Ronin
- a Battlemind build -
The shame of your existance is almost as old as you are yourself. Not that you were born in shame, far from it...
No, you are the offspring of one of the most noble, traditional and stubborn clans of Dwarves between the Snow-Top Mountains and the Far Western Sea. But shame came in the shape of the old enemy - the Giants - when you were young, so young you didn't even take your Trial of Fire that makes a child a Dwarf. Your clan was outnumbered and overrun, but even though you were at a disadvantage of ten to one, you almost managed to hold your ground. But the few and simple Giants had infernal backing - Demons cunning and treachous, springing from stone and lava itself, murdering the young and elder while the Warriors were desperately fighting in the front. You had no chance...
But instead of dying honorably you were caught under a rockslide and ... survived. Being the last of your clan, but left without both honor and rank you had to make do with what you had. You started with just the battle gear left on your body and your inner strength and determination. Soon you were welcomed by the long-legs making their life in the woods, who gave you food and shelter for protection of their homes. Later you started travelling the world and learning bits and tricks from every place and culture you visited, incorporating them into your natural fighting style, trading brute strength and learned tactics for intuitive understanding and inner composure. In your aggressive approach you even forsook your traditional Dwarven weaponary for the more versatile naginata.
But even though you successfully slew Giants, Demons and their ilk in the dozens, you never were to recieve the final grace of an honorable death. Not only there always seemed to be a bigger, stronger and even more important enemy to lay down to truely avenge your breathren, but you also found something different, unexpected... Almost like a new family, comrades joined you in your crusade, providing help in exchange for yours. You found their cause to be equally just as yours, and even more important they needed you to protect them in their battles - and you would never again fail to protect someone who relied on you. Not ever !
Build Explanation
Puh,
where to begin. The core of the build is certainly a classic proning
approach using Polearm Momentum, which Ronin can employ as early as
level 4. It becomes special due the fact that he can repeatly do that
trick as AoE in an ally friendly Blast 3 - both controlling many mobs at
once and getting allies out ouf trouble. Against strong single mobs
like Elites and Solos he learns a few much more devastating tricks over
the course of his carreer.
Second multi-marking and attacks paired
with Psychic Lock add even more debuffs to the game, cumulating to a
very serious amount of to-hit penalties.
Furthermore by being
extremely mobile and having access to multiple ways of between turn
repositioning, paired with his forced movement / knock prone combo,
Ronin can control the flow of battle very well. He regularly shuts down
mobs completely, or at least forces them to use weak attacks, face only
him, provides cover to his allies or actually even redirects whole AoEs
only onto him.
It might seem his AC is a bit on the weak side, but if
you consider all tactical options and debuffs Ronin throws around, the
picture changes. He furthermore has access to a huge amount of surges,
resists and self-healing, and considering the fact that sooner or later
everybody will get hit, the build instead opts to put resources into
mitigating conditions, which he can largely ignore later in his carreer.
Accuracy seems average as well, but many situational bonuses more than
make up for that.
At last I'd like to say that this build has very
many subtle interactions, which are hard to catch in just this short
explanation, so I hope you give it a detailed read.
Motivation
First
and most obvious was the idea to prove that Battleminds are top-tier
Defenders if built and played correctly (NB: that's not necessarily
easy), and to show it with a detailed 1-30 build.
But this is also to demonstrate the three core principles and strengths of a good Battlemind build. First is the Battlemind's naturally strong defense,
which let's us pull the stunt to survive playing such a tactically
aggressive polearm build. Second it demonstrates that successful
Battlemind builds pick their choice of favourite powers and abuse the hell out of them
- all other powers are then taken to complement the core powers, either
by enhancing their use or by covering situational holes. And third it
shows that Battleminds (together with Swordmages) are extremely mobile, which gives them tactically surperior postioning - something armchair bashers tend to conviniently forget.
If
you complain about the MC into Fighter and stealing some feats there,
please mind that at the moment Battleminds still have recieved neither a
Dragon article nor even their first Power book, and thus stand at 15 vs
180 Fighter class feats according to the compendium. Furthermore it's
only two feats total, and only Polearm Momentum is crucial - and
probably among the most "stolen" feats anyway. And at last remember that
although there are some external tuning bits, the whole machine is
absolutely Battlemind at its core, and wouldn't even remotely work with
any other class.
Level by Level Discussion
OK,
I won't do a full make over right now, as I'd like to see what the
update in October brings (Psionic Power corrections; both new and
updated feats due Essentials). Until then you can find a quick overview
about the post-PsP Ronin here. Detailed comments can be found both in
regular level by level discussion and in my regular Battlemind handbook.
PP: Talaric Ironjack
ED: Topaz Crusader
L30 Defenses
AC: 55 / 52 bloodied
Fort: 50
Reflex: 47
Will: 47
-- included bonuses: +2 concealment; +2 Talaric Ironjack
-- resist 5 all (via Strength Through Challenge or U12)
-- immune dazed, domiated, immobilised, restrained, polymorph
L30 Attack
to-hit: +36
damage: [2d4] + 24 melee / 21 blast
-- optional: +6 dmg & -2 AC (stance)
-- +3 to-hit with OAs
-- on hit -2 attack to target
Attributes
Str 14->16
Con 18->28
Dex 14->17
Int 8->10
Wis 15->22
Cha 10->12
At-Wills
A1: Bull's Strength
A1: Twisted Eye
A3: Iron Fist
A7: Lightning Rush (replaces: Twisted Eye)
A13: Psionic Speed (replaces: Iron Fist)
PPs: 19
Utilities
U2: Dimensional Slide @L24-> Battle Fury Stance
U6: Mental Triumph @L24-> Warning Premonition
U10: Battle Aspect @L23-> Cry for Mercy
U16: Savage Intent
U22: Instant Move
Dailys
D1: Aspect of Bitter Ice @L10-> Stolen Grace
D5: Nightmare Vortex
D9: Empathic Feedback
D15: Mindblade (replaces: Stolen Grace)
D19: -none-
D25: Psychic Hammer (replaces: Nightmare Vortex)
D29: Aspect of Annihalation (replaces: Empathic Feedback)
Feats
L1: Battle Awareness
L2: Weapon Expertise (Axe)
L4: Polearm Momentum
L4: Batting Shield (replaces: Weapon Focus (Axe))
L6: Melee Training (Con)
L6: Versatile Expertise (Spear, Heavy Blade) (replaces: Battering Shield)
L8: Swift Spear
L10: Blade Opportunist
L11: Polearm Gamble
L11: Heavy Blade Opportunity (replaces: Swift Spear)
L12: Psychic Lock
L14: Opportunity Sidestep
L16: Hafted Defense
L18: Focused Mind
L20: Weapon Focus (Heavy Blade)
L21: Mobile Warrior
L21: Robust Defenses (replaces: Focused Mind)
L22: Strength Through Challenge
L22: Long Step (replaces: Opportunity Sidestep)
L24: Acolyte Power (Battle Fury Stance -> replaces Dimensional Slide)
L26: Devouring Demand
L28: Epic Reflex
L30: Rapid Mind Spike
Equipment Changes
Armor: Armor of Eyes -> Mind Hunter's Armor (only during Paragon)
Neck: Cloak of Distortion (@Epic)
Tattoo: Backslash Tattoo (@L24)
Head: Headband of Intellect (@Epic)
Rings: Ring of the Dragonborn Emperor (keep); Shadow Band (replaces: Ring of Freedom of Movement)
Class: Battlemind (PHB3)
Psionic Study: Battle Resilience (PHB3) [High Wis, no shield and the goal to usually stay just in front of the party anyway make it the better choice.]
