That'll work.
Knight Terror, Human 8th-Level Fighter /1st-Level Cleric
Medium Outsider (Native)
Hit Dice: 8d10+16 plus 1d8+2 (66 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +8/+11
Attack: Weapon +11 melee (xdx+3) or weapon +8 ranged (xdx)
Full Attack: Weapon +11/+6 melee (xdx+3) or weapon +8/+3 ranged (xdx)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, spell-like abilities, will-sapping bolt
Special Qualities: Darkvision 60 ft., Wisdom dependent
Saves: Fort +10, Ref +2, Will +6
Abilities: Str 16, Dex 10, Con 14, Int 10, Wis 14, Cha 16
Skills: 11 fighter ranks plus 1 cleric rank plus 9 human bonus ranks
Feats: 4 plus 5 fighter bonus feats plus 1 human bonus feat
Environment: Any
Organization: Solitary or hierarchy (2-3)
Challenge Rating: 11
Treasure: Standard
Alignment: Always evil, usually lawful
Advancement: By character class
Level Adjustment: +4
Spells: This knight terror is a 1st-level cleric.
Typical Cleric Spells Prepared (3/2+1; save DC 12 + spell level):
0th—x;
1st—x;
*Domain spell. Domains: Darkness, Evil.
Starting scores before racial and level adjustments:
Str 15, Dex 10, Con 13, Int 8, Wis 14, Cha 12