So, assuming that you don't have to buy spells (I’m just going to list bonus types for generic DMG bonuses):
+6 Int (36k)
+4 Con (16k)
+2 Dex (4k)
+1 caster level (ring of arcane might) (20k)
+1 deflection (2k)
+1 natural armor (2k)
+4 resistance (16k)
+1 Defending Dagger (edit- used to be Quarterstaff) of Parrying (Psi HB is where you find Parrying- it gives +1 insight AC and saves while weapon is used, costs +8k, use Greater Magic Weapon to make this +3, then transfer all of the +3 to your AC each turn- I'm not sure if this trick works in 3.5, though) (16k total)
+3 Mithril Buckler (has no armor check penalty b/c of Mithril, 10k)
Lesser Metamagic Rod of Extend (3k)
If your campaign features a few really high powered fights, I might get the normal Quicken Rod (don't remember the cost offhand). If you see a lot of Large+ sized monsters that use grapple, Ring of Freedom of Movement is good. You can always boost the resistance, natural armor, or deflection bonuses above. If you see underwater environments, get the necklace of adaptation.
If you have to buy spells, Boccob’s Blessed Book is essential. If you use a lot of boom spells, a normal metamagic rod of empower is helpful. If a lot of your enemies are humanoid melee fighters, go with the Major Cloak of Displacement. If you have a particular low level spell you want empowered (like Scorching Ray), get a lesser empower metamagic rod.
If you expect to be making a lot of really important Fortitude saves and your Concentration score is higher than your Fort save by a lot, get the Complete Adventurer item that lets you substitute your Con check score for a Fort save 1/day (I think this costs around 5k).
If your DM doesn’t want to let this character into the group because you have done too much character optimization, well, spend some of your GP on a bribe.
