This is a repost from a forum post in my guild's forums. I thought I would share it. The post refers to an older build that I created earlier in my DDO career. Enjoy!
EDIT: This Build is not meant for veteran players, though they might like it too. It is aimed at moderate to experienced players.
Overview
Maxed Skills: Concentration, Disable Device, Spot, Search
Major Skill: Open Lock
I have learned so much since I originally created this build. I have applied this knowledge to the build and guide. For those who never read the original build, the idea is to maximize the benefits of the high intelligence of a wizard. Two levels of rogue give you tons of skill points, the feat evasion, and weapon proficiencies. The feat insightful reflexes allows you to use your high intelligence to power your evasion ability and therefore avoid a lot of the damage that would normally kill a wizard. Built properly equipped well, you will be able to make a decent trapmonkey and wizard.
This build version gives a great evasion necromancer with an additional focus on elemental spells who is fully trap/lock skill capable, on par with my assassin. The open lock skill is not as high as your standard rogue, but is much more reliable than the spell Knock as I had previously proposed in my old version. I do not foresee many problems with unlocking as I have never seen a lock jam, rather you just need to roll again.
What was wrong with the former build? The character was very equipment heavy. Investment in armor class items and melee weapons took up important equipment slots when the character could not achieve an effective armor class or generate much melee damage. The damage the character was able generate was negligible and disappointing as the Base Attack Bonus of a Wizard is low to begin with. Also, carrying all the AC items, melee weapons, spell casting items, and rogueing equipment filled a backpack rather quick when your strength is negligible. Furthremore, the AP cost of investing in dexterity was prohibitive of other wizard abilities. It was time to remove the melee and improve the wizarding abilities. The new version has a heavy focus on intelligence, spell penetration, and necromancy which makes for an excellent crowd controller. Later on, the character becomes quite adept at the insta-kill spells.
Tome Usage: To get enough skill points to invest your Open Lock skill, a +2 intelligence tome is needed at level 7. I had already used a +2 tome of supreme ability on the character and the build reflects that. You may simply use a +2 Int tome and have little other effect on the build, although, an improvement to any stat is always welcome.
Current Build Strengths: high reflex save with evasion, very high necromancy spell DC’s, spell penetration, Fire and Ice spells improved, Access to all skeletal knight summons and both necromancy shrouds. All 3 Pale master prestige class levels. Augment summoning for tougher pets. In other words, the wizard abilities have been beefed up. Toughness has been added as part of the Pale Master requirements and to increase the survivability of the character.
Equipment
Rogue Skills and Intelligence: You will need to invest in just a few items, but you will need to have the best you can find as you go. First off, the easiest way to maximize your disable device and open lock skills are to buy +5 lock picks off of the AH. You can usually find 50 for less than 1500 Plat. You will also need the highest search, spot, disable device, and open lock items you can find. Wear your spot item at all times unless you know where the traps are in a quest. Then, switch to your other items when the situation dictates. You will always find the highest item for a skill at your level all alone on an item. For example, you will find +11 gloves of disable device at level 11. Sometimes you may find race required items of a higher skill. For example, at level 13 you can find +15 disable device race required Halfling goggles. These are rare and often expensive on the AH. I suggest trolling the pawn shops until you come up with what you need. Combination items always have lower skill boosts, for example: Clever Goggles of Disable Device Goggles could be +2 Intelligence, +7 Disable Device, minimum level 11. The +2 to intelligence will give you only an additional +1 to your disable skill, and since you are wearing the item only when you need to, there is no reason to use it. The only item that it is a good idea to split up is blindness immunity + spot. But, I wear those only when I need to. A blinded trapmonkey is useless (keep potions handy too). Due to the fact that most intelligence boosts and spot boosts occur on rings or on goggles you will need to coordinate your items to complement each other. Ideally, you never want to take off your Intelligence item. It may be much better to find a high + Intelligence ring (clever ring) than a + Spot ring (ring of the eagle, or blindness immunity ring of the eagle). But, you will likely make due with what you can find, as I have not even achieved this ideal.
Spell Resistance: The natural spell resistance of Drow does not work on the full range of spells like a normal spell resistance item. Also, the spell resistance has been taken out of this build due to its high AP cost. Instead, look for items such as belts or robes with spell resistance. At level 8 an Aberrant Robe is a nice addition to your equipment. This item is a Wizardry II (+50 SP) robe with spell resistance. Spell resistance can also be found on rings and belts. You may also want to seek out a deathblock of spell resistance robe for when facing enemies such as beholders or enemy necromancers slinging death spells.
Helmet: A Concentration item does well here. Later on, Minos Legens is a good fit granting Heavy fortification as well as 20 additional hit points.
