Updated version of this build for the enhancement pass.
This is a pure 20 DC caster cleric who (of course) can also raid heal. No tomes are required and no pay classes or races are involved; this is a solid choice for a new player who wants to play a cleric. It works fine as a healbot, plus it can offer much more once you get comfortable healing. It is also a capable soloer, though you'll need to use timing to get through traps. (Most traps have a safe way to get through them.)
The build calls for a feat respec after level 10, just before taking level 11. This costs 10,000 plat and 10,000 siberys dragonshard fragments, both of which should be affordable for a brand new player on a first life. Try to save your free feat respec for something else. At the same time as the feat respec the Divine Disciple tree gets reset, which will cost another few thousand plat.
The framework of this build works fine for an evo build instead of necro; simply change the Necro Focus feat(s) to Evo focus and put the Magister twist on Evo. Then you can take the Draconic twist for Evo as well. Then maybe tack on 3 sorc past lives for another +3 evo DC. heh.
I personally prefer jump over balance because I like the agility, especially when using blade barrier. You can add in balance starting at level 7 if you have a +2 int tome.
Any alignment will work fine. True Neutral is generally best, but if you want to use Forgotten Light you may not have enough UMD to wield it if you aren't good aligned.
The previous version of the output is available here.
Necro Cleric
Cleric 20
Neutral Good Human
Stats
. . . . . . . .28pt . . 32pt . . 34pt . . 36pt . . Level Up
. . . . . . . .---- . . ---- . . ---- . . ---- . . --------
Strength. . . . 10. . . .10. . . .10. . . .10. . . .4: WIS
Dexterity . . . .8. . . . 8. . . . 8. . . . 8. . . .8: WIS
Constitution. . 14. . . .14. . . .14. . . .14. . . 12: WIS
Intelligence. . 14. . . .14. . . .14. . . .14. . . 16: WIS
Wisdom. . . . . 16. . . .18. . . .18. . . .18. . . 20: WIS
Charisma. . . . 12. . . .10. . . .12. . . .14. . . 24: WIS
. . . . . . . . . . . . . . . . . . . . . . . . . .28: WIS
Skills
. . . . . 1. 2. 3. 4. 5. 6. 7. 8. 9 10 11 12 13 14 15 16 17 18 19 20
. . . . .------------------------------------------------------------
Concent . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Heal. . . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Spellcr . 4. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23
Jump. . . 1. 1. . .1 . . 1. . .1 . . 1. . .1 . . 1. . .1 . . 1. . .1 .11
UMD . . . 2. . .1 . . 1. . .1 . . 1. . .1 . . 1. . .1 . . 1. . .1 . . 11
Tumble. . 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
. . . . .------------------------------------------------------------
. . . . .20. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5. 5
Feats
.1. . . . : Maximize Spell
.1 Human. : Empower Spell
.1 Deity. : Follower of: Sovereign Host
.3. . . . : Empower Healing Spell
.6. . . . : Quicken Spell
.6 Deity. : Unyielding Sovereignty
.9. . . . : Spell Focus: Necromancy OR Evocation
10 Swap. .: Spell Penetration replaces Empower Spell
12. . . . : Heighten Spell
15. . . . : Greater Spell Penetration
18. . . . : Greater Spell Focus: Necromancy OR Evocation
21 Epic . : Epic Spell Penetration
24 Epic . : Epic Spell Focus: Necromancy OR Evocation
26 Destiny: Epic Spell Power: Negative OR Force OR Light
27 Epic . : Embolden Spell OR Intensify Spell
28 Destiny: Mass Frog
29 Destiny: Fount of Life
30 Epic . : Master of: Light OR Alignment
30 Legend : Scion of: Shadowfell OR Celestia
Spells
- Cure Light Wounds, Nightshield, Nimbus of Light, Remove Fear, Protection from Evil, <Any>, <Any>
- Cure Moderate Wounds, Resist Energy, Owl's Wisdom, Seek Eternal Rest, <Any>, <Any>
- Cure Serious Wounds, Magic Circle Against Evil, Protection from Energy, <Any>, <Any>, <Any>
- Cure Critical Wounds, Death Ward, Freedom of Movement, <Any>, <Any>, <Any>
- Mass Cure Light Wounds, Slay Living, Greater Command, True Seeing, Divine Punishment, Protection from Elements
- Mass Cure Moderate Wounds, Blade Barrier, Heal, Banishment, Undeath to Death, Cometfall
- Mass Cure Serious Wounds, Destruction, Mass Spell Resistance, Resurrection, Greater Restoration, Mass Protection from Elements
- Mass Cure Critical Wounds, Mass Death Ward, Symbol of Death, Holy Aura, Death Pact, <Any>
