Footsteps of the Divine, Persisted, gives us MAD, MAD speed.
Footsteps of the Divine can't be persisted, because the spell can be discharged and thus doesn't qualify for Persist Spell.
There's a pretty solid case to make for Footsteps of the Divine being persistable. There are 18 dischargable spells in Complete Champion, all of them have that on their statistics block, Footsteps doesn't. Also, you don't *discharge* the spell, but merely reduce it's duration to 1 round, and gain bonuses based on how many rounds are left. But that's gone with the errata...
Damn ;/ Even then, it's still a pretty solid spell if you Extend it with a high CL, thus offsetting the penalty of selecting an ability other than the ability of your deity. Or if you reflavor RKV as was suggested, you could just ditch Wee Jas and the level of seeker of misty isle, and have Fharlagn as your god. This grants you the Travel Domain, which you can then drop for the Travel Devotion feat as a cloistered cleric.
Turning attempts aren't that hard to get, via Nightsticks and multiple Extra Turnings. The main thing about this build is, each time you jump over an opponent (requiring 10ft high jump for a medim opponent), you gain a full attack. The higher we get our land speed, the more jumping and the more attacking. Continuous item of Expeditious Retreat, other stuff that adds land speed, etc...
How can we get this to work?