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View Full Version : D&D 4e Class Acts: The Power Armor Artificer (PEACH!)



Hawk7915
2015-11-30, 04:21 PM
Preamble: 4E may be dead in print, but it lives on in our hearts. As a class released in the Eberron supplement, the Artificer got precious little love in 4th Edition and even with a few unique tricks and one of the strongest at-wills in the game, ultimately felt boring and was outstripped in almost all leading duties by the Warlord and Cleric (as was true of all roles; the PH1 classes just got more love by virtue of existing longer). The class most notably lacked any real choices; you chose secondaries but the features were more or less the same throughout, making one artificer more or less the same as any especially at Heroic.

This "Class Act" aims to fix that, allowing a substitute feature that takes the artificer in a very, very different direction. The inspiration? Mr. Tony Stark himself, the Invincible Iron Man. The idea is rather than buffing others, this class outfits itself with a suit of indestructible power armor that the player can customize with feats and Paragon Paths. This armor thus allows the artificer to dish out tons of pain while also sheltering and healing allies.


Power Armor Artificer Options:

Power Armor: An Artificer is a master of enhancing armor and weapons, but you take it to a whole new level. You can call a suit of powered armor to protect and shield you from harm while empowering your allies. Encased in magical steel, you are comfortable leading from the frontlines and shrugging off attacks while delivering devastating blows to enemies that open them up for further attack.

You may select this class feature in place of the “Arcane Empowerment” and “Arcane Rejuvenation” features; it replaces both.

Alternate Class Feature:
You gain proficiency with Chain and Scale armor. You may add your Strength Modifier, instead of your Constitution modifier, to your starting Hit Points and your healing surges per day. You gain access to the “Call Power Armor” encounter power. Additionally, if you have the “Shielding Elixir” Healing Infusion, the character also regains Hitpoints equal to your Strength modifier when it ends the effect of that power (Strength modifier +5 at 11th level, Strength modifier +10 at 21st level). Finally, when you or an ally uses the Daily Power of a magic item, in addition to the normal effects, that character gains a bonus to the damage roll of their next attack equal to your Strength modifier.

Call Power Armor * Artificer Feature
With a word, you channel your magical resources into a suit of armor that sheathes you and your allies in protective energy and enchanted iron.
Encounter * Arcane, Armorer
Minor Action * Range: Self
Requirement: You must have at least one unused Daily Arcane power, which you expend to use this power.
Effect: You call a suit of enchanted power armor to you. The armor confers a variety of benefits, depending on the level of power expended:

Level 1: You and adjacent allies gain Temporary Hitpoints equal to your Strength modifier, and you and all adjacent allies have a +1 power bonus to AC until the end of the encounter.
Level 5: You and adjacent allies gain Temporary Hitpoints equal to your Strength modifier + 5, and you and all adjacent allies have a +2 power bonus to AC until the end of the encounter.
Level 9: You and adjacent allies gain Temporary Hitpoints equal to your Strength modifier +10, and you and all adjacent allies have a +3 power bonus to AC until the end of the encounter.
Level 15: You and adjacent allies gain Temporary Hitpoints equal to your Strength modifier +20, and you and all adjacent allies have a +3 power bonus to all defenses until the end of the encounter.
Level 19: You and adjacent allies gain Temporary Hitpoints equal to your Strength modifier +25, and you and all adjacent allies have a +4 power bonus to all defenses until the end of the encounter.
Level 25: You and adjacent allies gain Temporary Hitpoints equal to your Strength modifier +35, and you and all adjacent allies have a +4 power bonus to all defenses and damage rolls until the end of the encounter.
Level 29: You and adjacent allies gain Temporary Hitpoints equal to your Strength modifier +40, and you and all adjacent allies have a +5 power bonus to all defenses and damage rolls until the end of the encounter.

Designer Note: I have no idea if this is powerful enough to justify burning a daily. It is near-surge value in THPs, and a hefty power bonus...but no damage, no debuffs, no nada. I am toying with some dailies that grant an extra benefit when consumed to create Armor...is this necessary? Or are the benefits of Call Armor + the various Armored feats enough?

