A ray-focussed sorceror could be very effective.
Race:
I'd recommend human--the feats are very very helpful and any character concept can work with a human. However, an elf might also be a strong choice since you'd be able to use a longbow during your early levels.
Feats:
Since you're in Forgotten Realms, you should consider Spellcasting Prodigy. However, you might not want to take it since sorcerors are short on feats and a good many of your spells won't have saves anyway. All you'd get out of it would be a few spells per day.
Point Blank Shot: An obvious first level choice; your other feat should be either Spellcasting Prodigy or Precise Shot.
Precise Shot: Either a first level feat (if you don't pick spellcasting prodigy) or your third level feat.
Empower Spell: A very worthwhile 6th level feat. If you don't get it then, get it at 9th level. Empower works well on Ray of Enfeeblement, Scorching Ray, Enervation, etc.
Enlarge Spell: Usually this is not on anyone's short list but considering the low range of many ray spells, this is potentially quite useful to you. It wouldn't be a bad 6th level choice. (Then you'd be able to kick in with an enlarged scorching ray for long term engagements).
Spell Penetration: A good level 9 or 12 feat. Spell resistance is the bane of spellcasters--be prepared for it.
Greater Spell Penetration: A good level 12 or 15 feat. See above.
Energy Admixture: A potent feat. This would enable you to cast 8th level empowered, energy admixed scorching rays for effectively 36d6 damage.
Energy Substitution: Another potent feat that would expand the variety of your spells.
Reach spell would open up a number of other spells as ranged touch spells--Ghoul Touch, Vampiric Touch, bestow curse, contagion. However, these spells mostly run out after third level and, of them, only Vampiric Touch and Bestow Curse (less because it has a save for negation) are likely to continue to be highly useful as you increase in level.
Spells:
0: Acid Splash, Disrupt Undead
1: Ray of Enfeeblement, Tome and Blood Lesser Energy Orb spells.
2: Scorching Ray, Acid Arrow (ignores hardness, SR accd to most recent 3.5 FAQ)
3: Ray of Exhaustion, Empowered Ray of Enfeeblement
4: Enervation, Empowered Scorching Ray, Maximized Ray of Enfeeblement, Tome and Blood Energy Orb spells.
5: Telekinesis, Maximized Scorching Ray
6: Disintegrate, Empowered Enervation, Energy Admixed Scorching Ray, Empowered and Maximized Ray of Enfeeblement.
7: Maximized Enervation, Empowered and Maximized Scorching Ray
8: Polar Ray, Empowered and Energy Admixed Scorching Ray, Empowered Disintegrate
9: Meteor Swarm, Maximized and Energy admixed Scorching Ray, Empowered and Maximized Enervation, Maximized Disintegrate
As you can see, you can have quite an arsenel of offensive ray spells throughout your career with a relatively small number of spells known. Using all of the spells here wouldn't prevent you from knowing and using Magic Missile (esp useful against incorporeal critters), Glitterdust, Mirror Image, Fireball (for when you actually want crowd control), Mind Blank, and all the other standbyes.