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Grey Ioun Stone Marker: Half-Elf Tank 3.0 Catch-22
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<blockquote data-quote="MwaO" data-source="post: 6704238" data-attributes="member: 12749"><p>A Battlemind|Fighter - Defender|Defender build with one of the nastiest catch-22 problems out there.</p><p></p><p>Essentially, uses Daring Blade from Bard to be a Con/Cha build. Mixes and matches from both sets of powers - Brash Strike means the build gets to add +Cha to Defenses, Brutal Barrage means lots of attacks, and Lightning Rush gives great options for attacking out of turn. Eldritch Strike is for the melee basic.</p><p></p><p>Hide</p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Battlemind|Fighter, level 13</p><p>Half-Elf, Fighter|Battlemind, Daring Blade</p><p>Psionic Augmentation (Hybrid): Hybrid Power Point Option</p><p>Versatile Expertise: Versatile Expertise (Hammer)</p><p>Versatile Expertise: Versatile Expertise (Wand)</p><p>Hybrid Talent: Combat Specialty</p><p>Eldritch Strike: Eldritch Strike Constitution</p><p>Combat Specialty: Combat Superiority (Hybrid)</p><p>Background: Akanûl (Akanûl Benefit)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 13, Con 21, Dex 13, Int 9, Wis 11, Cha 21.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 12, Con 16, Dex 12, Int 8, Wis 10, Cha 16.</p><p></p><p></p><p>AC: 30 Fort: 25 Reflex: 22 Will: 25</p><p>HP: 108 Surges: 14 Surge Value: 27</p><p></p><p>TRAINED SKILLS</p><p>Streetwise +16, Bluff +16, Endurance +14, Perception +11</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +5, Arcana +5, Diplomacy +13, Dungeoneering +6, Heal +6, History +5, Insight +8, Intimidate +11, Nature +6, Religion +5, Stealth +5, Thievery +5, Athletics +5</p><p></p><p>FEATS</p><p>Level 1: Melee Training (Charisma) (retrained to Versatile Master at Level 11)</p><p>Level 2: Versatile Expertise</p><p>Level 4: Hybrid Talent</p><p>Level 6: Battering Shield</p><p>Level 8: Bardic Dilettante</p><p>Level 10: Harlequin Style</p><p>Level 11: Hindering Shield</p><p>Level 12: Arcane Familiar</p><p></p><p>POWERS</p><p>Dilettante: Eldritch Strike</p><p>Hybrid at-will 1: Twisted Eye</p><p>Hybrid at-will 1: Brash Strike</p><p>Psionic Defense (Hybrid): Blurred Step</p><p>Hybrid daily 1: Steel Unity Strike</p><p>Hybrid utility 2: Psionic Vigor</p><p>Hybrid at-will 3: Twisted Eye (replaces Twisted Eye)</p><p>Hybrid encounter 3: Shield Edge Block</p><p>Hybrid daily 5: Rain of Steel</p><p>Hybrid utility 6: Daring Shot</p><p>Hybrid at-will/encounter 7: Lightning Rush</p><p>Hybrid daily 9: Iron Tomb</p><p>Hybrid utility 10: Fighter's Grit</p><p>Hybrid at-will/encounter 13: Brutal Barrage (replaces Spectral Legion)</p><p></p><p>ITEMS</p><p>Timeless Locket +3, Heavy Shield, Wyvernscale Armor of Dwarven Vigor +3, Staggering Warhammer +3, Rushing Cleats</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</p><p></p><p></p><p>Level 21 version:</p><p></p><p>Hide</p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Battlemind|Fighter, level 21</p><p>Half-Elf, Fighter|Battlemind, Daring Blade, Invincible Mind</p><p>Eldritch Strike: Eldritch Strike Constitution</p><p>Psionic Augmentation (Hybrid): Hybrid Power Point Option</p><p>Versatile Expertise: Versatile Expertise (Hammer)</p><p>Versatile Expertise: Versatile Expertise (Wand)</p><p>Hybrid Talent: Combat Specialty</p><p>Combat Specialty: Combat Superiority (Hybrid)</p><p>Background: Akanûl (Akanûl Benefit)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 13, Con 24, Dex 15, Int 10, Wis 12, Cha 24.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 11, Con 16, Dex 13, Int 8, Wis 10, Cha 16.