Build Basics
32 pt.
Half Elf
20 Cleric Radiant Servant
Paladin Dilletante
High Saves
Mega Healing
Excellent Concentration and Diplomacy
Summary
The result is a pure healer whose primary focus is outgoing heals and Divine Vitality. Essentially, a walking shrine. This build is not suggested for new players as it requires quite a bit of twinking and really shines when using scrolls and wands to preserve Spell Points for big fights (deep pockets are an asset here). I have played this build up to level 10 at this point and I love it. I have foregone the use of Heavy Armor in my playstyle and instead rely upon my diplomacy and ability to move better as a defense.
Tome Usage
A +2 tome of Supreme Ability is used in the build, but is not required. A player may choose to forgo the use of the tomes, but I suggest it to get the spell DC's, higher saves, and extra turns. If no Intelligence tome is used, do not put skill points into balance (it's a weak balance check anyway).
Feats
At level 6 the feat Extend spell can be used for better buffs, but quicken is better in it's place in my opinion. The Feat Mental Toughness could be swapped for enlarge, or quicken could be taken then as well leaving extend. It is all personal preference here.
Dilletantes
I used the Paladin Dilletante here, but you could use any diletante. Barbarian is a good option for the extra hit points and damage reduction, but I wanted the awesome will save. The good news is that any dilly feat/class chosen should fit right in place of the pally dilly on this build.
Wands and Scrolls
As I said, this build shines when wands and scrolls are used for healing. This can require a big investment, but allows you to have more spell slots open. Wands of remove/cure disease, curse, blindness, poison, etc. can help as well as wands/scrolls of all forms of restoration. Furthermore, why have raise dead slotted? Buy it in scrolls! Heal scrolls and mass heal scrolls are an awesome addition to your healing arsenal as well.
Solo Ability
Not much, but the amount of healing output could theoretically keep you alive for a long time. This is more of a party build looking to do very well in a shroud raid for example.
NOTE: The proper enhancements not available in the builder were added by hand. I changed the saves to reflect the effects of the dilly enhancements.
Code:Character Plan by DDO Character Planner Version 3.7.1 DDO Character Planner Home Page Level 20 True Neutral Half-Elf Male (20 Cleric) Hit Points: 302 Spell Points: 1622 BAB: 15\15\20\25\25 Fortitude: 22 Reflex: 12 Will: 26 Starting Ending Feat/Enhancement Abilities Base Stats Base Stats Modified Stats (32 Point) (Level 1) (Level 20) (Level 20) Strength 8 10 10 Dexterity 8 10 10 Constitution 16 18 18 Intelligence 10 12 12 Wisdom 16 23 26 Charisma 16 18 20 Tomes Used +2 Tome of Strength used at level 6 +2 Tome of Dexterity used at level 6 +2 Tome of Constitution used at level 6 +2 Tome of Intelligence used at level 6 +2 Tome of Wisdom used at level 6 +2 Tome of Charisma used at level 6 Starting Ending Feat/Enhancement Base Skills Base Skills Modified Skills Skills (Level 1) (Level 20) (Level 20) Balance -1 7 7 Bluff 3 5 5 Concentration 7 27 28 Diplomacy 7 28 28 Disable Device n/a n/a n/a Haggle 3 5 5 Heal 3 8 10 Hide -1 0 0 Intimidate 3 5 5 Jump -1 0 0 Listen 3 8 8 Move Silently -1 0 0 Open Lock n/a n/a n/a Perform n/a n/a n/a Repair 0 1 1 Search 0 1 1 Spot 3 8 8 Swim -1 0 0 Tumble n/a n/a n/a Use Magic Device n/a n/a n/a Level 1 (Cleric) Skill: Concentration (+4) Skill: Diplomacy (+4) Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Paladin