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==Battlemind== ===Blackstone Guardian=== Once, in a bygone age, a massive edifice was built and marked with psionic seals meant to lock away the Far Realm. Somehow, you have been chosen by this edifice and now it is your duty to continue their battle. Aside from the initial +2 ''Paragon Power Points'', you also get ''Blackstone Action'' to gain resist all 3+Wis when you use an AP, ''Monolithic Vision'' has Mind Spike slide the target 3 spaces and then slows them, and ''Blackstone Chains'' immobilizes marked enemies when you kill another enemy. Blackstone Curse is a basic MBA that immobilizes with an Augment 2 that instead petrifies for the turn. Monolithic Action is a sustainable buff that gives tremorsense 5 and resist all 10. Aspect of the Blackstone Gaoler is a complicated bit: it's an attack that deals 10 ongoing psychic damage, with the first failed save save-ends restraining it and the second petrifying with a -2 to save. Then you transform while pushing back any nearby enemies and gain an Augment 2 to all at-wills: this gives you resist all equal to con and restrains one target of your at-will. ===Eternal Blade=== The Order of the Eternal Blade is a secretive group of psionic warriors whose minds have been touched by the psychic energy of the order's founders. The founders have taught you new techniques, meaning that now you too may be able to teach future descendants of these powers. You get the mandatory +2 ''Paragon Power Points'' and ''Blade Guide'' (an encounter power that gives +2 to Opportunity Attacks against the nearest creature to you and gives Combat Advantage over it if you're the only one near it. If you kill them, you recharge the power), while level 16 gives ''Eternal Warrior'', which gives you an extra turn of activity between reaching 0 HP and falling down. Eternal Vigilance is an MBA that makes shifting away provoke an Opportunity Attack with an Augment 2 that doubles the damage. Blade Guide's Counsel trains you in one skill until your next short rest. Guided Aggression lets you knock the target prone, recover 2 PP, and lets you use Eternal Vigilance as an at-will against the target. ===Iron Guardian=== This path is the absolute choice you want if you're hellbent on becoming a tank. With your mandatory ''Paragon Power Points'' are ''Indomitable Iron'', adding +4 to AC and damage when you spend an AP, ''Iron Control'', which slides an enemy 2 spaces after you get forcibly moved, and ''Impenetrable Iron'', which gives a 50-50 chance of ignoring crits. Guardian's Might might have limited damage (Though adding Con and Wis), but it also knocks the target prone, lets you slide, and grants you +2 AC with an Augment 2 that allows an extra target. Iron Defense is an at-will ability that trades your attack for a chance to either nullify damage or halve it. Aspect of the Iron Guardian is a burst that knocks enemies prone while also giving an Augment 1 to all at-wills that adds +2 to AC, deals +Con damage to prone foes, and adds +Wis to the target of the at-will. ===Steel Ego=== ===Wielder of the Way=== A [[Dark Sun]] path exclusive to battleminds and those with the Wilder theme, you gain the power to empower your equipment using psionic powers and scraps of your own psyche. +2 ''Paragon Power Points'' are given as always, ''Fragment of the Way'' lets you spend 1 PP each rest to empower your weapon to deal +1[W] damage on the next hit, ''Wielder's Action'' recovers 1 PP when you spend an AP, and ''The Way Made Real'' adds +2 to saves whenever you hit with an augmented psionic weapon attack. Impose Your Will is a basic attack that makes the target give Combat Advantage to everyone with an augment 2 that adds that their every action provokes Opportunity Attacks. Rebind Your Will lets your next weapon attack daze enemies. Subjugate the Will is a lacking attack, but it grants save-ends dominate and adds your primary stat to any attacks your mind-slave makes. ===Zephyr Blade===
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