New Artificer Powers:
Note: Many powers have the "Armorer" tag. This new attack type indicates a power that has additional effects while your hero is Armored by the "Call Power Armor" ability. You are considered Armored for the entire encounter once using "Call Power Armor".
Heroic Powers
Staggering Smash * Artificer Attack 1
You empower your weapon with sheer force, striking them with a blow that leaves them distracted and vulnerable to attack from a flanking ally.
At-will * Arcane, Armorer, Force, Weapon
Standard Action -- Melee Weapon
Target: One enemy
Attack: Intelligence versus AC
Hit: 1[W] + Intelligence modifier Force damage, and an ally that is flanking the target may make a melee basic attack against the target as a free action.
-- Level 21: 2[W] + Intelligence modifier damage.
Special: If you are Armored, this attack deals additional damage equal to your Strength modifier and the target is also knocked prone if hit.

Target Locked * Artificer Attack 1
You emblazon an enemy with a target that makes them an easy mark for your allies to find.
At-will * Arcane, Armorer, Force, Implement
Standard Action -- Ranged 10
Target: One enemy
Attack: Intelligence versus Reflex
Hit: 1d8 Force damage, and the next ally to attack the target may roll two d20 and choose the higher result.
-- Level 21: 2d8 Force damage.
Special: If you are Armored, you deal additional damage equal to your Intelligence modifier with this attack, and the next ally to attack the target also gains a power bonus to damage rolls against the target equal to your Strength modifier.

Designer Notes:Obviously these are stronger for Armored Artificers, but I wanted to make them legitimately competitive options for artificers in general. Part of me fears they are too good for armored Artificers as a result, especially "Target Locked". Thoughts?

Suppressive Fire - Artificer Attack 1
You unleash a spray of fiery darts from your gauntlet that distract enemies, allowing you and your allies to move into position.
Encounter * Arcane, Armorer, Fire, Implement
Standard Action -- Close Blast 2
Target: Each enemy in Blast
Attack: Intelligence versus Fortitude
Hit: 1d8 + Intelligence modifier Fire damage, and the targets can't make Reaction or Interrupt actions until the end of your next turn.
Effect: You or an ally in the Blast may shift a number of squares equal to your Strength modifier.
Special: If you are Armored, the attack's range is Close Blast 3 instead.

Focus Fire -- Artificer Attack 1
From your chest, a burst of pure electric energy sears forth lighting the way for your ally's attacks.
Daily * Arcane, Armorer, Lightning, Implement
Standard Action -- Ranged 20
Target: One creature
Attack: Intelligence versus Reflex
Hit: 2d10 + Intelligence modifier Lightning damage.
Effect: An ally within 10 squares may make a ranged or melee basic attack against the target.
Special: If you expend the use of this power to use your "Call Power Armor" power, an adjacent ally may make a ranged or melee basic attack as a free action.

Repulsing Beam -- Artificer Attack 3
You use beams of pure force to shove enemies away and pull allies into a more advantageous position.
Encounter * Arcane, Armorer, Force, Implement
Standard Action -- Ranged 10
Target: One enemy
Attack: Intelligence versus Fortitude
Hit: 2d6 + Intelligence modifier Force damage, and you push the target four squares.
Effect: You slide an ally within 10 squares four squares.
Special: If you are Armored, the Push and Slide area instead equal to three plus your Strength modifier.

Rising Phoenix Rocket -- Artificer Attack 5
You rise up from the ground, fire blasting enemies away as you fly to a safer location and help your allies recover for a counter strike.
Daily * Arcane, Fire, Implement
Standard Action -- Close Burst 2
Requirement: You must be prone and bloodied to use this power.
Target: Each creature in burst
Attack: Intelligence versus Reflex
Hit: 3d8 + Intelligence modifier fire damage, and the target is pushed three squares and knocked prone.
Effect: You fly up to your speed, and then you or an ally within 5 squares may spend a healing surge.
Designer Notes:
This shows my other design strategy for armorers - a daily power that is fairly strong for its level, but also situational. You have to be bloodied and either spend an action or get knocked prone to use this and ultimately it's pretty light leading and control. It's a decent power to have in your back pocket early in the day, and if it never comes up you can just burn it and Call Armor instead

Rocket-leap Assault -- Artificer Attack 7
With rocket-powered boots, you fly forward to slam your weapon into a foe. The attack leaves them dazed and vulnerable to an ally's attack.
Encounter * Arcane, Armorer, Weapon
Standard Action -- Melee Weapon
Special: You must use this power as part of a charge. It replaces the Melee Basic attack.
Target: One creature
Attack: Intelligence versus AC
Hit: 2[W] + Intelligence modifier damage, and the target is slowed.
Effect: An ally within 5 squares may also charge the target.
Special: If you are Armored, you gain a +2 Power bonus to speed for this action, and the target is also Dazed if hit.

