Category Archives: ph3

Battlemind Debut

Long post, because I like to go in-depth on debuts.

We can finally see a preview of the battlemind, a Con-based psionic defender. They remind of psychic warriors: you get to tour around in heavy armor (up to scale), use shields, and get a nice spread of weapons. Is the name better or worse? Eh…thats up to you. I personally didnt mind it much when they used the name in D20 Modern. Naming conventions aside, this class looks fucking awesome. I think that it will do very nicely in letting me play something close to a fury-crafting knight from the Codex Alera series…

Like psions, they get power points and can burn them to crank it up to 11 when they feel the need to. This means that what would normally be their encounter disciplines are weaker than usual, and hit that “balanced-or-better” mark only a set number of times per encounter depending on how you manage your power points. This adds a layer to resource management in a way that doesnt drastically add to bookkeeping or changing the way powers work at the core. I much prefer this to learning numerous subsystems, as in the past.

I mentioned their mark mechanic in a previous post, but I’ll explain it again. They have three at-wills that come into the equation. First, you use battlemind’s demand to mark anything within 3 squares as a minor action, and it lasts until the end of the encounter or you use it again (basically how swordmages do it).
Now, if a marked enemy tries to shift to get away, you can use blurred step to shift after them. So, unless they can shift at least 2 squares its not going to do much good.
Finally, if the enemy attacks an enemy and you’re within melee range you can trigger mind spike as an immediate reaction that deals automatic damage equal to the amount your ally took. Just to make things clear: there is no roll on this. You deal this damage no matter what. The enemy just has to be within melee range.

The battlemind class feature that determines your “style” is Psionic Study, but the only one in the debut is Speed of Thought (Battle Resilience will be included in Player’s Handbook 3). Speed of Thought grants you the speed of thought (surprised?) encounter discipline. It lets you move for free whenever you roll initiative. Its quite a distance, and you can even do this during a surprise round. For a defender this is insanely awesome.

Battlemind disciplines are keyed to Constitution and depending on what class feature you took, you can get some more out of Wisdom or Charisma (Wis for Battlefield Resilience and Cha for Speed of Thought). As the article only features the Speed of Thought class feature, if you are going for optimization then ramp up Con and Cha to get the most out of it (hobgoblins and half-elves ftw!).

There are waaay too many disciplines to go into, so I’ll just go over the basics, by which I mean the level 1 stuff.
Demon dance deals psychic damage and imposes a penalty to opportunity attacks. You can augment it to also negate threatening reach, as well as boost the damage and completely negate the ability to make opportunity attacks, period.
Twisted eye damages a target and imposes an attack penalty based on the number of allies nearby. You can augment it to have it fire as an opportunity attack or cause it to just fucking blind the target for a turn.
Whirling defense damages a target and lets you mark them. You can augment it to grant bonus damage to mind spike, or target every enemy around you. Bad ass.

Daily disciplines dont get augments. They just do what dailies tend to do, which is to say that they do something on a hit or miss (if they even require attacks at all). Battlemind daily attacks come in an even mix of the normal fare and stances. The stance attacks remind me of warden daily evocations because they open up a new at-will attack that you can use for the duration of the stance., each granting you the ability to make a special attack until the stance ends. They’re all opportunity action attacks, so really its just a way of giving you an alternative to using mind spike.

Allies to enemies deals double weapon damage and causes an enemy to attack an ally of your choice. Nothing too complicated, and depending on the monster it could be really awesome.
But…Steal unity strike, on the other hand, deals triple weapon damage in addition to allowing you to make opportunity attacks against marked targets that deal double damage on a hit. They’re also keyed to Constitution, so they are much more effective than normal.

The balancing factor is that you can only do these stance attacks as opportunity attacks against marked monsters that dont shift to get away from you. Otherwise you kind of have to stick with mind spike. I know a lot of players complain that their DMs never have monsters provoke attacks from the defenders (which is kind of the point), and if thats true these will end up being super awesome abilities that likely will never see application. Still, one can dream.

