaign specific stuff, but for the most part I'm imagining we can get by through refluffing and stretching imagination. Firearms are tricky but not impossible to homebrew, and from there the "gunslinger" archtypes can be Rangers, Rogues, and Warlords (with a homebrewed build option/paragon paths, if necessary).
The one thing that really can't be refluffed or done as a paragon path or build option is that one faction is a sort of steampunk/clockpunk industrial group. They explicitly don't have access to Arcane magic, instead relying entirely on technology (with a bit of divine power as well). I think we can just pretend the artificer is a martial and not arcane class for them, but they're lacking a Girl Genius-esque "mad scientist" inventor type, and it would be a lot of work to really stretch the Wizard or Bard to cover it.
So, I'm working on this class. The Engineer is everything that fantastic science can be: clockwork soldiers, Tesla guns, steam-powered jet packs, mirror death rays, bombs and grenades, etc. A few notes:
1) I know that science does not work that way. For inspirations, think of stuff like Girl Genius, Bioshock, Iron Man, and The Vinci from Rise of Legends.
2) Related to the above: I know this is going to seem like a serious stretch for what a martial class should be capable of: stunning people, throwing around Lightning, Fire, Thunder, and Poison damage likes its NBD, creating little metal army men seemingly out of nowhere. The argument I'd make is that, while its still fantastic and impossible fantasy science, it is fundamentally in-univese (and really, out of universe) not reliant on "Magic". There are rare ingredients, lots of unobtainium and phlebotonium powering the devices, but in the end it is the engineer's own brilliance, wit, and experience that lets all these components come together. It's a fine line, I know, but hopefully if you're reading this you're willing to roll with it. After all, "any sufficiently advanced technology is indistinguishable from magic", right? :smallsmile:.
3) In terms of design, it seemed to me in my research that what distinguishes Martial classes from other power sources is an emphasis on action points (Warlord, specifically) and the fact that all of them, regardless of specialization, feel like they are a bit "striker-y" (and the arguably best strikers are Martial ones). The Engineer rolls with that, hoping to do a bit more impressive damage than an Invoker or Druid or certainly a Seeker. I'm also lifting some ideas from the 3.5 Factotum (one of my favoritest classes ever made in any system).
4) Speaking of Seekers, I tried really hard for this class to avoid a lot of the pitfalls of that class even though it is "similar" in that both of them are weapon-focused controllers. Part of that is being able to target defenses other than Reflex and Will, and part of that is having non-terrible class features and control options :smalltongue:.
5) This is a serious work in progress. As anyone who has designed a 4E class probably already knows, designing a new class is like designing an entire 3.5 sourcebook in terms of the raw amount of work required. So bear with me over the coming weeks and months as I pull it together.
6) Feedback, suggestions, and even user-submitted powers, feats, and paragon paths are 100% welcome! I'd be thrilled to have an assist from more established and experienced homebrewers :smallbiggrin:.
And with all that TL;DR stuff out of the way, it's on to the show!
==================================
THE ENGINEER
http://4.bp.blogspot.com/-367yxFi56Pc/ThzPH93pK-I/AAAAAAAAAMI/AELiyIIGj3U/s1600/Girl+Genius.jpg
CLASS TRAITS:
Role: Controller - Your mad science can shock, stun, transform, incapacitate, and outright destroy all who oppose you. Whether you wade into the thick of combat with a wrench and a blade, or stand back and use gadets and guns from a distance, your enemies won't know what hit them. Depending on your choice of features and powers, you lean toward wither Leader or Striker as a secondary role.
Power Source: Martial - You have gained your powers through rigorous study of physics, alchemy, and chemistry. Also, madness. But mostly science.
Key Abilities: Intelligence, Charisma, Dexterity
Armor Proficiencies: Cloth, Leather, Hide, Chain
Weapon Proficiencies: Simple melee, simple ranged, a single martial weapon of your choice
Implements: Rods, toolkits
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 10+constitution score
Hit points per level: 4
Healing Surges Per Day: 6+constitution modifier
Trained Skills: Engineering. From the class skills list below, choose four more trained skills at 1st level:
Diplomacy, Dungeoneering, Engineering, Endurance, Heal, History, Insight, Nature, Perception, Thievery
Class Features: Alchemy, Educated, Inspiration, Weapons Tech
ENGINEER CLASS FEATURES:
Alchemy: You begin play with knowledge of how to create all alchemical items (see page ### for new alchemical items!). You pay 50% left to craft them.
