Elven Bladesinger

Elven Bladesinger (L20 Fighter/Wizard)
In the Forgotten Realms setting, the Bladesinger combines quick melee attacks with magic. Armed with a Moonblade, their fighting prowess is unparalleled. Due to the nature of DDO, this can be considered a hard build to play. It is also better suited for a 32 point build, but nonetheless can be lethal if used correctly. The main abilities include the capacity to self buff, mainly blur, displacement and haste. A small amount of nuking ability is available to provide some versatility. While not as physically intimidating as a dwarven barbarian, they will be able to hold their own even when facing intimidating mobs. With the appropiate buffs, they excel in damage mitigation rather than raw absorption. Variation Notes I haven't played this build yet, but it looks like fun, here are some ideas I've had off the top of my head - JeisonBlade
 * The stats below are for a 28-point build. The only problem is starting with INT 10 you won't be able to cast any spells at character creation (1st level Wiz who can't cast...could have problems getting to 2nd level lol) so you'd need to juggle stats or have a +1 INT item banked for him.  If you're making as a 32-point build, I'd give him a starting WIS of 10 and starting INT of 12.
 * Since most of the spells you'll be casting are buffs as opposed to damage spells, Quicken Spell feat is really unnecessary, I would swap it for Mental Toughness.
 * With the Valenar Melee enhancements, scimitars are roughly equivalent to khopeshes in terms of average damage output, so I would take the Oversized TWF feat sooner to reduce the attack penalty on them (I would move Dodge farther down the priority list)
 * I would give up a level or two of the spell point enhancements for Wand and Scroll Mastery I (25% boost for 1 AP, nice boost to healing wands and scrolls!)
 * Although your spell selection will mostly be buffs (DCs on most attack spells would be too low to be of much value at higher levels), I noticed you will have access to some good fire spells like Scorching Ray (no save), Wall of Fire (who doesnt love that one) and Fire Shield. Might be worth juggling enhancements to put a few points into Fire/Cold boost line.
 * Get a Superior Potency IV item (for enhancing attack and repair spells).
 * As a final note, it would require some rebuilding, but maybe a Warforged version would also have some potential ("Warforged Bladecaster" has a certain ring to it heh)...replace the TWF feats/enhancements with THF ones, possibly a few Force/Repair enhancement boosts, and he can handle a fair amount of self healing between repair spells and wands.

Level 20 Fighter 12/Wizard 8 Lawful Good Elf Male Hit Points: 294 Spell Points: 447 BAB: 16\16\21\25\26 Fortitude: 12 Reflex: 10 Will: 11

Spells
By 20th level you'll have five 1st level, four 2nd level, four 3rd level, and three 4th level spell slots. As a wizard you can potentially have every first thru fourth level spell, but because of the relatively low caster level and max spell level (and therefore limited DCs) this build excels at using buffs more than offensive spells (there are a few handy ones that have neither a saving throw or spell resistance, which makes them more useful). Remember with Extend spell, most of these will have a max 16 minute duration. Here are some of the most useful spells this build has access to (and the max values at lvl 20).
 * First Level (5 slots max)
 * Shield
 * Nightshield (+2)
 * Detect Secret Doors
 * Expeditious Retreat
 * Feather Fall
 * Jump (+20)
 * Repair Light Damage (1d8+8)
 * Second Level (4 slots max)
 * Resist Energy (20)
 * See Invisibility
 * Scorching Ray (2 rays)
 * Blur
 * Invisibility
 * False Life (+18)
 * Bear's Endurance, Bulls's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom
 * Knock (limited usefulness at higher levels, but handy to have access to)
 * Repair Moderate Damage (2d8+8)
 * Third Level (4 slots max)
 * Dispel Magic (1d20 + 8 vs 11 + spell's caster level)
 * Magic Circle against Evil
 * Protection from Energy (96)
 * Heroism
 * Rage
 * Displacement
 * Haste
 * Repair Serious Damage (3d8+8)
 * Water Breathing
 * Fourth Level (3 slots max)
 * Lesser Globe of Invulnerability
 * Remove Curse
 * Stoneskin (80)
 * Dimension Door
 * Fire Shield (1d6+8)
 * Ice Storm
 * Wall of Fire
 * Enervation
 * Repair Critical Damage (4d8+8)

AC
Base: 10 +5 Chain Shirt: +9 Dex 24: +7 Protection +5: +5 Chaosgarde: +2 Dodge Feat: +1 Two Weapon Defense: +1 Defensive Fighting: +2 Barkskin Potion: +3 Shield Spell: +4 Total: 44 36 Strength (+8 from power surge) = +13 to damage Attack bonus = 16+13(strength)+5(+5 weapon)+2(weapon focuses)+2(elven enhancement)+2(kensai enhancement) = +40 (+35 with PA on) Damage = +5(weapon)+13(strength)+4(weapon specializations)+1(specialization)+2(elven enhancement)+2(kensai enhancemen) = +27 (+31 with PA on) Note: To make this build really shine, one needs to get hold of divine power clickies, which, when activated, gives 66 seconds of BAB as a similar level fighter. This equates to increase the Bladesinger's BAB by 4 to 20.