Seeing all the great classes here, I was inspired to come up with one of my own. Here goes...
Armigers are the ultimate defensive warriors, combining heavy armor with a strong array of weapon spells, Armigers can take the heat of battle and protect their teammates using skills, stances, and spells.
Special Traits Armigers introduce a new type of skill, Infusions, which are similar to weapon spells, but affect armor. While under the effect of an infusion, the target's armor glows the color of his profession (similar to the look of boss characters in PvE).
Description
A monolithic figure stands above the people of continent of your choice watching as a silent sentinel. Immortal, Mythical, more a tower of safety than a living man... this is the figure of the Armiger, a knight who stands as the symbol of undying valor, one indestructible in his battlefield prowess.
Appearance
Armigers wear armor as heavy-as/heavier than the normal warrior (see how it actually gives an inherent movement penalty). Their slow walk and heavy armor makes them appear as walking fortresses. Armor styles involve plate mails with broad shoulders. Physically, the armiger has a heavyset figure, adept at standing in one place and not being moved. Everything about the armiger's body should basically say "Just try to take me down. I dare you."
Armor:
Armigers wear a set of 90 Armor, that grants no bonus to energy regeneration (leaving them at the natural +2). Their armor grants an additional +25 maximum HP, and reduces their base movement speed by 10% (2% per piece).
Armor Insignias
Infused Insignia - Armor +15, while under the effects of an infusion.
Wielder's Insignia - Armor +15, while under the effects of a weapon spell.
Bastion Insignia - Armor +5 for each adjacent ally (maximum of 20).
Relay Insignia - Base movement speed +2% (a full set of this armor negates the movement penalty on the normal Armiger armor).
Weapons:
The armiger class weapon is the Great Shield, a heavy two handed tower shield capable of full body protection, and embued with spikes on the front to deal slam attacks. This weapon has melee range, and attacks with the same rate as a scythe. It deals 11-22 damage (max) and grants +20 armor (max).
This shield bears resemblance to the Tower Shield carried by Roman Legionaires: http://en.wikipedia.org/wiki/Scutum_(shield)
Attributes:
Vigilance - Primary Attribute. For each rank in Vigilance, you have a +1% chance to "Block" any incoming attacks. Many skills, especially those which deal with self-preservation become more effective with higher vigilance.
Shield Mastery - Increasing your rank in shield mastery increases your ability to deal damage and the chances of causing a critical hit while equipped with a Great Shield. Many skills, especially those that involve using a Great Shield, become more effective with higher Shield Mastery.
Armorcrafting - No inherent effect. Skills which involve your armor become more effective with more ranks in Armorcrafting.
Weaponcrafting - No inherent effect. Skills which involve weapons become more effective with more ranks in Weaponcrafting.
Some Sample Skills
Vigilance-Linked Skills
Vigilant Stance
Stance / E:5 / Act: - / Rec: 20
For 10 seconds, you and adjacent allies have +5...+17% chance to block incoming attacks.
Invulnerable Stance
Stance / E:5 / Act: - / Rec: 10
For 5...20 seconds, you and adjacent allies cannot be knocked down.
Signet of Timely Defense
Signet / E: - / Act: 1 / Rec: 20
For 3...20 seconds, the next time a source would deal more than 200...100 damage to you, you block that damage.
Bastion Stance
Elite Stance / E: 5 / Act: - / Rec: 40
For 10 seconds, you cannot block or evade attacks. You gain and adjacent allies gain 1...24 base damage reduction.
"None shall pass!"
Shout / Adr: 3 / Act: - / Rec: 15
For 10 seconds, foes who move out of your melee range become crippled for 3...9 seconds. "None shall pass!" ends if you move.
"Face Me!"
Elite Shout / Adr: 10 / Act: - / Rec: 25
For 10 seconds, you and up to 1...6 foes within earshot become crippled.
Signet of Immortality
Elite Signet / E: 5 / Act: 10 / Rec: 30
Target touched ally is restored to life with 5...65%health and zero energy. While activating this signet you have +8...+40 armor.
Indestructible Stance
Stance / E: 5 / Act: - / Rec: 20
For 10 seconds, You have +2...6 health regeneration and +10...+20 armor. This stance ends if you move or are knocked down.
Shield Mastery Linked Skills
Overrun
Shield Attack / Adr: 4 / Act: .25 / Rec: 5
You perform a shield attack that deals +10...+20 damage. If this attack hits a crippled foe, that foe is knocked down for 1...3 seconds.
Shield Maul
Shield Attack / Adr: 6 / Act: .25 / Rec: 5
You perform a shield attack that deals +5...+12 damage and causes bleeding for 2...14 seconds.
Trample Underfoot
Elite Shield Attack / Adr: 10 / Act: .5 / Rec: 16
Target touched, knocked down foe takes 50...125 damage and begins bleeding for 5...10 seconds. For 5 seconds, you have -60 armor.