Educated: You have a +1 bonus on all trained skills.
Inspiration: Engineers are known for their insight and brilliant “eureka!” moments. At 1st level you choose whether your inspiration is from your reflexes and battlefield experience, or from your charm and self confidence.
Battlefield Engineer: You have a +1 bonus to your fortitude defense and your healing surge value. These bonuses increase to +2 at 11th level and +3 at 21st level. In addition, you may spend an action point to push an enemy within 5 squares a number of spaces equal to your Dexterity modifier. That creature gains vulnerability to all damage equal to your dexterity modifier until the end of your next turn.
Dazzling Inventor: You have a +1 bonus to your initiative checks and reflex defense. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, you may spend an action point to give an enemy within 5 squares a penalty to saving throws and all defenses equal to your Charisma modifier until the end of your next turn.
Weapons Tech: The key implements of the engineer are the rods and toolkits you use to create various gadgets and constructs, but you know how to fight as well, and you loving modify and enhance the weapons you carry. Any feat, power, or effect that enhances your implement attacks may also enhance your weapon attacks. For example, the Toolkit Expertise feat (page ###) would provide a bonus to your implement attacks with a toolkit, and with all weapon attacks as long as a toolkit is in your possession. When you make an attack with a weapon, you may use that weapon’s enhancement bonus on your implements, whichever is higher. When you score a critical hit with a weapon attack, you may use the bonus from your implement or your weapon (your choice).
Commentary: Alchemy is a nod to giving them some sort of ritual casting without actually giving them ritual casting. Possibly unnecessary.
Educated is a sort of inverse Skill Versatility, and is honestly mostly flavortext.
Inspiration is the meat of the class's features. Originally those abilities triggered whenever you spent an action point, which I decided seemed a bit much when the class got to Paragon and got to stack those bonuses with Paragon bonuses and with some feats. It's an alternative use to an action point now, but I'm curious if its strong enough to compete with an extra action? At any rate, the idea that hopefully comes across is that Battlefield Engineers are a bit more robust and striker-y, while Dazzling Inventors are "true controllers" (and their feat support bends them toward Leadership).
Weapons Tech was hard to word. Like the Artificer I wanted to have them juggle implements if they wanted full versatility; basically as you build an engineer you can specialize in just melee, just ranged, or just implement, but you are slightly nerfing your character to do so. I'm fine with implement juggling, but I hate that implement jugglers also have to sink multiple feats and a ton of their wealth into multiple implements. Weapons Tech is designed to fix that; you get the best implement money can buy, and take all the implement feats, and all those apply to any old sword or crossbow you pick up. Thoughts on this one?
LEVEL 1 AT-WILL EXPLOITS
Armor Buster
You make armor for a living; you know just how to break it open
At-will * Martial, Weapon
Std; Melee Weapon
Target: One creature
Attack: Int vs. AC
Hit: 1[W] + int modifier damage, and the target takes a -2 penalty to all defenses until the start of your next turn.
Level 21: 2[W] + int modifier damage
Blowtorch Blast
This probably wasn’t the intended use for this tool...but it is effective
At-will * Martial, Fire, Implement
Std; Close Blast 3
Target: All creatures in blast
Attack: Int vs. Ref
Hit: 1d8+intelligence modifier fire damage, and ongoing fire damage 2
Level 21: 2d8+intelligence modifier damage, and ongoing fire damage 5.
Cunning Strike
You hit your opponent where it hurts
At-will; Martial, Weapon
Std; Melee or Ranged Weapon
Target: One creature
Attack: Int +1 vs. AC
Hit: 1[W]+int modifier + dex modifier. If you have an action point remaining, add +2 damage.
Level 21: 2[W]+int+dex modifier, and +5 if you have an action point remaining.
Special: You may use this attack in place of a basic attack.
Scatter-cracker
You lob a small but extremely bright and noisy explosive that scatters your foes
At-will * Martial, Fire, Implement
Std; Area burst 1 within 10
Target: all creatures in burst
Attack: Int vs. Ref
Hit: 1d6+int modifier fire damage, and you may slide each hit creature one square.
