This character is about all about utility and versatility. Any sorcerer/wizard spell is only minutes away at most. Think about that for a moment. Any book you have access to is ripe for the plunder. Sure, you gain access to some nifty divine spells, but let's not be greedy.
9th level casting comes online at 18th level (Sha'ir known spells are a level behind). See below for more details.
Human female, Neutral alignment. 32 point attributes. Advance Charisma every 4 levels. Base attributes at 1st level below.
Str: 8 Dex: 12 Con: 12 Int: 14 Wis: 10 Cha: 18
Sources: PHB, DMG, Complete Arcane, Complete Divine, Dragon Compendium, DMG2, ToM, Sandstorm.
Huriyah
{table=head]
Level|
Class|
Base Attack Bonus|
Fort Save|
Ref Save|
Will Save|
Skills|
Feats|
Class Features
1st|Sha'ir 1|
+0
|
+0
|
+0
|
+2
|Bluff: +2, Concentration: +2, Diplomacy: +4, Know Arcana: + 4, Know Nature: +4, Sense Motive: +2, Spellcraft: +2, Use Magic Device: +2|Apprentice (Spellcaster), Versatile Spellcaster|Summon Gen Familiar
2nd|Sha'ir 2|
+1
|
+0
|
+0
|
+3
|Bluff: +3, Concentration: +2, Diplomacy: +5, Know Arcana: +5, Know Nature: +5, Sense Motive: +3, Spellcraft: +2, Use Magic Device: +2|-|-
3rd|Shadowcaster 1|
+1
|
+2
|
+0
|
+5
|Bluff: +3, Concentration: +2, Diplomacy: +5, Know Arcana: +6, Know Nature: +6, Sense Motive: +3, Spellcraft: +5, Use Magic Device: +2|Heighten Spell|Fundamentals of Shadow, Apprentice Mysteries
4th|Geomancer 1|
+1
|
+4
|
+0
|
+7
|Bluff: +4 CC, Concentration: +2, Diplomacy: +7, Know Arcana: +6, Know Nature: +6, Sense Motive: +3, Spellcraft: +7, Use Magic Device: +3|-|Drift 1, Spell Versatility 0
5th|Geomancer 2|
+2
|
+5
|
+0
|
+8
|Bluff: +5 CC, Concentration: +2, Diplomacy: +8, Know Arcana: +6, Know Nature: +6, Sense Motive: +4 CC, Spellcraft: +8, Use Magic Device: +4|-|Drift 1, Spell Versatility 1, Ley Lines +1
6th|Geomancer 3|
+3
|
+5
|
+1
|
+8
|Bluff: +5, Concentration: +5, Diplomacy: +9, Know Arcana: +6, Know Nature: +6, Sense Motive: +5 CC, Spellcraft: +9, Use Magic Device: +4|Arcane Preperation|Drift 2, Spell Versatility 2
7th|Noctumancer 1|
+3
|
+7
|
+1
|
+10
|Bluff: +5, Concentration: +6, Diplomacy: +10 CC, Know Arcana: +6, Know Nature: +6, Know Planes: +1, Sense Motive: +5, Spellcraft: +10, Use Magic Device: +4|-|Capture Magic's Shadow
8th|Geomancer 4|
+4
|
+8
|
+1
|
+11
|Bluff: +5, Concentration: +8, Diplomacy: +11, Know Arcana: +6, Know Local +1 CC, Know Nature: +6, Know Planes: +1, Sense Motive: +5, Spellcraft: +11, Use Magic Device: +5|-|Drift 2, Spell Versatility 3
9th|Geomancer 5|
+4
|
+8
|
+1
|
+11
