RigaMortus2 said:
Spellcasters just rule at high levels. No combination of melee classes could beat them. Even a melee class/spellcaster would not (imho) be better than doubling up on spellcasting.
Strongly disagree. I think you want a mix of active (spellcasting) and passive (saves + evasion, skill points, hit points, immunities) abilities. Having something to do when spells fail is also a bonus -- even if you can only do one thing in a combat-round, that doesn't mean you should limit yourself to only being able to do one thing ever. Anti-magic fields exist, as do golems.
So my picks would be:
Monk // Druid -- Lawful Neutral; what equipment?
Ranger // Wizard -- "Elf"; great saves, decent HP, good skills, full BAB (also
Ranger // Psion).
Scout // Wizard (or
Scout // Psion) -- Similar to the above, but better skills and worse BAB. Fort save suffers slightly, but Ray damage increases.
Sorcerer // Paladin 4 / Marshal -- Good saves, good hit points, Charisma synergy.
Cleric // Feat Rogue (UA variant) -- All good saves + Evasion, skills, and finally some Feats for the combat Cleric.
Fighter // Cloistered Cleric (UA Variant) -- More feats, more spells, decent skills. Similar to the above, but full BAB and fewer skill points.
Binder // Psion -- Fixed power list, flexible vestige selection, decent skill list. Nice combination of "all-day" powers and "Nova" powers, and he can cast in armor. Also consider
Warlock // Psion.
Cheers, -- N