INT is just for skill points so it's up to you. INT 10 (or INT 8 on human) is enough for max Concentration and Heal which are the two vital skills for a battlecleric IMO.
With the improvements to 2H weapons (Strikethrough etc.), now is probably a good time to update a newbie battlecleric build.
Code:
F2P Battlecleric
Cleric 20
Lawful Good Human
Stats
28pt 32pt Level Up
---- ---- --------
Strength 16 16 4: STR
Dexterity 8 8 8: STR
Constitution 14 16 12: STR
Intelligence 8 8 16: STR
Wisdom 10 10 20: STR
Charisma 16 16 24: STR
28: STR
Skills
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
------------------------------------------------------------
Concent 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
Heal 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23
------------------------------------------------------------
8 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2
Feats
1 : Two Handed Fighting
1 Human : Power Attack
3 : Maximize Spell
6 : Empower Healing Spell
9 : Improved Two Handed Fighting
12 : Improved Critical: Slashing
15 : Greater Two Handed Fighting
18 : Quicken Spell
21 Epic : Overwhelming Critical
24 Epic : Intensify Spell
26 Destiny: Perfect Two Handed Fighting
27 Epic : Stunning Blow OR Empower Spell
28 Destiny: Perfect Two Weapon Fighting
29 Destiny: Dire Charge OR Deific Warding
30 Epic : Epic Damage Reduction OR Empower Spell
30 Legend : Scion of: Arborea OR Celestia
2 Cleric : War Domain
1 Deity : Follower of: Onatar
6 Deity : Onatar's Forge
Enhancements (80 AP)
Radiant Servant (41 AP)
- Healing Domain, Pacifism, Positive Energy Burst, Improved Empower Healing, Positive Energy Shield, Radiant Servant
- Extra Turning III, Wand Mastery III
- Improved Turning III
- Intense Healing III, Unyielding Sovereignty
- Endless Turning III, Incredible Healing III, Divine Health
- Positive Energy Aura, Cure Focus
Warpriest (31 AP)
- Smite Foe: Melee, Resilience of Battle, Sanctuary, Blur, Haste
- Divine Might III, Sacred Touch III
- Smite Weakness, Wall of Steel III, Inflame III, Melee/Ranged Power Boost III
- Greater Inflame III
- Ameliorating Strike, Silence the Wicked: Melee I, Holy Striker: Doublestrike III
Human (8 AP)
- Damage Boost, Strength
- Improved Recovery
- Great Weapon Aptitude III
Leveling Guide
- War0 Smite Foe: Melee; War1 Divine Might I, II, III
- Hum0 Damage Boost; War1 Sacred Touch I; War2 Smite Weakness
- War0 Resilience of Battle; War2 Wall of Steel I, II, III
- Rad0 Healing Domain; Rad1 Wand Mastery I, II, III
- Rad1 Extra Turning I; Rad0 Pacifism; Rad2 Improved Turning I; Rad1 Extra Turning II
- Rad2 Improved Turning II; Rad1 Extra Turning III; Rad0 Positive Energy Burst; War0 Sanctuary
- Hum0 Strength; Hum1 Improved Recovery
- Hum2 Great Weapon Aptitude I, II, III; Rad2 Improved Turning III
- Rad3 Unyielding Sovereignty; War2 Inflame I, II
- War2 Inflame III; War3 Greater Inflame I, II, III
- War1 Sacred Touch II, III; War4 Ameliorating Strike
- Reset Warpriest
- Radiant Servant: Improved Empower Healing
- (none)
- (none)
- Intense Healing III
- Endless Turning III, Incredible Healing I, Divine Health
- Positive Energy Aura, Cure Focus
- Warpriest: Smite Foe: Melee
- Divine Might III, Sacred Touch I
- War0 Resilience of Battle; War2 Wall of Steel I, II, III
- War2 Smite Weakness; War0 Sanctuary; War2 Inflame I
- War2 Inflame II, III; War3 Greater Inflame I, II
- War3 Greater Inflame III; War1 Sacred Touch II, III; War0 Blur
- War4 Ameliorating Strike; Rad4 Incredible Healing II
- Rad0 Positive Energy Shield; War4 Silence the Wicked: Melee I; War4 Holy Striker: Doublestrike I, II
- War4 Holy Striker: Doublestrike III; War2 Melee/Ranged Power Boost I, II, III
- War0 Haste; Rad4 Incredible Healing III; Rad0 Radiant Servant
Destiny (24 AP)
Divine Crusader
- Endless Turning III, Purge the Wicked
- Confront Any Foe, Consecration III
- Sacred Ground, Empyrean Magic, Blessed Blades
- Crusade
- Castigation, Heavenly Presence, Celestial Champion
- Strike Down
Wisdom: you need WIS 10 + <spell level> to cast cleric spells. Early on, you can use Owl's Wisdom wands or potions until you have sufficient +WIS gear. But if you don't want to deal with the hassle at low levels, you can start WIS 12 CHA 15 instead. We'll be using gear or enhancements to even out our stats regardless.
Race: I went human for the extra feat and skill points, plus the racial Enhancements. Damage Boost, +1 STR, heal amp, and +20 Strikethrough for only 8 APs is a pretty good ROI compared to a lot of races. Non-humans lose a feat and have to decide between either dropping a skill or bumping INT to 10. Half-elf is less optimal, although I suppose you could invest in Diplomacy and take Diplomatic Immunity; not sure which dilettante feat I would take, though, since War domain renders fighter dilettante moot and the other options aren't appealing.
Deity: like I said earlier, since War domain grants all weapon proficiencies at level 5,
your deity choice is mostly about which level 6 ability you want. I went with Onatar mostly for the Melee Power bonus, but Olladra or Sovereign Host is also fine.
Weapons: At early levels (1-4), just go with quarterstaves or S&B. At level 5, you switch to regular 2H weapons;
Carnifex is still the best option at that level IMO, but use what you like or have available. We take Improved Critical Slashing weapons at level 12, at which point you focus on greatswords, greataxes, or falchions. In epics, you have the option of switching to greatswords and taking The Book of War from Divine Crusader, which turns them into one of your favored weapons; that in turn lets you take advantage of favored weapon bonuses like Warpriest's Righteous Weapons and Wrath of the Divine.