so 4 levels of would look like
H cleric 1 human paragon 3
1:divine metamagic:persist
H: extend
HP2:persist spell:
3: occular spell
with the elite array(15-14-13-12-10-8 I think) you could put a 15 in wisdom as well as your plus 1 from levels then hp gives you a plus 2 to get a 16 in cha (+4 more because you can cast eagles splendor) then you can persist one spell a day. if you can get a night stick and a Rec. holy symbol from MIC you have 3(base)+5(cha)+4(nightstick)+2(symbol) that is 2 spells which you can persist. I am not sure what those two would be but you can choose any cleric spell that isnt personal in range.
OTHER OPTIONS:
Hexblade for penalties to opponents save
artificer for cheap items and infusions to make your weapons bane to whoever you want.
shapely females for nightly entertainment.
DFA for entanglement: give flasks of oil for good damage.
expert with craft alchemy, poison, alcohol(ism) to get lots of money and free poisons.
samething as above but with magecrafter
savage species ghost for unlimited telekinetics .
Daelkyr 3/ something for access to
Daelkyr Operation: At 3rd level the Daelkyr learns how to perform questionable chirurgies which involve an assortment of knives, saws, chunks of flesh and lots of blood. Each one takes 8 hours and grants one of the following
Claws: two of the subject's hands become claws dealing 1d6+Str mod, which can still be used for fine manipulation. If the subject already had claws they now deal damage as if they were one size category bigger.
Sharp Extremes: the subject gains either a gore or bite attack dealing 1d8+ 1/2 Str mod. If the subject already had one of those, it now deals damage as if they were one size category bigger.
Fast: The subject's movement speeds increase by 10 feet.
Scaly Skin: The subject's Natural armor increases by 2.
Superior: one of the subject's ability scores increases by 1.
Sharp Nose: the subject gains the Scent standard ability.
Skillful: the subject gains a +4 bonus on all checks with a single skill chosen at the moment of the operation.
Plastic Chirurgy: the subject gains a +10 bonus on disguise checks to pass as a specifific creature chosen at the time of the operation. Alternatively, the subject gains a +20 bonus on disguise checks to prevent others from figuring out its own identity.
Whatever the choice, the subject of the operation has its max HP permanently reduced by 1 HP per 2 HD of the subject itself(minimum 1). Diferent operations stack, but so do the max HP reductions. The Daelkyr can "reverse" operations with another 8 hours of work.
Alternatively, the Daelkyr may operate the subject for just minor cosmetic changes like skin color change, hair implants and removing signs. Those don't provide any mechanical bonus but neither do they reduce the subject's HP.
The Daelkyr cannot operate itself.
Also for the record there are 2 versions of persist spell. The one from Forgotten Realms setting is only a +4 which through me off.