Shadow-hunter Drone -- Artificer Attack 9
You summon a drone that observes and detects lurking foes, firing off small projectiles that lights them up.
Daily * Arcane, Implement, Summoning
Minor Action -- Ranged 1
Effect: You summon an armored drone into your square or an adjacent square. The drone is a tiny creature that has a speed of 2 and Fly Speed of 4 (Hover). It sheds light like a torch within 4 squares. You may give the Drone the following special commands.
** Guiding Aura: Aura 3 - Allies within the aura get a +1 bonus to attack rolls and a +5 bonus to Perception checks. Enemies within the aura can't gain Combat Advantage.
** Standard Action Attack: Ranged 10, One creature, Intelligence versus Reflex, 1d6 + Intelligence modifier damage and the target can't hide, shift, teleport, or turn invisible this turn and takes a -2 penalty to all defenses until the start of your next turn.
** Immediate Interrupt: When an enemy within 10 squares attempts to shift, hide, teleport, or turn invisible, the Drone may make its standard action attack against the triggering enemy.


Paragon Powers:

Sledgehammer Strike - Artificer Attack 17
You smash your opponent with mechanical precision, like a smith at the forge, driving them to the ground.
Encounter * Arcane, Weapon
Standard Action -- Melee Weapon
Target: One creature
Attack: Intelligence versus AC, two attacks
Hit: 1[W] Damage, and the target takes a -2 penalty to all defenses until the end of your next turn.
Special: If you use a hammer to make this attack, you may make a third attack.
Effect: A target hit twice by this power is knocked prone. A target hit three times is dazed until the start of your next turn.


Epic Powers:
Clean Slate Burst -- Artificer Attack 27
You eject from your armor, renewing yourself and your allies while self-destructing the suit to ravage nearby foes.
Encounter -- Arcane, Armorer, Fire, Force, Healing, Implement
Standard Action -- Close Burst 3
Requirement: You must be Armored to use this power.
Target: Each enemy in burst
Attack: Intelligence versus Reflex
Hit: 4d8 + Intelligence modifier Fire and Force damage, and the target is pushed three squares and dazed until the start of your next turn. This attack deals additional damage equal to the amount of Temporary Hitpoints you have.
Effect: You teleport to a square within 10 squares. You are no longer Armored, and lose all your Temporary hitpoints. You and each ally within 10 squares may spend a healing surge and regain additional hitpoints equal to your Intelligence modifier. You and each ally within 10 squares may make a saving throw against one effect that a save could end, with a bonus equal to your strength modifier.



New Artificer Paragon Paths:
The Silver Centurion

Prerequisite: Artificer, "Power Armor" Class feature
"Don't worry. I may not be able to save you, but rest assured I will avenge you."

Sometimes, the best defense is a good offense, and the best way to protect your allies is to take a central role in the fight and draw your enemy's attention away from them. Artificers who utilize powered armor are renowned for being tough as nails and sheltering their allies, but for some this isn't enough. Utilizing their magical armor, the Silver Centurion acts as an indestructible wall that their allies can lean on for support and protection. The Silver Centurion is fearless and focuses on reinforcing their armor and mind to make themselves a leader of the frontlines of battle.

Silver Centurion Paragon Path Features:
Armored Avenger (11th): You gain access to the "Avenging Bastion" Power. While you wear Heavy Armor, you gain an additional +1 Class bonus to all defenses.
Avenging Bastion -- Silver Centurion Feature
You worn a foe that should they strike your allies, you will find them and seek vengeance.
At-will * Arcane
Minor Action -- Close Burst 5
Requirement: You must be Armored to use this power.
Special: You may use this power only once each turn.
Target: One enemy in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
If your marked target makes an attack that doesn't include you as a target, it takes a −2 penalty to attack rolls. If that attack hits, you may shift a number of squares equal to your Strength modifier as long as you end that shift closer to the target than you began, and you gain a bonus to attack rolls against the target equal to your Strength modifier until the end of your next turn.

Centurion's Action (11th): When you spend an action point to take an additional standard action, you gain Resist All equal to 10 + your strength modifier until the end of your next turn.

Chrome Dome (16th Level): You gain a +2 class bonus to Saving Throws. This bonus improves to +4 while you are Armored.

