While you're taking Zen Archery, you need DEX to qualify for some of the important ranged feats, like Precise Shot. This will let you target something and not worry about what's between you and it. I would start at least at 14 DEX assuming a +2 tome, minimum. My Artificer will have 19 DEX to qualify for Improved Precise Shot, but Clerics are feat tight.
You can leave INT down as low as 10, and should get 3 skill points as a Human. Enough to max those concentration and UMD. Ship buffs or easily obtained items or even potions can cover your two level 1 artificer spells you'll want to cast, conjure bolt and master's touch. You don't need to worry about trap skills; I'll be handling that remember.
Artificer's Force Damage enhancement (Kinetic line IIRC) affects Blade Barrier damage. You only get the first tier, but 20% more damage for 1ap is a steal.
Mental Toughness and Improved Mental Toughness are not worth the feat slot. Neither is Combat Casting. You also don't need two Toughness'. You dumped Quicken Spell, which is essential for a Divine caster. Empower Spell and Maximize Spell can boost your Radiant burst, not just offensive spells, and are also essential caster feats. A Radiant Burst which is powerful enough to be used instead of sp healing is far more valuable than the paltry minimal sp you get from those two feats.
17 CON is doing nothing for you that 16 does not. You only get a stat modifier on every even number. I would either drop CON one and use Adaptability to even it out, or drop the Adaptability.
Likewise, WIS 25 is no better than WIS 24, thus Cleric Wisdom 3 is 6ap better spent elsewhere, unless you have an Epic Helm of the Moranan, the only +7 WIS item in the game, or a ToD ring with Exceptional WIS +1 on it.
UMD is an all-or-nothing skill. 7 points is worthless. Either max it or dump it entirely.
Prayer of life past what you need to qualify for Radiant Servant isn't worth the AP. If we have to rely on crits to heal through damage, we've lost. Get a Greater Arcane Lore rune arm and ditch them. The Smiting lines are more valuable.
Artificer energy of creation is useless. Again, put the points into the smiting line.
I'm not sure about taking the second Arty level early like that, but it's a catch-22. Without it, you can't use the rune arms, which can give some really good bonuses. With it, you don't get your important level 6 spells until we hit 13, instead of 12. Meaning no Heal, Blade Barrier, Banishment, or Cometfall.
Code:
[u][b]Character Plan by DDO Character Planner Version 03.11.01[/b][/u]
[url=http://www.rjcyberware.com/DDO]DDO Character Planner Home Page[/url]
Level 20 Lawful Good Human Male
(18 Cleric \ 2 Artificer)
Hit Points: 308
Spell Points: 1312
BAB: 14\14\19\24
Fortitude: 15
Reflex: 9
Will: 22
[B] Starting Feat/Enhancement
Abilities Base Stats Modified Stats
[U](32 Point)[/U] [U](Level 1)[/U] [U](Level 20)[/U][/B]
[COLOR=silver]Strength 10 12
Dexterity 14 16
Constitution 15 18
Intelligence 11 13
Wisdom 17 26
Charisma 8 10[/COLOR]
[B][U]Tomes Used[/U][/B]
[COLOR=silver]+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7
[/COLOR]
[B] Starting Feat/Enhancement
Base Skills Modified Skills
[U]Skills[/U] [U](Level 1)[/U] [U](Level 20)[/U][/B]
[COLOR=silver]Balance 4 5
Bluff -1 0
Concentration 6 27
Diplomacy -1 1
Disable Device n/a n/a
Haggle 3 4
Heal 3 10
Hide 2 3
Intimidate -1 0
Jump 0 1
Listen 3 8
Move Silently 2 3
Open Lock n/a n/a
Perform n/a n/a
Repair 0 1
Search 0 1
Spot 7 21
Swim 0 1
Tumble n/a n/a
Use Magic Device 3 23
[/COLOR]
[B][U]Level 1 (Artificer)[/U][/B]
[COLOR=lightblue]Feat: [/COLOR][COLOR=silver](Selected) Point Blank Shot[/COLOR]
[COLOR=lightblue]Feat: [/COLOR][COLOR=silver](Human Bonus) Toughness[/COLOR]
[B][U]Level 2 (Cleric)[/U][/B]
[B][U]Level 3 (Cleric)[/U][/B]
[COLOR=lightblue]Feat: [/COLOR][COLOR=silver](Selected) Zen Archery[/COLOR]
[B][U]Level 4 (Cleric)[/U][/B]
[B][U]Level 5 (Artificer)[/U][/B]
[B][U]Level 6 (Cleric)[/U][/B]
[COLOR=lightblue]Feat: [/COLOR][COLOR=silver](Selected) Empower Healing Spell[/COLOR]
[B][U]Level 7 (Cleric)[/U][/B]
[B][U]Level 8 (Cleric)[/U][/B]
[B][U]Level 9 (Cleric)[/U][/B]
[COLOR=lightblue]Feat: [/COLOR][COLOR=silver](Selected) Precise Shot[/COLOR]
[B][U]Level 10 (Cleric)[/U][/B]
[B][U]Level 11 (Cleric)[/U][/B]
[B][U]Level 12 (Cleric)[/U][/B]
[COLOR=lightblue]Feat: [/COLOR][COLOR=silver](Selected) Maximize Spell[/COLOR]
