I'd advise a Paladin, myself.
Human Cleric 1/Paladin 6 (cleric being your first level, and paladin your levels from 2 to 7).
First level feat: Divine Vigor (Complete Warrior)
Human Bonus Feat: Extra Turning
Third level feat: Sacred Vengeance (Complete Warrior)
Sixth level feat: Leadership
Cohort: 5th-level* Human Healer (Miniatures Handbook). Human Bonus feat: Augment Healing (Complete Divine), 1st-Level Feat: Spontaneous Healer (Complete Divine), 3rd-Level Feat: Reach Spell (that way your cohort can prepare a few
cure light wounds spells as 30-ft. rays, useful both for healing distant allies in time, or as attack spells against undead, remember to add both Healing Hands' and Augment Healing's effects to the spell, so
cure light wounds may very well be 1d8+10 instead of 1d8+5; if the range isn't needed they can be "spontaneoused" into
cure serious wounds at about 3d8+14 hp, oh, and see into it to take Sudden Empower at level 6).
* Your back-up character will be level 7, so the cohort can be up to level 5.
This dual build will give you a strong warrior able to do a bit of healing and vade-retroing of the evil undeadsies. With the good domains for your first-level as a cleric (like War and Sun, yum), you can be even more efficient, getting a free Weapon Proficiency for your weapon of choice and the ability to perform a Greater Turning once in a while. (Otherwise, you may try to get the Disciple of the Sun (Complete Divine) feat to do greater turning nonetheless.) But your best use of your turn undead ability will be to use it to fuel Divine Vigor (extra speed and hp for several minutes) and Sacred Vengeance (+2d6 to all your attacks against undead for one round). To maximize your enjoyment of Sacred Vengeance, you may ditch Divine Vigor in exchange for Two-Weapon Fighting. If your deity's weapon is a double weapon, that's a fine investment, since you'll have Weapon Focus thanks to the War domain.
Dang, I want to play that, now.
Voted cleric, but only for one level.