Silver Centurion Paragon Path Powers:
Centurion's Rush -- Silver Centurion Attack 11
You charge a foe that attacked your teammate, pummeling them and bolstering the wounded with armor plating.
Encounter * Arcane, Weapon
Standard Action -- Melee Weapon
Special: You may use this attack in place of a melee basic attack while charging.
Target: One enemy who is marked by you.
Hit: 2[W] + Intelligence modifier damage, and the target is Weakened (save ends).
Effect: An ally adjacent to you or the target gains temporary hitpoints equal to your Strength modifier + 10. If that ally already has Temporary Hitpoints, it may instead make a melee basic attack as a free action.

Multi-layered Plating -- Silver Centurion Utility 12
Your armor is infinitely complex, layered with complex enchantments and shields that you can enhance and multiply to shield you from harm.
Encounter * Arcane
Immediate Interrupt -- Self
Trigger: An enemy attacks you and you have Temporary Hitpoints.
Effect: You gain a power bonus to all defenses until the start of your next turn based on the amount of Temporary Hitpoints you have:

5-10: +4 bonus
10-20: +5 bonus
20-30: +6 bonus
40+: +7 bonus

Pulse-Bolt Torpedo -- Silver Centurion Attack 20
You launch a pulsing, radiant missile crafted to bathe the impact area in energy that heals your allies and scorches your foes.
Daily * Arcane, Fire, Healing, Implement, Radiant
Standard Action -- Area Burst 1 within 10
Target: Each enemy in burst
Attack: Intelligence +2 versus Reflex
Hit: 3d8 + Intelligence modifier radiant damage.
Effect: The attack creates a zone of pulsing light until the end of your next turn. Allies that begin their turn in the zone regain hitpoints equal to your Strength modifier and may use their second wind as a minor action. Enemies that begin their turn in the zone are dealt Fire damage equal to your Strength modifier.
Sustain: Minor. The zone persists.

New Artificer Feats:

Armored Senses
Prerequisite: Power Armor Class Feature
Benefit: While Armored you have a +2 feat bonus to Perception and you have Darkvision. The bonuses improve to +4 at 11th level and +6 at 21st level.

Armored Speed
Prerequisite: Power Armor Class Feature
Benefit: While Armored, you gain a +2 feat bonus to Speed.

Armorer’s Expertise
Prerequisite: Power Armor Class Feature
Benefit: You gain a +1 feat bonus to attack rolls made with Crossbows, Hammers, and Wands. In addition, while armored you gain a +1 feat bonus to all damage rolls. These benefits increase to +2 at 11th level and +3 at 21st level.

Power Fist
Prerequisite: Power Armor Class Feature
Benefit: While Armored, you may treat your armored fist as both a weapon and an implement that you are proficient in for all your powers. For the purpose of feats and powers, the Power Fist is considered a Wand and a Hammer. As a weapon, it is a melee weapon with a +3 Proficiency bonus and deals 1d10 damage with the Brutal 1 property. The proficiency bonus applies only on weapon attacks, not implement attacks. Each time you use the “Call Power Armor” ability, you may choose one magical weapon or implement in your position, and confer the magical enhancements, properties, and powers of that weapon onto your Power Fist.

Armored Leap
Prerequisite: Armored Speed, 11th level
Benefit: You have a +5 bonus to Athletics and Acrobatics checks while Armored, and have a fly speed of 6 but a maximum altitude of 1.

Reactive Armor
Prerequisite: Power Armor class feature, 11th level
Benefit: You can now use your “Call Power Armor” feature as no action, even when it isn’t your turn and even if surprised.

Sheltering Armor
Prerequisite: Power Armor Class Feature, 11th level
Benefit: The bonuses of your “Call Power Armor” ability now apply to all allies within 5 squares, instead of adjacent allies.

Jet Armor
Prerequisite: Armored Speed, 21st level
Benefit: While Armored, you have a fly speed of 6 and can hover, and when you shift you may shift up to one additional square.

Reserve Power
Prerequisite: Power Armor Class Feature, 21st level
Benefit: Once per day, you may use your “Call Power Armor” feature without expending a daily power, instead gaining the bonus of the highest level Daily Power that you have access to.

Hawk7915
2015-12-02, 06:41 PM
Added all the Heroic tier powers and a paragon path. My goal is a few more Paragon and Epic powers and two more PPs: The Commando Savant (a stealthy/tricky character who utilizes their "Armor" for invisibility and teleportation) and the Giant-breaker (a path focused on making the biggest, baddest weapons and armor to bring down the biggest, baddest targets). Any feedback?