Homebrew Improvements for Summoner Artificer?

Post/Author/DateTimePost
#1

JeffGroves

May 02, 2012 9:49:36
I've wanted to play a summoner artificer in Eberron for a while and now I finally got my chance. The campaign's at L17, I've gone down the Clockwork Engineer PP and have Dancing Weapon, Relentless Harrier, and Animated Arbalester as my summons. I know it's seen as subpar compared to other leaders, but I like the fluff so much I want to tweak it to make it work.

What homebrew rules/modifications would you suggest for making a Clockwork Engineer on par with other leaders? I'm thinking some kind of buffs/debuffs/auras on the summons to tempt monsters into attacking them, but other suggestions would also be nice.
#2

TheMalteseFalchion

May 05, 2012 17:46:33
There are some feats you can invest in:

Tome Expertise will cause creatures adjacent to your summons and conjurations to grant combat advantage.  Note the wording on this feat does not require you to use a tome as an implement, nor do you need to be proficient in tomes to take the feat.

Defensive Minions gives a +2 feat bonus to all defenses on your summons, which stacks with the Clockwork Engineer feature, as that one is a power bonus.

Carceri's Manacles will slow any enemies that end their turn adjacent to your summons.

If you're an Eladrin, Redistribute Minions is awesome for instant repositioning.