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    Bugbear in the Playground
    Join Date
    Jul 2013

    Default He Thinks He's Divine: A Paladin|Battlemind/Wizard/Blackstone Guardian/Topaz Cruader

    An idea I've had kicking around for a while, based on a post by RenZhe on the Charop forums. I'd love comments and suggestions!

    Spoiler: Level 1 Character sheet
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    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Melech, level 1
    Tiefling, Battlemind/Paladin
    Hybrid Paladin Option: Hybrid Paladin Reflex
    Psionic Augmentation (Hybrid) Option: Hybrid Encounter Power
    Trained from Birth for a Specific Prophecy (Trained from Birth for a Specific Prophecy Benefit)
    Theme: Ghost of the Past

    FINAL ABILITY SCORES
    STR 10, CON 18, DEX 8, INT 12, WIS 12, CHA 18

    STARTING ABILITY SCORES
    STR 10, CON 16, DEX 8, INT 12, WIS 12, CHA 16


    AC: 19 Fort: 14 Ref: 14 Will: 15
    HP: 33 Surges: 13 Surge Value: 8

    TRAINED SKILLS
    Bluff +11, Diplomacy +9, Endurance +7, History +6

    UNTRAINED SKILLS
    Acrobatics –3, Arcana +1, Athletics –2, Dungeoneering +0, Heal +0, Insight +0, Intimidate +4, Nature +0, Perception +0, Religion +1, Stealth –1, Streetwise +4, Thievery –3

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Ghost of the Past Utility: Guidance of the Past
    Tiefling Racial Power: Infernal Wrath
    Battlemind Feature: Battlemind's Demand
    Battlemind Feature: Blurred Step
    Paladin Feature: Divine Challenge
    Paladin Attack 1: Valorous Smite
    Battlemind Attack 1: Conductive Defense
    Paladin Attack 1: Virtuous Strike
    Paladin Attack 1: Majestic Halo

    FEATS
    Level 1: Imperious Majesty

    ITEMS
    Rapier x1
    Scale Armor x1
    Heavy Shield x1
    Adventurer's Kit
    ====== End ======


    Spoiler: Level 1 Notes
    Show
    The beginning shtick:

    1) You get great AC with scale and a shield (until level 13)
    2) You get full Divine Sanction on appropriate powers and a slightly less damaging Divine Challenge than a straight up Paladin
    3) You get a CHA based MBA that does Radiant damage, an Encounter that Divine Sanctions (and Gift of the Past lets you roll twice), along with your Sanctioning Daily
    4) You get a Battlemind unaugmented at will that adds damage if an enemy attacks an ally.
    5) If you still need it, you also have Battlemind's Demand for a generic sticky mark.

    Basically, you get most of the advantages of a Battlemind and most of the advantages of a Paladin.

    One note: You're going to be very hard up for carrying capacity early on- you've only got 5 pounds to spare (and in fact, that's why you have a Rapier rather than a Longsword- saves two pounds). All of my characters make it a point to pick up a Bag of Holding early on, at which point carrying capacity mostly becomes a non-issue, since you're dropping your 33 pound Adventurer's Kit into the Bag. But you need 13 INT at level 11, and having 13 WIS then is helpful (and 14 WIS at Epic also has some use).


    Spoiler: Level 6 Character Sheet
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    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Melech, level 6
    Tiefling, Battlemind/Paladin
    Hybrid Paladin Option: Hybrid Paladin Reflex
    Psionic Augmentation (Hybrid) Option: Hybrid Encounter Power
    Trained from Birth for a Specific Prophecy (Trained from Birth for a Specific Prophecy Benefit)
    Theme: Ghost of the Past

    FINAL ABILITY SCORES
    STR 10, CON 19, DEX 8, INT 12, WIS 12, CHA 19

    STARTING ABILITY SCORES
    STR 10, CON 16, DEX 8, INT 12, WIS 12, CHA 16


    AC: 23 Fort: 19 Ref: 19 Will: 21
    HP: 64 Surges: 13 Surge Value: 16

    TRAINED SKILLS
    Bluff +14, Diplomacy +12, Endurance +11, History +9

    UNTRAINED SKILLS
    Acrobatics +0, Arcana +4, Athletics +1, Dungeoneering +4, Heal +4, Insight +4, Intimidate +7, Nature +4, Perception +4, Religion +4, Stealth +2, Streetwise +7, Thievery +0

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Ghost of the Past Utility: Guidance of the Past
    Tiefling Racial Power: Infernal Wrath
    Battlemind Feature: Battlemind's Demand
    Battlemind Feature: Blurred Step
    Paladin Feature: Divine Challenge
    Paladin Attack 1: Valorous Smite
    Paladin Attack 1: Virtuous Strike
    Paladin Attack 1: Majestic Halo
    Paladin Utility 2: Call of Challenge
    Battlemind Attack 3: Spectral Legion
    Battlemind Attack 5: Inconstant Location
    Battlemind Utility 6: Psionic Ambush

    FEATS
    Level 1: Imperious Majesty
    Level 2: Devout Protector Expertise
    Level 4: Improved Defenses
    Level 6: Superior Will

    ITEMS
    Dwarven Scale Armor +1 x1
    Heavy Shield x1
    Adventurer's Kit
    Restful Bedroll
    Bag of Holding
    Iron Armbands of Power (heroic tier) x1
    Aegis Blade Rapier +1 x1
    Cloak of Distortion +1 x1
    ====== End ======


    Spoiler: Level 6 Explanation
    Show
    Powers-
    Level 2- Call of Challenge. Burst 3 Divine Sanction; basically made of win (even better- with Gift of the Past, you can probably Valorous Smite and hit, then Call of Challenge turn 2).
    Level 3- Spectral Legion replaces Conductive Defense. You have 2 power points, and the Augment 1 is a huge hit penalty for this level.
    Level 5- Inconstant Location. Mostly for the free moves- I don't love any of the Battlemind choices, really. Nightmare Vortex has forced movement, if that's your thing; Fated Confrontation at least lets you attack if you don't really want to move.
    Level 6- Psionic Ambush. Combined with your Burst marks, this is a combination of long movement (and works when Slowed or dealing with difficult terrain), and also works when Immobilized, Grabbed, or Restrained.