Vigilant Slam
Shield Attack / Adr: 6 / Act: - / Rec: 15
This attack deals +2...+24 damage. For 5 seconds, you have a +1...+10% chance to block attacks.
Phalanx Stance
Stance / E: 5 / Act: - / Rec: 25
For 5...15 seconds you move 40% slower and have +25% armor.
Immortal's Repose
Stance / E: 5 / Act: - / Rec: 15
For 3...5 seconds you have +10...+15 armor and cannot be interrupted. When Immortal's Repose ends you are knocked down.
Armorcrafting Linked Skills
Strengthen Armor
Infusion / E: 5 / Act: 2 / Rec: 5
For 2...20 seconds, Target touched ally gains +0...+24 armor.
Crafter's Synergy
Enchantment / E: 5 / Act: 4 / Rec: 60
For 60 seconds, Infusions cast on target ally last 30%...60% longer.
Lyssa's Armor
Elite Infusion / E: 10 / Act: 4 / Rec: 60
For 4...20 seconds, target touched ally has +2 Energy regeneration, and casts spells 15% faster.
Kormir's Armor
Elite Infusion / E: 10 / Act: 4 / Rec: 60
For 4...20 seconds, target touched ally is immune to blindness and dazed, and shouts and chants used by that ally last 50% longer.
Melandru's Armor
Elite Infusion / E: 10 / Act: 4 / Rec: 60
For 4...20 seconds, target touched ally recovers from conditions 50% faster, and that ally's attacks cause randomly cripple, blindness, or weakness.
Balthazar's Armor
Elite Infusion / E: 10 / Act: 4 / Rec: 60
For 4...20 seconds, target touched ally is immune to weakness, gains +25 armor, and cannot be interrupted while attacking.
Grenth's Armor
Elite Infusion / E: 10 / Act: 4 / Rec: 60
For 4...20 seconds, target touched ally's health cannot drop below 1 due to damage. When Grenth's Armor ends, that ally loses 1 health.
Dwayna's Armor
Elite Infusion / E: 10 / Act: 4 / Rec: 60
For 4...20 seconds, target touched ally cannot take more than 5% of that ally's maximum health damage from a single attack or spell.
Weaponcrafting Linked Skills
Insightful Weapon
Weapon Spell / E: 10 / Act: 1 / Rec: 30
For 2...14 seconds, target touched ally has an insightful weapon. That ally's attacks cannot be "evaded".
Strip Weapon
Spell / E: 5 / Act: 1 / Rec: 10
If target touched ally is under the effects of a weapon spell, that weapon spell ends and you gain 5...10 energy.
Improve Weapon
Weapon Spell / E: 5 / Act: 1 / Rec: 60
For 60 seconds, target touched ally has an improved weapon. This ally deals an additional 1...6 damage when attacking.
Simplify Weapon
Hex spell / E: 5 / Act: .25 / Rec: 30
Target touched enemy has a simplified weapon. For 3...15 seconds, that weapon loses any non-physical damage types it has, and deals 20% less damage.
Warmaster's Weapon
Elite Weapon Spell / E: 15 / Act: 1 / Rec: 60
For 5...22 seconds, target touched ally has a warmaster's weapon. The cost of all that ally's adrenal skills cost 2 less adrenaline to activate and recharge 25% faster
Unlinked Skills
Clear Mind Signet
Signet / E: - / Act: 2 / Rec: 40
Lose all adrenaline. You gain energy equal to the adrenaline lost. (Note that max adrenaline is 10 strikes)
Weaponsmith's Signet
Signet / E: - / Act: 1 / Rec: 30
Your next weapon spell costs 50% less energy and lasts 25% longer.
Armorsmith's Signet
Signet / E: - / Act: 1 / Rec: 30
Your next infusion costs 50% less energy and lasts 25% longer.
Vigilant Signet
Elite Signet / E: - / Act: .25 / Rec: 5
For 5 seconds, you block the next melee attack against you.
Rook's Move
Stance / E: 5 / Act: - / Rec: 15
For 5 seconds you move 50% faster and have +10 armor. While in this stance, you cannot attack.
Playstyle Notes
Armigers have little of the "heavy-hitting" power of rangers, dervishes, and warriors. Since their spells have almost all have near or touch range, they are limited to supporting frontline fighters and protecting others. However, with the protection of an armiger's bodyguarding skills and stances these normally fragile classes can confidently survive a good deal of melee combat.
Energy Management is one of the largest problems of this class. This issue is solved mostly by the armiger's unlinked signets and a few other energy management skills. For the most part, however, they will not be able to sustain long chains of spells as a caster class can.
Another use of the armiger is territory control. Armigers are adept at staying in one place and holding their own from that location. For this reason, they can tactically charge into enemies (in PvE) and secure a location while other players set up to nuke/spike. In PvP, other casters (such as a ritualist or monk) can stand near an Armiger to receive the benefit of his protective stances while they cast spells that will be beneficial to the other frontliners.
K

. But when discussing non-magical fighting styles, the point still stands.