Background: Perception Class Skill (Geography: Forest, PHB2) [You have high Wis and usually walk in the front - a good skill that makes you into the perfect party eyes.]
Ability Scores
Strength 14 (+2)
Constitution 18 (+4)
Dexterity 14 (+2)
Intelligence 8 (-1)
Wisdom 15 (+2)
Charisma 10 (+0)
High Con, then as much as necessary and affordable to qualify for feats, rest naturally into Wis.
Hit Points / Bloodied: 33 / 16 (15 base + 18 Con)
Healing Surges: 13 (9 base + 4 Con)
Healing Surge Value: 8 HP
Strong start due high Con, and no need to invest much here for some time due Battle Resilience and in-combat self-healing from powers.
Defenses
AC: 19 (10 base + 7 Scale + 2 Heavy Shield)
Fortitude: 14 (10 base + 4 Con)
Reflex: 14 (10 base + 2 Dex + 2 Heavy Shield)
Will: 14 (10 base + 2 Wis + 2 class)
Decent and balanced.
Attacks
Battleaxe: +6 // [1d10]+4 dmg (+2 prof +4 Con // +4 Con)
MBA: +4 // [1d10]+2 dmg (+2 prof +2 Str // +2 Str)
RBA (Hand Axe): +4 // [1d6]+2 dmg (+2 prof +2 Str // +2 Str) - Range 5/10
Slightly below average accuracy - but we want to stick to the theme. MBAs are not ideal, but due some Str work for now.
Initiative: +2 (+2 Dex)
Speed: 5 (5 base)
Powers
At-Will: L1 Bull's Strength (PHB3); L1 Twisted Eye (PHB3) // Power Points: 2
Encounter: --
Daily: L1 Aspect of Elevated Harmony (PHB3)
We get our basic forced movement here with Bull's Strength and Twisted Eye is very good for debuffing and can be used as an OA replacement for now. Aspect of Elevated Harmony is a very strong survival tool.
Feats
L1 Battle Awareness (MP1)
An extra skill, an extra MBA per encounter - what's more to want ? And we need to MC into Fighter anyway.
Notable Skills
Athletics: +7 (+5 trained +2 Str)
Diplomacy: +5 (+5 trained +0 Cha)
Dungeoneering: +4 (+2 Wis +2 racial)
Endurance: +6 (+4 Con +2 racial)
Insight: +7 (+5 trained +2 Wis)
Perception: +7 (+5 trained +2 Wis)
A well rounded set for day to day use as well as any usual type of skill challenge - and a good fit to the theme. Your well rounded attributes and Scale also allows you to not ruin your party's plans when setting an ambush and the like.
Gear (100gp)
Scale Armor (45gp)
Heavy Shield (10gp)
Battleaxe (15gp)
2x Handaxe (10gp)
Adventurer's Kit (15gp)
5 gp
Powers: To improve our Defender abilities we take Telepathic Challenge (PHB3).
Bounding Leap (PHB3) and Scrambling Climb (PHB3) are good Athletic Skill Powers if you're more interested in mobility. Endurance would offer Invigorating Presence (PHB3), but it kills our Second Wind as minor, Endure Pain (PHB3), which is probably an overkill in defense, and Grit and Spittle (Dr385), which is nice but still too unreliable and only works against save ends effects.
Gear (1.920gp)
L4, 840gp: Cloak of the Walking Wounded +1 (AV1)
L2, 520gp: Dwarven Scale Armor +1 (Dr385)
L2, 520gp: Dwarven Thrower Battleaxe +1 (PHB1)
40gp left
Another huge increase to our resilience, and a magic weapon that not only helps with our to-hit but also in case we can't reach our target.
Instead you can also take Mist Weapon (PHB3) as more accurate damage power and against instubstantials. Visions of Terror (PHB3) can serve as alternative base power for Cha-based Polearm builds, as it trades damage for even more powerful forced movement - although it has significant MAD issues.
Gear (2.560gp / +640gp)
680gp left
No new items as we have our basics covered. We instead save money or let our buddys get some gear.
The one time we need raise our Dex to qualify for feats.
Feats: First we take Polearm Momentum (MP1) to get to the first real kicker of our build. We also retrain Weapon Expertise (Axe) for Battering Shield (PHB3) to achieve the necessary distance to prone mobs - we need to switch our weapon anyway. We now can push & prone at-will, and even up to two times per encounter in an ally friendly blast 3 to get them out of trouble !
Gear (3.200gp / +660gp)
L6, 1800gp: Grasping Trident +2 (AV1) [replaces: Dwarven Throwers +1, 520gp]
40gp left
The Trident is necessary to fulfill the requirements of Polearm Momentum and is the best weapon in that category we can get at the moment. We took Grasping as enchantment because the ability to lockdown a mob even when not using Bull's Strength is stronger than a few extra crit dice.
Gear (4.480gp / +1.280gp)
1320gp left
Another level to save gold for goodies on the next level.
Class: Battlemind (PHB3)
Psionic Study: Battle Resilience (PHB3)
Background: Perception Class Skill (Geography: Forest, PHB2)
Ability Scores
Strength 14 (+2)
Constitution 19 (+4)
Dexterity 15 (+2)
Intelligence 8 (-1)
Wisdom 15 (+2)
Charisma 10 (+0)
Hit Points / Bloodied: 64 / 32 (15 base + 19 Con + 30 level)
Healing Surges: 13 (9 base + 4 Con)
Healing Surge Value: 16 HP
Defenses
AC: 23 (10 base + 3 level + 7 Scale + 1 enh + 2 Heavy Shield)
Fortitude: 18 (10 base + 3 level + 4 Con + 1 enh)
Reflex: 18 (10 base + 3 level + 2 Dex + 1 enh + 2 Heavy Shield)
Will: 18 (10 base + 3 level + 2 Wis + 1 enh + 2 class)
Attacks
Trident: +12 // [1d8]+6 dmg (+2 prof +3 level +2 enh +1 exp +4 Con // +2 enh +4 Con)
MBA: +12 // [1d8]+6 dmg (+2 prof +3 level +2 enh +1 exp +4 Con // +2 enh +4 Con)
RBA: +10 // [1d8]+4 dmg (+2 prof +3 level +2 enh +1 exp +2 Str // +2 enh +2 Str) - Range 3/6
A little low on the damage side, but quite decent in general.