Level 21: 2d6+int modifier fire damage
Transistor Cannon
You use your ranged weapon to fire a series of small, disorienting charges of electricity.
At-will; Martial, Lightning, Weapon
Std; Ranged Weapon
Target: One creature
Attack: Int vs. Ref
Hit: 1[W]+int modifier lightning damage, and the target takes a -2 penalty on attack rolls until the end of your next turn.
Level 21: 2[W]+intelligence modifier lightning damage
LEVEL 1 ENCOUNTER EXPLOITS:
Flashbang Grenade
You lob a high-energy grenade that leaves enemies blinded and reeling
Encounter * Martial, Force, Implement
Std; Area burst 1 within 10
Target: all creatures in burst
Attack: Int versus Fortitude
Hit: 1d6+intelligence modifier force damage, and the target is deafened and blinded until the end of your next round.
Proximity Mines
You scatter proximity mines across the battlefield. Enemies who trigger these mines are blasted to bits
Encounter * Martial, Fire, Implement
Std
You create two land mines in squares within 5 of you; these mines last until the end of your next turn. If an enemy enters of leaves those squares during its turn, you make the following secondary attack.
Free Reaction; When an enemy triggers landmine
Secondary Attack: Intelligence+2 vs. Ref
Hit: 2d10+intelligence modifier fire damage.
Dazzling Inventor: You instead place a number of mines equal to your charisma modifier +1.
Razor Tripwire
You fire a razor-barbed wire around a foe’s legs, causing wracking pains and hobbling their movement
Encounter * Martial, Implement
Std; Ranged 10
Target: One creature
Attack: Intelligence versus Reflex
Hit: 1d10+intelligence modifier damage, and the target is slowed and takes ongoing damage 5 (save ends both)
Battlefield Engineer: This attack deals additional damage equal to your dexterity modifier, and the target also takes a penalty to damage rolls equal to your dexterity modifier while it is slowed.
Sledgehammer Strike
You unleash a series of attacks with heavily reinforced weaponry, sending opponents flying.
Encounter * Martial, Weapon
Std; Melee or Ranged Weapon
Target: One or two creatures
Attack: Intelligence versus AC
Hit: 1[W]+intelligence modifier damage, and you push the target two squares and knock it prone.
LEVEL 1 DAILY EXPLOITS:
Curare Dart
You fire a dart from your weapon that paralyzes your victim.
Daily * Martial, Weapon
Std; Ranged Weapon
Target: One creature
Attack: Intelligence versus Fortitude
Hit: 1[W]+intelligence modifier damage, and the target is stunned until the end of your next turn and immobilized (Save Ends).
Miss: The target is immobilized until the end of your next turn.
Knockout Grenade
A small eggshell grenade releases a cloud of gas that stupefies your enemies.
Daily * Martial, Implement
Std; Area Burst 1 within 10
Target: All creatures in burst
Attack: Intelligence versus Will
Hit: The targets are slowed (save ends). The first time they fail a save, they fall unconscious (save ends).
Miss: The target is slowed until the end of your next turn.
Tesla Cannon
You draw a clockwork pistol that jolts a target with electricity, continuing to shock them long after you take your finger off the trigger.
Daily * Martial, Implement, Lightning, Reliable
Std; Ranged 10
Target: One creature
Attack: Intelligence versus Reflex
Hit: 2d8+intelligence modifier lightning damage. Whenever the target takes a minor, move, or standard action, they take 5 lightning damage after that action is complete (save ends).
Suppression Cannon
You drop an automated turret nearby. This turret’s attacks don’t deal much damage, but the relentless spray of rivets forces your foes to defend themselves at the expense of offense.
Daily * Martial, Implement, Summoning
Std; Ranged 5
You summon a turret in an unoccupied square within range that lasts until the end of the encounter. The turret has speed 0 and a +2 bonus to AC and Fortitude defenses. Once per round, you may direct the turret to make the following attack:
Minor action; Ranged 10
Target: One creature
Attack: Intelligence versus Reflex
Hit: 1d4+intelligence modifier damage, and the target can’t make opportunity attacks or gain combat advantage until the end of your next turn.
