As promised here is the more detailed reply.
Some general tips- The number of turn attempts you have increases if your charisma increases even temporarily. A simple Eagle's Splendor before you start persisting your spells can make a difference.
- The way Persistent Spell interacts with Extend Spell is curious. Multiple times in the FAQ, Wizards have stated that when applying multiple effects, you should stack it in a way that is most beneficial to the creature using the effect. This means that a spell that is both extended and persisted lasts 48 hours. Nice to know considering that you have the extend spell feat AND the rods of extend are so cheap! Some DMs consider this too powerful, so it may be worth it confirming what yours thinks.
- Check out if your DM is OK with the item Nightstick from Libris Mortus. It's an item that gives you 4 more turning attempts (each). Again, possibly overpowered at later levels.
Levels 1-2The earliest of levels are pretty random. Having your high constitution is useful, hopefully avoiding accidentally dying to a random critical from a critter.
Healing is actually useful here before you can afford healing items. Still, as with all levels, in-combat healing is usually a bad idea. Kill the opponents faster so you have to heal less.
Levels 3-4Oh hey, your main ability comes online. You have a nice offensive option at this level - Cloud of Knives from PHB2. A free ranged attack ALL DAY is pretty nice. Using your caster level + wisdom to hit makes it pretty nice, no need to worry about Dex.
In addition, at this level you get the spell Close Wounds [SpC] that allows you to heal at range as an Immediate action, so you can lay down the pain while still having the option to heal if it's urgently needed. Optimal use of actions is nice.
Levels 5-6Take another Extra Turning feat at level 6, a reliquary holy symbol from Magic Item Compendium, and remember to cast Eagle's Splendor to boost you to 2 persistent spells (4 with a lesser rod of extend!)
Here here you surge ahead in power, there are so many great level 3 spells to persist!
Ice Axe [SpC] - 2d12+5/6 TOUCH attack that still allows you to keep a hand free for a shield!? You can make the Axe disappear if you need the hand for something else too.
Darkfire [SpC] - Similar to Ice Axe. Starts off dealing less damage, but can be used at range. Nice to have the option to switch to this if your DM starts sending creatures with resistance to cold against you.
Mass Lesser Vigor [SpC] - Give your whole party fast healing 1 all day. Completely removes the need for out of combat healing. Also, auto-stabilizes anyone who gets put into the negatives. In case of long combats, even the 1 point per turn can add up. Very useful spell to persist.
Channeled Divine Shield [PHB2] - The "drawback" of taking two rounds to cast for the optimal effect is kind of a joke if it's lasting all day. Remember, 10/Evil can only be overcome by evil aligned WEAPONS, the alignment of the creature using the weapon is irrelevant. Not too many aligned weapons in the early game.
Divine Retaliation [PHB2] - Not sure if this spell will work for you as you do not have a deity listed, but it can be pretty nice. More free attacks are good, right?
Prayer - Your party gets a +1 bonus to nearly everything
Ring of Blades - You probably don't want to use this, you may need to walk near an ally, but the image of doing this is amusing to me.
Summary:Combining Divine Shield + Mass Lesser Vigor + judicious Close Wounds makes you exceedingly difficult to bring down in combat while you keep wailing on your opponents with touch attacks from a weapon of choice.
Levels 7-8Your power grows rapidly, turning you into a combat monster.
Divine Power - Oh look, full BAB (more attacks) and +6 Strength all day.
Holy Transformation [SpC]- Nice fly speed, nice boosts to Str/Con/Saves.
Infernal Transformation [SpC]- Replaces the fly speed with a free attack on a full attack. Nothing stopping you from using both transformations together either.
Consumptive Field [SpC]- This spell is really really evil, but oh so powerful when persisted. Go out and kill some chickens/squirrels, and watch your Strength reach ungoldy numbers and your caster level soar. May make your DM Sad....
SummaryHigh Maneuverability + Full BAB + Your choice of wonderful options from the previous 2 levels. You may need to invest in a normal rod of Extend Spell though.
Levels 9-10More numerical bonuses. Hopefully you have at least one nightstick so you can get a third persistent spell more easily.
Righteous Might - More reach, more STR, more CON. Nice how these bonuses stack with pretty much everything.
Righteous Wrath of The Faithful [SpC] - Remember, you are your own ally. Free attacks for everyone all day and more bonuses to hit/damage
SummaryYou win slightly harder.
Will cross reference my high level build later and check books. This should last you most of the campaign