The Battlemind Handbook
1. Playing a Battlemind, 2. Reading the Guide, 3. Key
1. Class Traits & Features, 2. Roles
3. Races, 4. Attributes
5. Armor, 6. Weapons, 7. Skills, 8. Backgrounds
2. Example Builds
3. Rule Issues
1. Psionic Power Selection
2. Herioc Tier
3. Paragon Tier
4. Epic Tier
1. General Feats
2. Racial Feats
3. Multiclassing & Hybrids
4. Paragon Paths, 5. Epic Destinies
1. Building for Specific Goals
2. Power Combos
1. Further Readings, 2. Guide Status, 3. Remarks
1.1 Playing a Battlemind
So, you have come here, still believing all that mind over matter nonesense those finger trickster told you ? Let me tell you, the mind makes a damn fine weapon - but so does a good hammer !
The real game is that you win a battle neither by swinging the hardest nor by having all fancy strategies. No, you go out there, look your enemies deep into the eyes and let them know that no matter what they do, you already have the counter in place, and no matter how long and hard they fight, you will still be standin'.
You want to play a Battlemind, if...
... you exult im being the toughest guy (or gal) out there.
... you like acting fast and decisive and enforcing your plan onto the enemy.
... you prefer a tactical challenge and getting the most out of it.
... you think mobility is the key to victory.
... you want to be flexible yet always use the best tool for the job.
1.2 Reading the Guide
This guide is aimed at optimisation for actual play and not for theoretical char-op, although it definately can function as reference for it. The structure is such that reading it from start to end should give you a good idea how to build a good BM for your individual tastes and needs, without any foreknowledge except the very basic understanding of how D&D 4e is played.
While you should definately read about #2.1-2.2 the BM's basics and carefully consider #4.1 your choice of powers, you can let the good ratings carry you for the rest of the handbook. Mind that, except for anything directly connected to the BM, I skipped things that are either weak or not relevant, because the sheer amount of choices available these days is beyond the purview of any single handbook.
Furthermore Skills, Rituals and anything else not significantly related to combat or the class itself were skipped, because I cannot tell you how to roleplay your character or what his story of life is. Nor do I know how much emphasis you or your DM puts on capabilities beyond combat, so you have do decide yourself how you want to balance these to aspects. For example the feat Agile Athlet is still a strong choice for any character interested in physical fitness, because it is flavourful and helps in and out of combat, but it simply isn't what this guide is about.
At last be reminded that a high rating does not stand for an interesting but just a universally good option.
Note: Contrary to some other guides I don't rate in a vacuum, but under the assumption that however your particular build may look like, it will be synergetic in itself, and particularly dependent options are marked as such. My ratings thus are concerned more with how well you will be able to apply your capabilities in-game independent of circumstances beyond your control.
Hazardous: This choice is a trap ! It's either very weak, has some glaring issues or is completely superseded by another pick.
Situational: There are definately better choices, but under certain circumstances this might be beneficial.
Useful: While there are usually stronger selections, you should be able to contribute well enough.
Strong: By all means a solid pick, good at its job and without problems. This should be considered the baseline for well built characters.
Great: A great selection indeed, doing excedingly well or being broadly applicaple.
Fantastic: What a choice ! Classes are defined by these picks, and you'll have to actively justify not taking it.
I will mark any item which has certain additional requirements to be used (or used well).
- Attribute: C/CC = some/high Cha; D/DD = some/high Dex; I/II = some/high Int; S/SS = some/high Str; W/WW = some/high Wis
- Tier: H = Herioc Feat; P = Paragon Feat; E = Epic Feat
- R = other requirements as specified
AVX - Adventurer's Vault X
DrXXX - Dragon Magazine, issue XXX
DMAXX - Dragon Magazine Annual 20XX
DSCS - Dark Sun Campaign Setting
DP - Divine Power
EPG - Eberron Player's Guide
FRPG - Forgotten Realms Player's Guide
MMX - Monster Manual X
MOTP - Manual of the Planes
MPX - Martial Power
PHBX - Player's Handbook X
PHHX - Player's Handbook Heroes: Series X
PHR:X - Player's Handbook Races: X
PrP - Primal Power
PsP - Psionic Power
BD - Battlemind's Demand, a Class Feature
BM - this class, the Battlemind
BR - Battle Resilience, a Class Feature
BS - in this case just Blurred Step, a Class Feature
CA - Combat Advantage
ED - Epic Destiny
Frostcheese - The combination of Wintertouched, Lasting Frost, and a Frost Weapon to impose CA and Cold Vulnerability 5 on an enemy.
HP - Hit Points
HS - Healing Surges
LX - Level X
MBA - Melee Basic Attack, relevant for Charges, Opportunity Attacks and some Leader Powers
MC - Multiclass
Mob - short term for monster
MS - Mindspike, a Class Feature
NAD - non-AC Defense
OA - Opportunity Attack
PH - Persistent Harrier, a Class Feature
RBA - Ranged Basic Attack
Rider - an additional effect of an Attack Power, aside from doing damage on a hit
pA - following a number, referring to an X point Augmentation
PP - Paragon Path OR Power Points (depends on the context)
SoT - Speed of Though, a Class Feature
tHP - temporary Hit Points
WF - Wild Focus, a Class Feature