So, I'm new to D&D 4E but I want to sell my playgroup on it over winter break. One thing I know they'd like is to run a campaign in our homebrew universe, which will hopefully be a lot more fun and balanced compared to its 3.5 edition counterpart in 4E (ie, the wizard and druid won't just curbstomp the fighters and rangers). The setting has some campaign specific stuff, but for the most part I'm imagining we can get by through refluffing and stretching imagination. Firearms are tricky but not impossible to homebrew, and from there the "gunslinger" archtypes can be Rangers, Rogues, and Warlords (with a homebrewed build option/paragon paths, if necessary).
The one thing that really can't be refluffed or done as a paragon path or build option is that one faction is a sort of steampunk/clockpunk industrial group. They explicitly don't have access to Arcane magic, instead relying entirely on technology (with a bit of divine power as well). I think we can just pretend the artificer is a martial and not arcane class for them, but they're lacking a Girl Genius-esque "mad scientist" inventor type, and it would be a lot of work to really stretch the Wizard or Bard to cover it.
So, I'm working on this class. The Engineer is everything that fantastic science can be: clockwork soldiers, Tesla guns, steam-powered jet packs, mirror death rays, bombs and grenades, etc. A few notes:
1) I know that science does not work that way. For inspirations, think of stuff like Girl Genius, Bioshock, Iron Man, and The Vinci from Rise of Legends.
2) Related to the above: I know this is going to seem like a serious stretch for what a martial class should be capable of: stunning people, throwing around Lightning, Fire, Thunder, and Poison damage likes its NBD, creating little metal army men seemingly out of nowhere. The argument I'd make is that, while its still fantastic and impossible fantasy science, it is fundamentally in-univese (and really, out of universe) not reliant on "Magic". There are rare ingredients, lots of unobtainium and phlebotonium powering the devices, but in the end it is the engineer's own brilliance, wit, and experience that lets all these components come together. It's a fine line, I know, but hopefully if you're reading this you're willing to roll with it. After all, "any sufficiently advanced technology is indistinguishable from magic", right? :smallsmile:.
3) In terms of design, it seemed to me in my research that what distinguishes Martial classes from other power sources is an emphasis on action points (Warlord, specifically) and the fact that all of them, regardless of specialization, feel like they are a bit "striker-y" (and the arguably best strikers are Martial ones). The Engineer rolls with that, hoping to do a bit more impressive damage than an Invoker or Druid or certainly a Seeker. I'm also lifting some ideas from the 3.5 Factotum (one of my favoritest classes ever made in any system).
4) Speaking of Seekers, I tried really hard for this class to avoid a lot of the pitfalls of that class even though it is "similar" in that both of them are weapon-focused controllers. Part of that is being able to target defenses other than Reflex and Will, and part of that is having non-terrible class features and control options :smalltongue:.
5) This is a serious work in progress. As anyone who has designed a 4E class probably already knows, designing a new class is like designing an entire 3.5 sourcebook in terms of the raw amount of work required. So bear with me over the coming weeks and months as I pull it together.
6) Feedback, suggestions, and even user-submitted powers, feats, and paragon paths are 100% welcome! I'd be thrilled to have an assist from more established and experienced homebrewers :smallbiggrin:.
And with all that TL;DR stuff out of the way, it's on to the show!
==================================
THE ENGINEER
http://4.bp.blogspot.com/-367yxFi56Pc/ThzPH93pK-I/AAAAAAAAAMI/AELiyIIGj3U/s1600/Girl+Genius.jpg
CLASS TRAITS:
Role: Controller - Your mad science can shock, stun, transform, incapacitate, and outright destroy all who oppose you. Whether you wade into the thick of combat with a wrench and a blade, or stand back and use gadets and guns from a distance, your enemies won't know what hit them. Depending on your choice of features and powers, you lean toward wither Leader or Striker as a secondary role.
Power Source: Martial - You have gained your powers through rigorous study of physics, alchemy, and chemistry. Also, madness. But mostly science.
Key Abilities: Intelligence, Charisma, Dexterity
Armor Proficiencies: Cloth, Leather, Hide, Chain
Weapon Proficiencies: Simple melee, simple ranged, a single martial weapon of your choice
Implements: Rods, toolkits
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 10+constitution score
Hit points per level: 4
Healing Surges Per Day: 6+constitution modifier
Trained Skills: Engineering. From the class skills list below, choose four more trained skills at 1st level:
Diplomacy, Dungeoneering, Engineering, Endurance, Heal, History, Insight, Nature, Perception, Thievery
Class Features: Alchemy, Educated, Inspiration, Weapons Tech
ENGINEER CLASS FEATURES:
Alchemy: You begin play with knowledge of how to create all alchemical items (see page ### for new alchemical items!). You pay 50% left to craft them.
