Now there's a thought. I'm used to thinking in terms of base classes, but this could be the only time I see a character qualify, so it's actually really tempting. 80,000 xp would start a wonderworker at 6 or a mage at 7, but the cleric spells sure help.
Sulldawga, are 'Wonderworkers in play? If they are, is there anything I need to know about alignment or deity?
And, before I make any assumptions about buying a lab and library, can I call on any in a wizard's guild or from a master, or just go ahead and purchase what I'm going to want? If I do purchase lab and library, are they "back in nearby civilization where nothing interesting is happening" or should I go for a building in the campaign area as well to house them?
Rodriguez, I see you asked about spell repertoire, were you thinking of a mage or anything in particular, or just clarifying?
Edit: Can't do Wonderworker with #2, they need everything at 11+. #3 can just do it though, so it's still on the table. 18 Int mage, or 15/16 Int wonderworker?
For henches, maybe 4's still a thief but 5's an explorer rather than an assassin, so I don't drag the group too far into the dark. 1's kind of a sad sack overall, but he qualifies as a cleric hench if needed.
If I do go nuts on lab, library and tower I'm probably capping all my henches at 4th and not bringing one in at 40,000 xp, but I'm open to input on that.
All told, I'm probably not bringing much front-line muscle to the table, is what I'm getting at.