In the darkness, evil things reside. A leader orders his minions to the surface to do evil things to the good people of Eberron. As the leader guides his minions towards the surface, a being appears radiating light. The light cause temporary blindness and fear amongst the minor evil things. The Leader eyes adjust to see a human clad in shiny armor.

The human points and says "I have come to rid the darkness of evil." The Leader enraged. Charging and focused on destroying this being of light that has dared to enter its home. Emboldened by their leaders charge, the lesser minions charge. So focused on the being of light, This Radiant Knight. They fail to see other surface dwellers circling around the light.

Critic this build: I know it's a caster splash which is a nono, but input would be appreciated. Disclaimer havent built yet mostly for secondary tank(melee) and healing.

Code:
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Radiant Knight
Level 20 Lawful Good Human Male
(2 Fighter \ 6 Paladin \ 12 Cleric) 
Hit Points: 348
Spell Points: 667 
BAB: 17\17\22\27\27
Fortitude: 25
Reflex: 10
Will: 17

                  Starting          Feat/Enhancement
Abilities        Base Stats          Modified Stats
(32 Point)       (Level 1)             (Level 20)
Strength             16                    24
Dexterity             8                     8
Constitution         15                    18
Intelligence         12                    12
Wisdom               12                    14
Charisma             14                    16

Tomes Used
+2 Tome of Strength used at level 8
+2 Tome of Constitution used at level 8
+2 Tome of Wisdom used at level 8
+2 Tome of Charisma used at level 8

                  Starting          Feat/Enhancement
                 Base Skills         Modified Skills
Skills           (Level 1)            (Level 20)
Balance               1                    10
Bluff                 2                     3
Concentration         4                    30
Diplomacy             2                     3
Disable Device        n/a                   n/a
Haggle                2                     3
Heal                  1                     6
Hide                 -1                    -1
Intimidate            6                    26
Jump                  7                    16
Listen                1                     2
Move Silently        -1                    -1
Open Lock            n/a                   n/a
Perform               n/a                   n/a
Repair                1                     1
Search                1                     1
Spot                  1                     2
Swim                  3                     7
Tumble               n/a                   n/a
Use Magic Device      n/a                   n/a

Level 1 (Fighter)
Feat: (Human Bonus) Power Attack
Feat: (Selected) Toughness
Feat: (Fighter Bonus) Two Handed Fighting


Level 2 (Cleric)


Level 3 (Cleric)
Feat: (Selected) Extend Spell


Level 4 (Cleric)


Level 5 (Cleric)


Level 6 (Cleric)
Feat: (Selected) Empower Healing Spell


Level 7 (Cleric)
Enhancement: Fighter Haste Boost I
Enhancement: Cleric Radiant Servant I
Enhancement: Follower of the Sovereign Host
Enhancement: Human Adaptability Constitution I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Human Versatility I
Enhancement: Fighter Item Defense I
Enhancement: Cleric Improved Empower Healing I
Enhancement: Racial Toughness I
Enhancement: Improved Heal I
Enhancement: Improved Heal II
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Divine Might I
Enhancement: Cleric Improved Turning I


Level 8 (Cleric)


Level 9 (Cleric)
Feat: (Selected) Extra Turning


Level 10 (Cleric)


Level 11 (Cleric)


Level 12 (Cleric)
Feat: (Selected) Quicken Spell


Level 13 (Cleric)
Enhancement: Cleric Radiant Servant II
Enhancement: Unyielding Sovereignty
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV


Level 14 (Paladin)


Level 15 (Fighter)
Feat: (Selected) Exotic Weapon Proficiency: Khopesh
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons


Level 16 (Paladin)


Level 17 (Paladin)


Level 18 (Paladin)
Feat: (Selected) Shield Mastery


Level 19 (Paladin)


Level 20 (Paladin)
Enhancement: Paladin Armor Class Boost I
Enhancement: Human Improved Recovery III
Enhancement: Human Versatility II
Enhancement: Paladin Courage of Good I
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Focus of Good I
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Divine Righteousness I
Enhancement: Paladin Defender of Siberys I
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Prayer of Incredible Life II
Enhancement: Fighter Strength I
Enhancement: Paladin Toughness I
Enhancement: Paladin Toughness II
Enhancement: Cleric Wand and Scroll Mastery I
Enhancement: Cleric Wand and Scroll Mastery II
Enhancement: Cleric Wand and Scroll Mastery III


This is the non-chimera's set cause it is a first life build. Replace twf, IC:slash, exotic WP: kopeshi with the sential dragonmarks to take advange of the chimera set: helmet and bastard sword.

This version is focused on the radiant bursts for healing during meleeing or tanking. The enhancements can be adjusted to fit various styles. Since the radiant I, II only require 21 ap, and defender of sibery I only require 9 ap. There are 50 ap to play with depending on style. If you want to use spells to hold aggro, mainly divine punishment you can focus on the smiting enhancements or if you prefer melee aggro management you could take more divine might and paladin smiting.

Looking forward to you comment