I looked through the min-max forum to see if there was already a thread on an Initiate of Mystra-based build. There was one, but the other guy was doing something significantly different from me, so I'm starting a new thread.
So...I'm already playing in a campaign with a currently 6th level Uldra (LA +1) Cleric of Mystra:
Str 12 Dex 8 Con 16 Int 14 Wis 18 (+2 from periapt of wis for 20) Cha 16
(Yes, we had a very high starting point buy.)
Flaw - Vulnerable (AC -1)
Reach Spell (CD p84; flaw)
Divine Metamagic (CD p80; level 1)
Zen Archery (CW p106; level 3)
Initiate of Mystra (PGtF p81; lvl 6)
So far I've just taken cleric levels, and originally I was just going to take a single level of Contemplative at 11th, but then I started doing some more websurfing about Initiate of Mystra and came across some references about how it can be a very powerful build.
Here's how I'm playing my build so far:
My build is mainly for utility in the party. It's average at healing, average at buffing, and average at debuffing and battlefield control, but does well enough to make fights less difficult than they otherwise might be. I generally memorize Web and Glitterdust (using a spellbook and Anyspell), have Lesser Vigor and two pearls of power to retain it twice, and use Bewildering Substitution to good effect as well.
Here are things I'm considering:
1) Divine Disciple (PGtF p51) in another couple of levels for full progression, as I'll just be able to cast 4th level spells next level. The idea of later being able to polymorph into a Planetar as per the Cheater of Mystra build sounds cool. Also, grab the Spell domain at DiD level 4. Might seem redundant with Initiate of Mystra, but having access to Limited Wish is incredibly awesome.
2) I'm possibly considering a Contemplative (CD p30) one-level dip for another bonus domain, then swapping it out with Heretic of the Faith (Power of Faerun p46). Suggestions on a good domain to get?
3) I'm also possibly considering a one-level dip in Swift Wing (Dragon Magic p50) only because the Dragon domain looks fairly useful at higher levels. Greater Magic Fang (our party has a monk), true seeing, stoneskin, dragon ally, mass suggestion and dominate monster all look worth the loss of a single caster level, but only a few levels down the road. As it is, this build is suffering from not enough spells to generally go the distance, averaging about 2-3 combats between rests.
4) I'm not really interested in the Dweomerkeeper prc. I haven't done a lot with DMM other than reach (for more effective in-combat healing, mainly). Plus, changing some of my spells to SU abilities seems to benefit only situationally. The only thing that MIGHT be worth it is getting limited wish as a SU ability, but at higher levels, spending 300 xp isn't going to be a big concern.
All WotC-legal sources including web enhancements but except for LA buyoff in UA are allowed in this campaign. As far as that goes, losing a caster level to LA was worth it for darkvision 120' alone, even though my cleric is limited to a speed of 20'. (She's wearing mithril breastplate +1 with the easy travel enhancement, so fortunately her armor won't slow her down even more.) Also, in this campaign, the PCs are members of a guild where we can, for instance, pay for a psion to use Psychic Reformation to alter character choices, in case you'd care to suggest changes to make my build more effective.
The party currently consists of:
Uldra cleric of Mystra-6 (me)
Human psion egoist-7, going for a gish build with Metamorphosis and Metamorphic Transfer (also me; each player has 2 chars)
Duskblade-7 (swift invis, nice occasional bonus damage from shocking grasp, etc.)
Spellthief -7 (specializing in spiked chain and flanking from unusual angles)
Dragonborn lesser aasimar monk-7 (the only actual PC with decent damage output all of the time)
Druid shapeshifter (PH2 class variant; focusing on summoning cracked-out creatures with GREAT damage output but low AC)
Also, we rotate DMs every couple of months or so. The old DM's players go on vacation or something, and the current DM's players are brought into the game. Plus, we're allowed to "replace" characters in between adventures, meaning that there are new builds showing up in the party on a regular basis (altho I'm hoping that my cleric of mystra will be in it for the long haul!)
What I'm looking for are ways to increase my build's versatility without sacrificing too much in the way of caster levels or junk feats. (For example, not interested in Divine Oracle because of the Skill Focus Religion junk feat requirement.) More spells or other ways to regularly contribute to encounters (I've got an eternal wand of benign transposition, for instance) would be REALLY helpful. Extend/persist/DMM persist might be worth it later on, but please explain how that would be useful enough to burn 7 turns to DMM persist a spell. I currently only have 6 turns and I normally end up using at least three of those on reach-healing a party member who just got crit with 30ish points of damage in a single round. Oh, and other ways to enhance healing would also be helpful. (Just got a ring of mystic healing as treasure in the last combat, so that'll help.)
Suggestions?
Damon