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<blockquote data-quote="Machiavelli" data-source="post: 2917064" data-attributes="member: 40964"><p>The Hexblade and the Shadowdancer. The latter gives Evasion, which you all should recognize, and the former gives Mettel (same rules as Evasion, but applied to Fort and Will).</p><p></p><p>Throw in a few levels of Barbarian, to get levels of strong Fort saves to match the Shadowdancer's Ref and the Hexblade's Will. What you end up with is a somewhat magically-gifted barbarian who is almost immune to any damage that offers a save of any kind, ESPECIALLY magical damage, who cannot be flanked, who has some damage reduction, a crappy but occasionaly useful curse, the ability to blend into the forest's deep shadows and leap out in a supernaturally viscious rage, consistently strong hit dice, and a perfect BAB.</p><p></p><p>This appears to be the ultimate in durability, and is at the very least a seriously scary son-of-a-gun to bump into in a back alley. I particularly like the synergy of Evasion and Mettel, and the Shadowdancer and Barbarian Uncanny Dodge levels, <strong>and</strong> the tactical synergy of Hide in Plain Sight in the shadows with Barbarian Rage, <em>and finally</em> the role-playing synergy of a Hexblade (non-good by default) and the propensity of a Shadowdancer to slink around in the darkness.</p></blockquote><p></p>
[QUOTE="Machiavelli, post: 2917064, member: 40964"] The Hexblade and the Shadowdancer. The latter gives Evasion, which you all should recognize, and the former gives Mettel (same rules as Evasion, but applied to Fort and Will). Throw in a few levels of Barbarian, to get levels of strong Fort saves to match the Shadowdancer's Ref and the Hexblade's Will. What you end up with is a somewhat magically-gifted barbarian who is almost immune to any damage that offers a save of any kind, ESPECIALLY magical damage, who cannot be flanked, who has some damage reduction, a crappy but occasionaly useful curse, the ability to blend into the forest's deep shadows and leap out in a supernaturally viscious rage, consistently strong hit dice, and a perfect BAB. This appears to be the ultimate in durability, and is at the very least a seriously scary son-of-a-gun to bump into in a back alley. I particularly like the synergy of Evasion and Mettel, and the Shadowdancer and Barbarian Uncanny Dodge levels, [b]and[/b] the tactical synergy of Hide in Plain Sight in the shadows with Barbarian Rage, [i]and finally[/i] the role-playing synergy of a Hexblade (non-good by default) and the propensity of a Shadowdancer to slink around in the darkness. [/QUOTE]
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