Level by Level Discussion (Heroic, Paragon)
Level 1 - Snapshot
Race: Goliath (PHB2) [Spot on attributes, a few nice racials we'll use and good flavour.]
Class: Battlemind (PHB3)
Psionic Study: Persistent Harrier (PsP1) [Aggressive feature for instant action - just what we want.]
Background: +2 Intimidate (Out for Revenge, Dr373) [You're peace loving, but easily fall into a rage when provoked.]
Ability Scores
Strength 14 (+2)
Constitution 20 (+5)
Dexterity 12 (+1)
Intelligence 8 (-1)
Wisdom 12 (+1)
Charisma 10 (+0)
Maxed Con due high impact on accuracy and damage, the rest spread to meet the basic needs. If you want you can go with a more balanced spread like 14/18/12/8/16/10 or even 15/18/14/8/14/10 if you want to grab Bludgeon Mastery or Scale Specialisation later.
Hit Points / Bloodied: 35 / 17 (15 base + 20 Con)
Healing Surges: 14 (9 base + 5 Con)
Healing Surge Value: 8 HP
Strong start due high Con, and no need to invest here due other features like Stone's Endurance.
Defenses
AC: 17 (10 base +7 Scale)
Fortitude: 15 (10 base +5 Con)
Reflex: 11 (10 base +1 Dex)
Will: 14 (10 base +1 Wis +2 class +1 racial)
Not great, but that's the price you pay for aggression - and everything except Reflex is still solid enough.
Attacks
Maul: +7 // [2d6]+5 dmg (+2 prof +5 Con // +5 Con)
RBA (Throwing Hammer): +4 // [1d6]+2 dmg (+2 prof +2 Str // +2 Str) - Range 5/10
Solid accuracy and big damage, just as we need it.
Initiative: +1 (+1 Dex)
Speed: 5 (6 base -1 armor)
Powers
At-Will: L1 Conductive Defense (PsP1); L1 Vicious Cobra Strike (PsP1) // Power Points: 2
Encounter: R: Stone's Endurance (PHB2)
Daily: L1 Accelerating Strike (PsP1)
We start our set with two basic powers - first Conductive Defense as workload power that is both very precise and yet slaps a solid debuff onto the target, enough to keep it in check even if we didn't mark it. Vicious Cobra Strike is our power to mark more creatures, finish of wounded targets or Minions and even throw out some solid AoE damage and debuff in case the enemies want to swarm us. You could replace VCS with Twisted Eye (PHB3) or Bull's Strength (PHB3) for more classical control features, but these two fit the build perfectly.
Our racial power offers a nice resilience boost, that we usually want to use early against the first barrage - and later it will see some nice upgrade.
Accelerating Strike is just the right combination of a solid opening punch that grants us big mobility to start with, and an encouter long debuff to said mobility. In case you prefer more control you can pick Aspect of Bitter Ice (PsP1), in case you want more surviveability take Aspect of Elevated Harmony (PHB3).
Feats
L1 Melee Training (Constituation) (PHB2)
Sad but true, we need it.
Notable Skills
Athletics: +9 (+5 trained +2 Str +2 racial), roll twice for climb & jump
Endurance: +10 (+5 trained + 5 Con)
Intimidate: +7 (+5 trained +2 background)
Nature: +3 (+1 Wis +2 racial)
Not great, but nobody expects you to perform big feats here. You can get by in town, and you are fit to survive in nature.
Gear (100gp)
Scale Armor (45gp)
Maul (30gp)
2x Throwing Hammer (10gp)
Adventurer's Kit (15gp)
Level 2
Feats: We take Goliath Greatweapon Prowess (PHB2) as we're looking for the maximum punch we can get.
Powers: We naturally grab Inspiring Fortitude (PHB3) - it can easily turn the tide at our level, as the tHP for our allies easily equal their bloodied value in HP.
If you want to jump straight to maximising Defender abilities take Telepathic Challenge (PHB3), but I recommend to wait a bit. Bounding Leap (PHB3) and Scrambling Climb (PHB3) are good Athletic Skill Powers if you're more interested in mobility. Endure Pain (PHB3) is probably an overkill in defense as we already have Stone's Endurance, and Grit and Spittle (Dr385), which is nice but still too unreliable and only works against save ends effects.
