What class/race combo would work best for an increasingly unstoppable armored juggernaut character in 4e?
Preferably martial, but I'll take whatever.
Battleminds aren't that unstoppable. They're a mobile defender with a bunch of harrying abilities.
Warden is probably what OP is looking for. Minotaur if your GM will allow it, Goliath if he won't.
Why are Wardens so tough? I mostly ignored the primal classes before.
And thanks a ton for the advice already given.
I admit, I might just have a soft spot for unnatural vitality and the fact that with battlemind you can just stack Con and not worry about anything else, but all the death saving throw bonuses you can stack up if you try effectively makes you have three bloodied values worth of HP instead of two.
Take battle resilience (I know it's a garbage option but it's still extra mitigation) and you're pretty hard to ever actually put down until your DM gets fed up and decides to throw one of those 'instakill below 0 HP ' monsters at you.
Paladin could work, I have basically three things I'm looking for here.
I want to be an:
-Tough as hell, hits decently hard, really hard to keep down
-Slow is fine, but once I get going I don't stop
Anything that fulfills those criteria is fine. Basically, I want to a slow force of destructive, unkillable nature. At epic levels, obviously, I hardly expect to be unstoppable at first level.
Really, I suppose the best examples I can use are Smough from Dark Souls or the Tower Knight (but less huge) from Demon Souls.
Maybe a Heavy Knight of Berenike as Heroic or Paragon level.
I'm also pretty new to the system, hence the questions. I know a lot of the material, but I don't really know how it works.
Highest starting HP of any class and they do amazing things when they second wind meaning they are self healing every fight.
It depends on your goal. Do you want to be tough as hell and do lots of damage or be tough as hell, defend your friends and do some damage.
Fighters can fit both depending on the build but don't start with Plate. Paladins and Knights start with Plate but aren't as damage-y. The anti-paladin (that's not its name but I can't remember it.) From Heroes of Shadow is a Striker in Plate and one build uses temp HP too. That could work. There is also the Slayer who is a Striker in Scale. The Slayer being a fighter variant so it gets access to the Dreadnaught PP which sounds 100% up your alley.
5th, and it does look like fighter is what I want. Plate is a feat away, I suppose.
The former. Defending people is good, but my only other confirmed party member is a Bloodwhatsit Barbarian, so I'm not super concerned about his survivability.
They're big on temp HP with a side of striker, right?
I'd look into a Wis/Cha paladin, really.
Constitution doesn't give you THAT much more durability, but a Wis/Cha paladin gets to Lay on Hands himself like a motherfucker.
You can be a hamadryad too for resist 5/10/15 for a round each encounter.
Then take Ironwrought so you can be a literal metal treedude.
There was a fey-focused book for 4e, I believe hamadryad was introduced in that. Really, if you're gonna be playing a lot of 4e, you probably want to just shell out for the Dndi subscription, as long as it's available.
Well, I can probably get that lifted due to being dumb. My DM is nice like that. Being a walking, angry tree person would be pretty sweet.
So, Fighter for pure fuck off armored might, Paladin for healing glory.
Most paladins self-heal with Lay on Hands. It's the practical thing to do. It takes minor actions anyway, so you can keep on trucking.
The revenant combo is totally not viable at heroic and OP's game is probably going to disintegrate before hitting paragon anyway.
Just remember to explain to your DM that if you have a way to remove Dazed, i.e. Superior Will, at Epic you will have 1 standard, 2 move, and 3 minor actions per turn, Resist 20 all, and Insubstantial (take half damage).
Go Revenant. With the right mix of Feats, PP and ED, and the right past life, you can function without penalty while dying, get a plus 8 or more bonus to death saving throws, have to make 5 death saving throws before you die, and get +2 to all defenses every time you make a death saving throw.
You should have died 8 rounds ago, and yet all you're doing is getting tougher.