</p><p></p><p></p><p>AC: 36 Fort: 36 Reflex: 30 Will: 34</p><p>HP: 159 Surges: 16 Surge Value: 39</p><p></p><p>TRAINED SKILLS</p><p>Intimidate +22, Bluff +22, Endurance +24, Perception +16</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +10, Arcana +10, Diplomacy +19, Dungeoneering +11, Heal +11, History +10, Insight +13, Nature +11, Religion +10, Stealth +10, Streetwise +17, Thievery +10, Athletics +9</p><p></p><p>FEATS</p><p>Level 1: Melee Training (Charisma) (retrained to Versatile Master at Level 11)</p><p>Level 2: Versatile Expertise</p><p>Level 4: Hybrid Talent</p><p>Level 6: Battering Shield</p><p>Level 8: Bardic Dilettante</p><p>Level 10: Harlequin Style</p><p>Level 11: Hindering Shield</p><p>Level 12: Arcane Familiar</p><p>Level 14: Hammer Shock</p><p>Level 16: Paragon Defenses (retrained to Robust Defenses at Level 21)</p><p>Level 18: Striking Resurgence</p><p>Level 20: Improved Initiative</p><p>Level 21: Overwhelming Impact</p><p></p><p>POWERS</p><p>Dilettante: Eldritch Strike</p><p>Hybrid at-will 1: Brash Strike</p><p>Hybrid at-will 1: Twisted Eye</p><p>Psionic Defense (Hybrid): Blurred Step</p><p>Hybrid daily 1: Steel Unity Strike</p><p>Hybrid utility 2: Psionic Vigor</p><p>Hybrid at-will 3: Twisted Eye (replaces Twisted Eye)</p><p>Hybrid encounter 3: Shield Edge Block</p><p>Hybrid daily 5: Rain of Steel</p><p>Hybrid utility 6: Daring Shot</p><p>Hybrid at-will/encounter 7: Lightning Rush</p><p>Hybrid daily 9: Iron Tomb</p><p>Hybrid utility 10: Fighter's Grit</p><p>Hybrid at-will/encounter 13: Brutal Barrage (replaces Twisted Eye)</p><p>Hybrid daily 15: Unyielding Avalanche (replaces Steel Unity Strike)</p><p>Hybrid utility 16: Iron Warrior</p><p>Hybrid at-will/encounter 17: Anvil of Doom (replaces Shield Edge Block)</p><p>Hybrid daily 19: Mind Blade (replaces Iron Tomb)</p><p></p><p>ITEMS</p><p>Heavy Shield, Diamond Cincture (paragon tier), Staggering Warhammer +4, Timeless Locket +4, Foe Binder Ring (paragon tier), Dwarven Wyrmscale Armor +4, Strikebacks (heroic tier), Iron Armbands of Power (paragon tier), Rushing Cleats (heroic tier), Circlet of Arkhosia (paragon tier)</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</p><p></p><p></p><p></p><p>Level 21 version post-Essentials:</p><p></p><p>Hide</p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Battlemind|Fighter, level 21</p><p>Half-Elf, Fighter|Battlemind, Daring Blade, Invincible Mind</p><p>Eldritch Strike: Eldritch Strike Constitution</p><p>Psionic Augmentation (Hybrid): Hybrid Power Point Option</p><p>Hybrid Talent: Combat Specialty</p><p>Combat Specialty: Combat Superiority (Hybrid)</p><p>Background: Akanûl (Akanûl Benefit)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 13, Con 24, Dex 15, Int 10, Wis 12, Cha 24.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 11, Con 16, Dex 13, Int 8, Wis 10, Cha 16.</p><p></p><p></p><p>AC: 36 Fort: 36 Reflex: 30 Will: 34</p><p>HP: 159 Surges: 16 Surge Value: 39</p><p></p><p>TRAINED SKILLS</p><p>Intimidate +22, Bluff +22, Endurance +24, Perception +16</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics +10, Arcana +10, Diplomacy +19, Dungeoneering +11, Heal +11, History +10, Insight +13, Nature +11, Religion +10, Stealth +10, Streetwise +17, Thievery +10, Athletics +9</p><p></p><p>FEATS</p><p>Level 1: Melee Training (Charisma) (retrained to Versatile Master at Level 11)</p><p>Level 2: Bludgeon Expertise</p><p>Level 4: Hybrid Talent</p><p>Level 6: Battering Shield</p><p>Level 8: Master of Stories</p><p>Level 10: Harlequin Style</p><p>Level 11: Hindering Shield</p><p>Level 12: Improved Defenses</p><p>Level 14: Hammer Shock</p><p>Level 16: Arcane Familiar</p><p>Level 18: Striking Resurgence</p><p>Level 20: Improved Initiative (retrained to Superior Initiative at Level 11)</p><p>Level 21: Overwhelming Impact</p><p></p><p>POWERS</p><p>Dilettante: Eldritch Strike</p><p>Hybrid at-will 1: Brash Strike</p><p>Hybrid at-will 1: Twisted Eye</p><p>Psionic Defense (Hybrid): Blurred Step</p><p>Hybrid daily 1: Living Fortress</p><p>Hybrid utility 2: Psionic Vigor</p><p>Hybrid at-will 3: Twisted Eye (replaces Twisted Eye)</p><p>Hybrid encounter 3: Shield Edge Block</p><p>Hybrid daily 5: Rain of Steel</p><p>Hybrid utility 6: Kirre's Roar</p><p>Hybrid