@ InnaBinder:
I've allowed early entry tricks and other cheese as a DM before, always told the players I'd happily use them on my NPC's too
But it's your Handbook, so here's my cheesefree build:
The Eldritch Elementarist
Race will only matter if your DM enforces XP-Penalty for multiclassing, be a Human or Illumian to ignore this roadbump.
Shugenja 3/ Warlock 1/ Shugenja +1/ Divine Oracle 2/ Paragnostic Apostle 2/ Sacred Exorcist 1/ Eldritch Disciple 10
Needs to:
Focus in any Element other than Air
be any good alignment
worship a chaotic deity
1 Feat -> Skillfocus: Knowledge(Religion) at ECL 1 or 3
invest some Skillpoints:
5 ranks: Knowledge(Arcana) before/at ECL 7
8 ranks: Knowledge(Religion) before/at ECL 5
10 ranks: Knowledge(the Planes) before/at ECL 9, 5 of them before/at ECL 7
choose at least 2 Divinations of any Level as Spells known before ECL 5
take Dismissal as a 4th Level Spell known at ECL 9
Gets:
Divine Spells as Shugenja 18, can learn spells from the Oracle Domain
Invocations(including Eldritch Blast) as Warlock 11
Turn Undead as Cleric 3
Lore aka Bardic Knowledge as Bard 4
2 "Knowledge is Power"
4 "Gifts of the Divine Patron", can choose any that don't require worship of a nongood or evil deity
Prescient sense(aka Evasion in any armor)
Light Armor Proficiency
I won't suggest Feats or Spells known, as those tend to vary between the 3 Elements from which you can choose.
Your tactics also depend largely on your selection of Feats, Invocations and Spells:
Earth: You can use Invocations to make up for the loss of mobility from banning Air. If you go for Melee, select Wild Frenzy.
Fire: You can use your EB for blasting, focus on Battlefield Control and Utility Spells. As you banned Water, Healing Blast might be good.
Water: I don't know what role you play in combat, just avoid choosing redundant spells/Invocations. Your main Offensive is your Eldritch Blast,
choose either Protective Aura to keep you save while blasting, or scare your enemies with Fearful Glare & Frightful Blast.
Afterthought:
Reserve Feats could be a good choice for some Shugenjabuilds(not mine, as Invocations are also usable at will).
Will look into that, first results:
Air:
Can try BFC with Hurricane Breath or
Aid PC-Archers/Hinder Ranged Attackers with Windguided Arrows respectively.
Earth:
Could fuel Touch of Distraction with Antipathy, but there has to be something better.
Magic Disruption also isn't worth taking Imprisonment
Fire:
Looks promising 9d6 Fiery Burst even rivals Warlock in damage + there is a good fire spell on each Level to take.
To bad it's the most likely resisted damagetype in the game....
Water:
Winter's Blast caps at 7d4, fueled by Greater Creeping Cold and there aren't many cold spells below 7th either.
Drowning Glance might be worth a second look.
All Shugenja can qualify for Summon Elemental with SNA V-IX, which are actually not bad to have as Spells known(if only 1 or 2 of them).
Perhaps Domainspells are a way to get more mileage out of Reservefeats?