Initiative: +5 (+3 level +2 Dex)
Speed: 5 (5 base)
Powers
At-Will: L1 Bull's Strength (PHB3); L1 Twisted Eye (PHB3); L3 Iron Fist (PHB3) // Power Points: 4
Encounter: L2 Telepathic Challenge (PHB3); L6 Psionic Ambush (PHB3)
Daily: L1 Aspect of Elevated Harmony (PHB3); L5 Nightmare Vortex (PHB3)
A significant increase to our mobility, in particular to get around movement debuffs, and the free CA is a cherry on top. Remember that you can even mark your allies for some out-of-combat shenangians.
If you have taken Intimidate you might like Everybody Move (PHB3) as minor auto-push to round mobs for something more nasty. The Swift Recovery (PHB3) of Heal lets you channel a little of your inner leader.
Feats
L1 Battle Awareness (MP1)
L4 Polearm Momentum (MP1)
L6 Weapon Expertise (Spear) (PHB2)
L6 Melee Training (Con) (PHB2)
Finally we have the slots to boost our accuracy up to level.
Notable Skills
Athletics: +10 (+5 trained +3 level +2 Str)
Diplomacy: +8 (+5 trained +3 level +0 Cha)
Dungeoneering: +7 (+3 level +2 Wis +2 racial)
Endurance: +10 (+3 level +4 Con +2 racial +1 item)
Insight: +10 (+5 trained +3 level +2 Wis)
Perception: +10 (+5 trained +3 level +2 Wis)
Gear (6.400gp / +1.920gp)
L7, 2600gp: Rushing Cleats (AV1)
L6, 1800gp: Grasping Trident +2 (AV1)
L4, 840gp: Cloak of the Walking Wounded +1 (AV1)
L2, 520gp: Dwarven Scale Armor +1 (Dr385)
L1, free: Heavy Shield
640gp left
The Rushing Cleats free a feat slot for us and will soon help as well to relieve us from the requirement of using a shield.
Of course we also gain 2 more PPs.
Gear (9.600gp / +3.200gp)
L7, 2600gp: Dwarven Drakescale +2 (PHB1) [replaces: Dwarven Scale +1, 520gp]
L3, 680gp: Demonskin Tattoo (AV1)
560gp left
A big improvement to our AC, and for low money we gain the ability to strategically trigger APs for some free and solid resist.
Our regular increase from now on. Wis helps with the important Will defense and has a quite few secondary uses as well.
Feats: We grab Toughness (PHB1) here. It's largely a filler feat to be retrained at L11, but it helps us nicely to make the transition to Paragon when we already face some of those hard hitting mobs without having the equally strong tools to retaliate in our party.
Gear (12.800gp / +3.200gp)
L9, 4200gp: Raven Cloak +2 (Dr381) [replaces: Cloak of the Walking Wounded +1, 840gp]
400gp left
A little less straight healing, but more resist to not take damage in the first place and a get out of jail free card for saving throws.
Gear (16.000gp / +3.200gp)
L6, 1800gp: Iron Armbands of Power +2 (AV1)
L4, 840gp: Casque of Tactics +1 (AV1)
L4, 840gp: Viper Belt (AV1)
120gp left
We finally improve our damage, although it sadly does not apply to our beloved bursts. We also complete our little resist suit and get us some freedom with our initiative, which is nice in the particular combination with Battle Resilience.
Powers: Battle Aspect (PHB3) is the clear winner 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.
Shadow Ally (PHB3) is a solid alternative and quite a nice boost to defenses, but it doesn't mesh well with our very mobile playstyle. Cry for Mercy (PHB3) is a very good way to get an ally - or yourself - out of trouble, and Befriend (PHB3) and Insightful Comment (PHB3) let you steamroll social Skill Challenges and the like.
Gear (22.400gp / +6.400gp)
L9, 4200gp: Githyanki Silver Glaive +2 (MotP) [replaces: Grasping Trident +2, 1800gp]
L5, 1000gp: Ruby Scabbard (AV1)
L4, 840gp: Gauntlets of Blood +2 (AV2)
2280gp left
Our trusty Trident is replaced with the much more flashy Githyanki Silver Glaive, which we will keep for the rest of our carreer. Its Daily is quite useful to help to brake up a big encounter, but the true treat comes from the ability to soon abuse Psychic Lock as well as some vulnerability to it some of your allies might provide. The loss of our shield hurts, but can't be avoided. We also lose of our RBA, but it began lag behind any, and our playstyle is right in front of our allies and sufficiently mobile so we don't mourn it too much.
We also fill our last open slots and there focus on improving our damage. Drawing our weapon as free action and bonus damage to our opening blast attack are very nice, as is bonus damage against bloodied targets - although these typically are a Striker priority.
Class: Battlemind (PHB3)
Paragon Path: Eternal Blade (PHB3) [An innocent looking but for our build powerful PP. It subtly enhances our focus on OAs, accuracy and Bull's Strength spam. Just wait for L16...]
Psionic Study: Battle Resilience (PHB3)
Background: Perception Class Skill (Geography: Forest, PHB2)
Ability Scores
Strength 15 (+2)
Constitution 21 (+5)
Dexterity 16 (+3)
Intelligence 9 (-1)
Wisdom 17 (+3)
Charisma 11 (+0)
Hit Points / Bloodied: 96 / 48 (15 base + 21 Con + 60 level)
Healing Surges: 14 (9 base + 5 Con)
Healing Surge Value: 24 HP
-- resist: 5 vs Necrotic, Poison, Cold; on AP 5 vs Fire / Acid / Lightning / Thunder
Defenses
AC: 27 (10 base + 5 level + 9 Scale + 3 enh)
Fortitude: 22 (10 base + 5 level + 5 Con + 2 enh)
Reflex: 20 (10 base + 5 level + 3 Dex + 2 enh)
Will: 22 (10 base + 5 level + 3 Wis + 2 enh + 2 class)
A slight drop in our relative NADs, but still a lot of surges, powers to heal and resists and the newly improved abilities of our Leader as well as our own huge offensive improvements should more than make up for it.
