Here's a rough, not including equipment or background for my idea above (also doesn't include stats for a familiar, mount, or cohort). I've listed prepared spells, but how many spells would Vlad have in his spellbook? Let me know.
thanks,
Nick
Vladimir Kronenheim
Male Dwarf Pal5/Nec7; Size M; HD 5d10+15 plus 7d4+21; hp 85; Init +1 (+1 Dex); Spd. 20 ft.; AC 11 (+1 Dex), 15 mage armor, 11 touch, 10 flat-footed; BAB +8/+3; Grp +7; Atk +9 melee (spiked chain), +9 ranged; Full Atk +9/+4 melee (spiked chain); SA smite evil 2/day, turn undead; SQ paladin abilities, dwarf abilities; AL LG; Fort +11 (+3 Con, +2 Cha), Ref +6 (+1 Dex, +2 Cha), Will +9 (+1 Wis, +2 Cha); Str 8, Dex 12, Con 16, Int 18 (15 at 1st, 16 at 4th, 17 at 8th, 18 at 12th), Wis 12, Cha 14.
Skills, Feats, Languages
Concentration +18 (+3 Con, 15 ranks), Craft/Armorer +6 (+1 Wis, 5 ranks; synergy: +2 Appraise on armor), Craft/Weaponsmith +15 (+1 Wis, 14 ranks; synergy: +2 Appraise on weapons), Heal +7 (+1 Wis, 6 ranks), Knowledge/Religion +9 (+4 Int, 5 ranks), Knowledge/Planes +9 (+4 Int, 5 ranks; synergy: +2 Survival checks in the planes), Profession/Enbalmer +8 (+1 Wis, 7 ranks), Spellcraft +17 (+4 Int, 13 ranks); Exotic Weapon Proficiency/Spiked Chain (1st), Weapon Finesse (3rd), Leadership (6th), Scribe Scroll (6th/Wiz1), Combat Casting (9th), Spell Focus/Necromancy (10th/Wiz5), Craft Magic Arms & Armor (12th); Common, Dwarf, Giant, Terran.
Dwarf Abilities
+2 Con, -2 Cha, base speed 20 ft., darkvision 60 ft., stonecunning, weapon familiarity (dwarven waraxe, urgrosh), stability (+4 to resist bullrush, trip), +2 racial bonus to saves against poison, +2 racial bonus to saves against spells and spell-like effects, +1 racial bonus to attacks against goblinoids and orcs, +4 dodge bonus to AC against giants, +2 racial bonus on Appraise checks regarding stone or metal, +2 racial bonus to Craft checks involving stone or metal.
Paladin Abilities
Aura of good, detect evil (at will), smite evil 2/day, divine grace (+2 Cha bonus to saves), lay on hands (10 hp/day), aura of courage, divine health, turn undead as Clr2 (+2 synergy bonus from Knowledge/Religion), special mount, divine spells.
Necromancer Abilities
Arcane spells, familiar, opposition schools: Enchantment, Illusion, +1 Necromancy spell/day, +2 Spellcraft to learn Necromancy spells.
Paladin spells
1/0/0/0, Save DC 12
1st level: lesser restoration.
Necromancer spells (* = Necromancy)
4+1/5+1/4+1/3+1/2+1, Save DC 14+spell level or 15+spell level for Necromancy
0-level: arcane mark, disrupt undead*, light, ray of frost, touch of fatigue*
1st level: chill touch*, mage armor, magic missile, obscuring mist, shield, ray of enfeeblement*
2nd level: command undead*, ghoul touch*, protection from arrows, spectral hand*, summon monster II
3rd level: dispel magic, gaseous form, slow, vampiric touch*
4th level: enervation*, stoneskin, polymorph