I'll submit my build plan using the Brimstone Speaker.
This will maintain clerical spells and Brimstone Speaker abilities to aid/augment the fighting abilities of the Alaghar.
Earthen Fire - Cleric 8 / Brimstone Speaker 6 / Alaghar 6
Race: Dwarf (required)
Alignment: Lawful Good
STR 14 [+2]
DEX 10
CON 16 [+3] (Dwarf: 14 + 2)
INT 14 [+2]
WIS 16 [+2]
CHA 6 [-2] (Dwarf: 8 - 2)
1. Cleric 1 - Truespeak/Heal +4, Lore/Concentration/Craft Weapon/Armour +2; Truename Training;
Domains: Dwarf & Good (required mix for PrC's)
2. Cleric 2 - Truespeak/Heal +1, Craft W/A +1
3. Cleric 3 - Truespeak/Heal +1, Craft W/A +1; Martial Weapon Proficiency
4. Cleric 4 - WIS +1; Truespeak/Heal +1, Craft W/A +1
5. Cleric 5 - Truespeak/Heal/Lore/Conc +1 (standard skills from here onward)
6. Cleric 6 - Power Attack
7. Cleric 7 - __
8. Brimstone Speaker 1 - WIS +1; Tongue of Flame 3d6
9. Cleric 8 - Extend Spell
10. Alaghar 1 - Weapon Focus (Battleaxe), Blindfight
11. Alaghar 2 - Silverbeard +1, Rockburst 1/day
12. Brimstone Speaker 2 - WIS +1; Cleave
13. BS 3 - Lesser Heavenly Entreaty
14. BS 4 - __
15. Alaghar 3 - Clangeddin's Strike 1/day; Great Cleave
16. BS 5 - STR +1; Tongue of Fire 5d6
17. BS 6 - Heavenly Entreaty
18. Alaghar 4 - Clangeddin's Might 1/day; Practiced Spellcaster (Cleric)
19. Alaghar 5 - Silverbeard +2, Improved Critical (Battleaxe)
20. Alaghar 6 - STR +1; Clangeddin's Strike 2/day, Rockburst 2/day
Likely to complete BS levels to 10, then continue Alaghar until the end.
Final Stats:
STR 16 [+3]
DEX 10
CON 16 [+3]
INT 14 [+2]
WIS 19 [+4]
CHA 6 [-2]
(could potentially trade in 2 STR levels for 2 WIS levels - depending on damage and carrying capacity desired)
BAB: +16 (gets 4 attacks)
AB (When using B-Axe): +19/+14/+9/+4
Fort: 16 Ref: 6 Will: 16
Skills:
Concentration: 18 + 2 + 4 = 24
Craft Armour: 5 + 2 + 2 = 9
Craft Weapon: 5 + 2 + 2 = 9
Heal: 23 + 4 = 28
Lore: 18 + 2 + 2 = 22
Truespeak: 23 + 2 = 25
Equipment:
Battle Axe
Tower Shield
Full Plate
(make the dude a mobile fortress basically)
PROs:
*Full spellcasting potential of equal level Cleric (except domain spells?)
*Decent attack bonus - gets maximum 4 attacks
*Can summon Heavenly Entreaty as well as clerical summons
*Fairly decent fighting abilities with Clangeddin's Might & Strike added in
*Elemental damage potential with Tongue of Fire & Rockburst
*Clerical spells are mainly for buffing and healing, extend spell makes pre-battle buffs last longer while he does the work himself.
CONs:
*Virtually no turning capabilities whatsoever
*Gets better abilities fairly late in progression
*Expensive equipments requirements to be safe from harm (full plate + tower shield)
*Restricted to BattleAxe for a weapon - not so bad if able to find good ones easily.
EDIT: Added Truename Training at 1st level, removed combat casting, moved martial prof and power attack to lvl 3 & 6 respectively