Attacks
Glaive (any): +15 // [2d4]+7 dmg (+2 prof +5 level +2 enh +1 exp +5 Con // +2 enh +5 Con)
-- bonus accuracy: +2 / +4 on OAs
-- bonus damage: +2 on melee attacks, +2 vs bloodied, +2d8 psychic on crit
-- on hit: all psychic on demand --> -2 to targets next attack
A bit low on the accuracy side, although that is a common problem for all characters at this very level. We make up for it with our Blade Guide power, another bonus to OAs as well as a reroll on APs .
Initiative: +9 (+5 level +3 Dex +1 item)
Speed: 5 (5 base)
Powers
At-Will: L1 Bull's Strength (PHB3); L3 Iron Fist (PHB3); L7 Lightning Rush (PHB3) // Power Points: 8
Encounter: L2 Telepathic Challenge (PHB3); L6 Psionic Ambush (PHB3); L11 Eternal Vigilance (PHB3)
Daily: L1 Aspect of Elevated Harmony (PHB3); L5 Nightmare Vortex (PHB3); L9 Aspect of Disembodiment (PHB3); L10 Battle Aspect (PHB3)
Probably not the standard attack you'll use, it deals with two weaknesses of Defenders very well - multi-shifting mobs and close burst attackers.
Feats
L1 Battle Awareness (MP1)
L4 Polearm Momentum (MP1)
L6 Melee Training (Con) (PHB2)
L10 Weapon Expertise (Heavy Blade) (PHB2)
L10 Blade Opportunist (PHB1)
L11 Psychic Lock (PHB1)
L11 Polearm Gamble (PHB1)
This is the level where our build catches up real steam - not that it would have been weak in Heroic. Every hit now means a -2 attack debuff on top of everything else, and you create the feared zone of death around you thanks to Polearm Gamble.
Notable Skills
Athletics: +12 (+5 trained +5 level +2 Str)
Diplomacy: +10 (+5 trained +5 level +0 Cha)
Dungeoneering: +10 (+5 level +3 Wis +2 racial)
Endurance: +12 (+5 level +5 Con +2 racial)
Insight: +13 (+5 trained +5 level +3 Wis)
Perception: +15 (+5 trained +5 level +3 Wis +2 item)
Gear (32.000gp / +9.600gp)
L12, 13000gp: Wyvernscale of Eyes +3 (PHB3)
L9, 4200gp: Githyanki Silver Glaive +2 (MotP)
L9, 4200gp: Raven Cloak +2 (Dr381)
L7, 2600gp: Rushing Cleats (AV1)
L6, 1800gp: Iron Armbands of Power +2 (AV1)
L5, 1000gp: Ruby Scabbard (AV1)
L4, 840gp: Casque of Tactics +1 (AV1)
L4, 840gp: Viper Belt (AV1)
L4, 840gp: Gauntlets of Blood +2 (AV2)
L3, 680gp: Demonskin Tattoo (AV1)
2000gp left
An armor upgrade and a change of type. We have grown beyond the need to rely on our armor's free heal, and despite hitting Paragon we still have an aweful lot of daily item powers. Armor of Eyes is an encounter power that actually prevents damage, particularly if you consider bonus damage from mobs with CA and the fact that we often will grant it due Polearm Gamble. Also the bonus to Perception checks is extremely useful.
Powers: We gain Blade Guide's Counsel (PHB3) - while not a strong combat power, it's very useful for other occurances, up to turning us into a real sneak or trapfinder if we want to.
Gear (48.000gp / +16.000gp)
L14, 21000gp: Githyanki Silver Glaive +3 (MotP) [replaces: Githyanki Silver Glaive +2, 4200gp]
1200gp left
A very important upgrade to our accuracy.
Two strong alternatives remain. The one we are not going to take, but that still is a very viable option depending on your group and preference, is Dizzying Strike (PHB3). Its basic version slides, so we can use it as well to prone while having higher control over where the mob goes. Of particular interest are also the Augments - for 1 PP we can instead stop shift-multiattackers, and for the somewhat pricy 4 PP we get a Daze, which is not strong in itself but can become very important against certain mobs who rely on OA and especially immediate actions. Our preference is Psionice Speed (PHB3) instead. While on the surface just a generic multiattack, it carries the ability to employ our reach to strike targets not well positioned for Bull's Strength and apply an additional debuff with the mark. The real kicker though is we now have a multi-target OA ! And even better at L14 it helps us dramatically to adjust our position mid-turn.
Oh, and of course we get PPs again - altough this time it's only 1.
Gear (64.000gp / +16.000gp)
L14, 21000gp: Raven Cloak +3 (Dr381) [replaces: Raven Cloak +2, 4200gp]
400gp left
And here we finally improve our NADs as well.
Business as usual, but finally we hit a nice even score again.
Feats: As already foreshadowed we take Opportunity Sidestep (PHB3). As it triggers from every attack, and we can multi-attack with OAs, we now bring enemy punishment to new levels due our once again increased mobility.
Gear (80.000gp / +16.000gp)
L10, 5000gp: Strikebacks (AV1) [replaces: Gauntlets of Blood +2, 840gp]
L9, 4200gp: Battle Standard of the Hungry Blade (Dr381)
8.040gp left
We finally get to carry a banner again, but hopefully now that of our trusted adventuring party. While not useful in every battle, the ability to slow melee mobs before you punt the away can ruin whole turns for them. Remember that you don't have to excercise all forced movement, like the pull from the Battle Standard. (A future alternative is the Standard of the Silver Dragon (PH:DrB), which is more situational as it affects only bloodied mobs, but if succesful also more effective in slowing due its larger radius.)
We also exchange our gloves for the more useful Strikebacks that not only give use some nice retaliation ability but also make our juicy OAs hit home even more often.
Gear (111.200gp / +31.200gp)
L14, 21000gp: Circlet of Arkhosia (PH:DrB) [replaces: Casque of Tactics +1, 840gp]
39.240gp left
We prepare to rebuild our gear, but hold off with most till L16. Still the Circlet allowes us to get out of some of the most nasty conditions before they ruin our turn (although we can't do much about the time in between turns - yet), in particular allowing us even to save against conditions a save cannot normally end ! A nice bonus to skills if you also picked up the aforementioned Standard rounds the package.
Class: Battlemind (PHB3)
Paragon Path: Eternal Blade (PHB3) [And there it arrives, our much hailed PP L16 feature. Not only we can now hold with all healing (including ours as well as our Leader's) until we actually drop below 0, but we now stand between our enemys and our allies for good - no focussing the Defender and then eating the rest.]
