I've been working on a Front-Line Cleric for my friend who wants to mix it up in melee since here Aura is kind of useless as a ranged character so she picked up Vet Status 7 so she could pop her new build into the group with less catching up to do.
Anyways the group currently consists of a TWF Dwarven Barbarian, A Halfling Arty (may switch to Bard or Bard/Arty), An Elven Tempest Ranger, A Human Dark Monk. So other than the Arty (or Bard) who can handle himself the rest of the group would benefit greatly from the melee Healing aura especially the self-damaging Barb.
The idea is to heal using mostly mass heals and the aura/burst targeted on herself, the other players will try to stay within that aura and using intimidate+the shield bonus the Cleric will draw enemies to everyone and preferably away from the Arty the also helps her drag enemies through her blade barrier.
Here's what I came up with although I'm debating making it a Cleric17/Fighter2/Wizard1 for heighten and a boost to blade barrier (force enhancement) as well as Jump, Feather Fall and Expeditious Retreat being useful spells. Not sure where I'd stick the Wizard level though...earliest 14 probably (so it would be Cleric12/Fighter1/Wizard1...Blade Barrier at Cleric 11 and RSAura at Cleric 12)
Int 14 (req for CE and skills)
Wis 16 (lvl ups here)
Stat Importance: Wis -> Con -> Cha -> Str -> Dex -> Ignore Int
Skills: Intimidate, Concen, Balance
Level Order: Fighter1, Cleric 2 - 16, Fighter17, Cleric 18-20
F1 Shield Mastery
3 Empowered Healing
6 Combat Expertise
9 Extra Turning (swap to heighten when enough Turn undeads are obtained)
12 Improved SM
15 IC: Slashing
ED Unyielding Sentinel (VoB Focus)
21 Bulwark of Defense