Robes: Resistance (to improve reflex save) or elemental resistance items are a great fit. I enjoy the Hellfire Cloak from Delera’s.
Play-Style
As a multi-class character, you need to play to your strengths and guard your weaknesses. You’re A/C is low and your melee skill is negligible. For the love of the Silver Flame, stay out of Melee! Try to keep night shield on yourself at all times. You do have higher Hit Points thanks to toughness and the associated enhancements, but HP is not A/C. Diplomacy has been sacrificed to make way for rogue skills, so you will need to wear a diplomacy item if you plan on using it to dump aggro. If you do not use diplomacy, you either need to scream for help from your melee characters in your party or throw out some maximized fireballs to remove the threat.
You have less SP than a pure class wizard at your level and your spells are two levels behind. Your enhancements have made up for this a little bit, but do not concentrate on buffing your entire party. Use buffs strategically and use spells from your manna pool only when you have to. Use magic items such as wands and scrolls to your advantage. Your augment summoning feat should work with summons casted off of scrolls (confirmation needed), but you should also be summoning your skeletons. You can have only one pet at a time, so you might as well use your skeletons. They cost HP to use, so have some cure pots ready.
I prefer to use any kind of eternal wand I can get my hands on and spam it (Finger of fire [starter], Acid Blast [waterworks], Magic Missile [catacombs], Snowball Swarm [sentinels, confirmation needed], Summoning [Carnival]). This way you can achieve some moderate damage over time, and thus contribute to the party without wasting SP.
Also, wands of any kind of damage spell drop often enough. If a melee player in your party loots a damage wand you want, don’t hesitate to ask, they usually give it to you rather than vendor it.
If your party expects you to be a haste bot and blow all your SP on haste, you could first demand a donation, then burn haste scrolls. Wall of fire is a great spell, but heavy on the wizard spell points, use it strategically.
When using spells, use crowd controllers. My personal favorites at the low levels are hypnosis and halt undead. This improves the survivability of your party. If you want to be a really strong crowd controller, you could swap the feat Empower for Enlarge. A heightened and enlarged Halt Undead spell could stop a room full of undead - dead in their tracks (pun intended).
When it comes to ranged combat, you are proficient with the short bow. Your dexterity is low, so use a +5 when you can. Ranged combat is a good way to kill from a distance without using SP.
Code:Character Plan by DDO Character Planner Version 3.5.1 DDO Character Planner Home Page arkadie Level 20 True Neutral Drow Male (2 Rogue \ 18 Wizard) Hit Points: 226 Spell Points: 1495 BAB: 10\10\15\20 Fortitude: 9 Reflex: 19 Will: 11 Starting Ending Feat/Enhancement Abilities Base Stats Base Stats Modified Stats (28 Point) (Level 1) (Level 20) (Level 20) Strength 10 12 12 Dexterity 10 12 12 Constitution 14 16 16 Intelligence 20 27 30 Wisdom 8 10 10 Charisma 10 12 12 Tomes Used +2 Tome of Strength used at level 6 +2 Tome of Dexterity used at level 6 +2 Tome of Constitution used at level 6 +2 Tome of Intelligence used at level 6 +2 Tome of Wisdom used at level 6 +2 Tome of Charisma used at level 6 Starting Ending Feat/Enhancement Base Skills Base Skills Modified Skills Skills (Level 1) (Level 20) (Level 20) Balance 4 6 6 Bluff 0 1 1 Concentration 4 25 25 Diplomacy 4 6 6 Disable Device 9 32 32 Haggle 4 7 7 Heal -1 0 0 Hide 4 6 6 Intimidate 0 1 1 Jump 4 6 6 Listen -1 0 2 Move Silently 4 6 6 Open Lock 4 16 17 Perform n/a n/a n/a Repair 5 10 10 Search 9 33 37 Spot 3 23 28 Swim 0 2 2 Tumble 4 6 6 Use Magic Device 4 11 11 Level 1 (Rogue) Skill: Balance (+4) Skill: Concentration (+2) Skill: Diplomacy (+4) Skill: Disable Device (+4) Skill: Haggle (+4) Skill: Hide (+4) Skill: Jump (+4) Skill: Move Silently (+4) Skill: Open Lock (+4) Skill: Search (+4) Skill: Spot (+4) Skill: Tumble (+4) Skill: Use Magic Device (+4) Feat: (Selected) Insightful Reflexes Feat: (Automatic) Attack Feat: (Automatic) Drow Spell Resistance Feat: (Automatic) Elven Keen Senses Feat: (Automatic) Enchantment Save Bonus Feat: (Automatic) Exotic Weapon Proficiency: Shuriken Feat: (Automatic) Heroic Durability Feat: (Automatic) Immunity to Sleep Feat: (Automatic) Light Armor Proficiency Feat: (Automatic) Martial Weapon Proficiency: Rapier Feat: (Automatic) Martial Weapon Proficiency: Shortsword Feat: (Automatic) Martial Weapon Proficiency: Shortbow Feat: (Automatic) Simple Weapon Proficiency Feat: (Automatic) Sneak Feat: (Automatic) Sneak Attack Feat: (Automatic) Spell Save Bonus Feat: (Automatic) Trapfinding Enhancement: Rogue Skill Boost I Enhancement: Elven Enchantment Resistance I Enhancement: Elven Perception I Enhancement: Elven Keen Eyes I Level 2 (Rogue) Skill: Balance (+1) Skill: Diplomacy (+1) Skill: Disable Device (+1) Skill: Haggle (+1) Skill: Hide (+1) Skill: Jump (+1) Skill: Move Silently (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Swim (+1) Skill: Tumble (+1) Skill: Use Magic Device (+1) Feat: (Automatic) Defensive Fighting Feat: (Automatic) Evasion Feat: (Automatic) Sunder Feat: (Automatic) Trip Enhancement: Rogue Open Lock I Enhancement: Rogue Search I Enhancement: Rogue Spot I Enhancement: Rogue Improved Trap Sense I Level 3 (Wizard) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1) Feat: (Wizard Bonus) Spell Focus: Necromancy Feat: (Selected) Toughness Feat: (Automatic) Dismiss Charm Feat: (Automatic) Inscribe Scroll Feat: (Automatic) Magical Training Spell (1): Acid Spray Enhancement: Racial Toughness I Enhancement: Wizard Elemental Manipulation I Enhancement: Wizard Energy of the Scholar I Level 4 (Wizard) Ability Raise: INT Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1) Enhancement: Elven Keen Eyes II Enhancement: Wizard Intelligence I Level 5 (Wizard) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1) Spell (2): Electric Loop Spell (2): Snowball Swarm Level 6 (Wizard) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1) Feat: (Selected) Maximize Spell Enhancement: Racial Toughness II Enhancement: Wizard Elemental Manipulation II Enhancement: Wizard Subtle Spellcasting I Level 7 (Wizard) Skill: Concentration (+2) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1) Feat: (Wizard Bonus) Augment Summoning Spell (3): Acid Blast Spell (3): Chain Missiles Enhancement: Wizard Spell Penetration I Enhancement: Wizard Energy of the Scholar II Level 8 (Wizard) Ability Raise: INT Skill: Concentration (+3) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1) Spell (3): Frost Lance Enhancement: Wizard Pale Master I Enhancement: Summon Skeleton Archer Enhancement: Summon Skeletal Knight Enhancement: Summon Skeletal Mage Level 9 (Wizard) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+1) Feat: (Selected) Greater Spell Focus: Necromancy Spell (4): Wall of Fire Spell (4): Solid Fog Enhancement: Wizard Intelligence II Level 10 (Wizard) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+1) Spell (4): Symbol of Flame Spell (4): Dimension Door Enhancement: Wizard Elemental Manipulation III Enhancement: Wizard Subtle Spellcasting II Level 11 (Wizard) Skill: Concentration (+1) Skill: Haggle (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Spell (5): Cloudkill Spell (5): Mass Repair Light Damage Enhancement: Wizard Spell Penetration II Level 12 (Wizard) Ability Raise: INT Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Feat: (Wizard Bonus) Heighten Spell Feat: (Selected) Spell Penetration Spell (5): Symbol of Pain Enhancement: Wizard Elemental Manipulation IV Level 13 (Wizard) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Spell (6): Acid Fog Spell (6): Create Undead Enhancement: Wizard Energy of the Scholar III Level 14 (Wizard) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Spell (6): Symbol of Fear Spell (6): Symbol of Persuasion Enhancement: Shroud of the Lich Enhancement: Wizard Pale Master II Enhancement: Summon Blackbone Knight Level 15 (Wizard) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Feat: (Selected) Greater Spell Penetration Level 16 (Wizard) Ability Raise: INT Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+0.5) Enhancement: Wizard Intelligence III Level 17 (Wizard) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+0.5) Feat: (Wizard Bonus) Empower Spell Enhancement: Wizard Spell Penetration III Level 18 (Wizard) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+0.5) Feat: (Selected) Mental Toughness Enhancement: Shroud of the Wraith Level 19 (Wizard) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+0.5) Enhancement: Wizard Energy of the Scholar IV Level 20 (Wizard) Ability Raise: INT Skill: Disable Device (+1) Skill: Open Lock (+1) Skill: Search (+1) Skill: Spot (+1) Skill: Use Magic Device (+1) Enhancement: Wizard Subtle Spellcasting III Enhancement: Wizard Pale Master III Enhancement: Summon Frostmarrow Knight