at-will/encounter 7: Lightning Rush</p><p>Hybrid daily 9: Iron Tomb</p><p>Hybrid utility 10: Fighter's Grit</p><p>Hybrid at-will/encounter 13: Brutal Barrage (replaces Twisted Eye)</p><p>Hybrid daily 15: Unyielding Avalanche (replaces Living Fortress)</p><p>Hybrid utility 16: Iron Warrior</p><p>Hybrid at-will/encounter 17: Anvil of Doom (replaces Shield Edge Block)</p><p>Hybrid daily 19: Mind Blade (replaces Iron Tomb)</p><p></p><p>ITEMS</p><p>Heavy Shield, Diamond Cincture (paragon tier), Staggering Warhammer +4, Timeless Locket +4, Foe Binder Ring (paragon tier), Dwarven Wyrmscale Armor +4, Strikebacks (heroic tier), Iron Armbands of Power (paragon tier), Rushing Cleats (heroic tier), Circlet of Arkhosia (paragon tier)</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======</p><p></p><p>Tactics:</p><p>Hide</p><p>So what does this build do and do differently than the normal tank builds:</p><p>Can use Charisma to make martial melee attack rolls at 11th. This explains the oddball Str score for the Fighter side.</p><p></p><p>Harlequin Style: Brash Strike with +Cha to defenses. At 11th+, this ends up being +3 to +7 bonus to all defenses against my primary marked target. Woe to the Solo without bonus damage on CA when this happens...this also results in pretty good at-will damage due to the high Con.</p><p></p><p>Slide: Eldritch Strike can slide 7 squares at 13th(1 for Eldritch, 1 for Bludgeoning Expertise, 1 for Battering Shield, 1 for Rushing Cleats, 3 for Staggering Weapon)</p><p></p><p>Okay, but how is this different? It is different in that it has both elements of a catch-22 going on and extremely strongly - in the round, the character generally does the following:</p><p>Brash Strike with Harlequin Stance.</p><p></p><p>So now the opponent has a number of options, all of which are bad:</p><p>Try to shift and charge. If the enemy shifts, it activates Combat Challenge and then Blurred Step. On the charge, it then provokes an OA, which gives yet another attack and the potential of stopping it. Odds are pretty high of being Slid and Slowed, which can remove any possible targets.</p><p></p><p>Try to attack the Battlemind|Fighter. Due to Harlequin Stance and the +5 from Cha(+6 or better after 13th), this means effectively +3 to all defenses and the possibility of a Shield Edge Block to make that +7.</p><p></p><p>Try to move, then charge. OA can stop the move, slide the foe 6 squares away from opponents, and then unlike most Tank builds, this results in the opponent now being slowed. Likely, the target is still nearby, and so triggers Lightning Rush. With the Augment 2, the character is now the target of the attack and has the +3 to all defenses.</p><p></p><p>Attack an opponent while adjacent to this character. CC, if it hits, slides the target 6 squares away and slows it - as it is an interrupt, the attack is almost certainly negated.</p><p></p><p>Do a Close Burst. Best option, but still, going to be targeting the attack at a -3 to the Battlemind, -7 if Shield Edge Block is still available.</p><p></p><p>------------</p><p></p><p>Also, another option available to the character is to simply use the melee basic as a controller might - slide 7 + slow is quite nasty - hit an enemy in front of me, slide him next to someone I want to also mark, move up to them both, and spend a power point to augment so they're both marked. Or slide them through a trap or zone. Or slide them out of range of everyone so they can't even attack if they're a melee monster.</p><p></p><p>If someone is trying to block me from getting an my intended target, I can use the melee basic on them or even just use the Brash Strike on them and when someone else triggers my Lightning Rush option, I can then move around them - they'll likely miss with their OA. This also works when I want to cause other kinds of havoc, such on my first turn before my initiative comes up.