Psionic Study: Battle Resilience (PHB3)
Background: Perception Class Skill (Geography: Forest, PHB2)
Ability Scores
Strength 15 (+2)
Constitution 22 (+6)
Dexterity 16 (+3)
Intelligence 9 (-1)
Wisdom 18 (+4)
Charisma 11 (+0)
Hit Points / Bloodied: 127 / 63 (15 base + 22 Con + 90 level)
Healing Surges: 15 (9 base + 6 Con)
Healing Surge Value: 31 HP
Defenses
AC: 30 (10 base + 8 level + 9 Scale + 3 enh)
Fortitude: 28 (10 base + 8 level + 6 Con + 3 enh + 1 item)
Reflex: 24 (10 base + 8 level + 3 Dex + 3 enh)
Will: 27 (10 base + 8 level + 4 Wis + 3 enh + 2 class)
Our AC starts to lag a bit behind, but that is in fact no big issue. Most mobs attack us with quite some penalties if at all, we have huge amounts of healing available and can safely wait with it until after falling below 0, and we have surges to back it up - particularly if you start abusing cheap Regeneration potions.
The NADs are still solid, and at this level we as well become largely impervious to debuffs as well.
Attacks
Glaive (any): +21 // [2d4]+9 dmg (+2 prof +8 level +3 enh +2 exp +6 Con // +3 enh +6 Con)
-- bonus accuracy: +3 / +5 on OAs
-- bonus damage: +4 on melee attacks, +3d8 psychic on crit
-- on hit: all psychic on demand --> -2 to targets next attack
Nothing special here except our ongoing improvement in the OA area and many situational bonuses.
Initiative: +11 (+8 level +3 Dex)
Speed: 5 (5 base)
While not top notch in the Initiative department, it is worth mentioning here that we can well live with the loss of the Casque of Tactics. We still have a fair value here, can hope for our Leader to help out, and are just fine anyway as long as we stay in front of our group and avoid surprise - which is the purpose of our Insight / Perception combo. We won't make any further investments here in our feat-tight build.
Powers
At-Will: L1 Bull's Strength (PHB3); L7 Lightning Rush (PHB3); L13 Psionic Speed (PHB3) // Power Points: 9
Encounter: L2 Telepathic Challenge (PHB3); L6 Psionic Ambush (PHB3); L11 Eternal Vigilance (PHB3); L16 Insightful Riposte (PHB3)
Daily: L1 Aspect of Elevated Harmony (PHB3); L5 Nightmare Vortex (PHB3); L10 Battle Aspect (PHB3); L12 Blade Guide's Council (PHB3); L15 Mind Blade (PHB3)
We for now prefer the added regular accuracy of Insightful Riposte, but we also want the huge defensive group buff from Shield of the Iron Mind. We'll soon take a feat to take care of that.
We could also retrain Aspect of Elevated Harmony to the L9 powers Iron Tomb (PHB3), Intellect Hammer (PHB3) or simply Aspect of Disembodiment again, as we don't its healing that much anymore. But as we'll soon get a new Daily anyway and more healing opportunities are always good, we'll keep it.
Feats
L1 Battle Awareness (MP1)
L4 Polearm Momentum (MP1)
L6 Melee Training (Con) (PHB2)
L10 Weapon Expertise (Heavy Blade) (PHB2)
L10 Blade Opportunist (PHB1)
L11 Psychic Lock (PHB1)
L11 Polearm Gamble (PHB1)
L12 Heavy Blade Opportunity (PHB1)
L14 Opportunity Sidestep (PHB3)
L16 Focused Mind (PHB3)
We complement our recently aquired helmet with a spiffy save bonus against the dread Dazed / Stunned conditions to make sure we shed them when we need to.
Notable Skills
Athletics: +15 (+5 trained +8 level +2 Str)
Diplomacy: +13 (+5 trained +8 level +0 Cha)
Dungeoneering: +14 (+8 level +4 Wis +2 racial)
Endurance: +16 (+8 level +6 Con +2 racial)
Insight: +17 (+5 trained +8 level +4 Wis)
Perception: +19 (+5 trained +8 level +4 Wis +2 item)
Gear (160.000gp / +48.800gp)
L16, 45000gp: Iron Armbands of Power +4 (AV1) [replaces: Iron Armbands of Power +2, 1800gp]
L14, 21000gp: Circlet of Arkhosia (PH:DrB)
L14, 21000gp: Githyanki Silver Glaive +3 (MotP)
L14, 21000gp: Raven Cloak +3 (Dr381)
L13, 17000gp: Breakchain Tattoo (AV2) [replaces: Demonskin Tattoo, 680gp]
L12, 13000gp: Wyvernscale of Eyes +3 (PHB3)
L10, 5000gp: Strikebacks (AV1)
L10, 5000gp: Diamond Cincture +1 (AV2) [replaces: Viper Belt, 840gp]
L9, 4200gp: Battle Standard of the Hungry Blade (Dr381)
L7, 2600gp: Rushing Cleats (AV1)
L5, 1000gp: Ruby Scabbard (AV1)
4200gp left
A boring but necessary improvement on the damage front.
More important we further increase our self-healing ability to get us out of negative HPs and get a new Tattoo - now we can fully start using APs strategically to get out of locked situations and strike with security.
But we again get very useful 2 PPs.
Gear (240.000gp / +80.000gp)
L19, 105000gp: Githyanki Silver Glaive +4 (MotP) [replaces: Githyanki Silver Glaive +3, 21000gp]
200gp left
Another welcome accuracy upgrade.
Powers: As already explained, we want Shield of the Iron Mind (PHB3), for which we give up Insightful Riposte...
Feats: ... which we re-aquire right away by getting Skill Power (PHB3).
Gear (320.000gp / +80.000gp)
L17, 65000gp: Wyrmscale of Eyes +4 (PHB3) [replaces: Wyvernscale of Eyes +3, 13000gp]
L15, 25000gp: Ring of the Dragonborn Emperor (AV1)
3200gp left
A long necessary armor upgrade and some extra punch to our favourite attack.
Gear (400.000gp / +80.000gp)
L18, 85000gp: Steadfast Amulet +4 (AV1) [replaces: Raven Cloak +3, 21000gp]
L12, 13000gp: Stone of Spirit (AV2)
L6, 1800gp: Solitaire (Cinnabar) (AV1)
4400gp left
This amulet ensures that a daze at the worst moment to rush past our defenses won't be of much avail. And although we don't have an improved crit range we still generate many attacks due AoE, and so the small money for the Solitaire might just help us out at the right time.
The reroll from the Stone once a day is always very useful, and the set bonuses are great if your group happens to join the fun. Note that we choose psychic over melee to be also able to reroll our Bull's Strength AoEs as well.
Powers: We gain Guided Aggression (PHB3) from our PP, which is another single target debuff power in our arsenal. We and our allies now can regularly punish mobs for shifting or using close attacks, which cancels some of the nastiest anti-Defender strategies.