    Feats-
    Level 2- Devout Protector Expertise is expertise AND a +1 shield bonus to allies' AC- it's awesome, until level 13.
    Level 4- Improved Defenses (but see level 6).
    Level 6- Superior Will. It might be worth moving this even earlier, because there's always the risk of you dazing yourself.

    Items-
    Don't really matter too much. Bag of Holding helps with load. Aegis Blade at least gives another burst mark, but there's nothing I really love here. Rhythm Blade doesn't help. Vicious might be worthwhile, and you'll want that later, but it doesn't matter much now. And Cloak of Distortion is always useful, but wasn't picked with a lot of thought behind it. Iron Armbands are Iron Armbands. And a Restful Bedroll is always nice, and it's Common, so even DMs who don't like selling items should let you buy it. Dwarven Armor because it's good, but if you like something better, knock yourself out.


    Spoiler: Level 11 Character Sheet
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    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Melech, level 11
    Tiefling, Battlemind/Paladin, Blackstone Guardian
    Hybrid Paladin Option: Hybrid Paladin Reflex
    Psionic Augmentation (Hybrid) Option: Hybrid Encounter Power
    Hybrid Talent Option: Psionic Study (Hybrid)
    Psionic Study (Hybrid) Option: Speed of Thought (Hybrid)
    Trained from Birth for a Specific Prophecy (Trained from Birth for a Specific Prophecy Benefit)
    Theme: Ghost of the Past

    FINAL ABILITY SCORES
    STR 11, CON 21, DEX 9, INT 13, WIS 13, CHA 21

    STARTING ABILITY SCORES
    STR 10, CON 16, DEX 8, INT 12, WIS 12, CHA 16


    AC: 27 Fort: 24 Ref: 23 Will: 26
    HP: 96 Surges: 14 Surge Value: 24

    TRAINED SKILLS
    Bluff +17, Diplomacy +15, Endurance +15, History +11, Religion +11

    UNTRAINED SKILLS
    Acrobatics +2, Arcana +8, Athletics +3, Dungeoneering +6, Heal +6, Insight +6, Intimidate +10, Nature +6, Perception +8, Stealth +4, Streetwise +10, Thievery +2

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Ghost of the Past Utility: Guidance of the Past
    Tiefling Racial Power: Infernal Wrath
    Battlemind Feature: Battlemind's Demand
    Battlemind Feature: Blurred Step
    Paladin Feature: Divine Challenge
    Battlemind Feature: Speed of Thought
    Paladin Attack 1: Valorous Smite
    Battlemind Attack 1: Conductive Defense
    Paladin Attack 1: Virtuous Strike
    Paladin Attack 1: Majestic Halo
    Paladin Utility 2: Call of Challenge
    Battlemind Attack 5: Inconstant Location
    Battlemind Utility 6: Psionic Ambush
    Battlemind Attack 7: Lightning Rush
    Paladin Attack 9: Ray of Reprisal
    Ghost of the Past Utility 10: Time Jaunt
    Blackstone Guardian Attack 11: Blackstone Curse

    FEATS
    Level 1: Imperious Majesty
    Level 2: Devout Protector Expertise
    Level 4: Improved Defenses
    Level 6: Superior Will
    Level 8: Hybrid Talent
    Level 11: Learned Spellcaster
    Level 11: Ritual Caster
    Level 11: Arcane Familiar

    ITEMS
    Heavy Shield x1
    Adventurer's Kit
    Restful Bedroll
    Bag of Holding
    Iron Armbands of Power (heroic tier) x1
    Aegis Blade Rapier +1
    Dwarven Drakescale Armor +2 x1
    Power Jewel
    Steadfast Amulet +2 x1
    Wolfen Rapier +2 x1
    Symbol of Victory +2 x1
    Eager Hero's Tattoo (heroic tier) x1
    Aversion Staff +1
    Staff of the Traveler +1
    ====== End ======


    Spoiler: Level 11 Explanation
    Show
    Powers-
    Level 7- Pick up Lightning Rush for 2x uses at 2 power points each (really amazing power and doesn't require the enemy being marked). Be sure to check with your DM about whether using it against a Ranged/Area attack will also let you make an OA, and also whether the retargeting means they might have to entirely retarget area bursts/close blasts to keep you in the burst/blast, or whether it only retargets from one ally to you.

    Also, because you're using all of your power points on Lightning Rush, retrain Spectral Legion back down to Conductive Defense.

    Level 9- Ray of Reprisal, for another (Daily) interrupt. If you don't find you need it, feel free to find something else- it would be nice if WotC hadn't felt the need to restrict damage on Iron Tomb.

    Level 10- Time Jaunt, because an extra action point is amazing. Note that depending on exactly where you go with the build, Hands of the Titan might be nice to pick up at some point.

    (PP E11 will be covered under PP)

    Feats-
    Hybrid Talent for Speed of Thought lets you save a move action pre-turn 1. Note that Persistent Harrier is legal RAW, but the character builder doesn't allow it.

    Improved Initiative was taken at level 10, but retrained right away at level 11.

    For reasons explained later, Wizard MC is key for this character's Paragon development. Learned Spellcaster is superior to Arcane Initiate for two reasons: you can choose skills, and Religion is superior both thematically and if you have room for Skill Power later on (for Deliverance of Faith). Also, Ritual Caster is better than either Magic Missile once per encounter or a power where you don't have attack caliber stats. And if you're taking Wizard, then we almost have to take Arcane Familiar/Rakshasa Claw for item swapping.

