I'd built out my walking shrine last week but kept trying to think of another way to make it useful to the group. It was good at healing but the enhancement demands kept it from dipping too deeply into either melee combat or offensive casting. I came up with a way that you could make it a little less powerful at healing but much more useful to the group - dip into rogue for the trapsmithing skills.
You give up a cleric level early on and a second level in the early teens but you gain the ability to answer the call for a cleric OR a rogue when people are trying to fill in a group. Just did Waterworks on Hard last night as a level 2 cleric/level 1 rogue with a couple level 5's (fighter and barbarian) and a level 4 or 5 wizard. While it was far from perfect I'd chalk that up more to the fact I was a bit low level to be there than to the build. I was able to melee still (though that will go away soon of course), I kept us alive as long as the group didn't run away from each other, and our only real problems were when I died due to massive hits on a character a level too low to be there both in gear and in hp's. I've cheated a bit on my build - I took extra turning now which prevents me from following my build listed below. I'll rebuy my enhancements at level 6 to get back on track but will take advantage of Divine Healing's utility at low levels when I hit level 3 cleric/level 1 rogue and enjoy it for those two levels until I drop it to get back on the program. Because of that extra turning I have a total of 10 Divine Vitality...not nearly what you could get if you built just for that purpose but then this is a Clogue too. I can tell you that 10 versus your typical level 3 cleric that would probably have 3-4 made an enormous difference. The wizard could go all-out a bit more which lessened the heal load on me.
Anyway, here's a level 16 build. I stopped at 16 because there are several ways you could go from here and they're pretty straight-forward to build. You could max out trapsmithing enhancements (not sure how high you need for end-game stuff so this might not be necessary). You could take the last two ranks of extra turning (though I question the value of those higher ranks given the cost). You could grab the improved turning feat and the turning bonus enhancements (and maybe Divine Light as well) if you'd rather get some undead-specific abilities. You could take Toughness feat at 18 and take some racial hp enhancements. You could even decide you wanted some more sp's and take Mental Toughness along with some SP enhancements. The key is that none of these really changes what the build does - you've got the Improved Empower Heal/Prayer of Life/Prayer of Incredible Life/Life Magic Lines maxed out at 16, you've got the top rank of Divine Vitality with 6 extra uses from feats (4) and enhancements (2). And you have a maxed or near maxed to level Disarm Trap/Open Lock/Search/UMD skill. You can heal though you're a touch behind due to level and smaller sp pool. You have a very good number of Divine Vitality III's to augment your casters. And you can handle the rogue duties for the group as well with the added bonus of being able to utilize the UMD skill at a very high level.
Code:
Character Plan by DDO Character Planner Version 3.10
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Cloguen Dagger
Level 16 Lawful Good Drow Male
(2 Rogue \ 14 Cleric)
Hit Points: 160
Spell Points: 703
BAB: 11\11\16\21
Fortitude: 10
Reflex: 9
Will: 10
Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 16)
Strength 8 9
Dexterity 14 15
Constitution 12 13
Intelligence 18 20
Wisdom 12 13
Charisma 14 18
Tomes Used
+1 Tome of Strength used at level 3
+1 Tome of Dexterity used at level 3
+1 Tome of Constitution used at level 3
+1 Tome of Intelligence used at level 3
+1 Tome of Wisdom used at level 3
+1 Tome of Charisma used at level 3
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 16)
Balance 6 9
Bluff 2 4
Concentration 1 1
Diplomacy 6 8
Disable Device 8 27
Haggle 6 8
Heal 1 1
Hide 6 6
Intimidate 2 4
Jump 3 3
Listen 5 7
Move Silently 2 2
Open Lock 6 22
Perform n/a n/a
Repair 4 5
Search 8 27
Spot 5 7
Swim -1 -1
Tumble 6 6
Use Magic Device 6 23
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Diplomacy (+4)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Hide (+4)
Skill: Jump (+4)
Skill: Listen (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Nimble Fingers
Feat: (Automatic) Attack
Feat: (Automatic) Drow Spell Resistance
Feat: (Automatic) Elven Keen Senses
Feat: (Automatic) Enchantment Save Bonus
Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Immunity to Sleep
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency: Rapier
Feat: (Automatic) Martial Weapon Proficiency: Shortsword
Feat: (Automatic) Martial Weapon Proficiency: Shortbow
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Sneak Attack
Feat: (Automatic) Spell Save Bonus
Feat: (Automatic) Trapfinding
Enhancement: Rogue Skill Boost I
Enhancement: Elven Perception I
Enhancement: Rogue Disable Device I
Enhancement: Rogue Search I
Level 2 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Magical Training
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Turn Undead
Enhancement: Cleric Life Magic I
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Extra Turning I
Level 3 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Feat: (Selected) Empower Healing Spell
Feat: (Automatic) Defensive Fighting
Enhancement: Cleric Improved Empower Healing I
Enhancement: Cleric Wand and Scroll Mastery I
Level 4 (Cleric)
Ability Raise: INT
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Cleric Prayer of Life I
Level 5 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Cleric Life Magic II
Enhancement: Cleric Extra Turning II
Level 6 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Extra Turning
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Divine Vitality II
Level 7 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Cleric Improved Empower Healing II
Level 8 (Cleric)
Ability Raise: CHA
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Wand and Scroll Mastery II
Level 9 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Quicken Spell
Level 10 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Cleric Divine Vitality III
Level 11 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Cleric Improved Empower Healing III
Enhancement: Cleric Prayer of Incredible Life II
Enhancement: Cleric Life Magic IV
Level 12 (Rogue)
Ability Raise: CHA
Skill: Balance (+3)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+7)
Feat: (Selected) Extend Spell
Feat: (Automatic) Evasion
Level 13 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Enhancement: Cleric Prayer of Life III
Level 14 (Cleric)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+1.5)
Level 15 (Cleric)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+0.5)
Skill: Use Magic Device (+1)
Feat: (Selected) Maximize Spell
Enhancement: Cleric Prayer of Incredible Life III
Enhancement: Cleric Wand and Scroll Mastery III
Enhancement: Cleric Wand and Scroll Mastery IV
Level 16 (Cleric)
Ability Raise: CHA
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+0.5)
Skill: Use Magic Device (+1)