The build: Pure wizard, Shadowdancer ED; fully functional wizard with some stealth/melee ability

This is a concept that I came up with earlier this year, but I really couldn't try it out because it requires leveling to 20-21 and using the free LR to make the feats work. I leveled him up as a pure no-nonsense standard pale master, but now I'm ready to LR. Before I do so, I wanted to post my ideas here again to see if there's anything I need to fine tune or rethink. Here it is, with some clarification on my decisions after:

Class: Wizard 20 (Pale Master) / Shadowdancer 5
Race: Half-elf w/rogue dilettante
Past life: Favored Soul

Starting Stats (34 points):

STR 12 - 14 (+2 tome)
DEX 14 - 17 (+3 tome)
CON 15 - 18 (+3 tome)
INT 18 - 22 (+4 tome)All level ranks here
WIS 8 - 10 (+2 tome)
CHA 8 - 10 (+2 tome)

1. Toughness
1W. Empower Spell
3. Spell Penetration
5W. Spell Focus: Necromancy
6. Greater Spell Focus: Necromancy
9. Greater Spell Penetration
10W. Maximize Spell
12. Two Weapon Fighting
15. Improved Two Weapon Fighting
15W. Extend Spell
18. Improved Critical: Slashing (or Piercing?)
20W. Heighten Spell
21. Greater Two Weapon Fighting
24. Epic Spell Penetration
26ED. Epic Mage Armor
27. Ruin
28ED. Hellball

Feats I really wanted but had to leave out:

Epic Spell Focus: Necromancy
Insightful Reflexes
Augment Summon
Holy Strike (for more melee dps. Was a toss up between epic mage armor and this)
Quicken Spell


Gear-wise, I already have the war wizard's set and a planar focus of subterfuge with +3 insightful INT on it. INT for wizzy, and subterfuge set bonus if I get my Agony upgraded. Pretty good for this build I think. I also have several decent loot gen scimitars left over from my last life. I'm still undecided on whether I'm going to take improved crit slash or pierce. Probably slash if Agony is going to be my main weapon. Agony has keen on it anyway and I could still situationally use my scimitars. I also have a Staff of the Necromancer for when I'm going full caster mode. I was thinking Shadowmail would be good for this guy, but it's medium armor and would kill evasion.

I'm really concerned about spell power items. I need ideas for sources of spellpower/spell crit/etc. that don't go in the weapons slot. So I would be free to cast AND melee. As it stands now, I'll need to make that decision based on the encounter and switch weapons accordingly.


Full rogue dilly line in racial, just about everything in the PM line, and I'm sure I'll be tweaking some to take some Eldrich Knight when that comes out. Not sure how that's going to work out exactly because I haven't had time to log into Lammania and try it out.

And finally, the character builder:
Character Plan by DDO Character Planner Version 04.19.02
DDO Character Planner Home Page

Quibellius Paledancer
Level 28 True Neutral Half-Elf Male
(20 Wizard \ 8 Epic) 
Hit Points: 390
Spell Points: 1658 
BAB: 10\10\15\20
Fortitude: 10
Reflex: 9
Will: 12

                  Starting          Feat/Enhancement
Abilities        Base Stats          Modified Stats
(34 Point)       (Level 1)             (Level 28)
Strength             12                    14
Dexterity            14                    17
Constitution         15                    18
Intelligence         18                    35
Wisdom                8                    10
Charisma              8                    11

Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
+3 Tome of Dexterity used at level 11
+3 Tome of Constitution used at level 11
+4 Tome of Intelligence used at level 15

                  Starting            Ending          
                 Base Skills        Base Skills       
Skills           (Level 1)          (Level 28)        
Balance               4                 14            
Concentration         6                 27            
Hide                  4                 14            
Jump                  3                 13            
Move Silently         4                 14            
Spellcraft            8                 35            
Spot                 -1                 11            
Swim                  n/a                4            
Tumble                n/a               14            

Level 1 (Wizard)
Feat: (Wizard Bonus) Empower Spell
Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Rogue
Feat: (Past Life) Past Life: Favored Soul
Feat: (Selected) Toughness

Level 2 (Wizard)
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Sunder
Feat: (Automatic) Trip

