Thanks for the suggestions. I've played it a bit now and the going is fairly easy. I let Khelgar tank and Neeshka shoot. I stand back and shoot too, and heal/buff as needed. The graveyard was really easy.
But looking at your suggestions and going over the build again, I've decided on a few changes. Power Attack and Divine Might are gone. I just had those in there to give her a bit of occasional power, but.. after playing with it, I've not used it once.. as I said.. I stand back and shoot things and keep Khelgar alive as he fights.
For the cleric domains.. lol.. of course you can pick what you want. I choose Healing and Sun for their usefulness. Healing domain gives you the Empowered Healing which is great because this character IS the party's healer. Anything that helps to keep the rest of the team alive is good. I chose Sun domain just because I figure she had better be able to offer something to combat once in a while.. lol. And with the sheer number of undead in the game, it seemed like a good choice.
Looking over the rest of the build, I decided to go with your suggestion of Spellcraft, but only after getting four ranks of Healing to qualify for the Augment Healing feat. As a healer, it will (should) help me. Also, Able Learner was added before gaining levels in NW9 to make use of it's extra skill points so I can pump up Spellcraft.
*note* Concentration and Diplomacy are given max ranks to start and +1 at every level.
1 - Paladin 1 - Spot +2; Spellcasting Prodigy
2 - Cleric 1 - 1 saved point; Healing Domain, Sun Domain
3 - Cleric 2 - +6, Spot +3; Combat Casting
4 - Cleric 3 - +1 Wis (18); 1 saved point
5 - Cleric 4 - Spot +4
6 - Paladin 2 - 1 saved point; Divine Resistance
7 - Cleric 5 - Spot +5
8 - Cleric 6 - +1 Cha (17); Healing +1
9 - Paladin 3 - Healing +2; Extra Turning; Aura of Courage
10 - Cleric 7 -Healing +3
11 - Warpriest 1 - Healing +4; Remove Fear 1/day, War Glory
12 - Warpriest 2 - +1 Cha (18); Spellcraft +1; Augment Healing; Inflame 1/day
13 - Warpriest 3 - Spellcraft +2; Mass Cure Light Wounds 1/day
14 - Warpriest 4 - Spellcraft +3
15 - Warpriest 5 - Spellcraft +4; Able Learner
16 - Warpriest 6 - +1 Wis (19); Spellcraft +5; Battletide 1/day
17 - Warpriest 7 - Spellcraft +6; Haste 3/day
18 - NW9 1 - Spellcraft +9; Practiced Spellcaster (Cleric); Protective Aura
19 - NW9 2 - Spellcraft +12
20 - NW9 3 - +1 Cha (19); Spellcraft +15; Guarding the Lord 3/day
21 - NW9 4 - Spellcraft +18; Toughness
22 - NW9 5 - Spellcraft +21 (from levels 23-30, increase Spellcraft by +1)
23 - Warpriest 8 - Epic Toughness (+30)
24 - Warpriest 9 - +1 Cha (20); Mass Heal 1/day
25 - Warpriest 10 - Epic Resilience; Implacable Foe 1/day
26 - Cleric 8
27 - Cleric 9 - Rescue
28 - Cleric 10 - +1 Wis (20)
29 - Cleric 11 - Epic Spell (Vampiric Feast) (this is still basically an open feat)
30 - Cleric 12
So there's my tweaked build. I think it's a bit better now that it was originally. But.. that's why I posted it here.. to get other's opinions.
And.. as for the Divine Resistance feat.. I'll defend it because it gives resistances to the entire party.. and that's what this character is all about.. making the other members of your party more effective, keeping them going, and being able to protect them as needed. Not a tank, not a front line fighter, not a primary offensive caster. This character is very effective at healing and buffing the party, but can and will fight as needed.