I have been bashing my head against my keyboard trying to create a Spellsword or Battlemage build, with very little success. I have done some reading on the forums and looked over other builds, which has helped a little, but I would still love any suggestions before jumping into a crazy build. Feel free to tear it apart (in a nice, constructive manner, anyway =p ).
The character himself is mainly a spellcaster, but should have decent melee abilities as well. He is generally in the middle of things, wildly nuking and slashing. Elf (since there are no Half-Elves) and Wizard are absolutely necessary for the character, but the second class is flexible (Ranger, Fighter or Paladin being preferred). He will most likely wear robes, relying on magic for defense. With Ranger as a secondary class, he would make use of TWF, but for Fighter or Paladin, I would probably switch out the second weapon for a shield, since he lacks the Dex to pick up TWF otherwise.
I mostly plan to solo and duo, but I wouldn't mind making myself useful for larger groups, if at all possible. I don't, as of yet, know quite what I will be duo-ing with, though rogue/wizard has been mentioned.
5/15 level split: I took 5 levels of Ranger to get a second favored enemy, and the extra BAB. I passed on a 6th level (which would give me Improved TWF) so that I could still get 8th level Wizard spells and an extra metamagic feat. I miss out on the 9th level spells, but I don't see them as absolutely necessary for the character.
Fighter bonus feats also look promising, though I have had little success throwing a build together. Smite Evil and Aura of Good looked the most helpful from a Paladin, but with low Charisma, not much else seemed helpful.
Abilities: 28 point (Yeah, I'm a noob. ). I focused on Int, hoping to pick up some tomes to help Str and Con.
Skills: I focused on Concentration, put what I could into Jump (which ended up being a lot, whee!), Balance, Tumble and UMD, and tossed the rest into various Ranger skills.
Spells: I tried to pick up some useful defensive and melee buffing spells, as well as a couple of crowd controls. His main nuking spells are fire and ice, and I tried to focus on area effects. I picked up some Symbol type spells because they looked like they might make fun traps to pull things into.
Feats and Enhancements: I am finding these to be the most difficult to sort out. I tried to focus on magic first, melee second. Extend looks like it would be nice for buffs and CCs, and Quicken seems helpful for a caster in melee. Beyond that, I mostly tried to buff damage, but I also took some to give him more HP and SP.
This hasn't yet taken into consideration tomes or gear (other than assuming he will be using longswords), but I have the sneaking suspicion that his defensive ability and health might simply be too low... and I'm still not sure where the proper balance of magic and melee is, or if he would do any reasonable damage.
tl;dr: I'm another noob trying to make an Elven Wizard that also likes to slash things. I appreciate advice and am willing to learn, but don't be mean.
Code:Character Plan by DDO Character Planner Version 3.16 DDO Character Planner Home Page Level 20 Neutral Good Elf Male (5 Ranger \ 15 Wizard) Hit Points: 182 Spell Points: 1298 BAB: 12\12\17\22 Fortitude: 10 Reflex: 16 Will: 10 Starting Feat/Enhancement Abilities Base Stats Modified Stats (28 Point) (Level 1) (Level 20) Strength 16 16 Dexterity 10 10 Constitution 12 12 Intelligence 16 24 Wisdom 10 10 Charisma 8 8 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 2 11 Bluff -1 -1 Concentration 5 24 Diplomacy -1 -1 Disable Device n/a n/a Haggle -1 -1 Heal 0 0 Hide 4 10 Intimidate -1 -1 Jump 7 25 Listen 0 2 Move Silently 4 10 Open Lock n/a n/a Perform n/a n/a Repair 3 7 Search 7 19 Spot 4 12 Swim 3 3 Tumble 2 11 Use Magic Device 1 10.5 Level 1 (Ranger) Feat: (Favored Enemy) Favored Enemy: Undead Feat: (Selected) Toughness Level 2 (Wizard) Feat: (Wizard Bonus) Mental Toughness Spell (1): Burning Hands Spell (1): Jump Spell (1): Hypnotism Spell (1): Magic Missle Spell (1): Niac's Cold Ray Spell (1): Mage Armor Level 3 (Ranger) Feat: (Selected) Insightful Reflexes Level 4 (Wizard) Ability Raise: INT Spell (1): Expeditious Retreat Spell (1): Feather Fall Level 5 (Ranger) Level 6 (Wizard) Feat: (Selected) Oversized Two Weapon Fighting Spell (2): Blur Spell (2): Bull's Strength Level 7 (Ranger) Spell (1): Camouflage Spell (1): Longstrider Spell (1): Merfolk's Blessing Spell (1): Ram's Might Spell (1): Resist Energy Spell (1): Summon Nature's Ally I Spell (1): Tumble Level 8 (Wizard) Ability Raise: INT Spell (2): Knock Spell (2): Web Level 9 (Ranger) Feat: (Favored Enemy) Favored Enemy: Evil Outsider Feat: (Selected) Power Attack Level 10 (Wizard) Feat: (Wizard Bonus) Extend Spell Spell (3): Displacement Spell (3): Fireball Level 11 (Wizard) Spell (3): Haste Spell (3): Heroism Level 12 (Wizard) Ability Raise: INT Feat: (Selected) Improved Mental Toughness Spell (4): Fire Shield Spell (4): Stoneskin Level 13 (Wizard) Spell (4): Wall of Fire Spell (4): Ice Storm Level 14 (Wizard) Spell (5): Protection From Elements Spell (4): Symbol of Flame Level 15 (Wizard) Feat: (Wizard Bonus) Heighten Spell Feat: (Selected) Improved Critical: Slashing Weapons Spell (5): Teleport Spell (5): Cone of Cold Level 16 (Wizard) Ability Raise: INT Spell (6): Greater Heroism Spell (6): Tenser's Transformation Level 17 (Wizard) Spell (5): Symbol of Pain Spell (6): Otiluke's Freezing Sphere Level 18 (Wizard) Feat: (Selected) Spell Penetration Spell (7): Delayed Blast Fireball Spell (7): Otto's Sphere of Dancing Level 19 (Wizard) Spell (7): Prismatic Spray Spell (7): Greater Teleport Level 20 (Wizard) Ability Raise: INT Feat: (Wizard Bonus) Quicken Spell Spell (8): Sunburst Spell (8): Symbol of Death Enhancement: Elven Arcanum I Enhancement: Elven Arcanum II Enhancement: Elven Arcanum III Enhancement: Aerenal Elf Melee Attack I Enhancement: Aerenal Elf Melee Attack II Enhancement: Aerenal Elf Melee Damage I Enhancement: Aerenal Elf Melee Damage II Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Ranger Favored Damage I Enhancement: Ranger Favored Damage II Enhancement: Wizard Lineage of Elements I Enhancement: Wizard Lineage of Elements II Enhancement: Wizard Lineage of Elements III Enhancement: Wizard Lineage of Deadly Elements I Enhancement: Wizard Lineage of Deadly Elements II Enhancement: Wizard Lineage of Deadly Elements III Enhancement: Wizard Elemental Manipulation I Enhancement: Wizard Elemental Manipulation II Enhancement: Wizard Elemental Manipulation III Enhancement: Wizard Elemental Manipulation IV Enhancement: Wizard Spell Penetration I Enhancement: Wizard Spell Penetration II Enhancement: Wizard Spell Penetration III Enhancement: Wizard Energy of the Scholar I Enhancement: Wizard Energy of the Scholar II Enhancement: Wizard Energy of the Scholar III Enhancement: Wizard Energy of the Scholar IV Enhancement: Wizard Intelligence I Enhancement: Wizard Intelligence II Enhancement: Wizard Intelligence III