Pointless trivia: Before we took a break from playing for a few summer months, my paladin had an unfortunate encounter with a vampire, that left him in a predicament. Eventually the party managed to kill his sire and stuck a helm of opposite alignment on my character's head to remedy the situation to some extend and my DM allowed me rather then retire the character or play a fallen paladin with 8 LA to rebuild him a bit. This is the best I've managed to achieve over the next few months and would appreciate some suggestions in improving the character since he was never the star of the party anyway in the company of druid, favored soul and a sorcerer. I wan't to keep the vampire flavor and focus on dominate and blood drain, rather than go some more esoteric route. I am not really aiming for a really optimized character, but some practical optimization to turn it into viable one will be of great help.
Current build: Barbarian 1/Savage Progression Vampire 1/Crusader 4/Uncanny Trickster 3/Legacy Champion 1
Size/Type: Medium Humanoid (Human)
Hit Dice: 1d12+1d8+3d6+4d10 (41 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 19 (+2 Dex, +1 deflection, +6 armor), touch 13, flat-footed 17
Base Attack/Grapple: +7/+26
Attack: Slam +14 (1d6+10) or Bite +15 (1d4+11 and stun DC 13) or Crimson Ruination +15 (2d6+11, dragon bane)
Full Attack: Crimson Ruination +15/+10 (2d6+11, dragon bane) and Bite +10 (1d4+4 and stun DC 13)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain (moderate), domination (lesser, DC 18), Pounce, Frenzy
Special Qualities: gaseous form (lesser), resistance to cold 5, electricity 5, and fire 5, spider climb, fortification (light), protection from evil (CL 5), endure elements (CL 5).
Saves: Fort +8, Ref +7, Will +9
Abilities: Str 24, Dex 12, Con 10, Int 12, Wis 10, Cha 18
Skills: Bluff +17, Diplomacy +19, Intimidate +19, Spot +13, Sense Motive +13, Tumble +11, Kn. History +4, Jump +12
Skill Tricks: Never Outnumbered, Clarity of Vision, Back on Your Feat, Social Recovery
Feats: Alertness, Improved Initiative, Lightning Reflexes, Dodge, Improved Unarmed Strike, Improved Natural Attack (Unarmed Strike), Improved Grapple, Scorpion's Grasp, True Believer, Adept Learner, Imperious Command, Jotunbrud, Least Legacy (Crimson Ruination).
Flaws: Shaky
Equipment: Fanged Ring, Belt of the Champion, Crimson Ruination (+1 Dragon-bane Greatsword), Helm of Opposite Alignment, Fanged Mask, Cloak of Resistance +1, +1 Breastplate.
Alignment: LG
Issues: Survivability. I don't really want to invest a lot in Con, since in 4 levels my Con will be N/A, but even with an occasional fistful of temp. hp from blood drain and martial spirit healing - 40 hp is nowhere even close to being viable in melee at lvl 10. 19 AC (20 in frenzy or vs. evil creatures) is nothing to write home about either.
Offense: My Grapple check is somewhat respectable vs. humanoid opponents and White Raven Tactics (arguments if I can use it on myself aside) helps me achieve a pin in one turn, but my attack bonus is somewhat lacking for a melee character, especially one that hopes to hit with secondary natural attack (bite into grapple).
Future Plans: Surviving for 5 more levels of legacy champion in order to fake-finish the vampire savage progression and grab the vampire lord template.
Getting fearsome armor so I can do move action intimidates and Gloves of Titan's Grip to help with grapples.
Figuring how to deal with sunlight vulnerability when it comes online. Figuring a way to add the Last Resort enchantment to my legacy weapon (anyone?)
Getting Battle Jump and Improved Toughness.
Power attack is probably a nice choice, but I am not sure if that will hurt my grapple checks or not.