Too much time on my hands...I almost got to Level 20 with a +0 Bab but I messed up at the final level and added a second level of "Master of Shrouds". Incredible will save though...
Mad As A Hatter:M Human
Rogue 1
Bard 1
Druid 1
Sorcerer 1
Wizard 1
Cleric 1
Dragon Disciple1
Harper Scout 1
Divine Seeker1
Virtuoso 1
Watch Detective 1
Contemplative 1
Mage of the Arcane Order 1
Guild Thief 1
Red Wizard 1
Shadow Adept 1
Fatespinner 1
Elemental Savant 1
Mindbender 1
Master of Shrouds 2;
Size:M; hp 81; Init +0; Spd Walk 30'ft.; AC 11; Atk = +2 melee, +2 ranged; SA:Sneak Attack +2d6 (2),Bardic music 2/day (2),Bardic knowledge (+7),Nature Sense,Animal Companion,Summon Familiar (2),+1 Natural Armor,Hit Die Increase (d6),Harper Knowledge,Favored Enemy(Red Wizards),Sanctuary,Thwart Glyph,Virtuoso Performance (Sustaining Song),City watch training,Divine Health,Spell Pool Level 1 access,Enhanced Specialization,Specialist Defense +1,Spin fate (Ex),Elemental Transition (Resistance 5 to chosen element),Immune to magical sleep effects,Telepathy (Su),Spontaneous casting,Rebuke Undead 11/day; AL:CN; SV Fort +12, Ref +8, Will +41; Str 10, Dex 10, Con 10, Int 23, Wis 11, Cha 11. Height 0' 0", weight 0 lbs
Skills and Feats:Alchemy +11, Animal Empathy +5, Bluff +7, Concentration +14, Diplomacy +14, Disguise +5, Gather Information +9, Hide +14, Innuendo +9, Intimidate +15, Intuit Direction +5, Knowledge (Arcana) +14, Knowledge (Local) +10, Knowledge (Nature) +9, Knowledge (Religion) +19, Knowledge (The Planes) +14, Move Silently +12, Perform +13, Profession (Astrologer) +1, Profession (Herbalist) +6, Scry +14, Search +23, Sense Motive +11, Spellcraft +19, Spot +9, Wilderness Lore +2, Alertness,Armor Proficiency (Heavy) (1x),Armor Proficiency (Light) (1x),Armor Proficiency (Medium) (1x),Cooperative Spell,Energy Substitution (fire), Extra Turning (2x),Insidious Magic,Iron Will,Leadership,Martial Weapon Proficiency,Pernicious Magic,Scribe Scroll,Shield Proficiency,Silent Spell,Simple Weapon Proficiency,Tattoo Focus,Tenacious Magic,Track
Deity Dalt Domains:Trickery,Protection Granted Powers:Bluff, Disguise and Hide are class skills.,You can generate a protective ward, a spell-like ability to grant someone you touch a resistance bonus on their next saving throw equal to your level. It's an abjuration effect that lasts one hour, once per day.
Spells Castable/Known
Druid (0:3/0 1:1/0 2:0/0 3:0/0 4:0/0 5:0/0 6:0/0 7:0/0 8:0/0 9:0/0)
Wizard (0:4/0 1:6/0 2:5/0 3:4/0 4:3/0 5:0/0 6:0/0 7:0/0 8:0/0 9:0/0)
Cleric (0:4/0 1:2+1/0 2:0/0 3:0/0 4:0/0 5:0/0 6:0/0 7:0/0 8:0/0 9:0/0)