well I went to the game last night. I think it went pretty well. My final build went something like this....
cleric 8/ combat medic 5
feats and ability's that I got from combat medic...
scribe scroll
augment healing
quicken
maximize
divine metamagic
sacred healing
craft wonderous item
combat casting
dodge
healing kicker (sanctuary, aid, reflex save)
defensive casting
field healer
mobility evasion
extra turningx2
domains=healing and good. (for the bonus caster lvls in the spells I will be casting most, and for rp purposes)
stats-
str-14
dex-8 (ouch I know)
con 16
int 12
wis 18 (+2 periapt of wisdom makes 20)
cha-13
equiptment
+3 full plate
+2 heavy wooden shield
+1 flaming heavy mace
+1 seeking heavy crossbow
+2 periapt of wisdom
bag o'holding type 2
various scrolls and misc items
skills...
concentration-16 ranks
heal- 16 ranks
knowledge (religion)- 16 ranks
spellcraft (divine)- 16 ranks
there were some house rules that show here.
1. there are way too many feats. partly this is because there are combat medic abilitys listed in with them but there actualy are 6 more feats than there should be. our dm gives us a few ecl points to spend as we see fit from a chart he keeps on his website. I spent all of mine on feats. I think that was a good way to go since clerics dont get many. but I definatly need to get something that will raise my dex.... I had to put the 8 somewhere and I would only have gotten 16 skill points total with it in my int...
2. spellcraft is divided into 2 catagorys, arcane and divine. logical here.
3. dmm persistant is not allowed.
4. I am not sure if this is a house rule or I just misunderstood earlyer, but you must take the metamagic feats, AND the DMM feat. 3 feats necissary. seemed fair to me.
thats it... my character that will probably suck. most of the time they do, but its still a blast!