This is a very straightforward build I put together for my friend Silver, who wanted a straightforward build to try out being a battlecleric. This build is effective from levels 1-16 with an eye on level cap 20.
The basic strategy of a build like this is to work on the front lines, toting a khopesh until sometime around gianthold, when it switches to 2-handed fighting. But at the same time, it is conscious of the cleric side of things. Maintaining a decent enough wisdom keeps your spell points healthy enough and will let this little cleric use limited crowd control for greater commands, cometfalls, symbol of persuasion, etc.
One caveat that silver wanted to try was to fit intimidate into the build. Now, this won't be a build to be tanking Suulomedes, but for most purposes, it will be able to use intimidate to help control aggro. Intimidate + greater command/cometfall FTW
Silverflame
Lawful Good Human
15 Cleric / 1 Fighter
STARTING STATS: ( 32 point build )
28 STR: Base 17 - level ups go here -- 30 STR with +2 tome
DEX: 8
24 CON: 15
INT: 9+1 tome
26 WIS: 16+1 tome
CHA: 8
END: 28-30 STR (32 raged), 26 wis (30 possible with shroud item)
TOMES: The build will function fine with no tomes or +1 tomes, and everything can eventually be upgraded to +2 tomes. Human helps make stats even because of human versatility - you can use it to even out your str, wis, and con.
SKILL POINTS: 1 into concentration and 2 into intimidate. At first level, put a few into tumble so you can tumble in armor.
LEVELS: 1-3 cleric. 4 fighter. 5-16 cleric.
FEATS:
1 Extend
1 (human bonus) Toughness
3 Mental Toughness
4 (fighter bonus) Khopesh
6 Maximize
9 Quicken
12 Improved Critical: Slashing
15 Improved Critical: Piercing
First few levels are cleric to get a spell point pool and access Soundburst. Use maces and longswords until level 4, then your fighter level will unlock all weapons and khopeshes. If you prefer, you can pick up bastard sword instead if you're on a budget and don't have any khopeshes banked.
Around levels 13-16, use your free feat exchange to swap Khopesh for power attack. At this point, you also switch to 2-handed weapons when you are DPSing - greataxes are ideal.
Try to keep a devotion hat, ring, or shield so that you can heal effectively in combat. I have a few banked for certain levels, so I can help with finding that.
You have improved critical: piercing so that you can use banishers and puncturers. Slashing is optional once you craft in the shroud - a Mineral II greataxe comes with Keen, so you can switch that feat out for whatever you like - empower healing, stunning blow, empower spell, improved mental toughness, or skill focus: intimidate.
FIGHTING:
Don't join parties that look needy. You'll feel most comfortable as a 2nd cleric where you can get the hang of the hybrid gig, and you'll really shine in strong parties. Let them know what you're about.
Whatever your party makeup, buff them to the gills. Pre-emptive healing will keep you in the brawl, and this is one of your big contributions as a cleric. Stay hasted, and try to keep divine favor and later divine power up. Trying to watch the enemies and watch bars at the same time can be tough at first, but you'll get the hang of it eventually.
For best effectiveness while leveling, try to use your mana for crowd control before the fight instead of healing at the last second. Soundburst, command, and greater command make most quests go very smoothly.
Run in first, knock them down, and beat them down. No healing needed.
Now, when stuff gets rough, it's wonderful to be able to serve as a full healer with cures and raise dead. Honestly the hardest part for me is to get out of the habit of healing and really go to town with the mobs.
Gear her up just like you would a fighter, but try to fit in mana, wisdom, and devotion. You can always swap mana in and off in between shrines.
Also, try soloing! This is an awesome build if you like to solo, especially at lower levels when the AC stands up to most quests.
TIP: At lower levels, mass aid is a substitute for mass healing, if the party is all together. At higher levels, you can use a devotion hat or ring and throw mass heals on the party - it's very easy to keep a party up in a 6-man quest if the others are willing to stick together to receive mass heals.
TIP: Carry wands and potions for restoration, curse, blindness, poison, disease, lesser restore, etc. This will free up tons of spell slots for buffs and crowd control.
ACTION POINTS:
Level 16 (Cleric)
Enhancement: Fighter Haste Boost I
Enhancement: Fighter Critical Accuracy I
Enhancement: Human Adaptability Constitution II
Enhancement: Human Adaptability Strength I
Enhancement: Human Improved Recovery II
Enhancement: Fighter Intimidate I
Enhancement: Cleric Prayer of Life III
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Energy of the Zealot III
Enhancement: Cleric Wisdom III
Enhancement: Fighter Toughness I
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Wand Mastery III
Enhancement: Racial Toughness III
Signature Spells:
1: Divine Favor, Command
2: Soundburst, Bull's Strength
3: Searing light, Mass buffs
4: Divine Power, Freedom of Movement, Recitation
5: Greater command, Stalwart Pact, Break enchantment, True seeing, Symbol of pain, mass cure light wounds
6: Heal, Blade Barrier, Cometfall, Banishment, Symbol of Persuasion, mass cure moderate wounds
7: Resurrection, Mass SR, Mass protection, Destruction, mass cure serious wounds
8: Death pact, Mass death ward, holy aura