work?

So I've been attempting to make a wraith puncher build viable, and so far, this is what I've come up with.

Code:
Character Plan by DDO Character Planner Version 03.14.02
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Level 20 Lawful Neutral Halfling Male
(2 Monk \ 12 Wizard \ 6 Artificer) 
Hit Points: 227
Spell Points: 1162 
BAB: 11\11\16\21
Fortitude: 12
Reflex: 13
Will: 18

                  Starting          Feat/Enhancement
Abilities        Base Stats          Modified Stats
(32 Point)       (Level 1)             (Level 20)
Strength             12                    13
Dexterity            16                    17
Constitution         14                    14
Intelligence         16                    24
Wisdom               12                    12
Charisma              8                     8

Tomes Used
+1 Tome of Strength used at level 5
+1 Tome of Dexterity used at level 8

                  Starting          Feat/Enhancement
                 Base Skills         Modified Skills
Skills           (Level 1)            (Level 20)
Balance               5                     9.5
Bluff                -1                     3
Concentration         6                    28
Diplomacy            -1                    -1
Disable Device        7                    30
Haggle               -1                    -1
Heal                  1                     1
Hide                  3                     7
Intimidate           -1                    -1
Jump                  2                     4
Listen                1                     3
Move Silently         3                     5
Open Lock             n/a                   n/a
Perform              n/a                   n/a
Repair                3                     7
Search                7                    26.5
Spot                  5                    12
Swim                  1                     1
Tumble                4                     4
Use Magic Device      3                    23

Level 1 (Artificer)
Feat: (Selected) Toughness


Level 2 (Monk)
Feat: (Monk Bonus) Two Weapon Fighting


Level 3 (Monk)
Feat: (Selected) Precision
Feat: (Monk Bonus) Weapon Finesse


Level 4 (Artificer)


Level 5 (Artificer)


Level 6 (Artificer)
Feat: (Artificer Bonus) Extend Spell
Feat: (Selected) Power Attack


Level 7 (Artificer)


Level 8 (Artificer)


Level 9 (Wizard)
Feat: (Selected) Maximize Spell
Feat: (Wizard Bonus) Spell Focus: Necromancy


Level 10 (Wizard)


Level 11 (Wizard)


Level 12 (Wizard)
Feat: (Selected) Improved Two Weapon Fighting


Level 13 (Wizard)
Feat: (Wizard Bonus) Empower Spell


Level 14 (Wizard)


Level 15 (Wizard)
Feat: (Selected) Improved Critical: Bludgeoning Weapons


Level 16 (Wizard)


Level 17 (Wizard)


Level 18 (Wizard)
Feat: (Selected) Greater Spell Focus: Necromancy
Feat: (Wizard Bonus) Mental Toughness


Level 19 (Wizard)


Level 20 (Wizard)
Enhancement: Artificer Damage Boost I
Enhancement: Artificer Damage Boost II
Enhancement: Artificer Skill Boost I
Enhancement: Artificer Skill Boost II
Enhancement: Artificer Crossbow Attack I
Enhancement: Artificer Crossbow Damage I
Enhancement: Artificer Battle Engineer I
Enhancement: Uncaring Master
Enhancement: Halfling Cunning I
Enhancement: Halfling Cunning II
Enhancement: Halfling Cunning III
Enhancement: Halfling Cunning IV
Enhancement: Halfling Guile I
Enhancement: Halfling Guile II
Enhancement: Halfling Guile III
Enhancement: Halfling Guile IV
Enhancement: Way of the Patient Tortoise I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Improved Concentration I
Enhancement: Improved Concentration II
Enhancement: Improved Use Magic Device I
Enhancement: Acid Manipulation I
Enhancement: Acid Manipulation II
Enhancement: Acid Manipulation III
Enhancement: Acid Manipulation IV
Enhancement: Acid Manipulation V
Enhancement: Acid Manipulation VI
Enhancement: Flame Manipulation I
Enhancement: Flame Manipulation II
Enhancement: Flame Manipulation III
Enhancement: Flame Manipulation IV
Enhancement: Flame Manipulation V
Enhancement: Flame Manipulation VI
Enhancement: Wizard Energy of the Scholar I
Enhancement: Wizard Energy of the Scholar II
Enhancement: Wizard Energy of the Scholar III
Enhancement: Wizard Intelligence I
Enhancement: Wizard Intelligence II
Enhancement: Wizard Intelligence III
Enhancement: Wizard Pale Master I
Enhancement: Wizard Pale Master II
Enhancement: Shroud of the Wraith

Basicaly it's:
Use Insightful Damage, so you can pump int, allowing you to do traps and UMD.
Attempt to be immortal with:
Blur
Incorporeality
Displacement
Dusk Heart if it stacks with all that
Death Aura Heals
Little Death Aura Heals
Negative Energy Burst when scared.
Evasion
Trap skills
"Okay" AC... possibly.

Throw down some acid aoe dot and have at it.
Precision was taken to make up for the lack of to-hit if you can't hit things, stunning fist could be an alternative but I don't see how you can get the DC high enough that mobs won't laugh at you.
As a bonus, you get haste/rage/elemental weapons/stoneskine/protection from elements/resist elements, all those tasty buffs.

THE PROBLEM IS.

You don't have enough BAB at 18 to take GTWF.

Would this build be able to take it at 21?

Also is this okay? It's based on geoffhanna's Oriental Adventures build (http://forums.ddo.com/showthread.php?t=157643), I just wanted something more dead and immortal with tons of intense AOE damage.