There are two paragon paths, steel ego and zephyr blade. Both are suited for the Speed of Thought build but play very much differently.
Steel egos can use mind spike more frequently on an action point, AoE it for automatic damage whenever, and regain power points on a crit. Their encounter attack lets them basically hit what the fuck ever they want with mind spike for a turn (and also making it usable as a free action once, so you could theoretically do it twice). I’m particularly fond of fear and loathing, which deals a lot of psychic damage and makes the target provoke opportunity attacks whenever it makes a melee attack (save ends). As an added bonus, you can slide it whenever it gets nailed by an opportunity attack.
Zephyr blades are fast mother fuckers. You add your Cha mod to attacks against targets suffering from a few conditions, and gain a passive bonus to Speed. A few of the powers grant you insubstantial and phasing, which adds to your mobility options. Knifing wind isnt terribly interesting, dealing damage with a daze kicker (you can augment for more damage). Storm dance strike, however, is a stance attack that lets you attack up to two creatures and teleport at some point. The granted opportunity attack slows the target and lets you both teleport away. Excellent for positioning!

Now, there are only five feats, and the shitter here is that two are Heroic, two are Paragon, and one is Epic. Not a lot of variety. :-/ This in the addition to a lack of supporting magic items is my main dislike for actually playing debut classes. I dont mind giving them a shot in one-shots and delves, but in actually long-term play? Fucking forget it. Not enough to maintain interest…but still cool to see whats up and get some ideas brewing.

This looks like it will be my class of choice from PH3 (with the monk right on its tail).

D&D Insider Announcement

If you already have a DDI account, this probably isnt news to you assuming that you check your email. If not, then you might have missed this. Basically, starting in July they are going to start posting up complete and playable portions of Player’s Handbook 3, up until its eventual release in March. In the end what this means is that you’ll end up with over 100 pages of content before the book even hits the shelves.

Of course, part of this major shift in content is that they’ll also be jacking up the price by I think two bucks a month (less if you go with longer packages).

In the long run, this means that if you like to go with the year subscription that you’ll be shelling out around another $10 in total, since I believe that now it costs around $60 and the new one is just over $70. Anyway, its not that big of a deal, but I know people are going to get severely pissed at the fact that they will be, “paying for shit that they will have to pay for next year again.” I dont mind too much. I like me some preview content, and I’m glad that I’m actually using the shit that I’m paying for, unlike with other gaming periodicals.

Shifting tangents, I’m excited about PH3 to a point. Its going to have psionic classes, which are always good, but have some more divine classes, which I dont much care for. That is not to say that they are bad, per se, just that divine is the least appealing power source for me. Oh well, at least primal gets a booster shot of content, so thats a plus.

Review: Wilden Playtest

And here I thought that the PH3 playtest would be the monk. Oh well, at least its interesting.

Wilden are based loosely on a race in Races of the Wild called the killoren. I had to actually look this up because I had no fucking clue that they ever existing in 3E and couldnt find any hard information on them via the interwebs. In a nutshell they seem similar to the wilden, but look like green cat-ish people (though they are described as looking like half-elves, I’d say the Grinch is more accurate). Anyway, I didnt read the entire racial entry because A) I’d overlooked them entirely when I did play 3E, and B) its 3E.

Wilden are plant/fey critters that have sprung from the Feywild to help protect nature, kick ass, and hug trees (depending on which racial power you activate) against incursions from the Far Realm. As such they are very ideal for primal classes, but also apparently work well with the invoker.
Their schtick is that they get one of three racial powers per encounter, but unlike the drow you have to set it up after each extended rest. So, its flexible, but not as flexible. Your appearance changes depending on which is set, which is an interesting feature. Their bodies also “move through the seasons” as they age, starting with spring and ending with winter, so that a young wilden is rich and green, while an old one is thin and withered-looking.

All in all, I like the concept and backstory for them. Its given me a good starting point for a sequal to Songs of Erui that will involve primal spirits and aberrants from the Far Realm. My main gripe is that none of my players had access to this before we started, so cannot give it a whirl and see how it works out in practice. I guess its a good excuse to run another delve so I can swap out my dwarf shaman for a wilden one.