I'm giving it a go. I went with:
(1)nephil - deadeye, nimble fingers - focusing on bows, dexterity and defense, I might get gymnastics later.
(2)Slith - pure spirit, divinely touched - focusing on pole, priest, and hardiness.
(3)nephil - pure spirit, divinely touched -focusing on bow, priest, and a little in intelligence.
(4)nephil - pure spirit, divinely touched -focusing on thrown, priest, and a little in intelligence.
I figured I would need to sneak out the nephil artifacts because I am giving up so much. I am playing on hard. My primary archer (1) gets the nephil warblade and tries to dodge blows with huge bonuses - anything that increases dexterity, defense, or gymnastics. The slith hits hard and cast a few spells as needed. I plan to use him to cast my long duration spells (enduring shield and steel skin) and little else. The two priests make ranged attacks and heal all day.
I plan to cast divine restoration once per turn when I get it. That spell is awesome. I will save all speed potions, and most wands and scrolls and use as needed. Probably some reasonable boosts to endurance are in order. I will play straight up anama (no mage spells). So far so good, in the northern rapids. The summon shade spell has been huge so far.
More to follow...