Originally Posted by
Discpsycho
Why are you trying to give a Wizard so much melee capability? Without doublestrike, melee power and/or crit profile changes, Wizards will never be on par with classes designed for melee. I understand that that's the purpose of VKF, but you'll get a lot more damage out of a VKF melee or hybrid class. The purpose of Wizard is to cast spells - EK can be used to support other melee builds, but especially in it's current state it's rarely used for that. If you want an Int-based melee, you have other options.
Might I suggest you try a Wraith Swashbuckler, which is reasonably supported by existing items, rather than create ? 12 Wiz / 6 Bard / 2 Rogue gets evasion, PM auras for free healing, SWF with daggers and a buckler. Sink a few points into VKF and Harper for dagger and Int support, respectively.
The items:
Undead form is only available to Wizards with at least 3 levels (effectively 6, because nobody in their right mind uses zombie for melee). If you're using any or all of your other 14 levels for other classes, those trees will have more to offer than a Wizard, except for Sorc. So you're describing items you've designed explicitly for dagger-wielding PMs, which is a very specific, suboptimal start
The other Int-to-hit/damage options are Harper (~10 points for those and KTA), Swashbuckler, Rogue and Artificer. Besides Wizard, there aren't any other classes that specialize in Int that don't have Int to hit and damage. I understand that argument, but if you're running Int for hit and damage, you're going to want KTA anyway. So you've got slight AP reduction for one build and no benefit for other folks.
Full BAB is functionally a stacking accuracy bonus with a minor attack speed boost. Wizards and anyone with a good UMD already have access to that via Tenser's, which has some other benefits like a built-in Master's Touch. Warchanters get it with their 5th core, and any build can run in Divine Crusader to get that benefit - a destiny that already provides in-combat healing benefits, but with positive energy so the vast majority of builds can benefit from it
Your vampirism effect would have to be negative energy to work, which again would only help Pale Masters. A few items that specific exist, but not in melee because even with that kind of benefit, PM melee will be suboptimal. Similarly, the negative healing amp only helps PMs, though it's a bit more reasonable than the vampirism
Casting spells under the effects of rage is probably the most reasonable thing on this item. I don't know where you're pulling the +8 from for the Int bonus, but that rage power is unique to Barbarians - even Druids don't get that much to a particular stat. Warchanters are the other class that can rage without a spell, but their boost is dwarfed by this item's.
TL;DR: It's an item specifically designed for a rarely-used interpretation of one enhancement tree in a single class. It provides significantly fewer benefits to anything outside this niche build. It's redundant with slight variations in this interpretation that you claim are allowed for (T5 EK) and is eclipsed by Harper's most-used feature
TL;DR was TL;DR: