I chose a half-elf fighter/mage/thief for maximum flexibility. She reached the exp.
cap fairly quickly, as she was getting all experience points to herself.
The disadvantage is that with the exp cap she maxed out at lvl 11 figher/
lvl 12 mage/ lvl 14 thief. I found this sufficient to finish the game, as well
as to kill dragons, liches, Kangaxx, etc.
For the stats I had 9 Str,18 Dex,18 Con, 18 Int, 16 Wis, 8 Char (no patience
for endless dice rolls :). This works well because Str and Char can be
enchanced with items available early, and I didn't want to sacrifice
the high wisdom bonuses needlesly. Until I had enough cash to get
the 19 Str girdle from Adventurer's Mart, she got by on the second level
mage spell Strength (18/50). During charisma-influenced dialogues she
had the ring of human influence (18 char) on. Alternatively, the initial stats
can sacrifice Dex and then use Gauntlets of Dexterity, although you have to
go to through Unseeing Eye area to get them.
For the weapon expertise I had 3 pts in two-weapon style, 2 in long swords,
and 2 points (gained at levels 6 and 9) in war hammer for the Crom Faeyr.
But this is a matter of personal preference.
Make sure to get the staff of fire and recharge it periodically (sell to a vendor
and buy again), as you can summon 5 lesser fire elementals for pets at a time.
Potions and protection scrolls are indispensable for tough battles. Potions
of Invulnerability are great, as they give +5 cumulative bonuses to saving
throws and so can be used against tough spellcasters to good effect. Oh, and
three words: Cloak of Mirroring.
The Shield of Harmony is necessary in
areas with hold/charm/confusion/domination hazards.
Spells: blur and improved invisibility are great to make the character tougher
to hit. If the enemies are using True Sight, add Spell Immunity: Divination and
remain invisible anyway - often, they can't even target you with spells.
Submitted by: InnerFocus