Here's a new player leveling plan following this build exactly as written, but since not everything is spelled out I also made some choices. An explanation of those choices follows the build:
Axel's THF Melee Cleric Build
15/4/1 Cleric/Paladin/Fighter
Lawful Good Human
Level Order
1. Fighter . . . . 6. Cleric. . . . .11. Cleric. . . . .16. Cleric
2. Cleric . . . . .7. Cleric . . . . 12. Cleric . . . . 17. Paladin
3. Cleric . . . . .8. Cleric . . . . 13. Cleric . . . . 18. Paladin
4. Cleric . . . . .9. Cleric . . . . 14. Cleric . . . . 19. Paladin
5. Cleric . . . . 10. Cleric . . . . 15. Cleric . . . . 20. Paladin
Stats
. . . . . . . .28pt . . 32pt . . 34pt . . 36pt . . Level Up
. . . . . . . .---- . . ---- . . ---- . . ---- . . --------
Strength. . . . 16. . . .16. . . .16. . . .16. . . .4: STR
Dexterity . . . 10. . . .10. . . .12. . . .14. . . .8: STR
Constitution. . 16. . . .16. . . .16. . . .16. . . 12: STR
Intelligence. . .8. . . . 8. . . . 8. . . . 8. . . 16: STR
Wisdom. . . . . .8. . . . 8. . . . 8. . . . 8. . . 20: STR
Charisma. . . . 14. . . .16. . . .16. . . .16. . . 24: STR
. . . . . . . . . . . . . . . . . . . . . . . . . .28: STR
Skills
. . . . . F .C .C .C .C .C .C .C .C .C .C .C .C .C .C .C .P. P .P. P
. . . . . 1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19 20
. . . . .------------------------------------------------------------
Heal. . . . .2 . . 2. . .2 . . 2. . .2 . . 2. . .2 . . 2. . .2. . .2. 20
UMD . . . 2 . . 1. . .1 . . 1. . .1 . . 1. . .1 . . 1. . .1. . .1. . .11
Jump. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
. . . . .------------------------------------------------------------
. . . . . 8 .2 .2 .2 .2 .2 .2 .2 .2 .2 .2 .2 .2 .2 .2 .2 .2. 2 .2. 2
Feats
.1. . . . : Power Attack
.1 Human. : Cleave
.1 Fighter: Two Handed Fighting
.2 Deity. : Follower of: Sovereign Host
.3. . . . : Empower Healing Spell
.6. . . . : Great Cleave
.7 Deity. : Unyielding Sovereignty
.9. . . . : Maximize Spell
12. . . . : Improved Critical: Slashing
15. . . . : Improved Two Handed Fighting
18. . . . : Quicken Spell
20 Swap. .: Improved Critical: Bludgeoning
replaces Improved Critical: Slashing
21 Epic . : Overwhelming Critical
24 Epic . : Greater Two Handed Fighting
26 Destiny: Perfect Two Handed Fighting
27 Epic . : Empower Spell
28 Destiny: Perfect Two Weapon Fighting
29 Destiny: Embodiment of Order
OR Dire Charge
30 Epic . : Blinding Speed
30 Legend : Scion of: Arborea
Spells
Cleric
- Cure Light Wounds, Nightshield, Protection from Evil, Remove Fear, Divine Favor, <Any>
- Cure Moderate Wounds, Eagle's Splendor, Resist Energy, Aid, Seek Eternal Rest, Spawn Screen
- Cure Serious Wounds, Magic Circle Against Evil, Protection from Energy, Prayer, Mass Aid, <Any>
- Cure Critical Wounds, Death Ward, Freedom of Movement, Divine Power, Recitation, Restoration
- Mass Cure Light Wounds, Protection from Elements, True Seeing, Spell Resistance, Raise Dead, <Any>
- Mass Cure Moderate Wounds, Heal, Blade Barrier, Heroes' Feast, Word of Recall
- Mass Cure Serious Wounds, Greater Restoration, Mass Protection from Elements, Mass Spell Resistance
- Mass Cure Critical Wounds, Mass Death Ward, Death Pact
Paladin
- <Any>
Enhancements (80 AP)
Radiant Servant (32 AP)
- Healing Domain, Pacifism, Positive Energy Burst, Improved Empower Healing
- Extra Turning III, Wand Mastery I, Altruism III
- Improved Turning III, Mighty Turning
- Intense Healing III, Unyielding Sovereignty
- Endless Turning III
- Positive Energy Aura