</p><p></p><p>Finally, the Arcane Familiar is a Gallant Hawk - this gives all the benefits of Daunting Challenge(-3 to marks who don't attack you) and also grants a +2 to Perception and an encounter marking power.</p><p></p><p></p><p>[/sblock]</p><p></p><p>30th level version</p><p>[sblock level 30]</p><p>====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Battlemind|Fighter, level 30</p><p>Half-Elf, Fighter/Battlemind, Daring Blade, Invincible Mind</p><p>Eldritch Strike Option: Eldritch Strike Charisma</p><p>Psionic Augmentation (Hybrid) Option: Hybrid Power Point Option</p><p>Hybrid Talent Option: Psionic Study (Hybrid)</p><p>Psionic Study (Hybrid) Option: Speed of Thought (Hybrid)</p><p>Half-Elf Power Selection Option: Dilettante</p><p>Akanûl (Akanûl Benefit)</p><p> </p><p>FINAL ABILITY SCORES</p><p>STR 13, CON 26, DEX 15, INT 10, WIS 12, CHA 26</p><p> </p><p>STARTING ABILITY SCORES</p><p>STR 11, CON 16, DEX 13, INT 8, WIS 10, CHA 16</p><p> </p><p> </p><p>AC: 46 Fort: 47 Ref: 38 Will: 47</p><p>HP: 215 Surges: 17 Surge Value: 53</p><p> </p><p>TRAINED SKILLS</p><p>Bluff +28, Endurance +32, Intimidate +28, Religion +20</p><p> </p><p>UNTRAINED SKILLS</p><p>Acrobatics +15, Arcana +15, Athletics +14, Diplomacy +25, Dungeoneering +16, Heal +16, History +15, Insight +18, Nature +16, Perception +16, Stealth +20, Streetwise +23, Thievery +15</p><p> </p><p>POWERS</p><p>Basic Attack: Melee Basic Attack</p><p>Basic Attack: Ranged Basic Attack</p><p>Fighter Attack: Combat Challenge</p><p>Battlemind Feature: Battlemind's Demand</p><p>Battlemind Feature: Blurred Step</p><p>Battlemind Feature: Speed of Thought</p><p>Bard Feature: Majestic Word</p><p>Warlock Attack 1: Eldritch Strike</p><p>Fighter Attack 1: Brash Strike</p><p>Fighter Utility 2: Glowering Threat</p><p>Battlemind Utility 6: Winged Weapon</p><p>Religion Utility 6: Deliverance of Faith</p><p>Battlemind Attack 7: Lightning Rush</p><p>Fighter Utility 10: Fighter's Grit</p><p>Daring Blade Attack 11: Weapon Display</p><p>Daring Blade Utility 12: Defensive Posture (Daring Blade)</p><p>Fighter Attack 13: Anvil of Doom</p><p>Fighter Attack 15: Unyielding Avalanche</p><p>Battlemind Attack 15: Mind Blade</p><p>Fighter Utility 16: Iron Warrior</p><p>Daring Blade Attack 20: Offensive Spin Slash</p><p>Fighter Utility 22: Martial Supremacy</p><p>Fighter Attack 25: Reaper's Stance</p><p>Invincible Mind Utility 26: Indomitable Strategem</p><p>Battlemind Attack 27: Brilliant Recovery</p><p> </p><p>FEATS</p><p>Level 2: Bludgeon Expertise</p><p>Level 4: Hybrid Talent</p><p>Level 6: Quick Reactions</p><p>Level 8: Master of Stories</p><p>Level 10: Harlequin Style</p><p>Level 11: Hindering Shield</p><p>Level 11: Versatile Master</p><p>Level 12: Improved Defenses</p><p>Level 14: Hammer Shock</p><p>Level 16: World Serpent's Grasp</p><p>Level 21: Overwhelming Impact</p><p>Level 21: Superior Initiative</p><p>Level 22: Rapid Combat Challenge</p><p>Level 22: Quickened Spellcasting</p><p>Level 24: Armor Specialization (Scale)</p><p>Level 26: Skill Power</p><p>Level 28: Martial Mastery</p><p>Level 30: Epic Will</p><p> </p><p>ITEMS</p><p>Heavy Shield x1</p><p>Strikebacks (heroic tier) x1</p><p>Ring of Free Time (epic tier) x1</p><p>Dwarven Titanscale Armor +6 x1</p><p>Circlet of Arkhosia (epic tier) x1</p><p>Iron Armbands of Power (epic tier) x1</p><p>Belt of the Witch King (paragon tier) x1</p><p>Staggering Warhammer +6 x1</p><p>Greater Ring of Invisibility (epic tier) x1</p><p>Stone of Earth (paragon tier)</p><p>Dice of Auspicious Fortune (paragon tier)</p><p>Backlash Tattoo (heroic tier) x1</p><p>Airstriders (epic tier) x1</p><p>Cloak of Distortion +6 x1</p><p>Feyslaughter Warhammer +5</p><p>====== End ======[/sblock]</p><p></p><p>Epic Tactics:</p><p>Show</p><p></p><p>Belt of Witch King is likely powered by Offensive Spin Slash for 40 hp of instant healing 1/day.