Gear (1.920gp)
L4, 840gp: Avalanche Maul +1 (AV2)
L2, 520gp: Veteran's Scale Armor +1 (AV1)
L2, 520gp: Badge of the Berserker +1 (AV2)
40gp left
A huge increase to our offensive arsenal. Charging is already a solid damage booster, and the Avalanche Maul is the most fearsome weapon you can get your hands on at this level range. Mobs tend to avoid Defenders, and still we can gain some base distance thanks to Blurred Step - and afterwards charge without fear of OAs. If they stick, all the better for us...
Veteran's Armor is a nice boost for that moment when we jumped right into the heat.
Level 3
Powers: We grab Momentum Swing (PsP1), as it provides solid and reliable mobility. It also offers the strongest one-two punch you'll find at this level, matching very well with our newly found love for charges and helps us getting an ally out of trouble if we need to.
If your prefer hard control you could instead take Spectral Legion (PHB3), which also synergises with Crippling Crush - but we'll have to wait with that feat and damage wise we don't get that much bang for our buck either.
We also gain two very needed PPs.
Gear (2.560gp / +640gp)
L2, 520gp: Bracers of Mighty Striking +2 (PHB1)
160gp left
It might not apply to every attack, but MBAs are still of frequent use for us as OAs and with charges.
Level 4
Attributes: +1 Con, +1 Wis
This is what we'll raise from first to last, as Wis will become a secondary damage attribute and also helps with our important Will defense.
Feats: We MC Warden with Defender of the Wild (PHB2), which also grants us Nature. But most important we gain a free action burst 1 mark, which has huge amount of uses - just keep extra mobs in check, save PPs, mark after charging, mark after using Persistent Harrier or just keep mobs in check if a turn brought a sudden and unexpected surprise.
Gear (3.200gp / +640gp)
L2, 520gp: Boots of Adept Charging (AV1)
280gp left
Another useful upgrade to our charge, as we can now reposition ourselves afterwards and thus much better shield our allies.
Level 5
Powers: This levels hails the arrival of the mighty Nightmare Vortex (PHB3), a Daily that let's use break up mob formations and keep them close. We already invested more than enough into carnage, and this helps significantly with our Defender abilities.
If you seek more resilience take a look at Aspect of Living Stone (PHB3). If you instead seek even more damage, Empathic Feedback (PsP1) offers a big and yet quite literal burst of damage.
Gear (4.480gp / +1.280gp)
L4, 840gp: Gauntlets of Blood (AV2)
L3, 680gp: Demonskin Tattoo (AV2)
40gp left
Still more slots to fill, and thus we further increase our damage and get some on demand resistance against common yet painful elemental damage.
Level 6 - Snapshot
Race: Goliath (PHB2)
Class: Battlemind (PHB3)
Psionic Study: Persistent Harrier (PsP1)
Background: +2 Intimidate (Out for Revenge, Dr373)
Ability Scores
Strength 14 (+2)
Constitution 21 (+5)
Dexterity 12 (+1)
Intelligence 8 (-1)
Wisdom 13 (+1)
Charisma 10 (+0)
Hit Points / Bloodied: 66 / 33 (15 base + 21 Con + 30 level)
Healing Surges: 14 (9 base + 5 Con)
Healing Surge Value: 16 HP
Defenses
AC: 21 (10 base +3 level +7 Scale +1 enh)
Fortitude: 19 (10 base +3 level +5 Con +1 enh)
Reflex: 15 (10 base +3 level +1 Dex +1 enh)
Will: 18 (10 base +3 level +1 Wis +1 enh +2 class +1 racial)
Nothing to cheer about, but we have the resilience to take it and the punch to return it.
Attacks
Maul: +11 // [2d6]+8 dmg (+3 level +2 prof +5 Con +1 enh // +5 Con +2 feat +1 enh)
-- bonus damage: +2 vs bloodied, +1d10 & prone on crit
-- MBA: 2d6+10 dmg
-- charge: 5d6+10 dmg
Good baseline damage and a big oomph and charges - if we do and hit something bloodied, it's most likely dead afterwards.
Initiative: +4 (+3 level +1 Dex)
Speed: 5 (6 base -1 armor)
Powers
At-Will: L1 Conductive Defense (PsP1); L1 Vicious Cobra Strike (PsP1); L3 Momentum Swing (PsP1) // Power Points: 4
Encounter: R: Stone's Endurance (PHB2); L2: Telepathic Challenge (PHB3); L6: Psionic Ambush (PHB3)
Daily: L1 Accelerating Strike (PsP1); L5: Nightmare Vortext (PHB3)
We pick up Psionic Ambush for free CA and as great mobility power - overcome movement debuffs, chase down mobs that are eating our squishys, etc etc.
