As promised, here is an example of the Hybrid class. I found this to be an interesting concept but this is only a first draft of my Defender to test it out. There might be better classes to blend but I will find that out in time. As it is a Hybrid class, I am going over the generals as it would take up pages to explain in detail. Please read the books for details on this new class rule.
System: DnD 4.0
Class: Hybrid Battlemind and Fighter
Level of Build: 7
Books Required: Players Handbook 1 and 3, Martial Power 1 and 2, Eberron Player’s Guide
Build Requirement: Class Feature – Psionic Defence and Battlerage Vigor ; Feat: Mark of Warding
Example Character Sheet: Garth the Dwarf Friend
I always found the Job of Defender to be a bit difficult. Tactically, it would be easy to design fights to get around a ‘Tank’ getting the brunt of the damage. Realistically, enemies will go after the one who did the most damage dealt to them (or most annoying one). I found the abilities of the Battlemind to be a great blessing towards this problem. Even more so when combined with the survivability of a Fighter. As a general recommendation, Humans excel at Hybrid classes due to the extra at-will attack and extra feat to get Hybrid Talent.
The two powers I focused on for the Battlemind was his Marking and Retribution abilites. The fighter’s mark only last till end of turn (though he can hit multiple targets) while the Battlemind can Mark one target (or even two with a Power Point) that lasts as until you move it or the encounter is over. Giving you one ‘set it and forget it’ mark on the biggest threat in the area. The second power that works with Marks is the Mind Spike. If an enemy damages an ally, you can have it deal the same damage amount back (requirement that you have to be next to the enemy at the time).
For survivability, I took the Hybrid Talent Feat to get the Fighter Class Feature Battlerage Vigor. This gives you temporary HP anytime you take damage equal to your Con modifier as well as let temp hp gained from Invigorating attacks stack with any current temp hp. Add to that a few defensive items and feats, and now you have a decent chance to live (if your DM is nice).
A few further notes for the character. There is an augmentable power from Battlecaster called Lightning Rush. It lets you move and attack an enemy that is attempting to attack an ally. You get to hit him before the attack goes through, the drawback being that you loose your next turn’s standard action. The augments on it make it well worth it though. The 1 power point costing lets you penalize the attack the enemy is making against your ally (equal to Charisma which this char doesn’t have). The 2 power point cost ability lets you retain your standard action. Either way, this is a good combo move to go with Mind Spike as it requires you to be next to the enemy for it to go off (even if it costs you your standard action).