</p><p></p><p>Moves 12 squares upon rolling initiative, likely goes first with a +41 Initiative. On the 1st turn, he's got a speed of 8 due to Quick Reactions. Airstriders mean he can fly 10 squares as a move action. So let's say something is flying 21 squares up, cackling evilly about how poor melee types will never get to it. He flies 10 squares up, does Martial Supremacy stance, then charges it with Eldritch Strike. He gets to roll twice to hit and on a hit, slides it 8 squares down and slows it. He then APs to charge it. Again getting to roll twice to hit, and on a hit, he slides it 8 squares down, dazes it(Overwhelming Strike) and prones it(World Serpent). He then falls down on his feet standing right next to it.</p><p></p><p>Ring of Free Time allows Greater Invisibility Ring use, Quickened Spellcasting with Eldritch Strike, swapping out weapons if there's a teleport threat, etc...</p><p></p><p>Defenses are usually going to be a lot higher than they appear - he gets effectively +7 to all defenses against Brash Strike target, +2 to all defenses from Concealment after a milestone after using Ring of Greater Invisibility, and +6 to all defenses against ranged attacks that are too far away from him)</p></blockquote><p></p>
[QUOTE="MwaO, post: 6704238, member: 12749"] A Battlemind|Fighter - Defender|Defender build with one of the nastiest catch-22 problems out there. Essentially, uses Daring Blade from Bard to be a Con/Cha build. Mixes and matches from both sets of powers - Brash Strike means the build gets to add +Cha to Defenses, Brutal Barrage means lots of attacks, and Lightning Rush gives great options for attacking out of turn. Eldritch Strike is for the melee basic. Hide ====== Created Using Wizards of the Coast D&D Character Builder ====== Battlemind|Fighter, level 13 Half-Elf, Fighter|Battlemind, Daring Blade Psionic Augmentation (Hybrid): Hybrid Power Point Option Versatile Expertise: Versatile Expertise (Hammer) Versatile Expertise: Versatile Expertise (Wand) Hybrid Talent: Combat Specialty Eldritch Strike: Eldritch Strike Constitution Combat Specialty: Combat Superiority (Hybrid) Background: Akanûl (Akanûl Benefit) FINAL ABILITY SCORES Str 13, Con 21, Dex 13, Int 9, Wis 11, Cha 21. STARTING ABILITY SCORES Str 12, Con 16, Dex 12, Int 8, Wis 10, Cha 16. AC: 30 Fort: 25 Reflex: 22 Will: 25 HP: 108 Surges: 14 Surge Value: 27 TRAINED SKILLS Streetwise +16, Bluff +16, Endurance +14, Perception +11 UNTRAINED SKILLS Acrobatics +5, Arcana +5, Diplomacy +13, Dungeoneering +6, Heal +6, History +5, Insight +8, Intimidate +11, Nature +6, Religion +5, Stealth +5, Thievery +5, Athletics +5 FEATS Level 1: Melee Training (Charisma) (retrained to Versatile Master at Level 11) Level 2: Versatile Expertise Level 4: Hybrid Talent Level 6: Battering Shield Level 8: Bardic Dilettante Level 10: Harlequin Style Level 11: Hindering Shield Level 12: Arcane Familiar POWERS Dilettante: Eldritch Strike Hybrid at-will 1: Twisted Eye Hybrid at-will 1: Brash Strike Psionic Defense (Hybrid): Blurred Step Hybrid daily 1: Steel Unity Strike Hybrid utility 2: Psionic Vigor Hybrid at-will 3: Twisted Eye (replaces Twisted Eye) Hybrid encounter 3: Shield Edge Block Hybrid daily 5: Rain of Steel Hybrid utility 6: Daring Shot Hybrid at-will/encounter 7: Lightning Rush Hybrid daily 9: Iron Tomb Hybrid utility 10: Fighter's Grit Hybrid at-will/encounter 13: Brutal Barrage (replaces Spectral Legion) ITEMS Timeless Locket +3, Heavy Shield, Wyvernscale Armor of Dwarven Vigor +3, Staggering Warhammer +3, Rushing Cleats ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== Level 21 version: Hide ====== Created Using Wizards of the Coast D&D Character Builder ====== Battlemind|Fighter, level 21 Half-Elf, Fighter|Battlemind, Daring Blade, Invincible Mind Eldritch Strike: Eldritch Strike Constitution Psionic Augmentation (Hybrid): Hybrid Power Point Option Versatile Expertise: Versatile Expertise (Hammer) Versatile Expertise: Versatile Expertise (Wand) Hybrid Talent: Combat Specialty Combat Specialty: Combat Superiority (Hybrid) Background: Akanûl (Akanûl Benefit) FINAL ABILITY SCORES Str 13, Con 24, Dex 15, Int 10, Wis 