Pale Trapper is good for a new player. There are lots of options on how to build and incorporating melee damage is pretty easy.
#1 SWF - SWF, Improved SWF, Dodge, Mobility, Spring Attack, Insightful Reflexes, Spell Penetration. Requires 7 Balance and 13 Dex. Things not perfect: no stance (Precision ceded to Spell Penetration), Light Armor or less (for Evasion). Potential Dex to Hit and Damage from Assassin. Potential Imbue build. Potential Instakiller build.
#2 THF - THF, Improved THF, Dodge, Mobility, Spring Attack, Whirlwind Attack, Spell Penetration. Requires 17 Str and 13 Dex. Things not perfect: no stance (Precision ceded to Spell Penetration or Whirlwind Attack), Light Armor or less (for Evasion). Potential Int to Hit and Damage from Harper Agent. Potential Instakiller build. Walking AoE in the thick of things most of the time.
The biggest issue is the balance between being able to cast spells effectively and melee effectively. The only spells you will cast at high effectiveness are IK's and AoE's and you'll have to bring everything else in melee.
#1 SWF - SWF, Improved SWF, Dodge, Mobility, Spring Attack, Insightful Reflexes, Spell Penetration. Requires 7 Balance and 13 Dex. Things not perfect: no stance (Precision ceded to Spell Penetration), Light Armor or less (for Evasion). Potential Dex to Hit and Damage from Assassin. Potential Imbue build. Potential Instakiller build.
#2 THF - THF, Improved THF, Dodge, Mobility, Spring Attack, Whirlwind Attack, Spell Penetration. Requires 17 Str and 13 Dex. Things not perfect: no stance (Precision ceded to Spell Penetration or Whirlwind Attack), Light Armor or less (for Evasion). Potential Int to Hit and Damage from Harper Agent. Potential Instakiller build. Walking AoE in the thick of things most of the time.
The biggest issue is the balance between being able to cast spells effectively and melee effectively. The only spells you will cast at high effectiveness are IK's and AoE's and you'll have to bring everything else in melee.