I'm building a dwarf cleric as a replacement character for a game that I recently joined. (My wizard got squished trying to be a hero)
Stats are very high; total score of 89 at first level, set however I want. Obviously I want to max Wis and dump Dex. Not totally sure how low I want to go on Int, or how high to go on Str and Con. I'm inclined to go
Str 18
Dex 10
Con 14 (16 from Race)
Wis 18 (20 from levels)
Int 14
Cha 15 (13 from Race)
and then possibly boost Cha to 16 or 18 with gear for more Turns.
I get the impression from the handbooks that DMM is considered pretty much mandatory, but it seems only marginally useful with the high feat cost and low total turns per day. Still, DMM & Reach Spell seem potentially life saving for in combat buffs or heals.
Morthamor Duin is the only Dwarven god I could find with Travel as a domain, which is not bad, since he also has protection, which I'll dump for Protection Devotion.
I'll lose a fourth level slot for Pool of Healing.
Feats:
Travel Devotion
Reach Spell
DMM
Inscribe Rune (intending to go Runecaster, fits thematically as we're playing Rise of the Runelords)
(I've only recently come around to DMM & Reach Spell. I was originally going to take Shielded Caster & Ancestral Knowledge with those feats as well as a single level dip into Church Inquisitor to get the domain which would be dropped for Knowledge Devotion. If that's actually better overall, or if there's a some other low power metamagic that will serve me better than Reach, I'd love opinions.)
Equipmentwise, I don't have any really strong ideas; I simply haven't seen most of what's been put in the game over the years. Metamagic rods seem like a decent idea; a lesser reach rod would be equal to DMM & Reach Spell in uses per day without the feats, for example.