Educated: You have a +1 bonus on all trained skills.
Inspiration: Engineers are known for their insight and brilliant “eureka!” moments. At 1st level you choose whether your inspiration is from your reflexes and battlefield experience, or from your charm and self confidence.
Battlefield Engineer: You have a +1 bonus to your fortitude defense and your healing surge value. These bonuses increase to +2 at 11th level and +3 at 21st level. In addition, you may spend an action point to push an enemy within 5 squares a number of spaces equal to your Dexterity modifier. That creature gains vulnerability to all damage equal to your dexterity modifier until the end of your next turn.
Dazzling Inventor: You have a +1 bonus to your initiative checks and reflex defense. This bonus increases to +2 at 11th level and +3 at 21st level. In addition, you may spend an action point to give an enemy within 5 squares a penalty to saving throws and all defenses equal to your Charisma modifier until the end of your next turn.
Weapons Tech: The key implements of the engineer are the rods and toolkits you use to create various gadgets and constructs, but you know how to fight as well, and you loving modify and enhance the weapons you carry. Any feat, power, or effect that enhances your implement attacks may also enhance your weapon attacks. For example, the Toolkit Expertise feat (page ###) would provide a bonus to your implement attacks with a toolkit, and with all weapon attacks as long as a toolkit is in your possession. When you make an attack with a weapon, you may use that weapon’s enhancement bonus on your implements, whichever is higher. When you score a critical hit with a weapon attack, you may use the bonus from your implement or your weapon (your choice).
Commentary: Alchemy is a nod to giving them some sort of ritual casting without actually giving them ritual casting. Possibly unnecessary.
Educated is a sort of inverse Skill Versatility, and is honestly mostly flavortext.
Inspiration is the meat of the class's features. Originally those abilities triggered whenever you spent an action point, which I decided seemed a bit much when the class got to Paragon and got to stack those bonuses with Paragon bonuses and with some feats. It's an alternative use to an action point now, but I'm curious if its strong enough to compete with an extra action? At any rate, the idea that hopefully comes across is that Battlefield Engineers are a bit more robust and striker-y, while Dazzling Inventors are "true controllers" (and their feat support bends them toward Leadership).
Weapons Tech was hard to word. Like the Artificer I wanted to have them juggle implements if they wanted full versatility; basically as you build an engineer you can specialize in just melee, just ranged, or just implement, but you are slightly nerfing your character to do so. I'm fine with implement juggling, but I hate that implement jugglers also have to sink multiple feats and a ton of their wealth into multiple implements. Weapons Tech is designed to fix that; you get the best implement money can buy, and take all the implement feats, and all those apply to any old sword or crossbow you pick up. Thoughts on this one?
LEVEL 1 AT-WILL EXPLOITS
Armor Buster
You make armor for a living; you know just how to break it open
At-will * Martial, Weapon
Std; Melee Weapon
Target: One creature
Attack: Int vs. AC
Hit: 1[W] + int modifier damage, and the target takes a -2 penalty to all defenses until the start of your next turn.
Level 21: 2[W] + int modifier damage
Blowtorch Blast
This probably wasn’t the intended use for this tool...but it is effective
At-will * Martial, Fire, Implement
Std; Close Blast 3
Target: All creatures in blast
Attack: Int vs. Ref
Hit: 1d8+intelligence modifier fire damage, and ongoing fire damage 2
Level 21: 2d8+intelligence modifier damage, and ongoing fire damage 5.
Cunning Strike
You hit your opponent where it hurts
At-will; Martial, Weapon
Std; Melee or Ranged Weapon
Target: One creature
Attack: Int +1 vs. AC
Hit: 1[W]+int modifier + dex modifier. If you have an action point remaining, add +2 damage.
Level 21: 2[W]+int+dex modifier, and +5 if you have an action point remaining.
Special: You may use this attack in place of a basic attack.