12, Cha 24. STARTING ABILITY SCORES Str 11, Con 16, Dex 13, Int 8, Wis 10, Cha 16. AC: 36 Fort: 36 Reflex: 30 Will: 34 HP: 159 Surges: 16 Surge Value: 39 TRAINED SKILLS Intimidate +22, Bluff +22, Endurance +24, Perception +16 UNTRAINED SKILLS Acrobatics +10, Arcana +10, Diplomacy +19, Dungeoneering +11, Heal +11, History +10, Insight +13, Nature +11, Religion +10, Stealth +10, Streetwise +17, Thievery +10, Athletics +9 FEATS Level 1: Melee Training (Charisma) (retrained to Versatile Master at Level 11) Level 2: Versatile Expertise Level 4: Hybrid Talent Level 6: Battering Shield Level 8: Bardic Dilettante Level 10: Harlequin Style Level 11: Hindering Shield Level 12: Arcane Familiar Level 14: Hammer Shock Level 16: Paragon Defenses (retrained to Robust Defenses at Level 21) Level 18: Striking Resurgence Level 20: Improved Initiative Level 21: Overwhelming Impact POWERS Dilettante: Eldritch Strike Hybrid at-will 1: Brash Strike Hybrid at-will 1: Twisted Eye Psionic Defense (Hybrid): Blurred Step Hybrid daily 1: Steel Unity Strike Hybrid utility 2: Psionic Vigor Hybrid at-will 3: Twisted Eye (replaces Twisted Eye) Hybrid encounter 3: Shield Edge Block Hybrid daily 5: Rain of Steel Hybrid utility 6: Daring Shot Hybrid at-will/encounter 7: Lightning Rush Hybrid daily 9: Iron Tomb Hybrid utility 10: Fighter's Grit Hybrid at-will/encounter 13: Brutal Barrage (replaces Twisted Eye) Hybrid daily 15: Unyielding Avalanche (replaces Steel Unity Strike) Hybrid utility 16: Iron Warrior Hybrid at-will/encounter 17: Anvil of Doom (replaces Shield Edge Block) Hybrid daily 19: Mind Blade (replaces Iron Tomb) ITEMS Heavy Shield, Diamond Cincture (paragon tier), Staggering Warhammer +4, Timeless Locket +4, Foe Binder Ring (paragon tier), Dwarven Wyrmscale Armor +4, Strikebacks (heroic tier), Iron Armbands of Power (paragon tier), Rushing Cleats (heroic tier), Circlet of Arkhosia (paragon tier) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== Level 21 version post-Essentials: Hide ====== Created Using Wizards of the Coast D&D Character Builder ====== Battlemind|Fighter, level 21 Half-Elf, Fighter|Battlemind, Daring Blade, Invincible Mind Eldritch Strike: Eldritch Strike Constitution Psionic Augmentation (Hybrid): Hybrid Power Point Option Hybrid Talent: Combat Specialty Combat Specialty: Combat Superiority (Hybrid) Background: Akanûl (Akanûl Benefit) FINAL ABILITY SCORES Str 13, Con 24, Dex 15, Int 10, Wis 12, Cha 24. STARTING ABILITY SCORES Str 11, Con 16, Dex 13, Int 8, Wis 10, Cha 16. AC: 36 Fort: 36 Reflex: 30 Will: 34 HP: 159 Surges: 16 Surge Value: 39 TRAINED SKILLS Intimidate +22, Bluff +22, Endurance +24, Perception +16 UNTRAINED SKILLS Acrobatics +10, Arcana +10, Diplomacy +19, Dungeoneering +11, Heal +11, History +10, Insight +13, Nature +11, Religion +10, Stealth +10, Streetwise +17, Thievery +10, Athletics +9 FEATS Level 1: Melee Training (Charisma) (retrained to Versatile Master at Level 11) Level 2: Bludgeon Expertise Level 4: Hybrid Talent Level 6: Battering Shield Level 8: Master of Stories Level 10: Harlequin Style Level 11: Hindering Shield Level 12: Improved Defenses Level 14: Hammer Shock Level 16: Arcane Familiar Level 18: Striking Resurgence Level 20: Improved Initiative (retrained to Superior Initiative at Level 11) Level 21: Overwhelming Impact POWERS Dilettante: Eldritch Strike Hybrid at-will 1: Brash Strike Hybrid at-will 1: Twisted Eye Psionic Defense (Hybrid): Blurred Step Hybrid daily 1: Living Fortress Hybrid utility 2: Psionic Vigor Hybrid at-will 3: Twisted Eye (replaces Twisted Eye) Hybrid encounter 3: Shield Edge Block Hybrid daily 5: Rain of Steel Hybrid utility 6: Kirre's Roar Hybrid at-will/encounter 7: Lightning Rush Hybrid daily 9: Iron Tomb Hybrid utility 10: Fighter's Grit Hybrid at-will/encounter 13: Brutal Barrage (replaces Twisted Eye) Hybrid daily 15: Unyielding Avalanche (replaces Living Fortress) Hybrid utility 16: Iron Warrior Hybrid at-will/encounter 17: Anvil