|Bluff: +5, Concentration: +10, Diplomacy: +12, Know Arcana: +6, Know Local +2 CC, Know Nature: +6, Know Planes: +1, Sense Motive: +5, Spellcraft: +12, Use Magic Device: +6|Still Mystery|Drift 3, Spell Versatility 4
10th|Geomancer 6|
+5
|
+9
|
+2
|
+12
|Bluff: +5, Concentration: +12, Diplomacy: +13, Know Arcana: +6, Know Local +3 CC, Know Nature: +6, Know Planes: +1, Sense Motive: +5, Spellcraft: +13, Use Magic Device: +7|-|Drift 3, Spell Versatility 5, Ley Lines +2
11th|Noctumancer 2|
+6
|
+10
|
+2
|
+13
|Bluff: +5, Concentration: +14, Diplomacy: +14 CC, Know Arcana: +6, Know Local +3, Know Nature: +6, Know Planes: +1, Sense Motive: +5, Spellcraft: +14, Use Magic Device: +7|-|Innate Counterspell 1/day
12th|Geomancer 7|
+7
|
+10
|
+2
|
+13
|Bluff: +5, Concentration: +15, Diplomacy: +15, Know Arcana: +6, Know Local +4 CC, Know Nature: +6, Know Planes: +1, Sense Motive: +5, Spellcraft: +15, Use Magic Device: +9|Shadow Familiar|Drift 4, Spell Versatility 6
13th|Noctumancer 3|
+7
|
+10
|
+3
|
+13
|Bluff: +5, Concentration: +16, Diplomacy: +16 CC, Know Arcana: +6, Know Local +4, Know Nature: +6, Know Planes: +1, Sense Motive: +5, Spellcraft: +16, Use Magic Device: +10|-|-
14th|Geomancer 8|
+8
|
+11
|
+3
|
+14
|Bluff: +5, Concentration: +17, Diplomacy: +17, Know Arcana: +6, Know Local +5 CC, Know Nature: +6, Know Planes: +1, Sense Motive: +5, Spellcraft: +17, Use Magic Device: +12|-|Drift 4, Spell Versatility 7
15th|Noctumancer 4|
+9
|
+12
|
+3
|
+15
|Bluff: +5, Concentration: +18, Diplomacy: +18 CC, Know Arcana: +6, Know Local +5, Know Nature: +6, Know Planes: +1, Sense Motive: +5, Spellcraft: +18, Use Magic Device: +13|Priest of the Waste|-
16th|Geomancer 9|
+9
|
+12
|
+4
|
+15
|Bluff: +5, Concentration: +19, Diplomacy: +19, Know Arcana: +6, Know Local +5, Know Nature: +6, Know Planes: +1, Sense Motive: +5, Spellcraft: +19, Use Magic Device: +17|-|Drift 5, Spell Versatility 8
17th|Noctumancer 5|
+9
|
+12
|
+4
|
+15
|Bluff: +5, Concentration: +20, Diplomacy: +20 CC, Know Arcana: +6, Know Local +5, Know Nature: +6, Know Planes: +1, Sense Motive: +5, Spellcraft: +20, Use Magic Device: +18|-|Innate Counterspell 2/day
18th|Geomancer 10|
+10
|
+13
|
+4
|
+16
|Bluff: +5, Concentration: +21, Diplomacy: +21, Know Arcana: +7, Know Local +5, Know Nature: +6, Know Planes: +1, Sense Motive: +5, Spellcraft: +21, Use Magic Device: +21|Drift Magic|Drift 5, Spell Versatility 9, Ley Lines +3
19th|Noctumancer 6|
+11
|
+14
|
+5
|
+17
|Bluff: +5, Concentration: +22, Diplomacy: +22 CC, Know Arcana: +7, Know Local +5, Know Nature: +6, Know Planes: +1, Sense Motive: +5, Spellcraft: +22, Use Magic Device: +22|-|Eldritch Disruption, Initiate Mysteries.
