What I have in mind (the question being is it viable). After some thinking I revised it from a melee to a shuriken build (can use zombie without the penalty for it)
Human Cleric 10/Wizard 6/Monk 3 (last level is undecided). The information is given with lv20 in mind because I lack the in-game experience for Epic content ... So it's more or less with heroic in mind.
The idea is to buff myself (improved shield, improved mage armor and displacement will cost like .. 14 SP in total) and just kiting around pew-pewing stuff dropping NEB every 6 seconds healing myself in the process; seriously I should be able to spam NEB without running out of SP for the whole duration of the quest. I will suck at healing others, but I can at least revive them and recover some SP from divine vitality.
Highlights:
- Can endlessly SPAM Negative Energy Blast with an average damage per cast 230 for 7 SP per cast
- Full BAB
- Can spam Displacement for 6 SP per cast (at level 7 wizard it should have a minute and a half duration). Either that or spamming Haste for 6 SP per cast
- Should have nice AC (70) - no idea how much AC is considered relevant
- Should have decent Reflex save (DEX based after all)
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Starting Stats (32pts):
STR 8
DEX 18 (Level ups)
CON 16
INT 8
WIS 14
CHA 8
Feats:
Wiz Feats (2) - Maximize + Empower
Monk Feats (2) - Shuriken Expertise + Precise Shot
Generic Feats (7) - PBS, IPS, Quick Draw, Rapid Shot, Extend, Quicken (1 left)
Human - No idea what to take really ...
I feel the Monk stances are not worth it (3 stances for +2 DEX boost ...)
Skills - Heal pretty much
Enhancements:
Eldritch Knight (31) - C1 + C2 + C3 (3) , Improved Mage Armor (3), Toughness (3), Improved Shield (3), Spellsword (1), Arcane Barrier (3), Elemental Resistance (3), DEX x2 (4), Martial Training (2), Critical Accuracy & Critical Damage (6), Tenser's Transformation (1)
Archmage (11) - C1 + C2 + C3 (3), Energy of the Scholar (6), Wand and Scroll Mastery (2)
Pale Master (7) - C1 + C2 (2), Negative Energy Conduit (3), Spell Critical (2)
Divine Disciple (25) - C1 + C2 (2), Spellpower: Negative x2 (6), Spellpower Universal (3), Divine Vitality (3), Spell Critical x4 (8), Negative Energy Burst (3)
Ninja Spy (6) - C1 + C2 (2), Acrobatic (3), Filler (1)
Explaining the idea:
Eldritch Knight - Max BAB; ; +2 DEX; some damage boost with the spellsword should be worth the mana cost considering how many time it will apply between the 1sp ticks; some PRR and AC (not that the AC will help a lot), +15 hp is always welcomed, Arcane Barrier is really nice. The max BAB I can achieve with warpriest but ... I'll lose the extra AC, DEX and CON.
Archmage - 6 SP for a cast of Haste or Displacement ... can't resist it
Pale master - Zombie; 2% critical chance
Divine Disciple - some saves - always nice, 44 negative sp (9 of which universal), 8% critical chance, 7 SP for a maximized + empowered NEB (some calculations later on)
Ninja Spy - D'oh
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Some Calculations (DISCLAIMER I am totally lacking information so they are probably totally wrong, still ...):
Total Spell critical chance = magical training 5% + 16% Void lore + 10% from enhancements = 31%
Negative Energy Blast
Negative Energy Blast - base 25-40. (calculations are done with the presumption that the character is lv20)
Boosts:
Maximized - 150
Empowered - 75
Healing - 23 (ranks) +13 (from item) + lets say 7 (from wisdom bonus) = 43
Nullification item - 90
Enhancements - Divine Disciple (44) + Eldritch Knight (15) + Archmage (11) + Palemaster (10) = 80
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Total Spellpower for NEB = 150 + 75 + 43 + 90 + 80 = 438
Negative Energy Blast after the Spellpower = 135-215 (average 175)
Negative Energy Blast after taking Critical Chance into account = 175 * 1,31% = 230
I am not really sure WHEN does Negative Energy Condiut kick in so that's why I am not including it
AC: (I will totally miss out stuff so please point them out)
Base - 10
Dex bonus - 15
Wis bonus - 6
Monk Levels - 3
Natural Armor - 6
Armored - 8
Improved Shield - 4
Deflection - 6
Tenser's (alchemical) - 6
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Total AC = 64
After Improved Mage Armor 70
I am sure it can be more but I am counting basic items one can get from the auction house
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Notes:
Useful Wiz spells that the cleric doesnt have - Death Aura (might not really be needed with that NEB spell-like), Displacement, Haste (one of them being a spell-like), Dimension Door, , Heroism, Blur + Invisibility + Expeditious Retreat (honorary mentions)
Useful Cleric spells that the wiz doesnt have - Raise Dead, True Seeing, Freedom of Movement, Cure Critical Wounds (not that I plan on using it except from literally saving a party member), Divine Favor seems nice (and after extend it's an almost 3 minute boost.
- A possibility is to drop wizard down to 3 and make monk 6.
Same number of feats (-1 from dropping wizard +1 from monk)
Upgrade of the stance
Access to 10kS
Will have to replace Eldritch Knight with Warpriest (losing 6 AC, 4 DEX, spellsword and a lot of other stuff in the process), access to spamable Displacement
Will gain access to 25% incorp.
Defensive-wise I lose more than I gain (I think) and offensive-wise ... feels the same way