Scatter-cracker
You lob a small but extremely bright and noisy explosive that scatters your foes
At-will * Martial, Fire, Implement
Std; Area burst 1 within 10
Target: all creatures in burst
Attack: Int vs. Ref
Hit: 1d6+int modifier fire damage, and you may slide each hit creature one square.
Level 21: 2d6+int modifier fire damage
Transistor Cannon
You use your ranged weapon to fire a series of small, disorienting charges of electricity.
At-will; Martial, Lightning, Weapon
Std; Ranged Weapon
Target: One creature
Attack: Int vs. Ref
Hit: 1[W]+int modifier lightning damage, and the target takes a -2 penalty on attack rolls until the end of your next turn.
Level 21: 2[W]+intelligence modifier lightning damage
LEVEL 1 ENCOUNTER EXPLOITS:
Flashbang Grenade
You lob a high-energy grenade that leaves enemies blinded and reeling
Encounter * Martial, Force, Implement
Std; Area burst 1 within 10
Target: all creatures in burst
Attack: Int versus Fortitude
Hit: 1d6+intelligence modifier force damage, and the target is deafened and blinded until the end of your next round.
Proximity Mines
You scatter proximity mines across the battlefield. Enemies who trigger these mines are blasted to bits
Encounter * Martial, Fire, Implement
Std
You create two land mines in squares within 5 of you; these mines last until the end of your next turn. If an enemy enters of leaves those squares during its turn, you make the following secondary attack.
Free Reaction; When an enemy triggers landmine
Secondary Attack: Intelligence+2 vs. Ref
Hit: 2d10+intelligence modifier fire damage.
Dazzling Inventor: You instead place a number of mines equal to your charisma modifier +1.
Razor Tripwire
You fire a razor-barbed wire around a foe’s legs, causing wracking pains and hobbling their movement
Encounter * Martial, Implement
Std; Ranged 10
Target: One creature
Attack: Intelligence versus Reflex
Hit: 1d10+intelligence modifier damage, and the target is slowed and takes ongoing damage 5 (save ends both)
Battlefield Engineer: This attack deals additional damage equal to your dexterity modifier, and the target also takes a penalty to damage rolls equal to your dexterity modifier while it is slowed.
Sledgehammer Strike
You unleash a series of attacks with heavily reinforced weaponry, sending opponents flying.
Encounter * Martial, Weapon
Std; Melee or Ranged Weapon
Target: One or two creatures
Attack: Intelligence versus AC
Hit: 1[W]+intelligence modifier damage, and you push the target two squares and knock it prone.
LEVEL 1 DAILY EXPLOITS:
Curare Dart
You fire a dart from your weapon that paralyzes your victim.
Daily * Martial, Weapon
Std; Ranged Weapon
Target: One creature
Attack: Intelligence versus Fortitude
Hit: 1[W]+intelligence modifier damage, and the target is stunned until the end of your next turn and immobilized (Save Ends).
Miss: The target is immobilized until the end of your next turn.
Knockout Grenade
A small eggshell grenade releases a cloud of gas that stupefies your enemies.
Daily * Martial, Implement
Std; Area Burst 1 within 10
Target: All creatures in burst
Attack: Intelligence versus Will
Hit: The targets are slowed (save ends). The first time they fail a save, they fall unconscious (save ends).
Miss: The target is slowed until the end of your next turn.
Tesla Cannon
You draw a clockwork pistol that jolts a target with electricity, continuing to shock them long after you take your finger off the trigger.
Daily * Martial, Implement, Lightning, Reliable
Std; Ranged 10
Target: One creature
Attack: Intelligence versus Reflex
Hit: 2d8+intelligence modifier lightning damage. Whenever the target takes a minor, move, or standard action, they take 5 lightning damage after that action is complete (save ends).
Suppression Cannon
You drop an automated turret nearby. This turret’s attacks don’t deal much damage, but the relentless spray of rivets forces your foes to defend themselves at the expense of offense.
Daily * Martial, Implement, Summoning
Std; Ranged 5
You summon a turret in an unoccupied square within range that lasts until the end of the encounter. The turret has speed 0 and a +2 bonus to AC and Fortitude defenses. Once per round, you may direct the turret to make the following attack:
Minor action; Ranged 10
Target: One creature
Attack: Intelligence versus Reflex
Hit: 1d4+intelligence modifier damage, and the target can’t make opportunity attacks or gain combat advantage until the end of your next turn.