Guessing Wraith form? I like it...
Biggest drawback is that you don't get Int-to-Damage until Character Level 13 (Rog 6), but that is what it is.
You don't list AP, so I'm only guessing here at your thoughts re those...
I'd recommend grabbing Wiz 1 at Level 2, for the 1 AP Invis "easy button" (which can be money in lowbie quests), Shield (which is handy if you're running Reaper), and whatever other Utility spells seem attractive. You don't need Evasion until Harbor 2's at the very earliest, and you can quickly make Level 3 for those and suffer no XP/RXP penalty. Plus, you can spend 5 AP in Mech plus the one in AM, and then just bank the last 2 for when you make Rogue 2, or grab your pet Skeleton for those 2 if you solo. (It's also a cheap respec if you are driven to spend them all as they come in).
From there, I see after Rog 3 that you're beelining to Wiz 7 and Death Aura. That makes some sense, however I don't see this build as realistically using any magic for DPS, which means he wants Mech Tier 4 asap, which is as soon after 20+ AP as possible. I know the Death Aura is the point of this build, but DPS is usually a better investment than survivability, if you have to choose one or the other. (Where else are you putting your first 40 AP before Rogue 4 @ 11?)
Also, since this is a ranged build, you're giving up on Improved Precise Shot, the only possible AoE attack he'd have? (Also, low starting Str on a first life build will suck if he becomes encumbered and tries to kite!) It's very doable - just grab a +2 Dex tome w/ 1750 favor any time before taking level 18 (which should be easy enough), done.
So...
(& notes at bottom)
Pale Mechanic
13/7 Rogue/Wizard
True Neutral Human
Level Order
1. Rogue. . . . . .6. Rogue. . . . . 11. Wizard. . . . .16. Rogue
2. Wizard. . . . . 7. Rogue . . . . .12. Wizard . . . . 17. Rogue
3. Rogue. . . . . .8. Wizard. . . . .13. Rogue . . . . .18. Rogue
4. Wizard. . . . . 9. Wizard . . . . 14. Rogue. . . . . 19. Rogue
5. Wizard. . . . .10. Rogue . . . . .15. Rogue . . . . .20. Rogue
Stats
. . . . . . . .28pt . . 32pt. . .Tome. . .Level Up
. . . . . . . .---- . . ----. . .---- . . --------
Strength. . . . 10. . . .10 . . . . . . . .4: INT
Dexterity . . . 16. . . .16 . . . +2 . . . 8: INT
Constitution. . 14. . . .16 . . . . . . . 12: DEX
Intelligence. . 16. . . .16 . . . . . . . 16: INT
Wisdom. . . . . .8. . . . 8 . . . . . . . 20: INT
Charisma. . . . .8. . . . 8 . . . . . . .
Skills
. . . . . R. W .R .W. W .R .R .W. W .R .W. W .R .R .R .R .R .R .R .R
. . . . . 1. 2 .3 .4. 5 .6 .7 .8. 9 10 11 12 13 14 15 16 17 18 19 20
. . . . .------------------------------------------------------------
Concent . 2. 2 . . . .4. . . . 1 .3. . .1. 2 . . 1½ 1½ 1. 1. 1. 1. 1. 23
Disable . 4. . .2 .1. . .2 .1 .1. . .2 .1. . .2 .1 .1 .1 .1 .1 .1 .1 .23
Open Lo . 4. . .2 . . . . . . . . . . . . . . . .2 .2 .2 .5 .4 .1 .1 .23
Search. . 4. 1 .1 .1. 1 .1 .1 .1. 1 .1 .1. 1 .1 .1 .1 .1 .1 .1 .1 .1 .23
Spot. . . 4. 1 .1 .1. . .2 .1 .1. . .2 .1. . .2 .1 .1 .1 .1 .1 .1 .1 .23
Hide. . . 4. . .2 . . . .1 .3 . . . .3 . . 1 .2 .1 .1 .1 .1 .1 .1 .1 .23
Move Si . 4. . .2 . . . .3 .1 . . 1 .2 . . . .3 .1 .1 .1 .1 .1 .1 .1 .23
UMD . . . 4. . . . . . . 1. 5. . . . 3. . . . 3. 1. 1. 1. 1. 1. 1. 1. 23
Jump. . . 4. . .2 . . . .2 . . . . . . . . . . . 2. 2. 3. . . . . . . 15
Swim. . . 3. . . . . . . . . . . . . . . . . . . . . . . . . 1. 4. 5. 13
Balance . 4. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Haggle. . 4. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Repair. . . . . . . . . . . . . . . . . . .1. . . . . . . . . . . . . .1
Tumble. . 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
. . . . .------------------------------------------------------------
. . . . .48. 6 12. 6 .6 12 12. 7 .7 13 .7. 7 13 13 13 13 13 13 13 14
Feats
.1. . . . : Point Blank Shot
.1 Human. : Rapid Shot
.2 Wizard : Augment Summoning
.3. . . . : Precise Shot
.5 Swap. .: Extend Spell
