Firthis Krex
http://skyrimcalculator.com/#136880
Breton "Black Knight" - Festus's younger brother.
Thought a warrior/mage hybrid would make best use of the lord's abilities.
Wow, that's a really cool build. I'm impressed with how you managed Smithing and Heavy Armor, though I think you can save a perk in Juggernaut if you're using ebony armor or better. Still, it's nice to see someone get creative with the crafting skills (and not use more than one).
If I might offer some criticisms:
First off, a lot of people might advise against Bone Breaker. The perk works exactly as intended, yes, but high armor ratings are nonexistent in the game (outside of maybe mages using Alteration). Since enemies have no perks, even a high-level baddie decked out in full deadric with a shield will only have a little more than 100 armor, which is negligible. Still, since the perk works as intended, maybe Beth will see fit to add enemies with some really nasty armor ratings that will make use of this perk and its Two Handed cousin. Personally, I would advise Hack and Slash instead, since the vast majority of enemies are capable of bleeding and since bleeding damage stacks. Even so, using one of the weapon perks will steer you in that direction and you'll have a little less variety in your combat, so some might even argue to use all or nothing. I think it's okay the way it is, I just wanted to note that this can be an odd perk choice.
You absolutely wasted a perk in Conjuration, though: if you're going up the necromancy branch, there is no need for the Summoner perk. It is useless (despite its description); you can already raise dead from a long distance and the perk does not affect that. Instead, consider dual casting: your raised dead will last significantly longer, especially since you're a Necromage vampire. I know you have thralls, but that only works on NPCs; with dual casting, Necromage and vampirirsm, you can raise something as tough as a giant or a draugr deathlord for something like six and a half minutes.

Also, I would not get the master perk for Conjuration. Think of what the master spells are: thralls, three of which you will not be using (or if you do, they won't be "potent" thralls). The thrall spells are something that are (obviously) better used outside of combat, so you don't need to worry about the master perk since you won't exactly be using the spell in a pinch. Just get enough magicka and cost reduction to use the spell when you need to. In my opinion and experience, Conjuration's master perk is the least useful of them all (and I've mastered every school).
You did well to specialize in one element of Destruction and not get dual casting. However, frost is not very effective on its own; shock has the best neutral coverage. Still, I don't blame you--I certainly prefer frost to shock, especially for Deep Freeze. If you can spare three perks, I highly recommend improving your fire spells to compliment frost. Those two together make for the best super-effective coverage in the game; most enemies are weak to one of those two elements (including all dragons, who always are 50% resistant to the element they use and 25% weak to the other), and if an enemy is weak to neither, they're neutral to one or both.
As for Restoration, you wasted a perk on Ward Absorb--it's bugged.

While you're using magic (even magic from scrolls or staves), you cannot regain magic, even if you're under an effect that absorbs it like 100% absorption, Ward Absorb, or using the Staff of Magnus. I know that Ward Absorb works properly with Spellbreaker, but as you have no perks in Block, I imagine you're not using it.
I hope my criticisms were of help to you, and I hope that it's early enough in your playthrough to make changes that will benefit you or reroll without losing too much progress.