Level 3 (Wizard)
Feat: (Selected) Spell Penetration

Level 4 (Wizard)
Ability Raise: INT

Level 5 (Wizard)
Feat: (Wizard Bonus) Spell Focus: Necromancy
Feat: (Automatic) Improved Heroic Durability

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

Level 7 (Wizard)

Level 8 (Wizard)
Ability Raise: INT

Level 9 (Wizard)
Feat: (Selected) Greater Spell Penetration

Level 10 (Wizard)
Feat: (Wizard Bonus) Maximize Spell

Level 11 (Wizard)

Level 12 (Wizard)
Ability Raise: INT
Feat: (Selected) Two Weapon Fighting

Level 13 (Wizard)

Level 14 (Wizard)

Level 15 (Wizard)
Feat: (Wizard Bonus) Extend Spell
Feat: (Selected) Improved Two Weapon Fighting

Level 16 (Wizard)
Ability Raise: INT

Level 17 (Wizard)

Level 18 (Wizard)
Feat: (Selected) Improved Critical: Slashing Weapons

Level 19 (Wizard)

Level 20 (Wizard)
Ability Raise: INT
Feat: (Wizard Bonus) Heighten Spell

Level 21 (Epic)
Feat: (Selected) Greater Two Weapon Fighting

Level 22 (Epic)

Level 23 (Epic)

Level 24 (Epic)
Ability Raise: INT
Feat: (Selected) Epic: Epic Spell Penetration

Level 25 (Epic)

Level 26 (Epic)
Feat: (Epic Destiny) Epic Destiny: Epic Mage Armor

Level 27 (Epic)
Feat: (Selected) Epic: Ruin

Level 28 (Epic)
Ability Raise: INT
Feat: (Epic Destiny) Epic Destiny: Hellball may be wondering why shadowdancer for a wizard? Well, the 18/2 wizard/rogue split has been around for years...shadowdancer basically to play like that, except I can't do traps. That's huge, but I almost never solo and there are plenty of capable trappers out there. All abilities have an INT-based DC, so I really think there's some synergy here. Here's what I like about shadowdancer for this build:

1. Shadow Mastery (innate) grants evasion, and vorpals remove sneak attack immunity.
2. Shadow Lance - Free nuke to mix into my rotation. Wonder if pale master bonus spell power to negative energy boost this?
3. Lithe - Boost AC and reflex saves
4. Cloak of Shadows - Stoneskin-like immunity to light damage! Very handy for a PM in undead form
5. Shrouding Strike - extra melee damage, build shadow charges for other abilities
6. Meld Into Darkness - 100% dodge for 15 seconds. Good "Oh sh**" button
7. Improved Invisibility - unbreakable invis for 30 seconds, free displacement afterwards
8. Executioner's Strike - Extra melee damage, chance for instakill

AND...the two abilities I REALLY like...

9. Shadow Manipulation - Dominate/charm target for 1 minute, then he dies afterwards. INT based DC. Awesome.
10. Consume - Divines get implosion. I'll have a similar INT based ability.

Tier 2 and 3 don't have much for me so I can boost int instead of taking abilities there. More INT is never bad for a wizard.

I mainly see myself using melee because I'm saving SP for a big fight, low on SP, or I just want to finish a mob off without expending any SP. Most of the abilities I listed above cost shadow charges, and I'll need some melee anyway to build those up. So that ties together nicely. I would melee all the time during my FvS life an he wasn't stacked with a ton of melee feats either. Wouldn't do it on EE, but EH you can get away with it. I'll have 9d6 sneak attack damage if you combine rogue dilly + Shadowdancer 5. Blindness is a lvl 2 necromancy spell...I'll be sneak attacking mobs that will have a harder time hitting me back. It also goes without saying that I'll be using master's touch and tensors at all times during melee.

So that's basically it. Meet the Paledancer. One thing if you suggest changes...first and foremost this guy is a wizard. I will not gimp spell casting ability in any way to get more melee power. I meant this just as a fun alternative way to play the wizard class. So please, critique it, let me know if there's a glaring weakness or something I haven't considered. Thanks for reading!