    Items-
    Dwarven Armor again. Wolfen Weapon, because avoiding surprise rounds is nice. Steadfast Amulet, again because it's nice. Power Jewel because you still have Valorous Smite for a while. Eager Hero's Tattoo for convenient temp HPs. Aversion Staff for extra defenses when swapped in (Marked is a condition), and Staff of the Traveler because teleport is better than shift. And a Symbol of Victory, because having action points for the first 5 Encounters is nice.

    As a note, I'm going to throw in lots of item swapping things as we go forward- they're really not all required, but it's fun to have a utility belt. Feel free to ignore some, add others, and give advice. Some DMs may not let you buy as much stuff as I have here (we generally allow buying Uncommons, especially if they're below level).

    Paragon Path-
    AP11- Blackstone Action gets you Resist 4 All on an action point, and as noted, that's your first 5 encounters. Bumps up to 5 at level 21.
    F11- Monolithic Vision is useless, even if you did decide on Mind Spike in place of Blurred Step (and Blurred Step is still better).
    PP11- 2 power points. You'll use them on the E11, but it definitely helps.
    E11- Blackstone Curse. You want to use this with 2 power points, for Petrification. As a refresher, the enemy is Helpless (as they would be with unconscious) and Resist 20 All. At this point (levels 11 and 12), you probably want to use Blackstone Curse with Gift of the Past and follow it up with Valorous Smite for a near auto-hit.


    Spoiler: Level 16 Character Sheet
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    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Melech, level 16
    Tiefling, Battlemind/Paladin, Blackstone Guardian
    Hybrid Paladin Option: Hybrid Paladin Reflex
    Psionic Augmentation (Hybrid) Option: Hybrid Encounter Power
    Hybrid Talent Option: Psionic Study (Hybrid)
    Psionic Study (Hybrid) Option: Speed of Thought (Hybrid)
    Trained from Birth for a Specific Prophecy (Trained from Birth for a Specific Prophecy Benefit)
    Theme: Ghost of the Past

    FINAL ABILITY SCORES
    STR 11, CON 22, DEX 9, INT 13, WIS 13, CHA 22

    STARTING ABILITY SCORES
    STR 10, CON 16, DEX 8, INT 12, WIS 12, CHA 16


    AC: 30 Fort: 30 Ref: 25 Will: 31
    HP: 127 Surges: 15 Surge Value: 31

    TRAINED SKILLS
    Bluff +21, Diplomacy +19, Endurance +19, History +14, Religion +14

    UNTRAINED SKILLS
    Acrobatics +7, Arcana +11, Athletics +8, Dungeoneering +9, Heal +9, Insight +9, Intimidate +14, Nature +9, Perception +9, Stealth +9, Streetwise +14, Thievery +7

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Ghost of the Past Utility: Guidance of the Past
    Battlemind Feature: Battlemind's Demand
    Battlemind Feature: Blurred Step
    Paladin Feature: Divine Challenge
    Battlemind Feature: Speed of Thought
    Feat Utility: Wizard's Wrath
    Paladin Attack 1: Valorous Smite
    Paladin Attack 1: Virtuous Strike
    Paladin Attack 1: Majestic Halo
    Paladin Utility 2: Call of Challenge
    Battlemind Utility 6: Psionic Ambush
    Battlemind Attack 7: Lightning Rush
    Paladin Attack 9: Ray of Reprisal
    Ghost of the Past Utility 10: Time Jaunt
    Blackstone Guardian Attack 11: Blackstone Curse
    Blackstone Guardian Utility 12: Monolithic Blessing
    Battlemind Attack 13: Brutal Barrage
    Battlemind Attack 15: Mind Blade
    Battlemind Utility 16: Instant Move

    FEATS
    Level 1: Imperious Majesty
    Level 4: Improved Defenses
    Level 6: Superior Will
    Level 8: Hybrid Talent
    Level 11: Learned Spellcaster
    Level 11: Ritual Caster
    Level 11: Arcane Familiar
    Level 12: Wizard's Wrath
    Level 13: Mighty Crusader Expertise
    Level 14: Weapon Proficiency (Fullblade)
    Level 16: Dispater's Iron Discipline

    ITEMS
    Heavy Shield
    Adventurer's Kit
    Restful Bedroll
    Bag of Holding
    Aegis Blade Rapier +1
    Power Jewel
    Wolfen Rapier +2
    Symbol of Victory +2 x1
    Eager Hero's Tattoo (heroic tier) x1
    Aversion Staff +1
    Staff of the Traveler +1
    Stone of Earth
    Diamond Cincture (heroic tier) x1
    Vicious Fullblade +3 x1
    Shielding Blade Dagger +1
    Staff of the Discerning Watcher +1
    Staff of Resilience +1
    Wyvernscale Armor of Dwarven Vigor +3 x1
    Timeless Locket +3 x1
    Ring of Giants x1
    Orb of Impenetrable Escape +2
    Iron Armbands of Power (paragon tier) x1
    Staff of Tongues +1
    Mnemonic Staff +1
    Staff of Insightful Detection +1
    Staff of the Evader +1
    Transfer Enchantment
    Enchant Magic Item
    Comrades' Succor
    ====== End ======


    Spoiler: Level 16 explanation
    Show
    Powers-
    Level 12- Monolithic Blessing. Occasionally useful- not often, but there will definitely be times Tremorsense is great.
    Level 13- Here we pick up Brutal Barrage in place of Conductive Defense. This, plus Wizard's Wrath, changes the shtick. First turn now likely looks something like:

    No action- Speed of Thought
    Minor- Wizard's Wrath (no OAs due to Mighty Crusader Expertise).
    Minor- Call of Challenge
    Standard- Blackstone Curse, Augment 2 (enemy is in the zone, so it should take effect even if they're Immune to Petrification and you can ignore the Resist from Petrified).
    AP
    Standard- Coup de Grace Brutal Barrage Augment 1, for 4 attacks, all crits. Vicious Weapon at a +3 enchantment makes that 5d12 per crit, and Ring of Giants adds +6 to each on top of your CON mod.

