Well first off, this would be my first attempt at a multiclassed build, so I've been reading the forums for months trying to learn some of the intricacies on the subject. This build was based off Impaqt's 12/2/2 pally/fighter/monk initially, though I started to mess with stats to see what variants I could come up with. My thoughts for the four levels (17-20) were to either wind up with 4 levels paladin or 3 levels paladin, and an additional level monk. Potentially as a variant it would use rogue instead of monk levels, but I've had trouble building with the rogue variant.

What I'd like to see in the build:
TWF line
Healing Dragonmarks
Evasion

I do have access some +2s, and +1s . Go ahead and account for raid gear, shroud stuff, etc. If anyone is willing, I'd be interested to see a workup for a varaint with rogue as much as monk.

Here's my original attempt:

16 Pal/2 Fighter/2 Monk
Align: LG

Str: 20 (11 base, +2 Str tome, +1 enhance, +6 item)
Dex: 30 (17 base, +2 dex tome, +1 enhance, +6 item)
Con: 22 (14 base, +2 Con tome)
Int: 14 (12, +2 Int tome)
Wis: 22 (13 base, +2 wis tome, +1 enhance, +6 item)
Cha: 22 (12 base, +2 Cha tome, +2 enhance, +6 item)

note, could boost dex to a 32 possibly with a +3 tome and additional enhancement; when in wind stance it would rest at a 32/34 respectively then

HP: 502
160 16 Pal
20 2 Ftr
16 2 Mnk
18 Toughness
60 Toughness Enhancements (Pal IV, Racial II)
5 Way of the Tortoise
120 Con
30 GFL
18 Minos
10 Draconic Vitality
45 Shroud HP Item

SP: 542
172 16 Pally
150 Wis Bonus
300 Shroud item
20 Enhancements


Saving Throws:
Fort: 10 + 3 + 3 + 6 + 6 + 4 + 4 + 1 = 35
Ref: 5 + 3 + 0 + 10 + 6 + 4 + 4 + 1 = 32
Will: 5 + 3 + 0 + 6 + 6 + 4 + 4 + 1 = 28
With hero pots: 37/34/30 (39/36/32 with gird)

AC:
10 Base
1 Halfling
10 Dex
6 Wis
7 Bracers
5 CE
5 Prot
4 Aura
3 Chattering Ring
4 Icy Rainments
1 Alchemical ritual
56 standing AC (57 with Wind Stance)
4 Insight weapon
60/61 base potential

When taking into account for self-buffing it increases to 64/65 potential with just a bark +3 pot and haste. If access to shield, it rises to 68/69. And if a friendly ranger or bard want to chip in, that rises additionally by a max of +6 total to 74/75 roughly.

Skills: UMD, Balance, Tumble, Jump, Diplo
Technically not a shining star with any particular skill, but quite respectable for what's needed to get the job done.

Useful tricks:
Full dragonmarks and extended uses (9/7/5). Three Lay on Hands for healing. Has approx a 50% chance on Raise Dead or Heal Scrolls. Remove Disease 8/rest which can also be used to produce Lesser or Full Restoration effects.
Positive energy amplification means increased healing on self; resistant to negative energy as well as immune to energy drain from any source (effectively making her immune to level drain from what I surmise).

Enhancements: (80 pts total)
Extra Dragonmark I-IV (10)
Halfling Dex I (2)
Disciple of Breezes (1)
Bulwark of Good I-III (6)
Resistance of Good I-III (6)
Divine Sacrifice I (1)
Exalted Smite I (1)
Extra Lay on Hands I-II (3)
Extra Smite Evil I-III (6)
Devotion I-II (3)
Paladin Charisma I-II (6)
Fighter Strength I (2)
Monk Wisdom I (2)
Paladin Toughness I-IV (10)
Halfling Racial Toughness I-II (3)
Way of the Tortoise I (1)
Paladin Improved Turning I-II (6)
Paladin Extra Turning I-II (3)
Hunter of the Dead I-II (6)
Energy of the Templar I (1)
Divine Might I (1)

Feats:
TWF, ITWF, GTWF; Least, Lesser, Greater Dragonmark of Healing, Combat Expertise, Power Attack, Toughness, Improved Crit Piercing.

Smites: 7/rest
Turns: 3 (base) + 6 (cha mod) + 2 (enhance) + 4 (HoTD I & II) = 15

Spells: 3/3/2/2
1st level: Virtue, Divine Favor, CLW
2nd level: Angelskin, Resist Energy, Remove Paralysis
3rd level: Prayer, CMW
4th level: Holy Sword, Zeal