[B][U]Level 13 (Cleric)[/U][/B]
[B][U]Level 14 (Cleric)[/U][/B]
[B][U]Level 15 (Cleric)[/U][/B]
[COLOR=lightblue]Feat: [/COLOR][COLOR=silver](Selected) Empower Spell[/COLOR]
[B][U]Level 16 (Cleric)[/U][/B]
[B][U]Level 17 (Cleric)[/U][/B]
[B][U]Level 18 (Cleric)[/U][/B]
[COLOR=lightblue]Feat: [/COLOR][COLOR=silver](Selected) Quicken Spell[/COLOR]
[B][U]Level 19 (Cleric)[/U][/B]
[B][U]Level 20 (Cleric)[/U][/B]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Artificer Crossbow Damage I[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Artificer Improved Rune Arm Use I[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Radiant Servant I[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Radiant Servant II[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Unyielding Sovereignty[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Follower of the Sovereign Host[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Human Adaptability Wisdom I[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Human Greater Adaptability Constitution I[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Human Improved Recovery I[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Human Versatility I[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Human Versatility II[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Human Versatility III[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Improved Empower Healing I[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Improved Empower Healing II[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Racial Toughness I[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Racial Toughness II[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Racial Toughness III[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Improved Heal I[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Improved Heal II[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Prayer of Smiting I[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Prayer of Smiting II[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Prayer of Smiting III[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Prayer of Life I[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Prayer of Incredible Smiting I[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Prayer of Incredible Smiting II[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Prayer of Incredible Life I[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Force Manipulation I[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Smiting I[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Smiting II[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Smiting III[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Life Magic I[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Life Magic II[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Life Magic III[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Life Magic IV[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Wisdom I[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Divine Vitality I[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Divine Vitality II[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Improved Turning I[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Wand and Scroll Mastery I[/COLOR]
[COLOR=lemonchiffon]Enhancement: [/COLOR][COLOR=silver]Cleric Wand and Scroll Mastery II[/COLOR]
For a couple hundred sp and 22 hp, you gain the ability to heal efficiently in raids, improve your offensive capabilities considerably, and your burst won't be worthless. You lose trap skills, which you shouldn't be worrying about anyway, and some turning ability, which is situational. Keep the right gear on and you'll have enough turns to keep the aura up full time and burst when needed. Being able to leave charred and diced corpses in your wake will help prevent as much needed healing.
Add 2 to CHA, since I noticed late that you are TRing Wouldii according to this build.
Your spell penetration will suffer either way, and there's simply not enough feats on a Cleric to take everything.
I pushed the second Artificer level back, and assumed at least a +2 DEX tome to qualify for Precise Shot. I put all tomes in however, at 7. INT will be useful to push your Spot up further. A +2 CON tome basically covers the second Toughness feat I changed out.