Knight of the Chalice (22 AP)
- Slayer of Evil, Courage of Heaven
- Extra Turning III, Extra Smite II
- Exalted Cleave III
- Divine Sacrifice II, Vigor of Life, Exalted Smite III
- Vigor of Life
Sacred Defender (13 AP)
- Holy Bastion, Sacred Defense
- Extra Lay On Hands II, Resilient Defense III
- Durable Defense III
- Tenacious Defense III
Warpriest (6 AP)
- Smite Foe
- Divine Might III, Toughness II
Kensei (4 AP)
- Kensei Focus: Heavy Blades
- Haste Boost III
Human (3 AP)
- Damage Boost
- Improved Recovery
Leveling Guide
- Hum0 Damage Boost; Ken0 Kensei Focus: Heavy Blades; Ken1 Haste Boost I, II
- War0 Smite Foe; War1 Divine Might I, II, III
- Ken1 Haste Boost III; Hum1 Improved Recovery; Rad0 Healing Domain
- War1 Toughness I, II; Rad1 Wand Mastery I; Rad1 Altruism I
- Rad1 Altruism II, III; Rad1 Extra Turning I, II
- Rad1 Extra Turning III; Rad2 Improved Turning I, II; Rad0 Pacifism
- Rad0 Positive Energy Burst; Rad2 Mighty Turning; Rad2 Improved Turning III
- Rad3 Intense Healing I, II
- Rad3 Intense Healing III; Rad4 Endless Turning I
- Rad4 Endless Turning II, III
- Rad3 Unyielding Sovereignty; Rad4 Divine Health
- Rad5 Positive Energy Aura; Hum0 Strength
- Hum0 Skills Boost; Hum1 Action Surge: Strength I, II, III
- Ken1 Extra Action Boost I, II
- Ken1 Extra Action Boost III; Hum2 Great Weapon Aptitude I, II
- Hum3 Improved Recovery; Hum3 Heroism
- Hum4 Greater Heroism; Hum4 Improved Recovery
- War0 Resilience of Battle; War2 Wall of Steel I, II, III
- (Bank 4 AP)
- Reset All Trees
First is the info laid out later in the thread: The leveling order is listed
here, and the feat order is listed
here. Of note is that the feats list overrides the leveling order by taking fighter @ 1 instead of 2, so Fighter @ 1 it is.
I couldn't find any mention of the new U29 feats in the thread, so I opted for either Embodiment of Law or Dire Charge @ 29, Blinding Speed @ 30 (meh), and Scion of Arborea for the melee power as your Legend feat. There is discussion later in the thread about switching to Mauls in epics, but not being able to exchange the feat if you already took Overwhelming Critical. The solution was to exchange the feat at 20, just before taking 21, but I would stress that this feat exchange is optional. If you want to stick with falchions, don't exchange the feat.
For spells I just went with typical standard stuff.
The enhancements are particularly weird in this build. 35 AP are spent in paladin trees, but you don't take your first paladin level until 17, meaning once you spend your 45th point at the beginning of level 12, you're done taking enhancements until 17. (Technically, you would need to bank 2 @ 12 because you can't take the ML12 cleric core until 13.) And if you do that exactly, you still don't really get the good paladin stuff until paladin 3 @ 19. So my choice was to follow the
directives on what to race for exactly, then spend the teens taking enhancements to maximize your action boosts: Action Surge: Strength from Human, Extra Action Boosts from Kensei, and then since we've now spent a fair amount in Human I go ahead and race to Greater Heroism, grabbing more healing amp along the way.
I stop the plan at 18. Don't take 19 until you can also take 20. At 20, reset all trees then take the final enhancements as listed. Speaking of the final enhancements, since only the key enhancements are listed I made some choices on what to fill out the trees with for the final split. All key enhancements are taken, of course.