Gear (560.000gp / +160.000gp)
L20, 125000gp: Diamond Cincture +2 (AV2) [replaces: Diamond Cincture +1, 5000gp]
L12, 13000gp: Diplomat's Scabbard (Dr381) [replaces: Ruby Scabbard, 1000gp]
32400gp left
A nice upgrade to our belt. The new Scabbard is not only very flavourful, but it can save us from the dreaded first round lockdown once a day as well. The rest of the gold goes into the saving pot.
Class: Battlemind (PHB3)
Paragon Path: Eternal Blade (PHB3)
Epic Destiny: Caeseless Guardian (Dr387) [A perfect mix for us, hands down. A rather defensive outlook in general, but that's OK - our offense might not be the most damaging, but it is very good nonetheless.]
Psionic Study: Battle Resilience (PHB3)
Background: Perception Class Skill (Geography: Forest, PHB2)
Ability Scores
Strength 16 (+3)
Constitution 26 (+8)
Dexterity 17 (+3)
Intelligence 10 (+0)
Wisdom 20 (+5)
Charisma 12 (+1)
Hit Points / Bloodied: 161 / 80 (15 base + 26 Con + 120 level)
Healing Surges: 17 (9 base + 8 Con)
Healing Surge Value: 40 HP
Defenses
AC: 36 (10 base + 10 level + 11 Scale + 5 enh)
Fortitude: 37 (10 base + 10 level + 8 Con + 4 enh +2 feat + 2 item + 1 armor)
Reflex: 29 (10 base + 10 level + 3 Dex + 4 enh +2 feat)
Will: 33 (10 base + 10 level + 5 Wis + 4 enh +2 feat + 2 class)
AC is still not strong for a Defender, though it hardly needs to be with all our mitigation systems in place. Our NADs are quite solid now thanks to Robust Defenses and a good attribute spread in general.
Attacks
Glaive (any): +26 // [2d4]+15 dmg (+2 prof +10 level +4 enh +2 exp +8 Con // +4 enh +8 Con +3 feat)
-- bonus accuracy: +3 / +5 on OAs
-- bonus damage: +4 on melee attacks, +3 on close attacks, +4d8 psychic on crit
-- on hit: all psychic on demand --> -2 to targets next attack
Initiative: +13 (+10 level +3 Dex)
Speed: 6 (5 base + 1 ED)
Powers
At-Will: L1 Bull's Strength (PHB3); L7 Lightning Rush (PHB3); L13 Psionic Speed (PHB3) // Power Points: 13
Encounter: L2 Telepathic Challenge (PHB3); L6 Psionic Ambush (PHB3); L11 Eternal Vigilance (PHB3); SP: Insightful Riposte (PHB3)
Daily: L5 Nightmare Vortex (PHB3); L10 Battle Aspect (PHB3); L12 Blade Guide's Council (PHB3); L15 Mind Blade (PHB3); L16 Shield of the Iron Mind (PHB3); L19 Aspect of Stolen Identity (PHB3); L20 Guided Aggression (PHB3)
No new power, but we gain two more sweet PPs.
Feats
L1 Battle Awareness (MP1)
L4 Polearm Momentum (MP1)
L6 Weapon Expertise (Spear) (PHB2)
L6 Melee Training (Con) (PHB2)
L10 Weapon Expertise (Heavy Blade) (PHB2)
L10 Blade Opportunist (PHB1)
L11 Psychic Lock (PHB1)
L11 Polearm Gamble (PHB1)
L12 Heavy Blade Opportunity (PHB1)
L16 Focused Mind (PHB3)
L18 Skill Power (PHB3)
L20 Weapon Focus (Heavy Blades) (PHB1)
L21 Robust Defenses (PHB2)
L21 Mobile Warrior (MP1)
We finally have the slot to pick up Robust Defenses to improve our NADs, and Mobile Warrior is a straight upgrade from Opportunistic Sidestep that works with all attacks and does not rely on hitting, making us even more mobile, particularly paired with Psionic Speed (we of course could use both - but as usual, feats are scarce).
Notable Skills
Athletics: +18 (+5 trained +10 level +3 Str)
Diplomacy: +18 (+5 trained +10 level +1 Cha +2 item)
Dungeoneering: +17 (+10 level +5 Wis +2 racial)
Endurance: +20 (+10 level +8 Con +2 racial)
Insight: +20 (+5 trained +10 level +5 Wis)
Perception: +22 (+5 trained +10 level +5 Wis +2 item)
Still a broad set to stay useful in all kinds of situations and especially have some counter to surprise.
Gear (800.000gp / +240.000gp)
L22, 325000gp: Nagascale of Eyes +5 (PHB3) [replaces: Wyrmscale of Eyes +4, 65000gp]
L20, 125000gp: Diamond Cincture +2 (AV2)
L19, 105000gp: Githyanki Silver Glaive +4 (MotP)
L18, 85000gp: Steadfast Amulet +4 (AV1)
L16, 45000gp: Iron Armbands of Power +4 (AV1)
L15, 25000gp: Ring of the Dragonborn Emperor (AV1)
L14, 21000gp: Circlet of Arkhosia (PH:DrB)
L13, 17000gp: Breakchain Tattoo (AV2)
L12, 13000gp: Diplomat's Scabbard (Dr381)
L12, 13000gp: Stone of Spirit (AV2)
L10, 5000gp: Strikebacks (AV1)
L9, 4200gp: Battle Standard of the Hungry Blade (Dr381)
L7, 2600gp: Rushing Cleats (AV1)
L6, 1800gp: Solitaire (Cinnabar) (AV1)
12400gp left
A simple but important upgrade to our armor.
Powers: A decent choice of powers, of which we pick Immortal Endurace (PHB3) to even further increase our resilience for those tough encounters. If need we can already stack up more than 200 HP self-healing in an encounter if needed without help, and we have the surges to back it up...
Tactical Supremacy is nice, but by now we should have enough other ways to gain CA in our group. Imdomitable Maneuver is good as well, but mobility shouldn't be a problem for us, either.
Gear (1.200.000gp / +400.000gp)
L15, 25000gp: Ring of Freedom of Movement (PHB)
L12, 13000gp: Stone of Earth (AV2)
L11, 9000gp: Dice of Auspicious Fortune (Dr381)
365400gp left
Only some cheap items here as we need to save some money. We finally get a second ring which increases our ability to deal with movement impairing effects even further. The Dice are sweet to ensure an important attacks hits home, or even better to make sure an important save succeeds, and the second stone allows more rerolls in case we need them.
But another 2 PPs are always welcome.
Gear (1.600.000gp / +400.000gp)
L24, 525000gp: Githyanki Silver Glaive +5 (MotP) [replaces: Githyanki Silver Glaive +4, 105000gp]
345400gp left
And another highly anticipated accuracy upgrade.
Special: Our ED now allows ups to still use OAs and immediates while dazed or stunned - which is just great and probably the most compelling reason to take take this ED.