Furthermore Inspiring Fortitude got replaced by Telepathic Challenge, as the increasing HP total lowered its strength somewhat and our Leader should be already improving on the healing front. On the other hand Telepathic Challenge opens up a very nice combo here - just see below.
Other good picks include Everybody Move (PHB3) to rearrange mobs to keep them in check, Mental Triumph (PsP1) for a bigger but just daily mobility insurance and Natural Terrain Understanding (Dr385) to get your allies out of trouble.
Feats
L1 Melee Training (Constituation) (PHB2)
L2 Golith Greatweapon Prowess (PHB2)
L4 Defender of the Wild (PHB2)
L6 Guard of Stone (Dr379)
That's a huge combat opener, particularly if we jump right into the middle of the mobs with Persistent Harrier. Mark everything around you, then give yourself a good resistance and at the same time keep all the mobs on you, as a -7 mark penalty just ain't funny for them. Then wait for the next round to nuke them all with your AoE.
Notable Skills
Athletics: +12 (+3 level +5 trained +2 Str +2 racial), roll twice for climb & jump
Endurance: +13 (+3 level +5 trained + 5 Con)
Intimidate: +10 (+3 level +5 trained +2 background)
Nature: +11 (+3 level +5 trained +1 Wis +2 racial)
Gear (6.400gp / +1.920gp)
L6, 1800gp: Horned Helmet +1d6 (AV1)
L4, 840gp: Avalanche Maul +1 (AV2)
L4, 840gp: Gauntlets of Blood (AV2)
L3, 680gp: Demonskin Tattoo (AV2)
L2, 520gp: Veteran's Scale Armor +1 (AV1)
L2, 520gp: Badge of the Berserker +1 (AV2)
L2, 520gp: Bracers of Mighty Striking +2 (PHB1)
L2, 520gp: Boots of Adept Charging (AV1)
160gp left
No big upgrades here as we lack the gold, but we complete our charging equipment with a stylish Horned Helmet.
Level 7
Powers: We get the very aggressive Forceful Reversal (DSCS), which replaces Momentum Swing. It's a tough decision, but MS provided the least focus fire, and due our new setup we can do multi-attacks well with Vicious Cobra Strike and get mobility from Psionic Ambush. Furthermore it was the least efficient in PP usage and thus a corner case option anyway.
Forceful Reversal on the other hand let's use regularly generate extra attacks and either set-up a follow-up charge (you don't need to take the shift) or round up mobs to smack them with an AoE, and the extra CA is great. The 2pA option is reserved only for big control needs. If your allies have Headman's Chop, or you prefer an Axe or Heavy Blade build, that option becomes of course a lot more interesting.
Yes, we do skip Lightning Rush here. The reason is that it doesn't synergise well with our focus fire approach, and it burns PPs much too quickly. But don't question what you know about BMs - we'll pick it up later in our career.
And of course we also gain 2 more PPs.
Gear (9.600gp / +3.200gp)
L9, 4200gp: Avalanche Maul +2 (AV2) [replaces: Avalanche Maul +1, 840gp]
We burn our last copper, but true to the spirit welcome our upgraded and shiny weapon. We somewhat lack behind on defenses, but Forceful Reversal just turned that weakness into an asset.
Level 8
Attributes: +1 Con, +1 Wis
Feats: We grab Markings of the Victor (PHB2) here. A great racial feat that ensures that Persistent Harrier triggers reliably, that the first OA hits or that the first charge connects - a great investment.
Gear (12.800gp / +3.200gp)
L7, 2600gp: Badge of the Berserker +2 (AV2) [replaces: Badge of the Berserker +1, 520gp]
1.120gp left
We finally start upping our defense, and NADs are the first priority.
Level 9
Powers: There's one really outstanding choice for us here, and that's Shattered Time (PsP1), as it creates a whole zone arounds us where we can defend and double stack OA with mark - just mind the sustain minor.
If that's not your cup of tea, you currently use one of the few builds that can reasonably employ Lion's Charge (PsP1) - but it is spread damage, and don't really count on finding three mobs close to each other and chargable. If you don't like either, both L1 and L5 still offer good alternatives.
