My cleric has been turn spec'd for a long time now. I know its not the most effecient way to build one, but its just a fun build to mess around with and it can heal well (and now that radiant servant is out I can do more offensive casting.)
I've got him up to cap again as a cleric, so this would be my third life (TR2) with two cleric past lives.
What I've come up with so far is:
Human.
STR 8
CON 12
DEX 8
INT 8
WIS 18
CHA 18
I know these are oddball stats. I want the wis for casting and the cha for turning. He is very effective at both already and it would take serious convincing to alter those two. Next, I picked CON over STR for survivability. I won't have enough STR to hit stuff at mid game and up anyway, so the extra fort save and HP seemed a better choice.
Feats (as they are on my 20 pure cleric):
1 - IMP TURNING
1 - max spell
3 - extra turning
6 - extend
9 - heighten
12- empower heal
15- quicken
18- empower spell
As a 20 cleric I'm pretty happy with these feats. They support the offensive casting (damage and CC) and turning well.
All my enhancements also support healing and turning. So hes basically a casting healbot that destroys undead rapidly.
Now for the tircky part! I've been hearing about intimi-clerics and I'm interested in seeing if that can be worked into this build. A few first drafts would include these options:
1 rogue, 19 cleric. Gets full ranks of intim and umd. looses one caster level.
1 fighter, 19 cleric. Full ranks of intim. Bonus feat; I'd like toughness, but I don't think it counts as a fighter bonus feat. As a result, I'm not sure what would be a good feat here. Looses one caster level.
2 rogue, 18 cleric. Intim, umd and evasion. Looses two caster levels. Low reflex save so I'm not sure how good the evasion would be.
1 rogue, 2 monk, 17 cleric. Intim, umd, evasion and two bonus feats. I could take toughness twice or boost the reflex save to benifit evasion. This build adds the most things, but also looses the most caster levels.
In all these concepts the play style would be to grab agro and either turtle and run mass healing (spells and/or aura) while the others beat on the mobs or grab agro and kite through BB. Having a lot of guards might also be an amusing add to this playstyle.
I'm looking for what you all think, what you've tried etc. He just has to remain awesome at killing undead (its a flavor/RP thing.)