Feats: We use that newfound resilience and get Rapid Mind Spike (Dr387) to punish mobs twice with Lightning Rush and Mindspike (NB: the triggers are slightly different), or even three times in case we get an OA, for ignoring us.
Gear (2.100.000gp / +500.000gp)
L25, 625000gp: Periapt of Cascading Health +5 (Dr369) [replaces: Steadfast Amulet +4, 85000gp]
305400gp left
An upgrade for our neck, and because we really could care less about daze and stun by now, we instead concentrate on general condition removal.
Aspect of Luinous Though and Vitality Theft are both good, but they cannot compare for this build.
Gear (2.800.000gp / +700.000gp)
L23, 425000gp: Breakchain Tattoo (AV2) [replaces: Breakchain Tattoo, 17000gp]
L10, 5000gp: Avalanche Boots (Dr385) [replaces: Rushing Cleats, 2600gp]
595000gp left
We just upgrade our Tattoo as the automatic removal of any one movement imparing effect is definately worth it. We also get some new boots, as we don't have any slide power left and instead add some mobility in case we need to charge - it's a cheap upgrade anyway. The rest is saved for next level.
Class: Battlemind (PHB3)
Paragon Path: Eternal Blade (PHB3)
Epic Destiny: Caeseless Guardian (Dr387)
Psionic Study: Battle Resilience (PHB3)
Background: Perception Class Skill (Geography: Forest, PHB2)
Ability Scores
Strength 16 (+3)
Constitution 27 (+8)
Dexterity 17 (+3)
Intelligence 10 (+0)
Wisdom 21 (+5)
Charisma 12 (+1)
Hit Points / Bloodied: 192 / 96 (15 base + 27 Con + 150 level)
Healing Surges: 17 (9 base + 8 Con)
Healing Surge Value: 48 HP
-- resist: 5 with 2+ marked targets
Almost guaranteed resist 5 all thanks to double marking Battlemind's Demand, Telepathic Challenge and Psionic Speed. Against solos we have Mind Blade and other ways to make quick work of those, at the start of the encounter Battle Resilience protects us, and there's always Battle Aspect as back-up.
Defenses
AC: 39 (10 base + 13 level + 11 Scale + 5 enh)
Fortitude: 41 (10 base + 13 level + 8 Con + 5 enh +2 feat + 2 item + 1 armor)
Reflex: 32 (10 base + 13 level + 3 Dex + 5 enh +2 feat)
Will: 35 (10 base + 13 level + 5 Wis + 5 enh +2 feat + 2 class)
-- +2 vs melee / ranged
AC seems somewhat low, but as area attacks vs AC are extremely rare that's not much of a problem.
Attacks
Glaive (any): +31 // [2d4]+16 dmg (+2 prof +13 level +5 enh +3 exp +8 Con // +5 enh +8 Con +3 feat)
-- bonus accuracy: +3 / +5 on OAs
-- bonus damage: +4 on melee attacks, +5d8 psychic on crit
-- on hit: all psychic on demand --> -2 to targets next attack
Initiative: +16 (+13 level +3 Dex)
Speed: 6 (5 base + 1 ED)
Powers
At-Will: L1 Bull's Strength (PHB3); L7 Lightning Rush (PHB3); L13 Psionic Speed (PHB3) // Power Points: 15
Encounter: L2 Telepathic Challenge (PHB3); L6 Psionic Ambush (PHB3); L11 Eternal Vigilance (PHB3); SP: Insightful Riposte (PHB3)
Daily: L10 Battle Aspect (PHB3); L12 Blade Guide's Council (PHB3); L15 Mind Blade (PHB3); L16 Shield of the Iron Mind (PHB3); L19 Aspect of Stolen Identity (PHB3); L20 Guided Aggression (PHB3); L22 Immortal Endurace (PHB3); L25 Psychic Hammer (PHB3); L26 Always Ready (Dr387)
A nice initiative on demand booster and huge surprise counter from our ED.
Feats
L1 Battle Awareness (MP1)
L4 Polearm Momentum (MP1)
L6 Melee Training (Con) (PHB2)
L10 Weapon Expertise (Heavy Blade) (PHB2)
L10 Blade Opportunist (PHB1)
L11 Psychic Lock (PHB1)
L11 Polearm Gamble (PHB1)
L12 Heavy Blade Opportunity (PHB1)
L16 Focused Mind (PHB3)
L18 Skill Power (PHB3)
L20 Weapon Focus (Heavy Blades) (PHB1)
L21 Robust Defenses (PHB2)
L21 Mobile Warrior (MP1)
L22 Long Step (PHB3)
L24 Rapid Mind Spike (Dr387)
L26 Strength Through Challenge (Dr387)
Another big boost to our ability to survive, much more than an extra point of AC could do.
Notable Skills
Athletics: +21 (+5 trained +13 level +3 Str)
Diplomacy: +21 (+5 trained +13 level +1 Cha +2 item)
Dungeoneering: +20 (+13 level +5 Wis +2 racial)
Endurance: +23 (+13 level +8 Con +2 racial)
Insight: +23 (+5 trained +13 level +5 Wis)
Perception: +25 (+5 trained +13 level +5 Wis +2 item)
Gear (4.000.000gp / +1.200.000gp)
L27, 1625000gp: Shadow Bank (AV) [replaces: Ring of the Dragonborn Emperor, 25000gp]
L25, 625000gp: Periapt of Cascading Health +5 (Dr369)
L24, 525000gp: Githyanki Silver Glaive +5 (MotP)
L23, 425000gp: Breakchain Tattoo (AV2)
L22, 325000gp: Nagascale of Eyes +5 (PHB3)
L20, 125000gp: Diamond Cincture +2 (AV2)
L16, 45000gp: Iron Armbands of Power +4 (AV1)
L15, 25000gp: Ring of Freedom of Movement (PHB)
L14, 21000gp: Circlet of Arkhosia (PH:DrB)
L12, 13000gp: Diplomat's Scabbard (Dr381)
L12, 13000gp: Stone of Spirit (AV2)
L12, 13000gp: Stone of Earth (AV2)
L11, 9000gp: Dice of Auspicious Fortune (Dr381)
L10, 5000gp: Strikebacks (AV1)
L10, 5000gp: Avalanche Boots (Dr385)
L9, 4200gp: Battle Standard of the Hungry Blade (Dr381)
L6, 1800gp: Solitaire (Cinnabar) (AV1)
195000gp left
It hurts a bit to lose the extra damage on our AoE Bull's Strength, but the extra defense from the Shadow Band is just too much of a difference to ignore.
Brilliant Recovery is another decent option for straight damage, as we will get a few misses due our many attacks - but our minors are already in high demand and it doesn't offer any new "tech" either.
