Name: Ray Hunter
Race: UurKrau Illumian (+2 CL up to HD, +2 Dex checks/skill check including Init, Able to use Dex instead of Cha for bonus spells)
Classes(Base) in no order: Rogue 1, Scout 3, Sorceror 4
Classes(Prestige) in no order: Argent Savant 2, Mindbender 1, Spellswarp Sniper 5, Unseen Seer 4
Throw Together:
[spoiler]
Level Class level Class features Feats Skill ranks for prereqs
1 Rogue 1 Sneak Attack +1d6, Trapfinding Darkstalker Bluff 4, Diplomacy 4, Intimidate 4, Sense Motive 4, Hide 4, Search 4, Spot 4
2 Scout 1 Skirmish +1d6, Trapfinding Hide 5, Search 5, Spot 5
3 Scout 2 Battle Fortitude+1, Uncanny Dodge Point Blank Shot Hide 6, Search 6, Spot 6, Spellcraft 3
4 Scout 3 Fast Movement+10 ft, Skirmish+1d6/+1AC, Trackless Step Hide 7, Search 7, Spot 7
5 Sorcerer 1 Metamagic Specialist ACF Spellcraft 4
6 Sorcerer 2 Practiced Spellcaster(Sorcerer) Hide 8
7 Sorcerer 3 Search 8
8 Sorcerer 4 Spot 8
9 Unseen Seer 1 Skirmish +2d6/+1AC Improved Skirmish
10 Unseen Seer 2: Advanced Learning: Hunter's Eye(Ranger 2), Silent Spell(B)
11 Unseen Seer 3: Divination Spell Power+1
12 Mindbender 1: Telepathy Mindsight
13 Unseen Seer 4: Skirmish +3d6/+1AC
14 Spellwarp Sniper 1 Spellwarp
15 Spellwarp Sniper 2 Sudden Raystrike +1d6 Craven
16 Spellwarp Sniper 3 Precise Shot(B)
17 Spellwarp Sniper 4 Sudden Raystrike+2d6
18 Spellwarp Sniper 5 Ray Mastery Split Ray
19 Argent Savant 1 Force Specialization
20 Argent Savant 2 Force Armor
15th level Sorceror Casting (Need only 17 Cha thanks to UurKrau. Start with 12/14 Cha and work your way to a +4/+6 enhancement item.)
Non-Divination CL(no items): 15-1(Unseen Seer)+2(Krau sigil)+4(Practiced Spellcaster)=CL 20
Divination CL(no items): 15+2(Krau sigil)+4(Practiced Spellcaster)=CL 20(capped at HD)+1(Unseen Seer)=CL 21
Key spells: Wings of Flurry(to Spellwarp) CL 20 = 20d6 Force damage Ray at 30 ft when Spellwarped (use Split ray for two)
Hunter's Eye CL21 = +7d6 Sneak Attack
Greater Invisibility(Just because)
Damage(no equipment):
Casting Split Ray Wings of Flurry on a flat-footed opponent after moving 20 ft: 2 X ( 20d6+20 base damage(including Argent Savant's Force Specialization) +8d6+20 Sneak Attack +5d6 Skirmish +2d6 Sudden raystrike ) = 70d6+80 (Avg of 325 Force Damage w/ No Save)
One Shot damage(Sub Maximize for Split Ray): 35 X 6 +40 = 250 damage
Stealth:
Greater Invisibility w/Darkstalker and Mindsight--only defeated by See Invisibility/True Seeing, can find any target in range with an intelligence score. Can use normal Hide/Move Silently as a backup (buy a Skin(?) of Umbral Metamorphosis from ToM for Hide in Plain Sight).
Bonus:
+3 Initiative from Uur sigil and Scout's Battle Fortitude, plus UurKrau making bonus spells based on Dex = Good Initiative as well as good attack bonus.[/spoiler]
I know it's less convoluted to only use Sneak Attack, but managed to pull 5 Skirmish dice w/o affecting caster level of the main spells. The Uncanny Dodge from Scout 2 is also very useful.
Metamagic specialist allows you to move and still use Metamagic once/twice a day, which is enough for a thought exercise.