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<blockquote data-quote="theNater" data-source="post: 4291345" data-attributes="member: 62560"><p>Okay, back at it!</p><p></p><p>Looks like mostly fighter. Remember that unarmed attack counts as a weapon for the purpose of weapon powers. You can halt and turn blows with Unbreakable(6) and Last Ditch Evasion(10). You can strike true with Reaping Strike(1) and hard with No Mercy(29). The Kensai paragon path class features also help you strike hard and true with your unarmed attack. I'm not aware that penetrating magical defenses is any different than penetrating physical defenses. You can shrug off the damage of magical attacks with Victorious Surge(9). The Deadly Trickster epic destiny can help you shrug off other effects of magical attacks with Sly Fortune's Favor and shrug off everything with Epic Trick. Earlier techniques to shrug off such effects include the Human Perseverance feat and multiclassing into cleric for Divine Aid(2) or warlord for Shake It Off(2).</p><p></p><p>Your damage and AC may suffer compared to other fighters unless you reflavor your weapons and armor. However, your hide armor can look like some loosely wrapped cloth, and maul attacks can be emulated with two-fisted hammer blows. If each "weapon" is a style which can be learned from(very expensive) ancient texts, and the styles are sufficiently distinct that you must spend a minor action or two to switch between them, I see no practical difficulties.</p><p></p><p>A ranger trained in the Stealth skill lurks in the shadows, and can use Nature to track their target through wildernesses and can spend a feat to aquire Streetwise, which will allow for tracking in more urban settings. When it comes time for the kill, Bear Trap(1) is a solid opener, and can be used with your heavy blade or crossbow, as is appropriate to the situation. Your ability to focus damage on your quarry will make the kill quick, and your Stealth will serve you again as you make your escape. Multiclassing into warlock will provide poison, as with Infernal Moon Curse(7), and death magic, as with the Hunger of Hadar(5)</p><p></p><p>Cleric seems to fill most of these requirements. The staff is a simple weapon, avaliable to all, and your armor can look however you like. Seal of Warding(15) doesn't quite halt the armies, but it certainly delays them for a time. In sufficiently restricted areas, Knights of Unyielding Valor <em>can</em> stop armies, and can be reflavored into a wall of pure faith if the knights are side-by-side. The depths of your knowledge are represented by aquiring the Skill Focus feats for the Arcana, History, Religion, Nature, and Dungeoneering skills, which any cleric can achieve by level 12; you can speed the process up by being a human or an eladrin. The Loremaster's Bargain ritual can put you in touch with a god who can answer your question, if you cannot find the information in your brain or your library.</p><p></p><p>Starting with a fighter gives you all the mastery of steel you'll need, as well as the ability to charge into a whirling melee while defended by your armor. Multiclassing into wizard and taking the Wizard of the Spiral Tower paragon path lets you channel arcane forces through your blade quite nicely. Other helpful wizard abilities are the ability to loose an arrow of pure magical energy from your bow with Magic Missile(1), and stacking a Shield(2) onto your shield will make you very difficult to hit. Your armor of force can be Stoneskin(16) sitting on top of your skin, and you can halt a set of foes with Sleep(1) while(through use of an action point) destroying another with blasts of any element of your choice in an Elemental Maw. The Defensive Mobility feat could assist your armor and magic while you channel arcane forces in the midst of your opponents.</p></blockquote><p></p>
[QUOTE="theNater, post: 4291345, member: 62560"] Okay, back at it! Looks like mostly fighter. Remember that unarmed attack counts as a weapon for the purpose of weapon powers. You can halt and turn blows with Unbreakable(6) and Last Ditch Evasion(10). You can strike true with Reaping Strike(1) and hard with No Mercy(29). The Kensai paragon path class features also help you strike hard and true with your unarmed attack. I'm not aware that penetrating magical defenses is any different than penetrating physical defenses. You can shrug off the damage of magical attacks with Victorious Surge(9). The Deadly Trickster epic destiny can help you shrug off other effects of magical attacks with Sly Fortune's Favor and shrug off everything with Epic Trick. Earlier techniques to shrug off such effects include the Human Perseverance feat and multiclassing into cleric for Divine Aid(2) or warlord for Shake It Off(2). Your damage and AC may suffer compared to other fighters unless you reflavor your weapons and armor. However, your hide armor can look like some loosely wrapped cloth, and maul attacks can be emulated with two-fisted hammer blows. If each "weapon" is a style which can be learned from(very expensive) ancient texts, and the styles are sufficiently distinct that you must spend a minor action or two to switch between them, I see no practical difficulties. A ranger trained in the Stealth skill lurks in the shadows, and can use Nature to track their target through wildernesses and can spend a feat to aquire Streetwise, which will allow for tracking in more urban settings. When it comes time for the kill, Bear Trap(1) is a solid opener, and can be used with your heavy blade or crossbow, as is appropriate to the situation. Your ability to focus damage on your quarry will make the kill quick, and your Stealth will serve you again as you make your escape. Multiclassing into warlock will provide poison, as with Infernal Moon Curse(7), and death magic, as with the Hunger of Hadar(5) Cleric seems to fill most of these requirements. The staff is a simple weapon, avaliable to all, and your armor can look however you like. Seal of Warding(15) doesn't quite halt the armies, but it certainly delays them for a time. In sufficiently restricted areas, Knights of Unyielding Valor [i]can[/i] stop armies, and can be reflavored into a wall of pure faith if the knights are side-by-side. The depths of your knowledge are represented by aquiring the Skill Focus feats for the Arcana, History, Religion, Nature, and Dungeoneering skills, which any cleric can achieve by level 12; you can speed the process up by being a human or an eladrin. The Loremaster's Bargain ritual can put you in touch with a god who can answer your question, if you cannot find the information in your brain or your library. Starting with a fighter gives you all the mastery of steel you'll need, as well as the ability to charge into a whirling melee while defended by your armor. Multiclassing into wizard and taking the Wizard of the Spiral Tower paragon path lets you channel arcane forces through your blade quite nicely. Other helpful wizard abilities are the ability to loose an arrow of pure magical energy from your bow with Magic Missile(1), and stacking a Shield(2) onto your shield will make you very difficult to hit. Your armor of force can be Stoneskin(16) sitting on top of your skin, and you can halt a set of foes with Sleep(1) while(through use of an action point) destroying another with blasts of any element of your choice in an Elemental Maw. The Defensive Mobility feat could assist your armor and magic while you channel arcane forces in the midst of your opponents. [/QUOTE]
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