    Turn 2, you can still do Valorous Smite.

    Level 15- Mind Blade- now your allies can join in on the Coup de Grace fun.
    Level 16- Instant Move for free action movement. In this build, Secrets of Belial swaps it out at level 18 and you take it back at 22; if your DM allows multiple retrainings at 1 level, you can retrain into SoB at 22 and keep Instant Move the whole time. If for some reason you never find yourself action starved, remember Hands of the Titan.

    Feats-
    Level 12- Wizard's Wrath allows you to avoid dealing with Resistance and Immunity until EoNT, and get combat advantage.
    Level 13- Retrain Devout Protector Expertise to Mighty Crusader Expertise for your Vicious weapon. It's worth noting that I'd start here with a Vicious Greataxe and transfer the enchantment to a Fullblade at level 14.

    If you're willing to sacrifice defenses longterm- and his aren't great at the moment- feel free to grab a Rending Greataxe instead, and take vulnerability inducing feats, Pelor's Sun Cheese, and Radiant One at epic, or Master of Moments and find a way to pick up Hands of the Titan. Only works if you consider Rending Weapon to be a No Action for the crit line. Basic difference is that the Vicious variant kills a Standard and has better defenses/immunities, while the Rending one can get up to Elite killing on turn 1.
    Level 14- Weapon Proficiency Fullblade (see the previous line)
    Level 16- Dispater's Iron Discipline- now your saves vs. Dazed/Stunned/Dominated get a +6.

    Paragon Path-
    F16- Blackstone Chains- Immobilize everyone you've marked when you reduce an enemy to 0 hit points. Given your mass marking capabilities and your ability to kill a Standard on turn 1, that's more likely than you might think.

    Items-
    Vicious Weapon (Greataxe transferred to Fullblade) for the 1d12 crit; Rending is discussed above. Also convenient due to being Common and 2+. Lifestealer is an interesting alternative due to your bypassing of resistances; it also lets you have yet more temp HPs if necessary. Dwarven Armor again, and a Timeless Locket for initiative boosting.

    Ring of Giants is a big crit booster.
    Diamond Cincture boosts Fort and gives you the emergency surge.
    The Stone of Earth is Rare, but you're due for one. Dice of Auspicious Fortune are another good choice.
    Shielding Dagger can be used in tandem with Aversion Staff for +3 AC +2NADs. Note that RAW, Rhythm Blade is useless in its place due to needing a shield bonus already.
    Iron Armbands are Iron Armbands; feel free to pick something else. Winged Shield is interesting, but rare. Counterstrike Guards at level 14 is a bit of deterrence. Otherwise, there are crit boosting arm items, including one that does fire damage (you could pick up Psychic Corruption of Maleboge for vulnerability).

    Everything else is item swapping. In particular, Discerning Watcher can be paired with Wolfen Weapon as your pre-combat weapons; Staff of Resilience is yet another lifesaver; Orb of Impenetrable Escape is great with Mind Blade. The others are mostly minor bonuses.

    Note also that you're a Ritual Caster. Feel free to grab others.


    Spoiler: Level 21 Character Sheet
    Show
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Melech, level 21
    Tiefling, Battlemind/Paladin, Blackstone Guardian, Topaz Crusader
    Hybrid Paladin Option: Hybrid Paladin Reflex
    Psionic Augmentation (Hybrid) Option: Hybrid Encounter Power
    Hybrid Talent Option: Psionic Study (Hybrid)
    Psionic Study (Hybrid) Option: Speed of Thought (Hybrid)
    Versatile Expertise Option: Versatile Expertise (Heavy Blade)
    Versatile Expertise Option: Versatile Expertise (Staff)
    Bound to Greatness Option: Constitution
    Trained from Birth for a Specific Prophecy (Trained from Birth for a Specific Prophecy Benefit)
    Theme: Ghost of the Past

    FINAL ABILITY SCORES
    STR 12, CON 26, DEX 10, INT 14, WIS 14, CHA 24

    STARTING ABILITY SCORES
    STR 10, CON 16, DEX 8, INT 12, WIS 12, CHA 16


    AC: 34 Fort: 38 Ref: 30 Will: 37
    HP: 161 Surges: 17 Surge Value: 40

    TRAINED SKILLS
    Bluff +24, Diplomacy +22, Endurance +27, History +17, Religion +17

    UNTRAINED SKILLS
    Acrobatics +10, Arcana +14, Athletics +11, Dungeoneering +12, Heal +12, Insight +12, Intimidate +17, Nature +12, Perception +12, Stealth +12, Streetwise +17, Thievery +10

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Ghost of the Past Utility: Guidance of the Past
    Battlemind Feature: Battlemind's Demand
    Battlemind Feature: Blurred Step
    Paladin Feature: Divine Challenge
    Battlemind Feature: Speed of Thought
    Feat Utility: Wizard's Wrath
    Paladin Attack 1: Virtuous Strike
    Paladin Utility 2: Call of Challenge
    Battlemind Utility 6: Psionic Ambush
    Battlemind Attack 7: Lightning Rush
    Paladin Attack 7: Price of Cowardice
    Paladin Attack 9: Ray of Reprisal
    Ghost of the Past Utility 10: Time Jaunt
    Blackstone Guardian Attack 11: Blackstone Curse
    Blackstone Guardian Utility 12: Monolithic Blessing
    Battlemind Attack 13: Brutal Barrage
    Battlemind Attack 15: Mind Blade
    Paladin Attack 15: Knight's Defiance
    Swordmage Utility 16: Borrowed Confidence
    Blackstone Guardian Attack 20: Aspect of the Blackstone Gaoler