of Doom (replaces Shield Edge Block) Hybrid daily 19: Mind Blade (replaces Iron Tomb) ITEMS Heavy Shield, Diamond Cincture (paragon tier), Staggering Warhammer +4, Timeless Locket +4, Foe Binder Ring (paragon tier), Dwarven Wyrmscale Armor +4, Strikebacks (heroic tier), Iron Armbands of Power (paragon tier), Rushing Cleats (heroic tier), Circlet of Arkhosia (paragon tier) ====== Copy to Clipboard and Press the Import Button on the Summary Tab ====== Tactics: Hide So what does this build do and do differently than the normal tank builds: Can use Charisma to make martial melee attack rolls at 11th. This explains the oddball Str score for the Fighter side. Harlequin Style: Brash Strike with +Cha to defenses. At 11th+, this ends up being +3 to +7 bonus to all defenses against my primary marked target. Woe to the Solo without bonus damage on CA when this happens...this also results in pretty good at-will damage due to the high Con. Slide: Eldritch Strike can slide 7 squares at 13th(1 for Eldritch, 1 for Bludgeoning Expertise, 1 for Battering Shield, 1 for Rushing Cleats, 3 for Staggering Weapon) Okay, but how is this different? It is different in that it has both elements of a catch-22 going on and extremely strongly - in the round, the character generally does the following: Brash Strike with Harlequin Stance. So now the opponent has a number of options, all of which are bad: Try to shift and charge. If the enemy shifts, it activates Combat Challenge and then Blurred Step. On the charge, it then provokes an OA, which gives yet another attack and the potential of stopping it. Odds are pretty high of being Slid and Slowed, which can remove any possible targets. Try to attack the Battlemind|Fighter. Due to Harlequin Stance and the +5 from Cha(+6 or better after 13th), this means effectively +3 to all defenses and the possibility of a Shield Edge Block to make that +7. Try to move, then charge. OA can stop the move, slide the foe 6 squares away from opponents, and then unlike most Tank builds, this results in the opponent now being slowed. Likely, the target is still nearby, and so triggers Lightning Rush. With the Augment 2, the character is now the target of the attack and has the +3 to all defenses. Attack an opponent while adjacent to this character. CC, if it hits, slides the target 6 squares away and slows it - as it is an interrupt, the attack is almost certainly negated. Do a Close Burst. Best option, but still, going to be targeting the attack at a -3 to the Battlemind, -7 if Shield Edge Block is still available. ------------ Also, another option available to the character is to simply use the melee basic as a controller might - slide 7 + slow is quite nasty - hit an enemy in front of me, slide him next to someone I want to also mark, move up to them both, and spend a power point to augment so they're both marked. Or slide them through a trap or zone. Or slide them out of range of everyone so they can't even attack if they're a melee monster. If someone is trying to block me from getting an my intended target, I can use the melee basic on them or even just use the Brash Strike on them and when someone else triggers my Lightning Rush option, I can then move around them - they'll likely miss with their OA. This also works when I want to cause other kinds of havoc, such on my first turn before my initiative comes up. Finally, the Arcane Familiar is a Gallant Hawk - this gives all the benefits of Daunting Challenge(-3 to marks who don't attack you) and also grants a +2 to Perception and an encounter marking power. [/sblock] 30th level version [sblock level 30] ====== Created Using Wizards of the Coast D&D Character Builder ====== Battlemind|Fighter, level 30 Half-Elf, Fighter/Battlemind, Daring Blade, Invincible Mind Eldritch Strike Option: Eldritch Strike Charisma Psionic Augmentation (Hybrid) Option: Hybrid Power Point Option Hybrid Talent Option: Psionic Study (Hybrid) Psionic Study (Hybrid) Option: