I knw its an old post, but do you have any info on this build? I gave it a whirl in the DDO builder and did not make anything I liked, I feel like I am missing something.
I didn't mean to delay replying to this, especially by a week. My apologies.
The build order is funky because you want your chosen deity to match your weapon type (Aureon for Quarterstaff, Vol if you want Single-Weapon Fighting Dagger), but there was (and may still be) a bug where you could not choose a second Deity if you took a Sacred Fist level first. The build is semi-flexible in that it works for Two-Handed Fighting (Quarterstaff), Single-Weapon Fighting (Dagger and Vistani Knife Fighter), or Two-Weapon Fighting (Handwraps). For the purpose of below the primary assumption is going Quarterstaff:
Level 1 - Dark Apostate (1)
Follower of Aureon (Quarterstaff/THF) or Follower of Vol (Dagger/SWF)
Extend Spell
Level 2 - Sacred Fist (1)
Level 3 - Dark Apostate (2)
Domain: Air
Two-Handed Fighting/Two-Weapon Fighting/Single-Weapon Fighting
Level 4 - Dark Apostate (3)
Level 5 - Sacred Fist (2)
Level 6 - Monk (1)
Precision/Power Attack; Swords to Plowshares
Level 7 - Sacred Fist (3)
Level 8 - Sacred Fist (4)
Level 9 - Sacred Fist (5)
Improved Two-Handed Fighting/Two-Weapon Fighting/Single-Weapon Fighting
Level 10 - Sacred Fist (6)
Level 11 - Sacred Fist (7)
Level 12 - Sacred Fist (8)
Critical: Bludgeoning
Level 13 - Sacred Fist (9)
Level 14 - Sacred Fist (10)
Level 15 - Sacred Fist (11)
Greater Two-Handed Fighting/Two-Weapon Fighting/Single-Weapon Fighting
Level 16 - Sacred Fist (12)
Level 17 - Monk (2)
Deflect Arrows or Dodge
Level 18 - Sacred Fist (13)
Quicken Spell
Level 19 - Sacred Fist (14)
Level 20 - Sacred Fist (15)
Notable Skills:
Concentration, Spellcraft, Point in Tumble, Point in Use Magic Device, Diplomacy if THF/TWF or Balance if SWF, Heal
Attribute Spread (assuming a +2 STR or DEX tome for related combat attack style, otherwise cannibalize 2 level-up points into STR or DEX as you level)
STR 15 (Two-Handed Fighting) or DEX 15 (Two-Weapon Fighting)
CON - 6 stat points (so often 14, but racially will be between 12 and 16)
INT - 6 stat points (so often 14, but racially will be between 12 and 16)
CHA - 8 stat points minimum, more if possible, Level-Up points go here
WIS - Any leftover that do not fit into CHA
Order of Enhancements:
12 - Dark Apostate (Imbue, Shadow Shroud, Mighty Turning, Enhanced Curse II)
6 - Warpriest (Divine Might III, Core 2)
4 - Henshin Mystic (Exemplar III)
38 - Sacred Fist (Sacred Strike V, Deft Strike, Exalted Whirlwind, Fast Movement, Action Boost: Doublestrike, Light of Hope, Light of Glory, Iron Skin, Divine Striker, Avenging Whirlwind, Violence Begets Violence)
Remaining 20 points are as the user desires, such as for Racial Enhancements, Haste Boost (Ninja Spy), Quick Strikes (Shintao), Divine Disciple (cheap Spell Power and Saves), or Warpriest Core/Tier 4 (Imbue Dice, Favored Weapon Damage, Doublestrike, Action Boost Power for Incinerating Wave)
If you went Single-Weapon Fighting via Dagger, you will instead want 24 points in Vistani Knife Fighter (Rapid Attack, Haste Boost, Deadly Blades, Celerity, Double Daggers: Single Dagger, Core 4) and only 1 point in Henshin Mystic (Core 1 for Imbue Dice)
Notable things by level
Level 2 - Dark Apostate Imbue
Level 4 - Undead Shroud, Cure/Inflict Moderate Wounds for fast self-healing, Mighty Turning and Seek Eternal Rest to bomb any undead quest
Level 5 - Warpriest Core 2 for Damage Reduction 5 (underrated at this point of the game)
Level 6 - at 4 Bonus Imbue Dice
Level 7 or 8 - Sacred Fist Whirlwind Strike, possibly obtained Primary Weapon for the rest of Heroic levels (Elemental Bloom, Nightforged Stilleto, Viktranium Handwraps)
Level 12 - Sacred Flame Empowerment, at 10 Bonus Imbue Dice
Level 15 - Incinerating Wave; +28 to +53 Melee Power depending on Weapon Type
Level 16 - 12 Bonus Imbue Dice
Once you start hitting level 5 and higher, more than half of your damage will be coming from your imbue, so items giving Radiance/Evil Spell Power have high importance. Once you hit level 12 (Sacred Flame Empowerment), a Quarterstaff with an expanded critical threat range can help (such as Elemental Bloom, Stave of the Seer, Theurgic Stave, etc). Because quarterstaves are flimsy weapons, it is worth keeping a couple others on hand, even if they are just randomly generated ones, or keep a set of handwraps as a backup (being they are immune to material damage). At level 15, your playstyle may change somewhat as Incinerating Wave can do a decent job of clearing packs of monsters for a few levels.