20th|Noctumancer 7|
+11
|
+14
|
+5
|
+17
|Bluff: +5, Concentration: +23, Diplomacy: +23 CC, Know Arcana: +7, Know Local +5, Know Nature: +6, Know Planes: +1, Sense Motive: +5, Spellcraft: +23, Use Magic Device: +23|-|Innate Counterspell (Retain Power)[/table]
Sha'ir Spells Known
{table=head]
Level|
0lvl|
1st|
2nd|
3rd|
4th|
5th|
6th|
7th|
8th|
9th
1st|5|4|-|-|-|-|-|-|-|-
2nd|6|4|-|-|-|-|-|-|-|-
3rd|6|4|-|-|-|-|-|-|-|-
4th|6|5|-|-|-|-|-|-|-|-
5th|7|5|2|-|-|-|-|-|-|-
6th|7|6|3|-|-|-|-|-|-|-
7th|8|6|3|2|-|-|-|-|-|-
8th|8|7|4|3|-|-|-|-|-|-
9th|9|7|4|3|2|-|-|-|-|-
10th|9|8|5|4|3|-|-|-|-|-
11th|9|8|5|4|3|2|-|-|-|-
12th|9|9|6|5|4|3|-|-|-|-
13th|9|9|6|5|4|3|2|-|-|-
14th|9|10|7|6|5|4|3|-|-|-
15th|9|10|7|6|5|4|3|2|-|-
16th|9|10|8|7|6|5|4|3|-|-
17th|9|10|8|7|6|5|4|3|2|-
18th|9|10|9|8|7|6|5|4|3|-
19th|9|10|9|8|7|6|5|4|3|2
20th|9|10|9|9|8|7|6|5|4|3[/table]
Mysteries Known
{table=head]
Level|
0lvl|
1st|
2nd|
3rd|
4th|
5th|
6th|
7th|
8th|
9th
1st|-|-|-|-|-|-|-|-|-|-
2nd|-|-|-|-|-|-|-|-|-|-
3rd|3|1|-|-|-|-|-|-|-|-
4th|3|1|-|-|-|-|-|-|-|-
5th|3|1|-|-|-|-|-|-|-|-
6th|3|1|-|-|-|-|-|-|-|-
7th|3|2|-|-|-|-|-|-|-|-
8th|3|2|-|-|-|-|-|-|-|-
9th|3|2|-|-|-|-|-|-|-|-
10th|3|2|-|-|-|-|-|-|-|-
11th|3|2|1|-|-|-|-|-|-|-
12th|3|2|1|-|-|-|-|-|-|-
13th|4|2|2|-|-|-|-|-|-|-
14th|4|2|2|-|-|-|-|-|-|-
15th|4|2|2|1|-|-|-|-|-|-
16th|4|2|2|1|-|-|-|-|-|-
17th|4|2|2|2|-|-|-|-|-|-
18th|4|2|2|2|-|-|-|-|-|-
19th|4|2|2|2|1|-|-|-|-|-
20th|5|2|2|2|2|-|-|-|-|-[/table]
Skills:
Spoiler
Show
Only base ranks are included in the table above. 2 bonus ranks are gained from the apprentice feat. Totals assume no major increase to intelligence. Cross class ranks are noted at level of purchase.
Diplomacy: Most important skill. Required for spell retrieval. Attempt to gain synergy bonuses if you can as well as anything else to boost these checks, as your spellcasting depends on it. Incedentally, raising diplomacy ridiculously high allows this character to be the party face.
Concentration, Knowledges, Spellcraft: Spellcasters are expected to put ranks into these skills.
Use Magic Device: Just because. It's not like this character needs to invest in weapons and armor, so they may as well collect magical trinkets in order to exploit them. Or for her Familiar to exploit...
Other skills: Just utility stuff. No real focus here.
Feats:
Spoiler
Show
DMG 2: Apprentice (Spellcaster). Grant Knowledge Nature and UMD as class skills. Grants an extra Sha'ir spell known, improves the ability to replace known spells. Also grants the ability to spontaneously cast a known divine spell (by sacrificing a successfully retrieved spell, or a spell prepared via other means). Other benefits as level increases, but the quasi-leadership component of Mentor is not the focus of this build. Can grant the ability to spontaneously cast Miracle at level 19, which is simply awesome longevity for a 1st level feat.
Races of the Dragon: Versatile Spellcaster. Grant the ability to cast known spells at a premium cost, by sacrificing lower level spells. Can be used in conjunction with Heighten Spell to qualify for Geomancer.
Complete Arcane: Arcane Preperation. Can prepare known spells ahead of time instead of waiting for Gen Familliar to retrieve them. Spells prepared this way do not dissipate and remain in the relevant spell slot until cast.
ToM: Still Mystery. Removes somatic component from mysteries.
ToM: Shadow Familliar: Upgrades Gen Familiar with Dark Creature template. Familiar benefits are now determined according to levels in shadowcasting and arcane classes (Character level, in this case). A Fire Gen benefits the most from the cold resistance of this template.
Sandstorm: Priest of the Waste. Qualifies due to Sha'ir domain access. Grants a number of 'spontaneous' utility and survival spells, granted by sacrificing prepared spells.
Sandstorm: Drift Magic: Further increases CL of certain spells in desert/waste terrain...Can forge a link to the waste by carrying a jar of sand and expending a move action. Whether this is sufficient to trigger Ley Lines is worth debating with your DM about.