HeapThaumaturgist said:
Bbn1/ClrX, Domains Destruction and Strength, feats Extra Rage and Extra Smite.
I recently played a Half-Orc Bbn1/ClrX with domains War (for free weapon focus) and Strength. He rocked.
He was almost as good at melee at the fighter (better, if he had a couple of rounds to buff) and better than the monk.
At 9th level, a
Flame Strike does about more damage than a sneak attacking rogue, to multiple opponents. (Even if the target saves, it's comparable damage to the rogue.)
Once, I made a blade barrier around a huge iron golem. The wizard
greased the area, and the golem kept falling down into the blade barrier and taking damage. It was great.
At high levels I would cast the
Bigby's ___ (from the Strength domain) which could not only out-grapple the monk, but most of the DM's baddies, forcing them to waste most turns trying to get out of the grapple.

Then I'd cast
Spiritual Weapon, which can attack almost as well as I can. If I also cast
Divine Power, that's a total of 9 attacks from me at level 16+ (4 from me with
Divine Power's fighter BAB, 4 from the
Spiritual Weapon that uses my BAB, and one from
Bigby's Whatever). Plus, I've got a +6 to strength, and that's not counting rage. Usually, by this point, rest of the party will have slaughtered the thing, what with it being grappled. If not,
Rightous Might makes you even more amazingly powerful.
As for turning, there are feats in
Defenders of the Faith and
Complete Divine that let you spend turn attempts to, e.g. give yourself a bonus to damage.
And I agree about getting/making a wand of
Cure light wounds. That way, you don't have to worry about saving your spells in case we need healing.
Clerics rock the hizzouse.