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.