Speed of Thought (Hybrid) Half-Elf Power Selection Option: Dilettante Akanûl (Akanûl Benefit) FINAL ABILITY SCORES STR 13, CON 26, DEX 15, INT 10, WIS 12, CHA 26 STARTING ABILITY SCORES STR 11, CON 16, DEX 13, INT 8, WIS 10, CHA 16 AC: 46 Fort: 47 Ref: 38 Will: 47 HP: 215 Surges: 17 Surge Value: 53 TRAINED SKILLS Bluff +28, Endurance +32, Intimidate +28, Religion +20 UNTRAINED SKILLS Acrobatics +15, Arcana +15, Athletics +14, Diplomacy +25, Dungeoneering +16, Heal +16, History +15, Insight +18, Nature +16, Perception +16, Stealth +20, Streetwise +23, Thievery +15 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Fighter Attack: Combat Challenge Battlemind Feature: Battlemind's Demand Battlemind Feature: Blurred Step Battlemind Feature: Speed of Thought Bard Feature: Majestic Word Warlock Attack 1: Eldritch Strike Fighter Attack 1: Brash Strike Fighter Utility 2: Glowering Threat Battlemind Utility 6: Winged Weapon Religion Utility 6: Deliverance of Faith Battlemind Attack 7: Lightning Rush Fighter Utility 10: Fighter's Grit Daring Blade Attack 11: Weapon Display Daring Blade Utility 12: Defensive Posture (Daring Blade) Fighter Attack 13: Anvil of Doom Fighter Attack 15: Unyielding Avalanche Battlemind Attack 15: Mind Blade Fighter Utility 16: Iron Warrior Daring Blade Attack 20: Offensive Spin Slash Fighter Utility 22: Martial Supremacy Fighter Attack 25: Reaper's Stance Invincible Mind Utility 26: Indomitable Strategem Battlemind Attack 27: Brilliant Recovery FEATS Level 2: Bludgeon Expertise Level 4: Hybrid Talent Level 6: Quick Reactions Level 8: Master of Stories Level 10: Harlequin Style Level 11: Hindering Shield Level 11: Versatile Master Level 12: Improved Defenses Level 14: Hammer Shock Level 16: World Serpent's Grasp Level 21: Overwhelming Impact Level 21: Superior Initiative Level 22: Rapid Combat Challenge Level 22: Quickened Spellcasting Level 24: Armor Specialization (Scale) Level 26: Skill Power Level 28: Martial Mastery Level 30: Epic Will ITEMS Heavy Shield x1 Strikebacks (heroic tier) x1 Ring of Free Time (epic tier) x1 Dwarven Titanscale Armor +6 x1 Circlet of Arkhosia (epic tier) x1 Iron Armbands of Power (epic tier) x1 Belt of the Witch King (paragon tier) x1 Staggering Warhammer +6 x1 Greater Ring of Invisibility (epic tier) x1 Stone of Earth (paragon tier) Dice of Auspicious Fortune (paragon tier) Backlash Tattoo (heroic tier) x1 Airstriders (epic tier) x1 Cloak of Distortion +6 x1 Feyslaughter Warhammer +5 ====== End ======[/sblock] Epic Tactics: Show Belt of Witch King is likely powered by Offensive Spin Slash for 40 hp of instant healing 1/day. Moves 12 squares upon rolling initiative, likely goes first with a +41 Initiative. On the 1st turn, he's got a speed of 8 due to Quick Reactions. Airstriders mean he can fly 10 squares as a move action. So let's say something is flying 21 squares up, cackling evilly about how poor melee types will never get to it. He flies 10 squares up, does Martial Supremacy stance, then charges it with Eldritch Strike. He gets to roll twice to hit and on a hit, slides it 8 squares down and slows it. He then APs to charge it. Again getting to roll twice to hit, and on a hit, he slides it 8 squares down, dazes it(Overwhelming Strike) and prones it(World Serpent). He then falls down on his feet standing right next to it. Ring of Free Time allows Greater Invisibility Ring use, Quickened Spellcasting with Eldritch Strike, swapping out weapons if there's a teleport threat, etc... Defenses are usually going to be a lot higher than they appear - he gets effectively +7 to all defenses against Brash Strike target, +2 to all defenses from Concealment after a milestone after using Ring of Greater Invisibility, and +6 to all defenses against ranged attacks that are too far away from him) [/QUOTE]
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Grey Ioun Stone Marker: Half-Elf Tank 3.0 Catch-22
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