d&d char
some race with good nat. armor
+1 LA +2 HD Lizard Man +5 NA
+3 LA svirfneblin; +4 ac, small, no nat. armor though (half-dragon?)
(+2 dex +2 wiz , +2 monk AC)
+0 LA Kobolds have 1 nat.armor and small (and +2 dex)
+4 LA Pixies get +1 NA, +8 dex +4 wis (+6 monk AC), small (dodge free)
weak, though


bloodline: many give nat. armor, and fighter feats.
silver dragon major is a total of 4
red/gold dragon major also 4, interesting stuff
djinn major is 4, +1 dex +1 wis
stone giant intermediate ! is 4, and more dex-based feats (combat reflexes, point blank shot)
titan major gets 4, +use oversized weapon and minor SR

fighter to get the feats before.
djinni needs dodge, which is racial feat for pixies or cobra strike monk
fire elemental intermediate meets that exactly, but is only 3 ..
perhaps create a major for it (or stone giant) which allows for more?
or alt monk () for those 3 feats (wis to ac is nice too, yet, armor)

something to note is that most of the '4's get a nat armor or replacable feat within the last few levels, meaning a non-gestalt pixie (for example) would not get it anyways.
**Actualy, they would get it. but they might not get the first ones (except pixies as the first in the chain is a racial feat) depending on how much you interpret the rules.
djinni gets 3 by 16 (most do)

all general feats + those gained from bloodline cashed in = 1/3/6/9/12/15/18+3 = +10 to natural armor. a couple psiwarrior levels gets you psionic dodge or whatever. Lizard man is +15 total.

karn, fire elemental bloodline lizard man, eventually half-dragon badass (dragon disciple):
req. dex 13, int 12 (14 base) - high enough to have enough skill points for know(arcana)
fire giant, stone giant also might be neat options (trade out some feats for others)
1 LA +1
2 [ Humanoid (class skills are balance, jump, swim (ouch) 2+int) (max 2 ranks cc k:a)
3 humanoid (good ref, 3/4 BA)
4 [{ Fighter (3 ranks in know:arc) (dodge)
5 o Sorcerer (5+int ranks) (ditch the familiar?)
6 1st bloodline level
7 (CL5) Fighter 2 +1 rank know arcana (should be 8 now) (mobility)
8 ftr 3
9 ftr 4 (8 ranks in know(arcana)) spring attack
10 dragon disciple 1
11 dd2
12 2nd bloodline level
13 dd3
14 dd4
15 dd5
16 dd6
17 dd7
18 dd8
19 dd9
20 dd10

with a 14 int (16 base) he can qualify for Dragon Disciple at level 7, otherwise, level 9

originally I was forgetting about multiclass penalties, with fighter 4 sorcerer 1. with the fire giant line (effectively power attack, cleave, +1 ac and fire resistance 10) you could keep 2 levels of fighter, 1 or 3 levels of sorcerer (which is probably not worth it) and maybe 2 levels of something else. with a 14 int, starting dragon disciple at 8 could allow you to take 2 levels of half-dragon paragon at 19 and 20, giving you yet another natural armor.

for sorc spells, true strike is a must, or a similar (move or swift) spell from the Spell Compendium, feather fall is a possibility.. none of these require somatic components. there was one other one I liked but forgot right now.


 

so we're looking at +1 LA, humanoid [1-2, {[fighter 1, blood1, bard 1, fighter 2, DD 1-4, blood2, DD 4-10, h-d par 2.

blood1 and sorc/bard1 are swapped so that at sorc/bard 1 (class level 5 for skills purposes) max ranks is 8 and not 7 (not that this actually matters, at this point)

bard is nice because you only need 12 int (instead of 14) to get to 8 ranks in know:arcana by the time you take your 2nd fighter level.

right now fire giant bloodline seems best because power attack and cleave are nice to have. stone giant gets 1 more natural armor bonus, but point blank shot and combat reflexes are possibly less useful. still this guy is going to be very basic in combat, and he's got +11 racial STR.

if you don't care about spellcasting (a good idea?!) one level of bard instead of sorcerer is an excellent choice. Basically it's a trade-off of the ability to use true strike or magic missile (at caster level 5 eventually) for the ability to inspire courage, +1/+1.. also it helps with reaching that prerequisite 8 ranks in arcana, since you get 3 ranks in it even taking 3 in perform.

 

 

anyways

ok, how to maximize spell save DCs.

 

spell focus + greater spell focus (of course) 

draconic heritage + draconic power is a +1 to that element

elemental savant is +2 to an element (at level 10)

 cold focus (frostburn) +1 to cold DCs

and of course, madness domain (from the SRD) is an effective +10 to wis for DCs/spells at cleric level 20. though that combo would only work if savants need not be arcane which I doubt.

be a race with a high-ass charisma, but need 9th level spells to heighten (it's a trade-off). note that elemental savant (cold, I assume) loses 2 levels, and sorcs don't get level 9 spells until level 18. yeah, it only fully helps cold evocation  spells, but that's a +6.. a 25+cha for human/+0 LA race.. it's also 5 feats plus whatever's required for elemental savant (energy substitution, at least)

basically, a +1 to +2 LA race  (only capable of 8th level spells) would need a +2 Cha to be even, a +4 race (like pixie) +4 cha, etc. So basically looking at ECL versus Charisma, looking for the best cha-over-ECL combination... Let's see. Well Dapolo would be ideal, pixie is probably the best I can find in the SRD (+1 DC).. pixie also might work for the 'frost queen' angle, but man they so sick cheatings. It's possible there's a race somewhere that gets a bonus to DCs as well... or has a paragon class with +2 cha, but that'd probably lose you a spell level as well so bleh.

hm.