Gear (16.000gp / +3.200gp)
L7, 2600gp: Veteran's Scale Armor +2 (AV1) [replaces: Veteran's Scale Armor +1, 520gp]
L6, 1800gp: Iron Armbands of Power +2 (AV1) [replaces: Bracers of Mighty Striking +2, 520gp]
960gp left
At last we upgade our AC and then also upgrade our bracers to apply to all melee attacks.
Level 10
Feats: Our OAs slowly lack the straight killing ability they had before, so we keep melee mobs in check much tighter with Sudden Roots (PHB2) - and it's also a great precursor for next level, which brings back the punch as well.
Powers: As we tend to go up against the biggest and baddest targets, we get Shadow Ally (PHB3). It's a great boost to defense and requires the mobs to chase it down with single target attacks, then hitting our upgradeded defenses and still provoking all kinds of punishment like OAs and marks. Remember to stay in range, but also remember that you can move it together with your regular move and range is only checked at the end of each of your turns - so feel free to hide it in some nice safe corner.
Battle Aspect (PHB3) is a solid alternative here, as it not only provides on demand Resist All when our gear doesn't cut it, but it also takes care of the nearing onslaught of hated movement debuffs in Paragon. Mind that as Polymorph it's not compatible with our Aspect powers. Reactive Surge (PHB3) helps with our high healing demand, in case your Leader is on the weak side of it - but it doesn't boost our Surge and blocks our Immediate.
Gear (22.400gp / +6.400gp)
L10, 5000gp: Diamond Cincture +1 (AV1)
2.360gp left
We just fill our last slot with a little defense boost combined with an on-demand emergency heal.
Level 11 - Snapshot
Race: Goliath (PHB2)
Class: Battlemind (PHB3)
Paragon Path: Son of Mercy (Dr370) [The pick of the PP is crucial, as it opens up a huge damage boost, and in particular one that is compatible with our soon to come Brutal Barrage. Mind the way you apply your Lawbreaker's Doom and chose your target wisely. The PP feature is somewhat superficial, but it can help against mobile Skirmishers and the like, particularly in combination with the L12 PP Utility power.]
Psionic Study: Persistent Harrier (PsP1)
Background: +2 Intimidate (Out for Revenge, Dr373)
Ability Scores
Strength 15 (+2)
Constitution 23 (+6)
Dexterity 13 (+1)
Intelligence 9 (-1)
Wisdom 15 (+2)
Charisma 11 (+0)
Hit Points / Bloodied: 98 / 49 (15 base + 23 Con + 60 level)
Healing Surges: 15 (9 base + 6 Con)
Healing Surge Value: 24 HP
Defenses
AC: 27 (10 base +5 level +9 Scale +3 enh)
Fortitude: 24 (10 base +5 level +6 Con +2 enh +1 item)
Reflex: 18 (10 base +5 level +1 Dex +2 enh)
Will: 22 (10 base +5 level +2 Wis +2 enh +2 class +1 racial)
Yes, Reflex is very weak - but that's the price we'll have to pay. We'll do something about it soon, and we at least have some mobility utilities to mitigate possible movement debuffs.
Attacks
Maul: +15 // [2d6]+13 dmg (+5 level +2 prof +6 Con +2 enh // +6 Con +3 feat +2 enh +2 item)
-- bonus damage: +8 (6 Con + 2 Wis) & slow vs Lawbreaker, +2 vs bloodied, +2d10 & prone on crit
-- charge: 5d6+13 dmg
-- OA: 2d6+19 dmg & slow
Our combo becomes ever more dangerous - at this level with a big step where we can add Con & Wis to our focus fire target and Con to our OAs - plus plenty of slowing.
Initiative: +6 (+5 level +1 Dex)
Speed: 5 (6 base -1 armor)
Powers
At-Will: L1 Conductive Defense (PsP1); L1 Vicious Cobra Strike (PsP1); L7 Forceful Reversal (PsP1) // Power Points: 6
Encounter: R: Stone's Endurance (PHB2); PP: Lawbreaker's Doom (recharges) (Dr370); L2: Telepathic Challenge (PHB3); L6: Psionic Ambush (PHB3); L11: Dispenced Justice (Dr370)
Daily: L1 Accelerating Strike (PsP1); L5: Nightmare Vortext (PHB3); L9: Shattered Time (PsP1); L10 Shadow Ally (PHB3)
Lawbreaker's Doom is the very reason we picked Son of Mercy and is already explaind.
