Another possibility:
Ftr 2/Wiz 6/Spellsword 2
Str 14, Dex 14, Con 14, Int 14 (+2 lvl, +4 headband), wis 10, cha 10
Feats: Dodge, Power Attack, Cleave, Combat Reflexes, Expertise, Improved Trip (or Greater Combat Reflexes), Expert Tactician (Song and Silence) or Quickdraw, Scribe Scroll, Extend Spell (3e) or Craft Wondrous Item (3.5e)
Equipment: +4 mithral chain shirt, +3 large shield, +1 ring of protection, +3 cloak of resistance, +1 one handed weapon, +4 headband of intellect, eyes of the eagle, 3kgp in masterwork guisarme, etc.
Spells:
1: Shield (3e), Protection From Evil, Magic Missile
2: Bull's Strength (3e), Cat's Grace (3e), False Life, Mirror Image, Glitterdust
3: Haste (3e), Blink, Dispel Magic, Greater Magic Weapon, Fly
4: Polymorph Self, Improved Invisibility
Skills: Note that spot and listen are class skills for Spellswords so spend all your spellsword skill points in one or the other. You should end up with a +20 spot or listen when your familiar is next to you and the other score in the vicinity of +9.
Tactics:
Bull's strength, cat's grace, and possibly False Life on you. Greater Magic Weapon on your Guisarme and main weapon.
If you use it, Polymorph into a Troll or Annis hag (this is a short duration tactic with 3.5e polymorph)
The enhancement bonus from your spells will stack with the abilities gained from the polymorph.
3e AC:
+3-+4 dex
+1-+2 deflection
+0 to 8 natural
0 to -1 size
+1 dodge
+4 haste
+7 cover
+8 armor
+5 armor (shield)
Total: 23-48 (53 with expertise); typical beginning of combat AC 30-31
3.5e AC (Note no use of the shield, cat's grace, or haste spells)
+2 dex (might want to buy some +2 gloves and +2 headband and +2 bracers of health to suck up the extra damage)
+1 - +2 deflection
+0 - +8 natural
0 to -1 size
+2 dodge
+8 armor
+5 shield
Total: 28-36
3e tactics: Haste and Shield are good round 1 defensive spells
Blink and Imp Invis give an extra attack from Expert Tactician (although Imp Invis makes you useless as a shield for other characters unless you move out front and use Imp Trip on your AoOs to stop opponents who move to attack them)
Polymorph gives size and strength to make excellent use of improved trip (especially on AoOs)
Leave spell slots open and prepare extended buffs and GMWs at the end of the day if you still haven't used the slots. They'll last several hours into the next day.
3.5e tactics (?):
Polymorph Self will be the only way to squeeze a good AC out of the combo and you'll have to forgo the reach of your guisarm in favor of the shield's AC bonus
Blink and Mirror image will combine quite nicely to make you very difficult to hit for several rounds.
Improved Invisibility will work wonderfully well for your defense but makes you useless as a shield for other characters unless you have polymorph running and can use imp trip to stop your enemies movement on your AoOs.
Leaving Spell slots open is much less rewarding than it was in 3e.