replaces Augment Summoning
.6. . . . : Rapid Reload
.9. . . . : Precision
.9 Wizard : Mental Toughness
12. . . . : Insightful Reflexes
15. . . . : Improved Critical: Ranged
18. . . . : Improved Precise Shot
17 Rogue. : Improved Evasion
20 Rogue. : Slippery Mind
Spells
- Jump (2), Shield (2), Summon Monster I (2), Obscuring Mist (4), Merfolk's Blessing (12)
- Lesser Death Aura (5), Blur (5), Resist Energy (8), False Life (11)
- Displacement (9), Haste (9), Heroism (11)
- Death Aura (12), Dimension Door (12)
Notes:
Class Order (and Wiz/Rog AP's) - Took Rog 4 (and so Mech Tier 4) at Character Level 7, when he already has 24 AP - he only needs 20 AP to open Tier 4, but a few AP will be in Wizard trees (Invis, Skeleton, etc.). Wiz II spells are a nice grab, AND Wiz 3 gets him his Wraith form (with Lesser Undead Aura) at Character Level 5 if he wants it asap.
(And re that - I know it's tempting to grab Wraith form asap, immediately upon Wiz 3, but that's 6 AP that could be spent toward Tier IV for your weapon (esp Leg Shot and some Fletching, maybe 1 AP in Disable Construct for the daze) - and that's a higher priority, imo. Patience, you can't have it all - not yet.
)
You also want some EK for defense - I didn't do a fine assessment of the AP split.
Something like...
- 40 Mech (not Time Bomb, ST based on Rogue Levels)
- 1 AM (cheap invis SLA - that's it!)
- 3 TA (faster kiters are healthier kiters*)
- 8 EK (for Shield SLA = +PRR)
- 13 Assassin (Assassin's trick, +Sneak Attack, +faster sneaking, +)
- 6-25 PM (whatever's left -= a balancing act. 6 gets the shroud, then it's +negative crit % (for Aura) and a stronger Skellie. Cloak of Night and +Neg HAmp are nice too.)
I think you'll find the AP order very frustrating, and very personal. You'll want AP in Mech, PM, EK and Assassin - all at once. Mech should take priority - that's the core of your DPS until you meet a Boss, then you want Assassin's Trick to lower Fort... AND meanwhile... wraith, etc. But you have to figure out which comes next - GL!
(* As a side note, I'm sorely tempted to squeeze Barb 1 in there for exactly that reason... )
Skill points turned out to be just a bit tight. UMD asap for scrolling Harm & RD etc, Concentration for in-combat scroll use. Hide first (since he'll have Invis), and delay OL since that's just a matter of rerolling high enough. As it stands, he'll need a Jump item - take some points from the cross-class Spellcraft if you want - it's a nice boost, but not a critical one at 2:1 cost. (And/or if the final 22 OL bothers you.) If you want more Jump earlier, you'll have to sacrifice something else (like MS/Hide?)
(Heal could help Aura, but at 2:1 cost for a grand total of 11 spellpower it's not that attractive. I don't love the late Jump and Open Lock, but other priorities. Swap Swim for whatever.)
Spells: Lots of room for taking something else earlier and swapping. Take the rare ones while leveling - he's a Wizard, not a Sorcerer, buy them in the Marketplace, get them all and decide as you quest.
Feats: Since Int and Dex now start out the same, pushing back Insightful Reflexes until it actually makes a difference. Which is nice, b/c that frontloads more DPS feats!
Iirc, Rapid Reload adds more than Rapid Shot early, so I put that first. And I really like Precise Shot - be able to target a caster behind his meatwall and kill him first, without others jumping in the way. Yes, please. (Precision is handy for Bosses, reducing the Fort/etc, but imo you have to get there first.) But swap them back around if you have a diff philosophy.
re Summon Monster 1/Augment Summoning - The dog is rarely combat-worthy, but it makes a great chew toy to distract mobs, esp if you're invisible. I've seen it be surprisingly useful up into mid-heroics. Even if it gets one-shotted, that's one early shot that isn't aimed at you.
And swap out Augment Summoning for Extend spell when he gets Lesser Death Aura and Blur at CL 5.