But of course we, for the last time, get another nice 2 PPs.
Gear (6.000.000gp / +2.000.000gp)
L27, 1625000gp: Elderscale of Eyes +6 (PHB3) [replaces: Nagascale of Eyes +5, 325000gp]
L24, 525000gp: Circlet of Arkhosia (PH:DrB) [replaces: Circlet of Arkhosia, 21000gp]
L21, 255000gp: Solitaire (Cerulean) (AV1)
166000gp left
Another significant improvement to our AC, and we improve our head item to also work against dominate, which is always useful. We also get the improved Solitaire to help with our saves - just in case...
Feats: Epic Reflex (PHB2) finally covers the soft spot of our NADs - not fancy, but very useful.
Gear (8.000.000gp / +2.000.000gp)
L29, 2625000gp: Githyanki Silver Glaive +6 (MotP) [replaces: Githyanki Silver Glaive +5, 525000gp]66000gp left
Simple and straight, we get our final weapon upgrade.
Gear (10.000.000gp / +2.000.000gp)
L27, 1625000gp: Avandra's Ring (AV2) [replaces: Ring of free Movement, 25000gp]
666000gp left
We improve our other ring to guarantee sustained mobility in even the most adverse conditions.
Class: Battlemind (PHB3)
Paragon Path: Eternal Blade (PHB3)
Epic Destiny: Caeseless Guardian (Dr387)
Psionic Study: Battle Resilience (PHB3)
Background: Perception Class Skill (Geography: Forest, PHB2)
Ability Scores
Strength 16 (+3)
Constitution 28 (+9)
Dexterity 17 (+3)
Intelligence 10 (+0)
Wisdom 22 (+6)
Charisma 12 (+1)
Hit Points / Bloodied: 217 / 108 (15 base + 28 Con + 174 level)
Healing Surges: 18 (9 base + 9 Con)
Healing Surge Value: 54 HP
-- resist: 5 with 2+ marked targets
Defenses
AC: 47/44 (normal/bloodied) (10 base + 15 level + 13 Scale + 6 enh ; +3 item)
Fortitude: 44 (10 base + 15 level + 9 Con + 6 enh +2 feat + 2 item )
Reflex: 40 (10 base + 15 level + 3 Dex + 6 enh +2 feat + 4 epic reflex)
Will: 41 (10 base + 15 level + 6 Wis + 6 enh +2 feat + 2 class)
-- +2 vs melee / ranged
Attacks
Glaive (any): +35 // [2d4]+18 dmg (+2 prof +15 level +6 enh +3 exp +9 Con // +6 enh +9 Con +3 feat)
-- bonus accuracy: +3 / +5 on OAs
-- bonus damage: +6 on melee attacks, +6d8 psychic on crit
-- on hit: all psychic on demand --> -2 to targets next attack
Initiative: +18 (+15 level +3 Dex)
Speed: 6 (5 base + 1 ED)
Powers
At-Will: L1 Bull's Strength (PHB3); L7 Lightning Rush (PHB3); L13 Psionic Speed (PHB3); L30 Never Again (Dr387) // Power Points: 17
Encounter: L2 Telepathic Challenge (PHB3); L6 Psionic Ambush (PHB3); L11 Eternal Vigilance (PHB3); SP: Insightful Riposte (PHB3)
Daily: L10 Battle Aspect (PHB3); L12 Blade Guide's Council (PHB3); L15 Mind Blade (PHB3); L16 Shield of the Iron Mind (PHB3); L20 Guided Aggression (PHB3); L22 Immortal Endurace (PHB3); L25 Psychic Hammer (PHB3); L26 Always Ready (Dr387); L29 Aspect of Annihilation (PHB3)
Finally a way to use all the surges we have - just in case Tiamat and Orcus team up to surprise our party and eat our leader...
Feats
L1 Battle Awareness (MP1)
L4 Polearm Momentum (MP1)
L6 Melee Training (Con) (PHB2)
L10 Weapon Expertise (Heavy Blade) (PHB2)
L10 Blade Opportunist (PHB1)
L11 Psychic Lock (PHB1)
L11 Polearm Gamble (PHB1)
L12 Heavy Blade Opportunity (PHB1)
L16 Focused Mind (PHB3)
L18 Skill Power (PHB3)
L20 Weapon Focus (Heavy Blades) (PHB1)
L21 Robust Defenses (PHB2)
L21 Mobile Warrior (MP1)
L22 Long Step (PHB3)
L24 Rapid Mind Spike (Dr387)
L26 Strength Through Challenge (Dr387)
L28 Epic Reflexes (PHB2)
L30 Vengence Spike (PHB3)
As it is god hunting time we expect to face some seriously bloated defense values - a good time to grab a bonus to accuracy.
Notable Skills
Athletics: +23 (+5 trained +15 level +3 Str)
Diplomacy: +23 (+5 trained +15 level +1 Cha +2 item)
Dungeoneering: +21 (+15 level +6 Wis +2 racial)
Endurance: +26 (+15 level +9 Con +2 racial)
Insight: +26 (+5 trained +15 level +6 Wis)
Perception: +26 (+5 trained +15 level +6 Wis)
Gear (14.625.000gp / +4.625.000gp)
L30, 3125000gp: Periapt of Cascading Health +6 (Dr369) [replaces: Periapt of Cascading Health +5, 625000gp]
L30, 3125000gp: Agile Elderscale +6 (AV1) [replaces: Elderscale of Eyes +6, 1625000gp]
L29, 2625000gp: Githyanki Silver Glaive +6 (MotP)
L27, 1625000gp: Avandra's Ring (AV2)
L27, 1625000gp: Shadow Band (AV)
L26, 1125000gp: Iron Armbands of Power +6 (AV1) [replaces: Iron Armbands of Power +4, 45000gp]
L24, 525000gp: Circlet of Arkhosia (PH:DrB)
L23, 425000gp: Breakchain Tattoo (AV2)
L21, 225000gp: Solitaire (Cerulean) (AV1)
L20, 125000gp: Diamond Cincture +2 (AV2)
L12, 13000gp: Diplomat's Scabbard (Dr381)
L12, 13000gp: Stone of Spirit (AV2)
L12, 13000gp: Stone of Earth (AV2)
L11, 9000gp: Dice of Auspicious Fortune (Dr381)
L10, 5000gp: Strikebacks (AV1)
L10, 5000gp: Avalanche Boots (Dr385)
L9, 4200gp: Battle Standard of the Hungry Blade (Dr381)
L6, 1800gp: Solitaire (Cinnabar) (AV1)
11000gp left
A lot of money to spend on some last upgrades, most notably the Agile Armor which gives us a very nice bonus against opening volleys (Salubrious Armor would be a nice alternative with all our healing and the cheap Potions of Regeneration).