7RED7
2012-03-16, 07:05 PM
One of the guys I DM for has started his first campaign and he's running 4e. I'm definitely a little rusty on it as I haven't played or payed attention to it much for the last couple years. I chose a battlemind because I either hadn't paid it any mind when it came out, or it simply didn't exist back then and I wanted to give it a shot. I enjoyed the fact that it had a lot of strange options like movement triggered by rolling for initiative, or being able to dump 15 temp hp on the party. The only catch is that focusing on all the shenanigans makes it less effective at performing in a singular role. Fortunately I found out that another friend in the party has been playing a battlemind as well and has focused on the core defender abilities. So I want to go full shenanigans and try to make better use of the more reality bending abilities.
Has anyone found any interesting feat/power combos to allow for improbable mischief? Are there any overlooked powers here that you've managed to make interesting use of?
Current character is an L4 Half-Elf Battlemind.
Has anyone found any interesting feat/power combos to allow for improbable mischief? Are there any overlooked powers here that you've managed to make interesting use of?
Current character is an L4 Half-Elf Battlemind.