Dispenced Justice is quite useless due our low Str, but you can gamble on a hit in dire situations or next level when we get Hammer Rhythm kill off badly wounded targets with it, before they can do harm - but usually Mind Spike is better, even though it's a reaction.
Feats
L1 Melee Training (Constituation) (PHB2)
L2 Golith Greatweapon Prowess (PHB2)
L4 Defender of the Wild (PHB2)
L6 Guard of Stone (Dr379)
L8 Markings of the Victor (PHB2)
L10 Sudden Roots (PHB2)
L11 Crippling Crush (PrP)
Con bonus damage every time we hit with an attack that slows... which is all the time against our Lawbreaker and with all OAs - great !
Notable Skills
Athletics: +14 (+5 level +5 trained +2 Str +2 racial), roll twice for climb & jump
Endurance: +16 (+5 level +5 trained +6 Con)
Intimidate: +12 (+5 level +5 trained +2 background)
Nature: +14 (+5 level +5 trained +2 Wis +2 racial)
Gear (32.000gp / +9.600gp)
L12, 13000gp: Mindhunter's Wyvernscale +3 (PsP1) [replaces: Veteran's Scale Armor +2, 2600gp]
L10, 5000gp: Diamond Cincture +1 (AV1)
L9, 4200gp: Avalanche Maul +2 (AV2)
L7, 2600gp: Badge of the Berserker +2 (AV2)
L6, 1800gp: Iron Armbands of Power +2 (AV1)
L6, 1800gp: Horned Helmet +1d6 (AV1)
L4, 840gp: Gauntlets of Blood (AV2)
L3, 680gp: Demonskin Tattoo (AV2)
L2, 520gp: Boots of Adept Charging (AV1)
1.560gp left
Upgrading our armor early is never wrong. We switch our trusty Veteran's Armor for the Mindhunter's, as by now daze and similar become ever more common - and it's in anticipation of more defense against those conditions soon.
Level 12
Feats: Further pushing our damage output we grab Hammer Rhythm (PHB1) - now misses don't hurt as much... or in fact still hurt the mobs quite a bit, considering our high Con.
Powers: We gain Red Death (Dr370) - not only a great prepartion for an AoE and another useful marking power, but we can recover our Lawbreaker's Doom in case the first target is unreacheable, as the power recharges after killing any LD target and subsequently allows us to have two at the same time if necessary.
Gear (48.000gp / +16.000gp)
L13, 17000gp: Breakchain Tattoo (Paragon) (AV2) [replaces: Demonskin Tattoo, 680gp]
1.240gp left
The Tattoo helps in case all our mobility options to fail and thereby gives us a nice on-demand mobility insurance - great !
Level 13
Feats: We retrain Goliath Greatweapon Prowess into Lasting Frost (PHB1), as the former doesn't apply to...
Powers: Brutal Barrage (PHB3) - all hail the mighty ! This is what we have been preparing for all the time, and this is when our damage output goes from substantial to stellar - not even mentioning that the mob on the recieving end is in very bad luck right now due being prone, slowed and usually marked. We lose Conductive Defense for it, and while it has served us well, BB is just surperior.
While you should freely use the one PP to augment BB, be mindful if you really need it. Finishing off a well bloodied mob, particularly due the high reliablility of multiple attacks and damage on miss due Hammer Rhythm, will often let you get by well on just three attacks.
Oh, and of course we get PPs again - altough this time it's only one.
Gear (64.000gp / +16.000gp)
L13, 17000gp: Frost Warhammer +3 (PHB1) [replaces: Avalanche Maul +2, 4200gp]
L2, 520gp: Siberys Shard of Merciless Cold +1 (EPG)
free: Heavy Shield
3.920gp left
Now the fun begins, as we start abusing the cold vulnerability with Brutal Barrage and also bring our regular hits a bit back to old damage levels. Use the daily power on a crit or when you somehow attack an off-target and want to slow it or just reap the benefits or Crippling Crush. As our weapon die doesn't matter for BB, we change to the good sturdy Heavy Shield and Warhammer.
To get around cold resistance just pick up some cheap Whetstones - they add damage, so you keep both cold and whatever else. I recommend acid as rarely resisted or lightning for some very nice AoE damage with the multiattacks of BB.
