If you've got time to plan your illusions, the rituals Hallucinatory Item and Hallucinatory Creature can keep your enemies confused as to your intentions. Wizards have ready access to illusions such as Invisibility(6) and Ghost Sound(1), disguises like Disguise Self(6), and charms like Confusion(27). For more impressive charms, we turn to the warlock, particularly Curse of the Dark Delirium(29). Strike at your target's will, and you have complete control over him. Raven's Glamor(22) is a handy illusion for escape purposes, as is Eyebite(1).Derren said:-I am an arcane infiltrator. Where mundane spies rely on the darkness and a silent blade I use illusions, disguises and charms as my weapon. With this I can freely walk among my enemies, gathering intelligence and influencing them to my advantage. If discovered I confuse the enemy to loose my trail and to fight each other while I use my contacts and charmed allies to get away.
Rangers are proficient with all simple and military melee and ranged weapons, and have powers that use all of them. I don't see any rules that would prevent you from fighting mounted as well as you fight on foot. Multiclassing into warlock gives you access to Entropic Ward(22), which simultaneously shrouds you in proctective armour and makes your sword strike true. A quick Otherwind Stride(3) can pull you out of a hopeless situation, at least far enough for your ranger powers to let you run.Derren said:-I am a arcane samurai. Much like the real samurai I don't focus on only one weapon. Be it a sword, a spear or the bow, be it on foot or from the back of a mount I am a capable warrior with it. But I also don't neglect the power of the arcane, instead I use it to enhance my fighting. Magic shrouds me in protective armour, magic makes my arm stronger and my feet faster, magic makes my sword strike true and magic lets me escape from hopeless situations.
If we reflavor the ranger's Longstrider(16) power to "the enchantments flowing through you cause you to move swiftly", magic has made your feet faster, and Master of the Hunt(22) is also easy to reflavor into a magically stronger sword arm.
That guideline is there because this is precisely the argument I don't want this thread to be about. I recognize that armies of persistent minions and unrestrained shapeshifting are not present. As such, I am asking that character concepts suggested here not rely on them, because they will not model well.Derren said:And a comment about the guidelines:
This is a failure of design. First you don't know which was left out intentionally and what not and second it doesn't change that 4E is not allowing what was possible in 3E.