Working on a Build for a friend in our group who wishes to play a Healer but one that is difficult to hit. I thought a Cleric/Monk/CoT would be a No-Brainer, but was wondering if something like this were a viable alternative. I've looked around and didn't see anything like this, so wanted to check in here with you all. I've got several issues, as you'll discover when you read below. Haven't determined final Saves or Skills yet.

Cleric17/CoT10/SD13
Phantom Prelate
Race: Human

Str10
Int14
Wis16(20)
Dex16(32)
Con10
Chr8

1Cleric, Dodge, Mobility, Domain: Trickery and Healing
2Cleric
3Cleric, Weapon Finesse
4Cleric, Dex 17
5Cleric
6Cleric, Maximize Spell
7Cleric
8Cleric, Dex18
9Cleric, Weapon Focus: Light Hammer
10Cleric
11Cleric
12Cleric, Dex19, Expertise
13Cleric
14Cleric
15Cleric, Quicken (Combat Casting?)
16CoT, Dex20
17Shadowdancer
18Shadowdancer, Improved Expertise
19Shadowdancer
20Shadowdancer,Dex 21
21CoT, Great Wisdom I, Great Dex I
22SD
23SD
24SD, Great Dex II, Dex24
25SD
26SD
27SD, Great Dex III
28SD, Dex26
29SD
30CoT, Great Dex IV
31CoT, Great Wis II
32CoT, Dex28
33CoT, Armor Skin, Great Wis III
34CoT
35Cleric
36CoT, Great Dex V, Great Wis IV, Dex 30
37CoT
38CoT, Improved Combat Casting (auto-quicken?)
39Shadowdancer, Epic Dodge, Great Dex VI
40Cleric, Dex 32

AB: 37
Naked AC w/Shield=36
Hit Points: 340 Max
Spells

7...1st: Cure Light Wounds
7...2nd: Cure Moderate Wounds, Invisibility
7...3rd: Cure Serious Wounds, Invisibility Sphere
7..4th: Cure Critical Wounds
6...5th: Healing Circle, Raise Dead, Improved Invis
5...6th: Heal, Restoration
4...7th: Resurrection
3...8th: Mass Heal
2...9th: Summon Creature IX

The point of this build is not AB or high attack routine. It is not a solo character, but is designed for Party play of 4 or more. It was to make a creature that was slippery, hard to hit, and be able to slip into any battle his party is engaged in and keep everyone healed and buffed. Casting his Maximized and Empowered Healing spells, he should be able to keep everybody alive, and with his Epic Dodge, High AC, his Trickery Domain and Hide in Plain Sight, he will be a difficult opponent to target. By no means is he designed for offense, but he still maintains a decent AB and can quickly Buff himself if necessary.

My problem is, with all the defensive capabilities provided by Shadowdancer, are the Combat Casting Feats going to make a difference? If they do, would it be any better than Quicken Feats? Or would it be wiser to drop both lines of thought and, instead, stop with a 30 Dex, and instead take Great Wisdom V, raise it one more at 40 to 22 for an extra 6th level spell slot, and then still have another feats that I could sink into a meta magic spell?
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