Feat: (Selected) Toughness Feat: (Automatic) Attack Feat: (Automatic) Half-Elven Keen Senses Feat: (Automatic) Half-Elven Mixed Heritage Feat: (Automatic) Half-Elven Social Graces (ALL) Feat: (Automatic) Heavy Armor Proficiency Feat: (Automatic) Heroic Durability Feat: (Automatic) Light Armor Proficiency Feat: (Automatic) Magical Training Feat: (Automatic) Medium Armor Proficiency Feat: (Automatic) Shield Proficiency (General) Feat: (Automatic) Simple Weapon Proficiency Feat: (Automatic) Sneak Feat: (Automatic) Turn Undead Spell (1): Bane Spell (1): Bless Spell (1): Cause Fear Spell (1): Command Spell (1): Cure Light Wounds Spell (1): Divine Favor Spell (1): Doom Spell (1): Inflict Light Wounds Spell (1): Nightshield Spell (1): Nimbus of Light Spell (1): Obscuring Mist Spell (1): Protection From Evil Spell (1): Remove Fear Spell (1): Shield of Faith Spell (1): Summon Monster I Enhancement: Cleric Life Magic I Enhancement: Cleric Energy of the Zealot I Enhancement: Cleric Divine Vitality I Enhancement: Cleric Extra Turning I Level 2 (Cleric) Skill: Concentration (+1) Skill: Diplomacy (+1) Feat: (Automatic) Defensive Fighting Feat: (Automatic) Sunder Feat: (Automatic) Trip Enhancement: Improved Heal I Enhancement: Cleric Wisdom I Enhancement: Cleric Wand and Scroll Mastery I Level 3 (Cleric) Skill: Concentration (+1) Skill: Diplomacy (+1) Feat: (Selected) Empower Healing Spell Spell (2): Aid Spell (2): Bear's Endurance Spell (2): Bull's Strength Spell (2): Close Wounds Spell (2): Cure Moderate Wounds Spell (2): Deific Vengance Spell (2): Eagle's Spendor Spell (2): Find Traps Spell (2): Hold Person Spell (2): Inflict Moderate Wounds Spell (2): Lesser Restoration Spell (2): Owl's Wisdom Spell (2): Remove Paralysis Spell (2): Resist Energy Spell (2): Seek Eternal Rest Spell (2): Soundburst Spell (2): Spawn Screen Spell (2): Summon Monster II Enhancement: Human Improved Recovery I Enhancement: Racial Toughness I Enhancement: Cleric Prayer of Life I Level 4 (Cleric) Ability Raise: WIS Skill: Concentration (+1) Skill: Diplomacy (+1) Enhancement: Improved Heal II Enhancement: Cleric Life Magic II Level 5 (Cleric) Skill: Concentration (+1) Skill: Diplomacy (+1) Spell (3): Bestow Curse Spell (3): Blindness Spell (3): Contagion Spell (3): Cure Serious Wounds Spell (3): Dispel Magic Spell (3): Glyph of Warding Spell (3): Inflict Serious Wounds Spell (3): Magic Circle Against Evil Spell (3): Mass Aid Spell (3): Prayer Spell (3): Protection From Energy Spell (3): Remove Blindness Spell (3): Remove Curse Spell (3): Remove Disease Spell (3): Searing Light Spell (3): Summon Monster III Spell (3): Water Breathing Enhancement: Cleric Improved Turning I Enhancement: Cleric Prayer of Incredible Life I Enhancement: Cleric Extra Turning II Enhancement: Improved Paladin Dilettante I Level 6 (Cleric) Skill: Concentration (+1) Skill: Diplomacy (+1) Feat: (Selected) Quicken Spell Enhancement: Cleric Radiant Servant I Level 7 (Cleric) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Diplomacy (+1) Spell (4): Chaos Hammer Spell (4): Cure Critical Wounds Spell (4): Deathward Spell (4): Dismissal Spell (4): Divine Power Spell (4): Freedom of Movement Spell (4): Holy Smite Spell (4): Inflict Critical Wounds Spell (4): Mass Shield of Faith Spell (4): Neutralize Poison Spell (4): Order's Wrath Spell (4): Panacea Spell (4): Poison Spell (4): Recitation Spell (4): Restoration Spell (4): Summon Monster IV Spell (4): Symbol of Flame Spell (4): Unholy Blight Enhancement: Cleric Divine Vitality II Enhancement: Cleric Wand and