    FEATS
    Level 1: Imperious Majesty
    Level 4: Improved Defenses
    Level 6: Superior Will
    Level 8: Hybrid Talent
    Level 11: Learned Spellcaster
    Level 11: Ritual Caster
    Level 11: Arcane Familiar
    Level 12: Wizard's Wrath
    Level 14: Weapon Proficiency (Fullblade)
    Level 16: Dispater's Iron Discipline
    Level 18: Secrets of Belial
    Level 20: Versatile Expertise
    Level 21: Epic Resurgence
    Level 21: Paladin's Truth

    ITEMS
    Heavy Shield
    Adventurer's Kit
    Restful Bedroll
    Bag of Holding
    Aegis Blade Rapier +1
    Power Jewel
    Wolfen Rapier +2
    Symbol of Victory +2 x1
    Eager Hero's Tattoo (heroic tier)
    Aversion Staff +1
    Staff of the Traveler +1
    Stone of Earth
    Diamond Cincture (heroic tier) x1
    Vicious Fullblade +3
    Shielding Blade Dagger +1
    Staff of the Discerning Watcher +1
    Staff of Resilience +1
    Wyvernscale Armor of Dwarven Vigor +3
    Timeless Locket +3
    Ring of Giants x1
    Orb of Impenetrable Escape +2
    Iron Armbands of Power (paragon tier) x1
    Staff of Tongues +1
    Mnemonic Staff +1
    Staff of Insightful Detection +1
    Staff of the Evader +1
    Transfer Enchantment
    Enchant Magic Item
    Comrades' Succor
    Dwarven Stormscale Armor +4 x1
    Helm of Able Defense x1
    Vicious Fullblade +4 x1
    Incisive Dagger Dagger +2
    Rubicant Blade Dagger +2
    Polyglot Gem
    Salve of Power
    Greaves of Maldeen x1
    Timeless Locket +4 x1
    Battlemaster's Dagger +3
    Orb of Karmic Resonance +3
    Magic Staff +4
    Eager Hero's Tattoo (paragon tier) x1
    Eberron Shard of Lightning (paragon tier)
    Siberys Shard of Radiance (paragon tier)
    Orb of Temporal Dissonance +3
    Orb of Nimble Thoughts +1
    Orb of Translocation Interference +3
    ====== End ======


    Spoiler: Level 21 Notes
    Show
    Paragon Path- Keep in mind your resistance when you AP is now 5 All.

    Epic Destiny- We're going with Topaz Crusader, which has a number of amazing qualities. It's not the most damaging ED- Radiant One would add fire and radiant and there are nice vulnerability potentials for those, while Master of Moments would allow a number of tricks, especially if you manage to squeeze in Hands of the Titan. But Topaz Crusader will keep you from suffering a number of conditions and add a lot to defenses, which is nice.

    ED F21- +2 to CON is nice, though sadly it's not a double stat boost. But the rest of this feature more than makes up for it: +1 AC, and cannot be Dazed or Dominated. If your DM decides to be thematic and throw aberrants at you, so much the better; in that case, you'd also get +2 to Will and a few other bonuses against them.

    Powers-
    Level 17- Price of Cowardice gives you another interrupt, and Blinding is a nice effect.
    Level 19- Knight's Defiance is a great, large area Divine Sanctioning power. Note that I got rid of Majestic Halo, but given that Valorous Smite is now gone, it might be worth keeping Majestic Halo and dropping Ray of Reprisal.
    Level 20- Aspect of the Blackstone Gaoler- honestly, you probably have better stuff to do with your time.

    Feats-
    Level 18- Secrets of Belial. You might not end up using Borrowed Confidence on turn 1 until level 21; if you can retrain multiple feats at 21, wait and take it then instead.
    Level 20- Versatile Expertise (Heavy Blades and Staffs). By now, the Symbol of Victory is long in the tooth. Upgrading a 4+ item gets expensive. Arcane Implement Proficiency would give you Heavy Blades, but Mighty Crusader Expertise doesn't let you use them as implements and get a bonus. There's no real reason it has to be staffs- you can feel free to choose any other magic implement instead (if your DM gives you free Versatile Expertise, Orb is useful due to the number of interesting Paragon tier Orbs). Note that if your DM won't let you switch items in mid-power- RAW it's probably allowed, but it's sketchy- upgrading the Aversion Staff might be useful, since you can actually then use it as implement, defense booster, and weapon as well. And Staffs can take Dragonshards.

    Level 21- Epic Resurgence and retrain Mighty Crusader Expertise to Paladin's Truth. The former gives you back an Encounter power when you crit, so you can now use Blackstone Curse 2x encounter, every encounter. And Paladin's Truth will ultimately save an action and let you use Borrowed Confidence on turn 1.

    Items-
    Vicious Weapon, Dwarven, and Timeless have already been discussed, as has Magic Staff (or upgraded Aversion Staff).

    Helm of Able Defense is a nice defense boost (note that its +1 item bonus to will does not stack with Aversion Staff's +2).

    Greaves of Maldeen are nice for speed, but you could feel free to grab a different pair of boots if you want.

    Salve of Power and Battlemaster's Weapon both give you daily Encounter recharges for a minor action- gee, wonder what that's for?

    Polyglot Gem is yet another language (your natural one, one from Ghost of the Past, Staff of Tongues for Supernal, and now another)

    Rubicant and Incisive for swapping for teleportation

    Karmic Resonance for an even better maintenance on Mind Blade

    Temporal Dissonance for an even better initiative booster

    Nimble Thoughts for movement (note that Nimble Thoughts is only useful for you at level 21)

    Shards for damage

    And Orb of Translocation Interference, because chucking a teleporter 10 squares up in the sky is hilarious.
    .