Level 14
Abilities: +1 Con, +1 Wis
We hit a nice even score again - and already see the big difference it makes in our Brutal Barrage - a hit now does 3 more damage... with up to four attacks...
Powers: As our damage is now up where it should be, we can work on our Defender capabilities again. Yes, exactly... it's time to switch Forceful Reversal for Lightning Rush (PHB3). I guess I don't need to tell you how to use that - redirect AoEs, double attack ranged mobs with LR and an OA and don't spam it unnecessarily or get eaten by OAs in the process.
Feats: It's late, but it's unavoidable by now - we take Weapon Expertise (Hammer) (PHB2).
Gear (80.000gp / +16.000gp)
L14, 21000gp: Cloak of Distortion +3 (AV1) [replaces: Badge of the Berserker +2, 2600gp]
1.520gp left
We slowly replace our charging equipment and thereby upgrade our NADs as well. You should have noticed that we demand plenty of attention due both our Defender as well as Striker capabilities - let's make it harder for the mobs to focus fire or force them to come close, so they clump for AoEs or are just in our own striking range.
Level 15
Powers: We replace Accelerating Strike with Inconstant Location (L5, PsP1), as the latter gives our mobility a much better boost. We can get around all kinds of movement debuffs, get out of being swarmed and we can prone a mob and then just teleport away one square so it can reach nothing.
Mind Blade (PHB3) is another solid option... if you run together with a melee Striker, preferabily big on multi-attacks like Ranger or Barbarian. Then you can set him up for an absolutely brutal Coup de Grace combo - but you yourself cannot really exploit it. Precognitive Eye (PsP1) can provide a solid encounter long buff for your attack and Aspect of Raging Tempest (PsP1) gives you an encounter long control over your marked victims, even if they are far away. At last a straight control is offered by Crushing Wave Strike (PsP1) or Aspect of Desert Storm (DSCS), the latter offering some nice mobility boost as well.
Gear (111.200gp / +31.200gp)
L14, 21000gp: Circlet of Arkhosia (Paragon) (PH

rB) [replaces: Horned Helmet +1d6, 1800gp]
L10, 5000gp: Strikebacks (AV1) [replaces: Gauntlets of Blood +2, 840gp]
L7, 2600gp: Boots of the Fencing Master (AV1) [replaces: Boots of Adept Charging, 520gp]
L6, 1800gp: Solitaire (Cinnabar) (AV1)
3.800gp left
The Circlet allows us to get rid off some of the most nasty conditions before they ruin our turn, in particular allowing us even to save against conditions a save cannot normally end ! A nice synergy with our amor, and it'll even get better next level.
The boots are not only good mobility, but they should provide a constant bonus thanks to our regular shifting as well as our favourite Blurred Step. Furthermore we pick up our first Solitaire to make use of the regular crits we procude with our many attacks - some emergency save never hurts.
At last the Strikebacks increase our early round damage spike, as we have recently lost Forceful Reversal, and provide a nice bonus to OAs as well. We don't get Gloves of Ice, as Brutal Barrage is the damage workhorse and doesn't profit from it, and as explained above we don't really need the cold resistance braking. Gauntlets of Brutality are another option later, but as they only apply after proning, they are most useful on AP turns to produce damage spikes - but again Strikebacks are better there due the full extra attack.
Level 16 - Snapshot
Race: Goliath (PHB2)
Class: Battlemind (PHB3)
Paragon Path: Son of Mercy (Dr370) [We get a new feature that will provide us with a solid stream of tHP no matter our rather low Str. Not overwhelming, but a free and solid boost to our survivability, and we had our good feature already at L11.]
Psionic Study: Persistent Harrier (PsP1)
Background: +2 Intimidate (Out for Revenge, Dr373)
Ability Scores
Strength 15 (+2)
Constitution 24 (+7)
Dexterity 13 (+1)
Intelligence 9 (-1)
Wisdom 16 (+3)
Charisma 11 (+0)
Hit Points / Bloodied: 129 / 64 (15 base + 24 Con + 90 level)
Healing Surges: 16 (9 base + 7 Con)
Healing Surge Value: 32 HP
-- save vs any Daze & Stun effect at start of turn with a +6 bonus
Some great new condition mitigation we have - see feats for additional details.
