I set out to make a solo build: The highest AC possible (a Dwarven Fighter with high Dex and Armor Mastery from Dwarf and Fighter). The enhancements with Mithral Full Plate and Mithral Tower Shield should allow for a +10 Dex bonus, which requires 30 Dex, which he could reach with just a +5 Dex item.

He also has the ability to handle traps and locks, and heal. I might get some strange looks, but I'd still be able to contribute in a group.

As you can see it's been meticulously planned so that at level 20 Open Lock, Disable Device, Search and Spot are all at max ranks.

I took five levels of Cleric specifically to max out Cure Light Wounds and 11 levels of fighter specifically to max out Armor Mastery.

I chose feats to bolster my saves, but if DCs are a problem I could go with skill feats. Or go for Whirlwind Attack.

I was also going to take Stalwart Defender I, but I don't think it's in the character builder.

Thoughts?

(his name isn't really going to be "Sologuy.")

Code:
Character Plan by DDO Character Planner Version 3.5.1
DDO Character Planner Home Page

Sologuy 
Level 20 True Neutral Dwarf Male
(11 Fighter \ 4 Rogue \ 5 Cleric) 
Hit Points: 236
Spell Points: 578 
BAB: 17\17\22\27\27
Fortitude: 14
Reflex: 16
Will: 15

                  Starting            Ending          Feat/Enhancement
Abilities        Base Stats         Base Stats         Modified Stats
(32 Point)       (Level 1)          (Level 20)           (Level 20)
Strength             10                 12                   14
Dexterity            18                 25                   25
Constitution         10                 12                   12
Intelligence         16                 18                   18
Wisdom               12                 14                   14
Charisma              6                  8                    8

Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

                  Starting            Ending          Feat/Enhancement
                 Base Skills        Base Skills        Modified Skills
Skills           (Level 1)          (Level 20)          (Level 20)
Balance               8                 16                   20
Bluff                 2                  3                    3
Concentration         0                  1                    3
Diplomacy             2                  3                    3
Disable Device        7                 27                   29
Haggle                2                  3                    3
Heal                  1                  2                    2
Hide                  4                  7                    7
Intimidate            1                  2                    5
Jump                  4                  6                    6
Listen                1                  2                    2
Move Silently         4                  7                    7
Open Lock             8                 30                   32
Perform              n/a               n/a                   n/a
Repair                3                  4                    4
Search                7                 27                   31
Spot                  5                 25                   27
Swim                  4                  6                    6
Tumble                5                  8                    8
Use Magic Device     n/a               n/a                   n/a

Level 1 (Rogue)
Feat: (Selected) Luck of Heroes


Level 2 (Cleric)


Level 3 (Fighter)
Feat: (Selected) Mental Toughness
Feat: (Fighter Bonus) Weapon Finesse


Level 4 (Cleric)


Level 5 (Fighter)
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons


Level 6 (Cleric)
Feat: (Selected) Toughness


Level 7 (Fighter)


Level 8 (Rogue)


Level 9 (Cleric)
Feat: (Selected) Iron Will


Level 10 (Fighter)
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons


Level 11 (Cleric)


Level 12 (Fighter)
Feat: (Selected) Improved Mental Toughness


Level 13 (Fighter)
Feat: (Fighter Bonus) Dodge


Level 14 (Fighter)


Level 15 (Fighter)
Feat: (Selected) Bullheaded
Feat: (Fighter Bonus) Greater Weapon Focus: Slashing Weapons


Level 16 (Rogue)


Level 17 (Fighter)


Level 18 (Fighter)
Feat: (Fighter Bonus) Combat Expertise
Feat: (Selected) Discipline


Level 19 (Fighter)


Level 20 (Rogue)
Enhancement: Fighter Armor Class Boost I
Enhancement: Dwarven Armor Mastery I
Enhancement: Dwarven Armor Mastery II
Enhancement: Dwarven Armor Mastery III
Enhancement: Dwarven Axe Attack I
Enhancement: Dwarven Axe Attack II
Enhancement: Dwarven Axe Damage I
Enhancement: Dwarven Axe Damage II
Enhancement: Dwarven Faith I
Enhancement: Dwarven Faith II
Enhancement: Dwarven Faith III
Enhancement: Dwarven Faith IV
Enhancement: Fighter Armor Mastery I
Enhancement: Fighter Armor Mastery II
Enhancement: Fighter Armor Mastery III
Enhancement: Fighter Dwarven Waraxe Specialization I
Enhancement: Rogue Disable Device I
Enhancement: Rogue Disable Device II
Enhancement: Fighter Intimidate I
Enhancement: Rogue Open Lock I
Enhancement: Rogue Open Lock II
Enhancement: Rogue Search I
Enhancement: Rogue Search II
Enhancement: Rogue Spot I
Enhancement: Rogue Spot II
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Energy of the Zealot II
Enhancement: Fighter Strength I
Enhancement: Fighter Strength II
Enhancement: Cleric Divine Healing I
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Extra Turning II
Enhancement: Cleric Wand and Scroll Mastery I
Enhancement: Cleric Wand and Scroll Mastery II