    Spoiler: Level 26 character sheet
    Show
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Melech, level 26
    Tiefling, Battlemind/Paladin, Blackstone Guardian, Topaz Crusader
    Hybrid Paladin Option: Hybrid Paladin Reflex
    Psionic Augmentation (Hybrid) Option: Hybrid Encounter Power
    Hybrid Talent Option: Psionic Study (Hybrid)
    Psionic Study (Hybrid) Option: Speed of Thought (Hybrid)
    Versatile Expertise Option: Versatile Expertise (Heavy Blade)
    Versatile Expertise Option: Versatile Expertise (Staff)
    Bound to Greatness Option: Constitution
    Trained from Birth for a Specific Prophecy (Trained from Birth for a Specific Prophecy Benefit)
    Theme: Ghost of the Past

    FINAL ABILITY SCORES
    STR 12, CON 27, DEX 10, INT 14, WIS 14, CHA 25

    STARTING ABILITY SCORES
    STR 10, CON 16, DEX 8, INT 12, WIS 12, CHA 16


    AC: 40 Fort: 44 Ref: 40 Will: 43
    HP: 192 Surges: 17 Surge Value: 48

    TRAINED SKILLS
    Bluff +27, Diplomacy +25, Endurance +31, History +20, Religion +20

    UNTRAINED SKILLS
    Acrobatics +13, Arcana +17, Athletics +14, Dungeoneering +15, Heal +15, Insight +15, Intimidate +20, Nature +15, Perception +15, Stealth +15, Streetwise +20, Thievery +13

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Ghost of the Past Utility: Guidance of the Past
    Battlemind Feature: Battlemind's Demand
    Battlemind Feature: Blurred Step
    Paladin Feature: Divine Challenge
    Battlemind Feature: Speed of Thought
    Feat Utility: Wizard's Wrath
    Paladin Attack 1: Virtuous Strike
    Paladin Utility 2: Call of Challenge
    Battlemind Utility 6: Psionic Ambush
    Battlemind Attack 7: Lightning Rush
    Ghost of the Past Utility 10: Time Jaunt
    Blackstone Guardian Attack 11: Blackstone Curse
    Blackstone Guardian Utility 12: Monolithic Blessing
    Battlemind Attack 13: Brutal Barrage
    Battlemind Attack 15: Mind Blade
    Paladin Attack 15: Knight's Defiance
    Battlemind Utility 16: Instant Move
    Swordmage Utility 16: Borrowed Confidence
    Blackstone Guardian Attack 20: Aspect of the Blackstone Gaoler
    Paladin Attack 23: Demand Respect
    Paladin Attack 25: Discipline the Unruly
    Topaz Crusader Utility 26: Topaz Corona

    FEATS
    Level 1: Imperious Majesty
    Level 4: Improved Defenses
    Level 6: Superior Will
    Level 8: Hybrid Talent
    Level 11: Arcane Familiar
    Level 11: Learned Spellcaster
    Level 11: Ritual Caster
    Level 12: Wizard's Wrath
    Level 14: Weapon Proficiency (Fullblade)
    Level 16: Dispater's Iron Discipline
    Level 18: Secrets of Belial
    Level 20: Versatile Expertise
    Level 21: Epic Resurgence
    Level 21: Paladin's Truth
    Level 22: Weakening Challenge
    Level 24: Divine Mastery
    Level 26: Epic Reflexes

    ITEMS
    Heavy Shield
    Adventurer's Kit
    Restful Bedroll
    Bag of Holding
    Aegis Blade Rapier +1
    Power Jewel
    Wolfen Rapier +2
    Symbol of Victory +2 x1
    Eager Hero's Tattoo (heroic tier)
    Aversion Staff +1
    Staff of the Traveler +1
    Stone of Earth
    Diamond Cincture (heroic tier) x1
    Vicious Fullblade +3
    Shielding Blade Dagger +1
    Staff of the Discerning Watcher +1
    Staff of Resilience +1
    Wyvernscale Armor of Dwarven Vigor +3
    Timeless Locket +3
    Ring of Giants x1
    Orb of Impenetrable Escape +2
    Iron Armbands of Power (paragon tier) x1
    Staff of Tongues +1
    Mnemonic Staff +1
    Staff of Insightful Detection +1
    Staff of the Evader +1
    Transfer Enchantment
    Enchant Magic Item
    Comrades' Succor
    Dwarven Stormscale Armor +4
    Helm of Able Defense x1
    Vicious Fullblade +4
    Incisive Dagger Dagger +2
    Rubicant Blade Dagger +2
    Polyglot Gem
    Salve of Power
    Greaves of Maldeen
    Timeless Locket +4
    Battlemaster's Dagger +3
    Orb of Karmic Resonance +3
    Aversion Staff +4
    Eager Hero's Tattoo (paragon tier) x1
    Eberron Shard of Lightning (paragon tier)
    Siberys Shard of Radiance (paragon tier)
    Orb of Temporal Dissonance +3
    Orb of Nimble Thoughts +1
    Orb of Translocation Interference +3
    Dwarven Stormscale Armor +5 x1
    Vicious Fullblade +5 x1
    Foe Caller Gauntlets
    Timeless Locket +5 x1
    Golden Ring of Teros x1
    Magic Staff +5
    Airstriders x1
    Orb of Invasive Fortune +4
    ====== End ======


    Spoiler: Level 26 Notes
    Show
    ED F24: More great stuff. +2 bonus to all defenses (so you're up to +3 AC +2 NADs from the features alone). +2 power points, which is nice, since you're using 2 each time you Blackstone Curse, and you can recharge that with Epic Resurgence during every encounter where you Crit, as well as Salve of Power, Battlemaster's Dagger, and potentially Orb of Invasive Fortune once per day. Also means you can BB Augment 1 once or twice AND still have 2-4 Power Points for Lightning Rush. Also, immune to Immobilized and Restrained. And ignore Polymorph, should that ever become relevant.

