So i decided to go back to the drawing board and really dig in to some minmaxing research, and I think i might have come up with something rather clever. I wrote it all up in an email to a friend of mine, which, to save typing time, i am just going to copypasta here:
"So I've been doing some research in to the illumian mystic theurge, and I think I have come up with something even better than what i described to you over the phone and emailed you about. Here it goes-
Race- Star Elf (Forgotten Realms: Unapproachable East)- I know it isn't illumian, but it is better than illumian for a very similar but stronger type of character.
You will need the highest charisma score you can possibly get- starting with an 18 is best. INT should be your second highest score, with WIS not far behind. The rest of your scores should be relatively balanced. If anything is a dump stat, it is probably Dex, or Str, if you end up taking weapon finesse at some point. The minimum INT you can have to pull off the skills you need is a 14. Hopefully Stretch will let us point buy instead of roll for our stats this time.
You will certainly get other feats beyond the ones I mention, but the ones I specifically mention are required for the build.
First Level- Ranger. It gives a good number of starting hit points, enough skill points to pull off the schtick, and a starting base attack bonus of +1. Take Endurance as your feat. You have 32 skill points. Put four in to hide, four in to move silently, four in to knowledge nature, four in to survival, eight in to knowledge arcana, and eight in to knowledge religion. Arcana and Religion are cross-class.
Second level- Favored Soul (complete divine). This class is basically a cleric that casts spells off of charisma instead of wisdom. You have four skill points. Put one in to knowledge arcana, one in to survival, and two in to knowledge religion. Survival and religion are cross class. Your BAB is still 1.
Third level- Warmage (complete arcane). This is the class I made 'famous' in marsh's campaign with the fire and the burnination and the oy gevalt. You have four skill points. Again, put one in to knowledge arcana, one in to survival, and two in to knowledge religion. Take 'Versatile Spellcaster' (Races of the Dragon) as your feat. Your BAB is still 1.
You now take four levels of Mystic Theurge to get yourself up to a Base Attack Bonus of +3 (the fourth level of theurge gives you +2, giving you a total of +3). As to skills, you will have a total of 16 skill points to spend over those four levels. Over those 4 levels, put 6 points in to survival, two in to move silently, two in to hide, and two in to knowledge nature. All are cross class. Put two in to knowledge arcana. Spend the other two as you see fit.
Eighth level- "Wildrunner" prestige class (races of the wild). This is the reason for the bizarre skill and feat choices so far. This level of prestige class doesn't advance your spells, but it is crucial because it gives you the druid ability 'trackless step' which will be necessary next level. You have seven skill points. Put three in to knowledge nature. Use the other four as you wish. This class will also give you another +1 to BAB, which means you have fulfilled all of the requirements for:
For your ninth through nineteenth, you take the prestige class "Arcane Hierophant" (Races of the Wild). This is where it gets fun. All of the bizarre skill and class choices leading up to this point have been so you can take this prestige class. Like Mystic theurge, you keep leveling your warmage and favored soul spell levels each time you level, but you have the added bonus of a d6 hit die, the ability to wear medium armor instead of light armor with no chance of arcane spell failure, and as you progress, you can start channeling touch spells through your familiar. The only downside is that you miss a level of spells with the wildrunner level, so you will have to wait until level 19 instead of level 18 to cast ninth level spells.
If you get to 20, just take another level of mystic theurge.
What does all of this mean? Well, it means that you will be uber versatile. Favored soul gives the full cleric spell list, and you will get the full damage dealing goodness of the warmage spell list. You will also have a significantly higher AC and hit points than the average spell caster, and you will have the skills (eventually) and the CHA to act as an effective 'party face.' Note that if you ever find yourself in a campaign that doesn't have a primary magic user, all of the warmage stuff is pretty much interchangeable with straight sorcerer."
What do yall think?