Defenses
AC: 34 (10 base +8 level +10 Scale +4 enh +2 Shield)
Fortitude: 29 (10 base +8 level +7 Con +3 enh +1 item)
Reflex: 24 (10 base +8 level +1 Dex +3 enh +2 Shield)
Will: 27 (10 base +8 level +3 Wis +3 enh +2 class +1 racial)
-- +1 to AC & Reflex [item] after shifting TEONT
-- +3 vs ranged [item] from more than 5 squares away
Solid all around, although not exceptional. Reflex got some help with the Shield. Two solid conditional bonuses - one common and one vs focus fire.
Attacks
Warhammer: +22 // [1d10]+13 cold dmg (+8 level +2 prof +7 Con +3 enh +2 exp // +7 Con +3 enh +2 item +1 Shard)
-- bonus damage: +10 (7 Con + 3 Wis) & slow vs Lawbreaker, +5 cold vs vulnerable targets, +3d6 on crit
-- OA: 1d10+20 cold dmg & slow, +1 to attack
-- miss: 7 dmg (Hammer Rhythm)
-- Brutal Barrage: 3-4x attacks, hit 22 cold dmg / miss 7 dmg (7 Con + 3 Wis Lawbreaker + 7 Con Crippling Crush + 5 cold vul / 7 Con Hammer Rhythm)
Our pure base damage hasn't improved that much recently, but our OAs have punch, anyone eating regular attacks is further punished by cold vulnerability - and behold any victim of our Brutal Barrage.
Initiative: +8 (+8 level +1 Dex)
Speed: 5 (6 base -1 armor)
Powers
At-Will: L1 Vicious Cobra Strike (PsP1); L7 Lightning Rush (PHB3); L13 Brutal Barrage (PHB3) // Power Points: 7
Encounter: R: Stone's Endurance (PHB2); PP: Lawbreaker's Doom (recharges) (Dr370); L2: Telepathic Challenge (PHB3); L6: Psionic Ambush (PHB3); L11: Dispenced Justice (Dr370); L12: Red Death (Dr370); L16: Savage Intent (DSCS)
Daily: L5 Inconstant Location (PsP1); L5: Nightmare Vortext (PHB3); L9: Shattered Time (PsP1); L10 Shadow Ally (PHB3)
We pick up our second per encounter trick to defend the whole party for a turn. Savage Intent let's use chase down all marked mobs, threatening Mind Spike and probably OAs as well - you become a true whirlwind for one round.
Feats
L1 Melee Training (Constituation) (PHB2)
L4 Defender of the Wild (PHB2)
L6 Guard of Stone (Dr379)
L8 Markings of the Victor (PHB2)
L10 Sudden Roots (PHB2)
L11 Crippling Crush (PrP)
L12 Hammer Rhythm (PHB1)
L13 Lasting Frost (PHB1)
L14 Weapon Expertise (Hammer) (PHB2)
L16 Focused Mind (PHB3)
We complement our recently aquired helmet with a mighty +6 total save bonus against the dread Dazed / Stunned conditions to make sure we shed them before they do harm.
Notable Skills
Athletics: +17 (+8 level +5 trained +2 Str +2 racial), roll twice for climb & jump
Endurance: +20 (+8 level +5 trained +7 Con)
Intimidate: +15 (+8 level +5 trained +2 background)
Nature: +18 (+8 level +5 trained +3 Wis +2 racial)
Gear (160.000gp / +48.800gp)
L17, 65000gp: Mindhunter's Wyrmscale +4 (PsP1) [replaces: Mindhunter's Wyvernscale +3, 13000gp]
L14, 21000gp: Cloak of Distortion +3 (AV1)
L14, 21000gp: Circlet of Arkhosia (Paragon) (PH

rB)
L13, 17000gp: Frost Warhammer +3 (PHB1)
L13, 17000gp: Breakchain Tattoo (Paragon) (AV2)
L10, 5000gp: Diamond Cincture +1 (AV1)
L10, 5000gp: Strikebacks (AV1)
L7, 2600gp: Boots of the Fencing Master (AV1)
L6, 1800gp: Iron Armbands of Power +2 (AV1)
L6, 1800gp: Solitaire (Cinnabar) (AV1)
L2, 520gp: Siberys Shard of Merciless Cold +1 (EPG)
free: Heavy Shield
1.400gp left
Another healthy armor upgrade - enjoy it !