    Powers-
    Level 22- Grab back Instant Move. You have enough random minor actions that it's likely to be useful at some point, whether you need more help getting into position for turn 1, want to throw in a random minor on turn 2, want to use multiple marking utilities on turn 3, etc.

    Level 23- Swap out Price of Cowardice for Demand Respect- similar, but gives you more range, doesn't require a mark, and adds proning to the blinding.

    Level 25- Discipline the Unruly is great in at least 2 scenarios- where you're encounter a wave of minions, if your DM goes in for that, and when you are encountering a Solo who shakes conditions all over the place.

    Level 26- Topaz Corona. Congratulations, you can give out lots of defenses and become a massive healing font once per day. Oh, and it's even better against Aberrant.

    Feats-
    Level 22- Weakening Challenge- Challenge and Sanction (more importantly Sanction) now apply Weakened on the triggering attack. Be sure to discuss with your DM what attack means here- this is good ordinarily, but if they consider Attack to mean power rather than individual attack, then it's great against multiattacks too.

    Level 22- Retrain Wizard's Wrath to Wrath of the Crimson Legion. You can now retrain your Paladin at will if you want, but really, you're here for a burst 5 Sanction- nice on turn one, to be followed by Call of Challenge on turn 2.

    Level 24- Divine Mastery- use it to get back Demand Respect. You could swap this and WotCL, if you find yourself going after enemies frequently, but especially if you play with a Warlord or something (and keeping in mind your various ways to deal with low initiative rolls), there's a good chance you will go before your enemies on turn 1 and not get to recharge. If you do tend to go after, the recharge is probably worth sacrificing Paladin's Truth for 2 levels.

    Level 26- Epic Reflexes. At this point, there's nothing truly vital- Strength Through Challenge could be nice, except that it doesn't help until after turn 2 most of the time. Superior Initiative is great (I have that at level 28). A different Epic defense feat is fine, though Reflex is by far your weakest one right now. Skill Power. Mantle of Misfortune, to stack with your marks. Really, there are any number of options- pick what you like. Note that you'll hit this point a few level earlier if your DM likes giving free ID and Expertise.

    Items-
    Dwarven, Vicious, and Timeless again.

    Upgraded Magic Staff to help hit with Demand Respect (or Aversion Staff- see the note at level 21)

    Foe Caller Gauntlets add an amazing interrupt- with them, your interrupts are Blind/Prone (possibly twice per Encounter), teleport enemy and MBA, and then Lightning Rush too. If your DM doesn't cause you to use Lightning Rush regularly, consider Forced Reversal for a catch 22.

    Golden Ring of Teros, because more defenses are great.

    Airstriders for walking on air. As a note, I didn't include a Broom of Flying, but you could pick one up early in Epic tier to give you flying until then.

    Orb of Invasive Fortune, to help recharge Blackstone Curse again and also prevent an enemy recharge. I see this as a turn 2 or 3 option when you know your enemy has a devastating Recharge power.


    Spoiler: Level 30 Character Sheet
    Show
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Melech, level 30
    Tiefling, Battlemind/Paladin, Blackstone Guardian, Topaz Crusader
    Hybrid Paladin Option: Hybrid Paladin Reflex
    Psionic Augmentation (Hybrid) Option: Hybrid Encounter Power
    Hybrid Talent Option: Psionic Study (Hybrid)
    Psionic Study (Hybrid) Option: Speed of Thought (Hybrid)
    Versatile Expertise Option: Versatile Expertise (Heavy Blade)
    Versatile Expertise Option: Versatile Expertise (Staff)
    Bound to Greatness Option: Constitution
    Trained from Birth for a Specific Prophecy (Trained from Birth for a Specific Prophecy Benefit)
    Theme: Ghost of the Past

    FINAL ABILITY SCORES
    STR 12, CON 28, DEX 10, INT 14, WIS 14, CHA 26

    STARTING ABILITY SCORES
    STR 10, CON 16, DEX 8, INT 12, WIS 12, CHA 16


    AC: 46 Fort: 48 Ref: 42 Will: 50
    HP: 217 Surges: 18 Surge Value: 54

    TRAINED SKILLS
    Bluff +30, Diplomacy +28, Endurance +35, History +22, Religion +22

    UNTRAINED SKILLS
    Acrobatics +15, Arcana +19, Athletics +16, Dungeoneering +17, Heal +17, Insight +17, Intimidate +23, Nature +17, Perception +17, Stealth +17, Streetwise +23, Thievery +15

    POWERS
    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Ghost of the Past Utility: Guidance of the Past
    Battlemind Feature: Battlemind's Demand
    Battlemind Feature: Blurred Step
    Paladin Feature: Divine Challenge
    Battlemind Feature: Speed of Thought
    Feat Utility: Wizard's Wrath
    Paladin Attack 1: Virtuous Strike
    Paladin Utility 2: Call of Challenge
    Battlemind Utility 6: Psionic Ambush
    Battlemind Attack 7: Lightning Rush
    Ghost of the Past Utility 10: Time Jaunt
    Blackstone Guardian Attack 11: Blackstone Curse
    Blackstone Guardian Utility 12: Monolithic Blessing
    Battlemind Attack 13: Brutal Barrage
    Battlemind Attack 15: Mind Blade
    Battlemind Utility 16: Instant Move
    Swordmage Utility 16: Borrowed Confidence
    Paladin Attack 19: Corona of Blinding Radiance
    Blackstone Guardian Attack 20: Aspect of the Blackstone Gaoler
    Paladin Attack 23: Demand Respect
    Paladin Attack 25: Discipline the Unruly
    Topaz Crusader Utility 26: Topaz Corona