- Energy Drain, Implosion, Mass Heal, True Resurrection, Summon Monster IX
Enhancements (80 AP)
Divine Disciple (42 AP)
- Emissary: Darkness, Sacred Defense, Enervation, Necrotic Ray, Power Word: Stun, Transcend: Darkness
- Spellpower: Universal III, Spell Critical: Universal, Spell Points III
- Spell Penetration II, Spellpower: Universal III, Efficient Maximize III, Spell Critical: Universal
- Spellpower: Universal III, Spell Critical: Universal, Wisdom
- Necromancy DC, Spell Critical: Universal, Wisdom
Radiant Servant (33 AP)
- Healing Domain, Pacifism, Positive Energy Burst, Improved Empower Healing
- Extra Turning III, Wand Mastery III
- Improved Turning III, Mighty Turning, Efficient Empower Healing III
- Wisdom
- Endless Turning III, Wisdom
- Positive Energy Aura
Human (5 AP)
- Skills Boost, Wisdom
- Improved Recovery
Leveling Guide
- DD0 Emissary: Light; DD1 Nimbus of Light I, II, III
- DD1 Spell Points I, II, III; DD1 Spellpower: Light I
- DD0 Sacred Defense; DD1 Spellpower: Light II; DD3 Searing Light I, II
- DD3 Searing Light III; DD1 Spellpower: Light III; DD2 Spellpower: Universal I, II
- DD2 Spellpower: Universal III; DD3 Spellpower: Light I, II, III
- DD4 Holy Smite I, II, III; DD0 Sun Bolt
- Rad0 Healing Domain; Rad1 Extra Turning I, II, III
- Rad1 Wand Mastery I; Rad2 Improved Turning I, II, III
- Rad2 Mighty Turning; Rad0 Pacifism; Rad0 Positive Energy Burst
- Rad1 Wand Mastery II, III; Rad2 Efficient Empower Healing I
- Reset Divine Disciple
- Divine Disciple: Emissary: Darkness, Sacred Defense
- Spellpower: Universal III, Spell Points III
- Spellpower: Universal III
- Spellpower: Universal III
- Radiant Servant
- (none)
- Efficient Empower Healing III
- Wisdom
- Endless Turning III, Wisdom
- Rad5 Positive Energy Aura; DD3 Wisdom
- DD2 Spell Penetration I, II
- DD0 Enervation; DD0 Necrotic Ray; DD4 Necromancy DC
- DD2 Efficient Maximize I, II
- DD2 Efficient Maximize III; DD4 Wisdom
- DD1 Spell Critical: Universal; DD2 Spell Critical: Universal
- Hum0 Skills Boost; Hum1 Improved Recovery; Rad0 Improved Empower Healing
- DD3 Spell Critical: Universal; DD4 Spell Critical: Universal
- Hum0 Wisdom; DD0 Power Word: Stun; DD0 Transcend: Darkness
Destiny (24 AP)
Exalted Angel
- Radiant Power III, Endless Faith III, Healing Power III, Wisdom
- Wisdom
- Wisdom
- Wisdom
- Leap of Faith, Wisdom
- Divine Wrath, Wisdom
Twists of Fate (11 fate points)
- Renewal (Tier 3 Sentinel)
- School Specialist: Necromancy (Tier 2 Magister)
The basic concept for leveling is to rely on the Divine Disciple light SLAs (nimbus of light, searing light, holy smite) to carry you until you get the higher power spells like blade barrier, slay living, destruction and implosion. Both Maximize and Empower are taken at creation, and they are free when applied to SLAs.
After finishing level 10, but before taking 11, respec to the darkside, drop all the SLAs, and swap out Empower for Spell Penetration. Then take level 11 and go crazy with blade barrier, slay living, and (soon after) destruction. Note that this respec only resets the Divine Disciple tree, and then only re-spends a handful of points back into Divine Disciple, dumping the rest into Radiant Servant so you can get Positive Energy Aura when you take level 12.
My recommendation is to feature blade barrier while soloing and greater command while grouping. When I run this build I virtually never cast blade barrier in groups, and virtually never cast greater command while solo. I cast both of them very frequently the other way around, and the end result is that the build feels very different when soloiing and when in groups. This helps spice up the variety of playing, and I find this change between group types very nice.
Of course, no matter what type of group I'm in, slay living, destruction and implosion are always fun. heh.
This build benefits greatly from a single wizard past life, not the least of which is that the wizard will be able to farm up the gear and destiny twists much easier than a cleric can. Second life xp requirements aren't too bad at all; nowhere near a third life. So a single wizard life followed by this life to end as a Hero is my recommendation. However, this is by no means required. The build works on a first life just fine.