Self-Interested Preface: I'd never made a cleric before this build, but the Asmodean Advocate from the Dirty Tactics Toolbox got me interested enough to put something together and I like this character a ton. The Asmodean Advocate can use its Profession (Barrister) skill for Diplomacy and Bluff and gets level-based bonuses as well as uses its WIS to determine the modifier. This build has the human trait of being able to adjust attitudes by three steps, potentially bringing a creature from Hostile to Indifferent with a single high check (see Influence Attitude), and the Signature Skill for professions allows a "Roll twice and take the better result" from level 10 forward FOREVER (see Profession Unchained). Fool's Privilege, from the Innuendo domain, allows an additional retry on a failure. This makes this character an incredible party face, but its most effective direct use probably comes from the the channel focus Authoritative Vestments (scroll to underneath the main character build for a full description of it and several other channel foci).
Variant Channeling could be a good idea- some of them are very strong. Unfortunately, Asmodeus' domains are Evil, Fire, Law, Magic, and Trickery, which, in order: does not have a variant, sacrifices half damage to set affected creatures on fire, sacrifices half damage to put creatures in a zone of truth, sacrifices half damage to add a concentration check equal to the channel DC + spell level, and sacrifices half damage to penalize creatures' Perception and Sense Motive. Of those, the concentration check is the only variant worth getting, and even there it's probably a waste of a standard action. This character's only built to get four channels a day anyway, and they're better off used on Channel Foci.
Aside from the social stuff, this character is built as a medium-armor caster cleric, with high WIS and standard-action evil-summoning feats. The character gets Toughness at level 7, the obligatory and amazing Divine Interference feat at level 11 and Diehard at 19 (these can easily be swapped out for more aggressive metamagic feats, but this character's a little squishy without em). It's one of the only builds I've made or seen where it felt appropriate to get Fast Learner, a human racial feat that lets a character take two favored class bonuses each level, which, of course, stacks with Toughness to make up for the d8 cleric hit die and its 12 CON.
The final character feature worth mentioning is its figment-archetype snake familiar, which upgrades to a figment-archetype Imp Consular familiar at level 8. It's meant to stay invisible, improved action economy through wand use (which is why this character starts buying ranks in Use Magic Device), and use the evolution points it gains from being a figment to improve its versatility as needed. The familiar's by-level stats are underneath the build.
Roleplayways I'd probly play this character as a master negotiator who is kind of a dick and requests contracts about everything, using tricks to activate Verify as often as possible. Stuff like getting enemies to verbally commit to metaphorical and hyperbolic statements pre- or mid- combat would work; it'd be a free-action untyped saving throw decrease for clever people. It'd be pretty cheap to get armor glamered to be a suit, and the imp would always be sitting on the character's shoulder, invisibly, holding a pen and scroll so the character could snap their fingers to 'summon' it.
Regardless, this character was real fun to make and seems really neat to play. I've never really been into clerics, but if I wanted to play one, this would absolutely be the one I wanted to play. It's a "deal with the devil"-style caster summoner cleric who happens to be one of the best party faces possible.
Activating a focus is identical to channeling energy, but instead of directing the power outward, the cleric (or other appropriate character) directs it into the focus, expending one use of channel energy. This triggers the item’s ability; the channel does not have any of its normal effects (for example, a cleric channeling positive energy through her focus would not heal living creatures or harm undead in the area). The cleric must wear or hold the focus, as appropriate. She can still use channel energy in the normal way, even while wearing or holding a channel focus. An activated channel focus radiates faint conjuration (positive energy) or necromancy magic (negative energy). An unactivated focus is completely nonmagical — it is a channel for the magical positive or negative energy, but has no magic of its own.