    FEATS
    Level 1: Imperious Majesty
    Level 4: Improved Defenses
    Level 6: Superior Will
    Level 8: Hybrid Talent
    Level 11: Arcane Familiar
    Level 11: Learned Spellcaster
    Level 11: Ritual Caster
    Level 12: Wizard's Wrath
    Level 14: Weapon Proficiency (Fullblade)
    Level 16: Dispater's Iron Discipline
    Level 18: Secrets of Belial
    Level 20: Versatile Expertise
    Level 21: Epic Resurgence
    Level 21: Paladin's Truth
    Level 22: Weakening Challenge
    Level 24: Divine Mastery
    Level 26: Epic Reflexes
    Level 28: Superior Initiative
    Level 30: Epic Will

    ITEMS
    Heavy Shield
    Adventurer's Kit
    Restful Bedroll
    Bag of Holding
    Aegis Blade Rapier +1
    Power Jewel
    Wolfen Rapier +2
    Symbol of Victory +2 x1
    Eager Hero's Tattoo (heroic tier)
    Aversion Staff +1
    Staff of the Traveler +1
    Stone of Earth
    Diamond Cincture (heroic tier)
    Vicious Fullblade +3
    Shielding Blade Dagger +1
    Staff of the Discerning Watcher +1
    Staff of Resilience +1
    Wyvernscale Armor of Dwarven Vigor +3
    Timeless Locket +3
    Ring of Giants x1
    Orb of Impenetrable Escape +2
    Iron Armbands of Power (paragon tier)
    Staff of Tongues +1
    Mnemonic Staff +1
    Staff of Insightful Detection +1
    Staff of the Evader +1
    Transfer Enchantment
    Enchant Magic Item
    Comrades' Succor
    Dwarven Stormscale Armor +4
    Helm of Able Defense x1
    Vicious Fullblade +4
    Incisive Dagger Dagger +2
    Rubicant Blade Dagger +2
    Polyglot Gem
    Salve of Power
    Greaves of Maldeen
    Timeless Locket +4
    Battlemaster's Dagger +3
    Orb of Karmic Resonance +3
    Aversion Staff +4
    Eager Hero's Tattoo (paragon tier) x1
    Eberron Shard of Lightning (paragon tier)
    Siberys Shard of Radiance (paragon tier)
    Orb of Temporal Dissonance +3
    Orb of Nimble Thoughts +1
    Orb of Translocation Interference +3
    Dwarven Stormscale Armor +5
    Vicious Fullblade +5
    Foe Caller Gauntlets
    Timeless Locket +5 x1
    Golden Ring of Teros x1
    Magic Staff +5
    Airstriders x1
    Orb of Invasive Fortune +4
    Dwarven Titanscale Armor +6 x1
    Belt of Vitality x1
    Vicious Fullblade +6 x1
    Magic Staff +6
    Timeless Locket +6
    Solitaire (Violet)
    Iron Armbands of Power (epic tier) x1
    ====== End ======


    Spoiler: Level 30 notes
    Show
    ED Feature- The ED capstone is, sadly, a bit of a disappointment- you might end up attacking when you lack power points, but that should hopefully happen pretty rarely, since combat should be over by then.

    Powers-
    Don't take a level 27 power; there's nothing better than what you have.

    I struggled with level 29, and after some hesitation, went back for Corona of Blinding Radiance for a burst blind, hit or miss. Not sure if that's the best option- I didn't love anything I was seeing, on the whole, and it should be pretty rare that you need to sanction many enemies on turn 3 (if it's not, by all means keep Knight's Defiance).

    Feats-
    Superior Initiative is obviously good, and Epic Will makes that quite hard to hit. Again, see the previous notes- none of these late level feats is that vital.

    Items-
    Dwarven, Vicious, Magic Staff, and Timeless Locket again.

    Iron Armbands again (still not sure if this is the best choice).

    Belt of Vitality for the +2 to Fort, and for the hitting 0 hp text- your ED doesn't provide that.

    I put in a Violet Solitaire, but you wouldn't use it until either your 6th combat of the day, so the level 16 solitaire for the free MBA might actually be better. Alternatively, it could be really good if you have a Sidhe Lord in your party.


    I'm sure there are a bunch of issues, and if anyone can comment, I'd appreciate it. I do have a couple of questions:

    1) Better arm item? I'm not really happy with any of them, so I went with Iron Armbands as a default. Counterstrike Guards? One of the Crit Boosting ones?

    2) I do wish there was one more punishment component- he has 2 area Divine Sanctions at most levels, so there's some auto damage there, and he has some nice interrupts. In Epic, DS gets Weakened added. But if there was one more deterrent, I feel like it would be nice.

    Any other comments/suggestions are welcome.
    Last edited by masteraleph; 2015-10-22 at 09:50 PM.

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Dec 2013

    Default Re: He Thinks He's Divine: A Paladin|Battlemind/Wizard/Blackstone Guardian/Topaz Crua

    Personally, I'd drop Ghost of the Past and pick up Guardian. Guardian's Counter is stupidly strong, and that means you can pick up either Hands of the Titan or Virtue, both of which are quite strong. You lose a double roll but now you can play more defender-ish.
    Quote Originally Posted by Dienekes View Post
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  3. - Top - End - #3
    Bugbear in the Playground
    Join Date
    Jul 2013

    Default Re: He Thinks He's Divine: A Paladin|Battlemind/Wizard/Blackstone Guardian/Topaz Crua

    Not sure how Guardian's Counter helps that much- he's got 2 Lightning Rushes per encounter from 7, plus Price of Cowardice at 17.

    Also, GotP isn't just there for the double roll- although making it 90+% that you can kill a Standard on turn one is big, I'd do Ironwrought if it wasn't for Time Jaunt. That way, you guarantee 1 AP per encounter for the first 5 levels.

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