Level 17
Powers: We replace Vicious Cobra Strike with Battle Vortex (PHB3). While VCS combined AoE damage nicely with some debuffing, BV is just a huge combat opener. The basic versions are nice to deal with Minions or Artillery - although you should seriously consider just nuking the latter - and the 4pA version creates a big zone that forces the mobs either to stay next to you or be immobilised for one round afterwards. It might be expensive, but it's great when your group is up against melee mobs - just start nuking in the round afterwards. You can even catch more mobs in the zone if you use intra turn repositioning (LR and BS) smartly.
We also gain 2 PPs to pay for these expensive powers.
Gear (240.000gp / +80.000gp)
L18, 85000gp: Frost Warhammer +4 (PHB1) [replaces: Frost Warhammer +3, 17000gp]
L11, 9000gp: Dice of Auspicious Fortune (Dr381)
4.400gp left
Time to upgrade our weapon...
... and we also get these nice dice - we already can double roll our first attack, but sometimes we also want our second attack like Battle Vortex to land with reliability, and these dice do that.
Level 18
Attributes: +1 Con, +1 Wis
Feats: While we can keep most mobs in check with Blurred Step, sometimes we run into difficult terrain or multi-shifting mobs like Skirmishers. Harrying Step (PsP1) solves just that, as we can convinently teleport to any square - without limitation of distance - adjacent to the target after it has shifted. Just mind that for defensive purposes you'll still have to rely on your regular shift.
Gear (320.000gp / +80.000gp)
L19, 105000gp: Cloak of Distortion +4 (AV1) [replaces: Cloak of Distortion +3, 21000gp]
400gp left
A defense upgrade is all that we got money for - but still important due both straight NADs as well as bonus ranged defense.
Level 19
Powers: While it is a very strong power, Shattered Time is replaced by Vengeful Mind (PHB3). The reason is that while it can generate lots of attacks, we by now a quite a few similar tools at hand on encounter basis, and it eats up our minor action which really hurts - Nightmare Vortex is just better in that regard. But less talking about the loss and more about the gain - VM is simply a huge incentative for any Solo to stay focused on us, because even AoE attacks that don't trigger our mark (but do trigger Lightning Rush, mind) give us a big boost to accuracy. Considering those mobs often have higher defenses, and what our BB can do - particularly in the soon to be Epic - that translates in lots of damage and thus much quicker dead mobs.
If you seek some different utility you might like Aspect of Stolen Identity (PHB3) - its augment is solid extra damage on BB, and with many mobs it can bring nice control as well, as they just debuff themselves.
Gear (400.000gp / +80.000gp)
L13, 17000gp: Farslayer Warhammer +3 (AV1)
L13, 17000gp: Ring of Giants (Dr378)
L12, 13000gp: Stone of Earth (AV2)
L12, 13000gp: Siberys Shard of Merciless Cold +3 (EPG) [replaces: Siberys Shard of Merciless Cold +1, 520gp]
L11, 9000gp: Solitaire (Citrine) (AV1)
11.920gp left
A lot of miscellaneous items - another Solitaire for a healing boost, the Stone provides a re-roll for the rare case that our double roll at combat opening doesn't cut it, the Shard just increases our non-BB damage while the Ring also improves BB damage due the high crit frequency.
At last the Farslayer is more backup than anything, as we are so extremly mobile - but you might never know, so that's a little but well spent gold.
Level 20
Feats: Weapon Focus (Hammers) (PHB1) here we come ? Noo... it will in fact be just a short visit, because next level we'll get something even better...
Powers: Blood Oath Fulfilled (Dr370) is nothing spectecular, but it comes with the PP. And it in fact is solid AoE damage and a debuff with a quite normal hit chance if you remember to combine it with Red Death - something we can use in case the mobs really want to try to swarm us.
Gear (560.000gp / +160.000gp)
L16, 45000gp: Iron Armbands of Power +4 (AV1) [replaces: Iron Armbands of Power +2, 1800gp]
L16: 45000gp: Solitaire (Aquamarin) (AV1)
L15, 25000gp: Premonition Ring (AV1)
59.400gp left
Another Solitaire for spike damage, some non-BB damage upgrade and finally some spare money for our last slot, a second ring - a little back-up against surprise never hurts, and at the moment there's nothing overwhelming that we might want to place there instead.