I've played around with D&D builds before, pretty simple ones like 2Rog/18Wiz, even before playing DDO. But this is my first attempt at something a little more complex and centers around a concept I like: being relatively devastating with a quarterstaff cause it looks cool, and throwing out spells. What I came up with was a 8 Wiz/6 Acrobat/6 Kensai; though there are some AP unused and I can fiddle with the casting feats some if I really like any of the new Wizard Prestige classes coming out (changing one of the mental toughness feats to Focus: Necro would unlock Pale Master I for this build).

Code:
Character Plan by DDO Character Planner Version 3.12 BETA
DDO Character Planner Home Page

Arcane Acrobat
Level 20 Lawful Good Human Male
(6 Fighter \ 6 Rogue \ 8 Wizard) 
Hit Points: 346
Spell Points: 663 
BAB: 14\14\19\24
Fortitude: 12
Reflex: 11
Will: 9

                  Starting          Feat/Enhancement
Abilities        Base Stats          Modified Stats
(28 Point)       (Level 1)             (Level 20)
Strength             15                    22
Dexterity            12                    14
Constitution         16                    17
Intelligence         14                    18
Wisdom                8                     8
Charisma              8                     8

Tomes Used
+2 Tome of Intelligence used at level 12

                  Starting          Feat/Enhancement
                 Base Skills         Modified Skills
Skills           (Level 1)            (Level 20)
Balance               5                    10
Bluff                 3                     4
Concentration         5                    26
Diplomacy            -1                    -1
Disable Device        6                    26
Haggle               -1                    -1
Heal                 -1                    -1
Hide                  1                     2
Intimidate           -1                    -1
Jump                  6                    12
Listen               -1                    -1
Move Silently         1                     2
Open Lock             5                    17
Perform              n/a                   n/a
Repair                2                     4
Search                6                    26
Spot                  3                    21
Swim                  6                    10
Tumble                5                    10
Use Magic Device      3                    22

Level 1 (Rogue)
Feat: (Selected) Toughness
Feat: (Human Bonus) Two Handed Fighting


Level 2 (Fighter)
Feat: (Fighter Bonus) Power Attack


Level 3 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Feat: (Selected) Toughness


Level 4 (Rogue)


Level 5 (Wizard)


Level 6 (Wizard)
Feat: (Selected) Mental Toughness


Level 7 (Rogue)


Level 8 (Fighter)
Feat: (Fighter Bonus) Weapon Focus: Bludgeoning Weapons


Level 9 (Wizard)
Feat: (Selected) Toughness


Level 10 (Rogue)


Level 11 (Wizard)
Feat: (Wizard Bonus) Improved Mental Toughness


Level 12 (Wizard)
Feat: (Selected) Improved Critical: Bludgeoning Weapons


Level 13 (Rogue)


Level 14 (Wizard)


Level 15 (Fighter)
Feat: (Selected) Improved Two Handed Fighting


Level 16 (Rogue)


Level 17 (Fighter)
Feat: (Fighter Bonus) Weapon Specialization: Bludgeoning Weapons


Level 18 (Fighter)
Feat: (Selected) Toughness


Level 19 (Fighter)
Feat: (Fighter Bonus) Greater Two Handed Fighting


Level 20 (Wizard)
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Attack Boost II
Enhancement: Rogue Haste Boost I
Enhancement: Rogue Haste Boost II
Enhancement: Kensei Quarterstaff Mastery I
Enhancement: Fighter Critical Accuracy I
Enhancement: Fighter Critical Accuracy II
Enhancement: Fighter Kensei I
Enhancement: Human Adaptability Intelligence I
Enhancement: Human Greater Adaptability Constitution I
Enhancement: Human Versatility I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Rogue Faster Sneaking I
Enhancement: Rogue Thief-Acrobat I
Enhancement: Rogue Balance I
Enhancement: Rogue Balance II
Enhancement: Rogue Disable Device I
Enhancement: Rogue Open Lock I
Enhancement: Rogue Search I
Enhancement: Rogue Spot I
Enhancement: Rogue Tumble I
Enhancement: Rogue Tumble II
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Rogue Dexterity I
Enhancement: Rogue Dexterity II
Enhancement: Wizard Intelligence I
Enhancement: Fighter Strength I
Enhancement: Fighter Strength II
Enhancement: Fighter Toughness I
Enhancement: Fighter Toughness II
Enhancement: Wizard Wand Mastery I
Enhancement: Wizard Wand Mastery II
Enhancement: Wizard Wand Mastery III
Features of the build:
Locks & Traps
Should have decent melee damage with Quarterstaff
Arcane buffs: Mage Armor, Shield, False Life, Resist X, Displacement, Haste, Heroism, Rage, Stoneskin
Resist Free Attacks/Debuffs: Scorching Ray (2 Rays), Wall of Fire, Solid Fog, Enervation, Ray of Enfeeblement (at low levels before Spell Resistance is a problem)
Wands and Scrolls: Max UMD makes using higher level Arcane wands simple, and even Heal and Raise Dead scrolls aren't out of the question, which is why I took +45% to wands.
Solid Health (I think) - Base 16 CON, Toughness x4, Racial Toughness III, Fighter Toughness II.

Any thoughts?