EDIT: Bump because I'm looking to use this character in CantripN's game. Template advice is welcome, although I suspect I'm just going to stick with Wisdom Prodigy and cash in the rest of my LA for feats (see
rules, and use standard Cleric instead of Cloistered. To see my starting point...
Halfling Cleric of Chauntea 5/Holt Warden 3/Warblade 1/Holt Warden +1
Abilities: Str 13, Dex 16, Con 15, Int 14, Wis 21 (17 + 2 Wis Prodigy + 2 Level), Cha 10
Traits: Quick, Uncivilized
Flaws: Vulnerable, Poor Reflexes
Domains: Plant Domain, Animal Devotion, Protection Domain @ 11 (next level)
Maneuvers: Punishing Stance, Action Before Thought, Steely Strike, Iron Heart Surge
Feats:
1- Point Blank Shot, Precise Shot, Yondalla's Sense, Quick Reconnoiter, Psionic Hole, Quicken Spell, DMM: Quicken
3- Intuitive Attack
6- Power Attack
9- Practiced Spellcaster [Cleric]
Skills:
Balance 5 ranks
Concentration 4 ranks
Knowledge (Nature) 8 ranks
Knowledge (Religion) 13 ranks
Listen 8 ranks
Profession (Sailor) 1 rank
Profession (Farmer) 1 rank
Profession (Forester) 1 rank
Spellcraft 4 ranks
Spot 8 ranks
Survival 4 ranks
Tumble 5 ranks
Future skill investments: Concentration, Listen, Sense Motive, Spellcraft, Spot
Original Build/Post:
[spoiler]Something I've just been thinking of...
Halfling Cloistered Cleric 5/Holt Warden 3/Warblade 1/Holt Warden +1/Contemplative 1/Stonestorm Striker* 1/Contemplative +1/Holt Warden +1/Stonestorm Striker* +1/Holt Warden +5
*Adaptation of the Bloodstorm Blade. Gains Quick Draw feat instead of Throw Anything and loads a sling as a free action instead of a move action. Abilities apply to slings instead of melee or thrown weapons.
S: 13, D: 14, C: 14, I: 12, W: 16, Ch: 10
Domains: 1- Plant and Knowledge, 11- Protection
Maneuvers: Punishing Stance, Mind Over Body, Steely Strike, Iron Heart Surge
Flaws: Inattentive, Fussy
Feats: 1- Animal Devotion, Point Blank Shot, Precise Shot, Yondalla's Sense
3- Intuitive Attack
6- Knowledge Devotion
9- Power Attack
12- Rapid Shot
15/18- Practiced Spellcaster [Cleric], something else...
I figured that once I started getting silly powerful, I should start dragging my spell progression in order to allow the rest of a theoretical party to still feel relevant. As a side benefit, I get to pick up an interesting shtick like hitting things REALLY HARD with a sling.
Taking suggestions as to what that last feat should be.[/spoiler]