Context is important - what are you trying to do vs what choices do you make. I once was in a party where we needed a "tank". Buuuut I really wanted to play a gnome ranger. So I made Darwinimar, a melee-focused ranger with high dex, shield and short sword (and decent con of course). (He was sort of an arid hills/desert warrior).
I was faced with an analogous situation when one guy had us going through RttToEE, and the 2 people playing PCs with any divine caster levels beyond 1st left town. I retired
my PC- himself a suboptimal
arcane caster/warrior*- to take up the mantle of the party’s primary healer. So I made Brother Sycamore- a Sorcerer/Cleric of Nature/Geomancer/Mystic Theurge. He took all the Geomancer Drift changes associated with becoming more plant-like. Think...Swamp Thing in the 1980s.**
Hardly optimal at face value, but he was surprisingly effective at his job because he took Extra Turning coupled with the original Complete Divine version of Sacred Healing***:
Use Turn Undead attempt to give Fast Healing 3 for 5rds (1+Cha bonus) in a 60' burst
It doesn’t sound like much, but that’s an area of
144 squares; FH3 for 5 rounds is 45 HP healed for each target, plus instant stabilization & countering continued wounds. Have the party gather in, and if you want, add in all the pets and a crowd of allied NPCs and that’s an aggregate of up to 6,480HP of healing...assuming 1 target per square.
All without burning a single cure spell.
Of course, because of the multiclassing, he couldn’t Turn
anything worth a darn, so it was a good thing he could do that.
* as I recall, some kind of Rgr/Fighter/Diviner/Spellsword who did TWF with a whip & shortsword for most of the campaign, until the shorsword got replaced with some kind of quasi-artifact that could generate a larger (but still light weight) mystical blade.
** yes, I
was planning on taking Brew Potion (mainly for healing potions), manifesting as “torso tubers”
*** for the record, I checked with WotC- the subsequently published version of Sacred Healing feat in PHB II was
not a rewrite meant to replace the original, but merely an unfortunate failure to catch the duplication of the feat name.