My half-ogre race:
STR +6
CON +2
INT -2
CHA -2
2d8 HD
natural AC +4
Large (-1 AC, -1 to hit, reach 10 ft, move 30 ft)
Darkvision 30 ft
One racial feat
Fort +3, Ref/Will +1
BAB +2
5 racial skill points (climb, listen, spot)
ECL +2
Human Vampire Template
ECL +7, or ECL +6 for a pure sorcerer/wizard.
Here's the reasoning:
Vampire special abilities worthy of ECL consideration:
- Natural AC +6 (stacks)
- Slam attack (does energy drain, 2 levels)
- Domination (standard action, unlimited use, 30 ft range)
- Blood Drain (grapple attack, 1d4 permanent CON damage per round)
- Children of the Night (not applicable)
- Damage Reduction 7/-
- Turn Resistance +4 (plus character levels!)
- Cold/Electrical Resistnce 20
- Gaseous Form (standard action, unlimited use, move 20 ft)
- Spider Climb (at will)
- Alternate Form (standard action, CR 3 max, unlimited use)
- Fast Healing: 5 hp per round, applies while gaseous
- Ability Scores: STR +6, DEX +4, INT +2, WIS +2, CHA +4
- NO CON SCORE
- 5 feats (compare to 5th level human: 3 feats)
Vampire weaknesses:
- Can not approach garlic, mirrors and strongly presented holy symbols
- (Regardless of turn resistance!)
- Can not willingly cross running water
- Sunlight: not applicable anymore
- Stake: incapacitates the vampire, vampire may then be killed by decapitation
As a fighter, a vampire 5/fighter 10 will have 100 hp, but also DR 7 (worth an expected 35 hp in this arena), fast healing 5 (worth an expected 50 hp in this arena), and the ability to avoid most attacks by turning gaseous or very small. He will have a minimum +3 to hit and to damage (total to hit +13, but less one attack on a full round attack), the same number of feats, improved saves (+2 from 'free' DEX, +1 from 'free' WIS, no Fort saves required!), and a host of special abilities. Staking is going to be damned hard, but the running water and holy symbols are going to be problematic. There IS no easy way to prevent you from fleeing from an attack to nurse your wounds and come back just as strong.
At ECL +5, I'd play the vampire rather than the fighter. On the other hand, at ECL +7, the hit points nudge off a bit, the feats drop by 1, and the saves are inferior. It's somewhere between ECL +6 and ECL +7, and that blood drain is fricking NASTY, so I'll make it ECL +7.
For a sorcerer, on the other hand, a well designed sorcerer can do better than the vampire's dominate effect, and really loses out a lot on hit points for any level. The feats also hurt a lot; if you play a sorcerer, ECL +6.