Have seen a couple of threads on this. Augmenting a monk with PM vampire form. Seems interesting. I guess it's not a great build from what I've read but it'd be a nice change to what I've been playing.

I've had dark and light monks. Kensai and SD fighters - melee class only. I'm guessing that HElf cleric dillys are out if I'm planning on using vampire form. I'm going rogue dillys. This will be my first multiclass.

As a melee I'm hoping to fight in stance in vampire form. I take an extra TWF feat and drop diehard.
As a wizard I want to be useful for repairs, firewalls, and whatever else a lvl 12 wiz can do. Since I've never been a WF I don't know how important repair is. If it's as useful as heal to a fleshie, then I figure I should be able to be able to do it. But I doubt I'd be very good at repairing a 600 hp WF. Should I skip trying to repair?

I did a quick planner starting from this thread. Made a few changes and would really appreciate feedback on the usefulness of the wizard stuff.

Initial Stats are 14/15/16/10/14/8 and I'm adding 4 lvl ups into wisdom and 1 into dex.

Level Progression 1-2 monk, 3-14 wiz, 15-20 monk
I guess I could mix it up more... don't know if more swapping classes as I lvl is useful.

Base ending hitpoints are just under 300 with almost 800 spellpoints. Not too squishy with good hp equips. Don't know about the spellpoints. Going vampire form takes 100 of them.

Melee - I take up to I*** and improved crit.
DR beaters - metalline/good wraps or a pair of metalline/good shortswords.

One thing that bothers me is missing ToD by 1 monk lvl.

Feats
Level 1 (Monk)
(Half-Elf Dilettante) Half-Elf Dilettante: Rogue
(Monk Bonus) Stunning Fist - Focus on wisdom and this will proc nicely in high lvl quests
(Selected) Toughness

Level 2 (Monk)
(Monk Bonus) Dodge - Ninja prereq

Level 3 (Wizard)
(Wizard Bonus) Extend Spell
(Selected) Spell Focus: Necromancy

Level 6 (Wizard)
(Selected) Greater Spell Focus: Necromancy

Level 7 (Wizard)
(Wizard Bonus) Mental Toughness

Level 9 (Wizard)
(Selected) Two Weapon Fighting

Level 12 (Wizard)
(Wizard Bonus) Heighten Spell - per Cryohazard's selection
(Selected) Improved Two Weapon Fighting

Level 15 (Monk)
(Selected) Improved Critical: Bludgeoning Weapons
(Monk Path) Path of Inevitable Dominion: Fists of Darkness

Level 18 (Monk)
(Selected) Maximize Spell - will this be useful?
(Monk Bonus) Toughness - dump feat

Monk Enhancements
Way of the Patient Tortoise II
All-Consuming Flame
Monk Ninja Spy I
Adept of Wind
Adept of Rock
Adept of Flame
Adept of Rain
Fists of Iron
Unbalancing Strike
Monk Improved Recovery I

Race Enhancements
Improved Rogue Dilettante II
Half-Elf Improved Trap Sense II
Human Improved Recovery I
Human Versatility III
Racial Toughness II

Pale Master Forms
Shroud of the Vampire
Shroud of the Wraith
Shroud of the Zombie - had 1 point to dump

WF support
Repair Manipulation I

Misc Caster Enhancements - Are these worth taking or should I put into ability enhancements?
Acid Manipulation I
Corrosive Spellcasting I
Deadly Acid I

Frost Manipulation I
Glacial Spellcasting I
Deadly Ice I

Flame Manipulation I
Combustive Spellcasting I
Deadly Flame I

Misc Caster Enh
Force Manipulation I - another dump
Wizard Energy of the Scholar III
Wizard Intelligence II
Wizard Wand and Scroll Mastery II

Am I messing up the wizard enhancements or missing out on a feat that would be help?