Scroll Mastery II Level 8 (Cleric) Ability Raise: WIS Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Diplomacy (+1) Enhancement: Racial Toughness II Enhancement: Cleric Charisma I Level 9 (Cleric) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Diplomacy (+1) Feat: (Selected) Extra Turning Spell (5): Break Enchantment Spell (5): Flame Strike Spell (5): Greater Command Spell (5): Mass Cure Light Wounds Spell (5): Mass Inflict Light Wounds Spell (5): Protection From Elements Spell (5): Raise Dead Spell (5): Slay Living Spell (5): Spell Resistance Spell (5): Stalwart Pact Spell (5): Summon Monster V Spell (5): Symbol of Pain Spell (5): True Seeing Enhancement: Cleric Charisma II Level 10 (Cleric) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Diplomacy (+1) Enhancement: Cleric Divine Vitality III Level 11 (Cleric) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Diplomacy (+1) Spell (6): Banishment Spell (6): Blade Barrier Spell (6): Cometfall Spell (6): Create Undead Spell (6): Greater Dispel Magic Spell (6): Greater Glyph of Warding Spell (6): Harm Spell (6): Heal Spell (6): Heroes Feast Spell (6): Mass Bear's Endurance Spell (6): Mass Bull's Strength Spell (6): Mass Cure Moderate Wounds Spell (6): Mass Eagle's Spendor Spell (6): Mass Inflict Moderate Wounds Spell (6): Mass Owl's Wisdom Spell (6): Summon Monster VI Spell (6): Symbol of Fear Spell (6): Symbol of Persuasion Spell (6): Undead to Death Spell (6): Word of Recall Enhancement: Improved Paladin Dilettante II Enhancement: Cleric Wand and Scroll Mastery III Level 12 (Cleric) Ability Raise: WIS Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Diplomacy (+1) Feat: (Selected) Empower Spell Enhancement: Cleric Radiant Servant II Enhancement: Cleric Energy of the Zealot II Level 13 (Cleric) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Diplomacy (+1) Spell (7): Destruction Spell (7): Greater Restoration Spell (7): Mass Cure Serious Wounds Spell (7): Mass Inflict Serious Wounds Spell (7): Mass Protection From Elements Spell (7): Mass Restoration Spell (7): Mass Spell Resistance Spell (7): Resurrection Spell (7): Summon Monster VII Spell (7): Symbol of Stunning Spell (7): Symbol of Weakness Enhancement: Cleric Life Magic III Level 14 (Cleric) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Diplomacy (+1) Enhancement: Cleric Wisdom II Level 15 (Cleric) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Diplomacy (+1) Feat: (Selected) Maximize Spell Spell (8): Death Pact Spell (8): Firestorm Spell (8): Mass Cure Critical Wounds Spell (8): Mass Death Ward Spell (8): Mass Inflict Critical Wounds Spell (8): Summon Monster VIII Spell (8): Symbol of Death Enhancement: Improved Paladin Dilettante III Level 16 (Cleric) Ability Raise: WIS Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Diplomacy (+1) Enhancement: Cleric Energy of the Zealot III Enhancement: Cleric Extra Turning III Level 17 (Cleric) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Diplomacy (+1) Spell (9): Energy Drain Spell (9): Implosion Spell (9): Mass Heal Spell (9): Summon Monster IX Spell (9): True Resurrection Enhancement: Cleric Wand and Scroll Mastery IV Level 18 (Cleric) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Diplomacy (+1) Feat: (Selected) Mental Toughness Enhancement: Cleric Life Magic IV Level 19 (Cleric) Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Diplomacy (+1) Level 20 (Cleric) Ability Raise: WIS Skill: Balance (+0.5) Skill: Concentration (+1) Skill: Diplomacy (+1) Enhancement: Cleric Divine Intervention Enhancement: Cleric Wisdom III