Here's a potential build for you:
Code:
Character Plan by DDO Character Planner Version 3.10
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Level 20 Lawful Good Dwarf Male
(12 Fighter \ 6 Paladin \ 2 Rogue)
Hit Points: 334
Spell Points: 30
BAB: 19\19\24\29\29
Fortitude: 20
Reflex: 18
Will: 11
Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 20)
Strength 16 24
Dexterity 14 16
Constitution 14 16
Intelligence 12 13
Wisdom 8 8
Charisma 10 12
Tomes Used
+1 Tome of Intelligence used at level 11
+1 Tome of Strength used at level 20
+1 Tome of Dexterity used at level 20
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 6 14
Bluff 0 3
Concentration 2 3
Diplomacy 0 1
Disable Device n/a n/a
Haggle 4 5
Heal -1 -1
Hide 6 7
Intimidate 0 1
Jump 7 27
Listen -1 -1
Move Silently 6 7
Open Lock 6 13
Perform n/a n/a
Repair 1 1
Search 1 3
Spot 3 3
Swim 3 7
Tumble 6 7
Use Magic Device 4 24
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Haggle (+4)
Skill: Hide (+4)
Skill: Jump (+4)
Skill: Move Silently (+4)
Skill: Open Lock (+4)
Skill: Spot (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Toughness
Level 2 (Paladin)
Skill: Balance (+0.5)
Skill: Open Lock (+1)
Level 3 (Paladin)
Skill: Balance (+0.5)
Skill: Open Lock (+1)
Feat: (Selected) Dodge
Level 4 (Paladin)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Open Lock (+1)
Level 5 (Paladin)
Skill: Balance (+0.5)
Skill: Open Lock (+1)
Level 6 (Paladin)
Skill: Balance (+0.5)
Skill: Open Lock (+1)
Feat: (Selected) Iron Will
Level 7 (Paladin)
Skill: Balance (+0.5)
Skill: Open Lock (+1)
Level 8 (Fighter)
Ability Raise: STR
Skill: Jump (+3)
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Level 9 (Fighter)
Skill: Jump (+3)
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
Feat: (Selected) Power Attack
Level 10 (Rogue)
Skill: Use Magic Device (+9)
Level 11 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Level 12 (Fighter)
Ability Raise: STR
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Combat Expertise
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
Level 13 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Level 14 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Stunning Blow
Level 15 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Luck of Heroes
Level 16 (Fighter)
Ability Raise: STR
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons
Level 17 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Level 18 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Improved Trip
Feat: (Selected) Lightning Reflexes
Level 19 (Fighter)
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Level 20 (Fighter)
Ability Raise: STR
Skill: Jump (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Greater Weapon Specialization: Slashing Weapons
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Attack Boost II
Enhancement: Dwarven Axe Damage I
Enhancement: Dwarven Axe Damage II
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Constitution II
Enhancement: Dwarven Spell Defense I
Enhancement: Dwarven Spell Defense II
Enhancement: Dwarven Tactics I
Enhancement: Unyielding Sovereignty
Enhancement: Follower of the Sovereign Host
Enhancement: Kensei Dwarven Waraxe Mastery I
Enhancement: Fighter Armor Mastery I
Enhancement: Fighter Critical Accuracy I
Enhancement: Fighter Critical Accuracy II
Enhancement: Fighter Kensei I
Enhancement: Fighter Kensei II
Enhancement: Fighter Tower Shield Mastery I
Enhancement: Fighter Tower Shield Mastery II
Enhancement: Fighter Dwarven Waraxe Specialization I
Enhancement: Paladin Courage of Good I
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Exalted Smite I
Enhancement: Paladin Extra Lay on Hands I
Enhancement: Paladin Extra Smite Evil I
Enhancement: Paladin Extra Smite Evil II
Enhancement: Paladin Knight of the Chalice I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Rogue Sneak Attack Training I
Enhancement: Paladin Energy of the Templar I
Enhancement: Paladin Charisma I
Enhancement: Paladin Charisma II
Enhancement: Rogue Dexterity I
Enhancement: Fighter Strength I
Enhancement: Fighter Strength II
Enhancement: Fighter Toughness I
Enhancement: Fighter Toughness II
Enhancement: Rogue Improved Trap Sense I
With this build, you would have the option of going more offense/dps with Kensai II and Knight of the Chalice I, or defense/AC with Stalwart Defender II and Defender of Siberys I. The enhancements above show the offensive route, but you could simply redo the enhancements to go defensive instead.
The rogue levels give you the open lock ability you wanted, and the 10 ranks will be plenty when combined with an item and buffs (heroism/greater heroism), and you can handle secret doors just by carrying a Detect Secret Doors clicky or two. You also get evasion which will make you a ton more survivable against casters and going by traps, and enough UMD to use raise dead scrolls (even if you're soloing, this could be useful if you have a hireling with you), greater heroism scrolls, teleport scrolls, etc. You'll even be able to use heal scrolls, though there may be some chance for failure.
Aside from the occasional heal scrolls via UMD, you will get some moderate healing ability from your paladin levels. You'll have 2 uses of lay on hands, the ability to use cure serious wands, and a clicky of Unyielding Sovereignty which is really nice on a melee.
You will have decent (though not stellar) DPS as a sword and board user using dwarven axes, with 5 one-minute boosts of +8 strength via power surge from Kensai II. And with a tower shield and mithral breastplate (need light armor to use evasion), you will be able to achieve an AC that matters at endgame on normal and probably hard modes.
There are a few +1 tomes used later on in the build, but they are available for cheap on the auction house so that shouldn't be a problem. You don't need to have them right off the bat, and the only one you need to get before the end is the int tome to be able to get combat expertise and improved trip.
Overall it's not the most uber of uber builds, and others may be able to suggest some improvements to it, but it is definitely a solid soloing build that will get you through most any content as long as you know what you're doing. The build does lack trap finding and disabling, though you didn't seem to indicate you were so interested in doing that. With evasion you can just bypass most traps anyway. If you do decide you want that you would need a higher starting intelligence, which would hurt your AC, saves, or melee ability, and frankly isn't really needed.