The hidden mind spiker. Hybrid Battlemind/Warlock

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This is just an idea to go around trying to make the most of a Battlemind mind spike ability. This build is mostly focused on damage via the mind spike and is not meant to be traditional defender. I went with Battlemind obviously for the mind spike ability and warlock for the slew of powers that allow for blinds and hiddens. Both classes also have some utility teleports which I make the most use of through multiclassing O-assassin and taking the feat to hide after become invisible. Finally if Mind Spike doesn't go off via a shift or something else. Lightning Rush will come into play. 

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====== Created Using Wizards of the Coast D&D Character Builder ======
- Copy, level 16
Tiefling, Battlemind/Warlock, Steel Ego
Eldritch Pact (Hybrid) Option: Dark Pact (Hybrid)
Eldritch Strike Option: Eldritch Strike Constitution
Hybrid Warlock Option: Hybrid Warlock Will
Hybrid Talent Option: Battlemind Armor Proficiency
Psionic Augmentation (Hybrid) Option: Hybrid Encounter Power
Inherent Bonuses
Silent Hunter (Silent Hunter Benefit)
Theme: Ironwrought

FINAL ABILITY SCORES
STR 11, CON 22, DEX 16, INT 9, WIS 14, CHA 19

STARTING ABILITY SCORES
STR 10, CON 16, DEX 14, INT 8, WIS 13, CHA 14


AC: 30 Fort: 30 Ref: 29 Will: 30
HP: 110 Surges: 13 Surge Value: 27

TRAINED SKILLS
Arcana +12, Diplomacy +17, Endurance +18, Stealth +17

UNTRAINED SKILLS
Acrobatics +9, Athletics +7, Bluff +14, Dungeoneering +10, Heal +10, History +7, Insight +10, Intimidate +12, Nature +10, Perception +11, Religion +7, Streetwise +12, Thievery +9

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ironwrought Attack: Inevitable Strike
Tiefling Racial Power: Infernal Wrath
Battlemind Feature: Battlemind's Demand
Battlemind Feature: Mind Spike
Warlock's Curse Power: Warlock's Curse
Assassin Feature: Shadow Step
Battlemind Attack 1: Conductive Defense
Warlock Attack 1: Eldritch Strike
Warlock Utility 2: Spectral Fade
Warlock Attack 5: Hunger of Hadar
Battlemind Utility 6: Ghost Jaunt
Battlemind Attack 7: Lightning Rush
Battlemind Attack 9: Shattered Time
Warlock Utility 10: Ethereal Sidestep
Steel Ego Attack 11: Stinging Rebuke
Steel Ego Utility 12: Forceful Contempt
Warlock Attack 13: Break the Will
Battlemind Attack 15: Mind Blade
Warlock Utility 16: Infuriating Elusiveness

FEATS
Level 1: Hybrid Talent
Level 2: Acolyte of the Veil
Level 4: Ki Focus Expertise
Level 6: Assassin's Cloak
Level 8: Superior Implement Training (Fluid ki focus)
Level 10: Superior Will
Level 11: Lure of Iron
Level 12: Psionic Rush
Level 14: Superior Fortitude
Level 16: Superior Reflexes

ITEMS
Ki Focus
Rapier x1
Adventurer's Kit
Scale Armor x1
Heavy Shield x1
Enshrouding Candle
====== End ======




This build is no where near complete. Still items need to be added in and some power switched around. Will post updated build sometime later if anyone is interested.
Battlemind|cunning Rogue/assassin with drawn shadows +a enshrouding candle would hide alot easier.

I also did a battlemind / warlock /evermeet warlock. Psilent guardian in my sig. Which is similar. Might give you some ideas.

Of course, either of those might be too much for the party.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

What about a Revenant-Shade (or just Shade), with the level 6 utility that allows you cast a burst 1 dim light as a minor?  Once you go "winchester" and burn out your encounter powers, you could park yourself next to the big bad guy, cast dim light, hide, then sustain with a standard.
Updated build some. Only real item that is required is the Enshrouding candle for permenant concealment.