
Chovesh |

I've created the following character for Carrion Crown (15 pt buy).
I took Dhampir with a Wildblood "Sanguine" (undead) bloodline to give him the opportunity to heal from eating the blood of freashly dead. (Those who've died less than a minute previously.)
To go with this theme, all other levels he'll take will be monk (Hungry Ghost Monk - who will also vampirically steal Ki) I thought it made for a good theme.
One of the benefits of the single level of sorcerer is that he'll have both Mage Armor and Shield, and with the Magical Knack feat, these will be useful at higher levels and for long battles. And the penumbra cantrip is what makes this build work as he can then prevent himself from being dazzled in bright light.
And here is where it gets interesting:
1. The DM allows for FLAWS, so taking that into consideration, I thought I could take a two sorcer bloodlines (which reduce my spells known by one, and my will saves by -2) and make up for this with two Expanded Arcana feats. This gives me "3" Spells Known.
My third spell is Chill touch. So with the Campaign feat that allows me to cast one spell at +1CL, and that with Sanguine bloodline, Neocromancy spells are +1CL, I can then cast it as a CL3 at L1.
2. The second bloodline, in addition to the variant 'undead' blood line is Empyreal (Celestial based) which turns my casting stat from Charisma to a Wisdom 'based' stat for all sorcerer effects. Of course this benefits a monk build.
3. His main feat is Weapon Finesse, so now his Chill Touch will hit more frequently and do as much damange as a his early monk fists. His weapons are Cestus (a monks glove - "Simple Weapon" cateogry) and a longspear (which a sorcerer can use). This way he has BOTH reach and point bank attacks.
FLAWS
4. The choice of Flaws to take was interesting since being both a version of the Undead and Celestial (Sanguine/Empyreal) means that he is seriously conflicted/messed up (hence the -2 to will save for this dual blood archetype)
Flaw #1" -1 DC to spells
This was simple and really only affected his chill touch. But one would expect that since he has to cast off his wisdom, and has this internal battle between bloodlines, it makes thematic sense. While it is 'possible' he would or could continue as a sorcerer and have other spells, it is EXTREMELY unlikely.
Flaw #2: Possible 'fatigue' after spells
While there was a flaw that meant a failed saving throw put the PC into a 'fatigue' state until 8 hours of rest, this seemed excessive. Instead, I suggested to the DM that he have to make first a Concentration check, and then failing that, a Fortitude check whenever he casts ANY spell. (Including his spell like ability of detect undead.)
If he fails the Concentration check (DC11 for L1 spells) then he is 'fatigued' for 3 rounds and must pass a (DC11 for L1) fortitude save or gain another d3 rounds of fatique on top of it. Fatigue affects both his Dex and Str, which drops his to hit, AC, and damage for betweeen 0-6 rounds. I thought it a nice 'thematic' Flaw.
His stat block is
12 STR
18 DEX
10 CON
10 INT
14 WIS
9 CHR (no longer his sorcerer stat)
This means his concentration check starts at +1 and mostly maxes out at +3 by L3 (via magical knack)
His fortitud save is worse.
We've only played one session, and I'm considering suggesting to the DM that the Fortitude save be "sickened" (-2 to attack, dam, saves, etc) and be concurrent with the fatique status, but I think this may be a little 'too' harsh, but it would represent the 'taxing' nature of his spontaneously casting spells which come from his wisdome while his celestial and undead bloodlines are in conflict.
His history is that after not being able to initially fit into human society, he finds himself as a part of a vampire's court, and is captured (rescued) by a group that includes a Hungry Ghost Monk. His unique attributes (including his not fully developed sorcerers talent) made him a iniquely positioned in the vampires courts (magical knack), which made up for his low overall charisma - for showing elements of 'true' vampirism to eat/heal, even though the creature must have been freshly killed.
The party that 'captured' him, brought him to the professor (start of the campaign path) and in the process he was studied by the professor and befriended by the H.Ghost Monk. He is incouraged by the Professor (Inspired to Greatness trait) to develop his his magical skills (giving him +1CL on Chill touch spells) and eventually chooses to join the monestary of the monk in order to use that as a path into (mostly) civil society.
I figure that he has not yet passed his final 'monk exam' and while having all the attributes of a L1 monk, he dare not use them (LAWFUL neutral) as it would not be honorable or in line with the monks code. But to represent this, I give him the cestus (monks glove) as his primary weapon until he can start using the monks barehanded attack at L2.
The DM like this as it really seemed very good thematically.

Mortagon |

Kudos for an interesting character concept, and for a build that isn't purely based on min/maxing/power gaming. One of your problems is the reliability of combining a touch attack with an unarmed attack. With this combo you would only get one attack in a round and the attack would be a regular attack instead of a touch attack due to the intricate rules governing combinations of touch attacks and unarmed/natural attacks.
As for a dip in the sorcerer class, I would rely on spells where caster level doesn't have to much to say. Shield and mage armor seems to be a good choice.
We stopped playing with flaws a long time ago since my players tended to "cheese" out their builds by taking flaws that had little effect on their character builds. Your choice of flaws seems reasonable and well within the spirit of your character, I would however recommend a flaw which didn't cause fatigue since your character relies heavy on his dexterity to be effective.
Another place you will suffer is with your damage potential. With a strength of only 12 you could end up seriously behind on your damage for a character which is supposed to be a close combat fighter. You should check out the Qinggong Monk archetype from ultimate magic which allows you to exchange several monk abilities with spells and feats. It might tie better into your background as a magic imbued creature.

Chovesh |

Thank you for your comments.
His spells in addition to Chill Touch are indeed Mage Armor/Shield(while a student/initiate in the Hungry Ghost Monk Monastery).
Actually, I wasn't exactly planning on combining touch attacks with normal attacks. At low levels, his touch attack does as much damage as his unarmed strike, so there really isn't a need to combine. Furthermore, he can use his touch attacks for AOO's and even carry about scrolls of enlarge peson so that his reach weapon extends farther while his own reach goes 10'. At higher levels he'll eventually drop using chill touch in most cases even though his chance of hitting is better than his unarmed attack chance to hit. Chill touch becomes less useful at higher levels, and he'll eventually stop using it.
He also plans to get permanancy cast on top of a greater magic fang; hopefully giving him a +3 to hit/damage to keep his damage curve up. This should address your damage potential comments.
The vampiric nature of the H.Ghost monk is too good to pass up thematically, so I think this works better than the Qingong monk who incidentally might be better if I were to take the changeling race and a dual bloodtype.
Lastly, while the -1 to DC is mostly meaningless as it has only a minor effect on the chill touch saving throw to prevent damage (or to cause undead to run away) the other Flaw does have a real impact. While I considered taking 'shaky' to give a -2 to ranged attacks, I thought it a better trade off to have something more severe (to prevent too much of a 'cheese' nature of this build) and fatigue does the trick by reducing his offense/defense slightly for 1-6 rounds IF it comes into effect. All he has to do is make his first concentration check at 50% or better and he has no problem.
My concern with this flaw is that it may not be enough of an offset. On the other hand, becoming sickened, even for 3 rounds (on top of fatiuge) can have serious consequences with my saving throws at start of hostilites. Then again, this makes for an interesting set of choices (at low level). Does he take shield and THEN try for chill touch? If he loads up (mage armor, shield, chill touch) in the first 3 rounds, he pays an opportunity cost where he is likely to fail ONE of these three concentration checks.