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13

Only once. The key is "deals damage to your ally". Mind Spike will trigger once for each ally, however, the defender only has one Immediate Reaction to use. Technically, the defender can choose which ally getting damaged will trigger his Mind Spike. That won't make much of a difference most of the time.


12

Dwarves aren't commonly seen with psionic powers? Says who? If this is something unique to your setting, you'll have to come up with a story that fits the setting. Otherwise there's no inherent stigma about Dwarves and psionic power use. The psionic power source comes from the far realm and is shaped within one's self: Dwarves are certainly known for their ...


8

You are leaving a square adjacent to your enemy. So yes under normal circumstances you would eat an opportunity attack from this movement.


8

The mark from a Battlemind's Demand is long lasting and has no range limit after it has been established. Your understanding is correct. There is no requirement for a Battlemind to attack or stay close to the marked target in order to maintain the mark. However, the Battlemind punishment options are only significant if you keep the marked enemy close. An ...


7

The Resist lasts one turn. THP last until taken away (when hit). So, given the same value (e.g. 4, which is not game-breaking): Resist for one turn is better if the character is hit twice. THP is better if the character is not hit. The two buffs are numerically identical if the character is hit just once before the next turn. It is a more reasonable ...


7

Yes, An Immediate action can be used once between your turns. As long as it isn't your turn, your Immediate Action can be used whenever its trigger condition is met.


7

The battlemind steps in and replaces a single target in the list of those attacked by the Fireball; and (most likely) invalidates that attack against her by shifting out of the area of effect before it happens. Lighting Rush Immediate Interrupt (from pg 49 of PHB3): ... Trigger: An enemy within 5 squares of you targets an ally with an attack. From ...


6

No. Forced Movement does not provoke. Plain and simple. willing movement Movement of any sort that a creature does of its own free will. Any other sort of movement, such as forced movement, is unwilling. Since the creature is not moving of its own accord, but compelled to, it won't count. If the enemy MOVES on ITS turn, then ya, the trigger can ...


5

From WotC customer service, Twin Strike attacks can have their targets selected at the point of making each of the attacks, rather than all targeting happening up front. So one of these happens: A) The Yuan-Ti starts the Double Attack with an attack on the Cleric. The Cleric is targeted with an attack so the Battlemind triggers lightning rush. The ...


5

The Battlemind takes one attack and gets a reprisal. Here is the order of actions that invalidates the second attack: The attack is made targetting both the battlemind and the cleric. The battlemind triggers lightning rush The battlemind makes his attack The battlemind takes the attack intended for the cleric. The other attack is lost because the ...


5

Step 1: read the handbook. Battlemind is a delightful class, but complicated. Step 2: Read the art of defending. and MMO mentality. Defenders who try to get everyone in the battle to focus on them... die. The battlemind will be protecting the squishy warlock, and should aim to take 2-3 monsters on at a time. Some notes: A wis secondary will get you battle ...


4

Its mostly the penalty. As you can see there aren't many powers that allow you to affect an area not adjacent to you. However, you are talking about reducing to-hit by 10% this can be a sizable reduction in average damage taken by your party. Also, it allows you to effect an area larger than the standard burst 1-2 area that most defenders can hold sway ...


4

Precognitive Eye - Daily 15 - Pg 43 Psionic Power Focus Bind - Daily 19 - Pg 45 Psionic Power Iron Presence - At Will 23 (w/Augment 6 in Close Burst 2) - Pg 46 Psionic Power Note: Luring Steel - Daily 13 - 51 PHB3 - lets you use Battlemind's demand against different numbers of targets depending on augmentation. Also Iron Presence without augmentation ...


4

A battlemind doesn't have lots of options in that regard, but there are a few with which you may be able to get close to what you want. Note that other than your suggestion I haven't found a way to significantly increase the range at which a battlemind can mark, so most suggestions here are just workarounds or ideas which could help with increased mobility ...


3

After investigating the other answers, I see a number of options available to directly answer my initial question of a Battlemind's ability to mark at longer ranges. Student of the Sword Allows you to mark on a hit or miss with a one or two handed weapon attack. Range is dependent on the weapon or power used. Max can be up to 20 squares (Javelin or Fey ...


3

Expanding @arotter's answer, my preferred method of marking at range is with half-elf, hand of radiance, and dabbling defender*. You can mark up to three targets that way, and you'll be able to keep it up every round (if you have nothing better to do) in paragon. Beyond that, any ranged power and defending dabbler is an excellent choice for marking, as is ...


3

It's a tactical question, consider a simple example: . . . . . . X B # . . . # # R . . # # Y Where X is an enemy adjacent to you, B is you, R is your Rogue Friend, and Y is another enemy. # represents difficult terrain. "." represents normal terrain. This assumes Y is at least as strong if not stronger then X. If Y is instead a minion, and X is a ...


3

As a Free action (post-errata), Blurred Step triggers after the action that triggered it is resolved. Some definitions to start with: Blurred Step Free Action Personal Trigger: An adjacent enemy marked by you shifts Effect: You shift 1 square. Special: You can use this power only once per turn. [Free Action] as reaction: I'm ...


1

The battlemind gets her attack and then faces one reprisal. The sequence of events for attacks is laid out on pages 214-215 of the Rules Compendium Choose and attack power Choose targets Make an attack roll Compare attack roll to defense resolve hit or miss Repeat steps 3-5 if more than one target Step 2 is not repeated, nor is there any requirement to ...


1

It would depend on the situation. Battleminds are at a distinct disadvantage against flying creatures. Your best course is probably to get between them and the party and ready an action. Using a ranged basic attack is also an option, but you'll be at a distinct relative penalty on the attack roll. Ready has the benefit of either letting you attack at full ...


1

Powers that can be used on a charge can be effective against ranged attackers up to twice your speed away (move your speed, charge your speed and make an attack). I don't know what the Battlemind has as far as options for those type of powers. As far as flying enemies, either a ranged weapon or having an ally use a power that would knock them prone (in this ...


1

The obvious choice would be to get a ranged weapon, either with a penalty, by multi-classing or to get a trained feat in that weapon. Another option would be to have a magic item or weapon appropriate to this class grants a reach for melee combat. Another would be to choose a feat which extends your reach by 1. Remember there is a point where some ...



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