Safan Domvesia

Murza's page

63 posts. Alias of william Nightmoon.


Full Name

Murza

Race

Half-Drow Vampire

Classes/Levels

Bard(Sandman) 7/ Vampire

Vitals:
HP:74/74 AC:28=10+(1Size,4Dex,6Natural,6Armor,1Dodge) BAB:5 CMD:24 CMB:9 Fort:2(undead) Refl:11 Will:6 Perc:+9 Init:+8

Gender

Female

Size

Small

Age

Apearrance: 12 actually: 57

Alignment

Neutral Evil

Deity

Nocticula

Languages

Common, Elven, Undercommon, Infernal, Abysal, Drow sign language, Draconic, Celestial

Strength 20
Dexterity 18
Intelligence 16
Wisdom 12
Charisma 20

About Murza

Vitals:

HP:74/74 AC:28=10+(1Size,4Dex,6Natural,6Armor,1Dodge)
BAB:5 CMD:24 CMB:9
Fort:2(undead) Refl:11 Will:6
Perc:+9 Init:+8

Base Racial traits:

+2 to One Ability Score: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Drow-Blooded
Source Advanced Race Guide pg. 1 (Amazon)
Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Drow Magic
Source Advanced Race Guide pg. 1 (Amazon)
A few half-elves with drow ancestry exhibit the innate magic of that race. Half-elves with this trait have drow blood somewhere in their background, and can cast dancing lights, darkness, and faerie fire each once per day, using the half-elf’s character level as the caster level for these spell-like abilities. This racial trait replaces the adaptability and multitalented racial traits.

Drow Heritage
Source Blood of Shadows pg. 14
Half-elves with this trait count as drow for the purposes of any effect related to race, including prerequisites. This racial trait replaces the ability to choose any language as a bonus language, instead limiting the character to the bonus languages offered to drow.

Vampire Info:

“Vampire” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most vampires were once humanoids, fey, or monstrous humanoids. A vampire uses the base creature’s stats and abilities except as noted here.

CR: Same as the base creature + 2.

AL: Any evil.

Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.

Senses: A vampire gains darkvision 60 ft.

Armor Class: Natural armor improves by +6.

Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, vampires use their Charisma modifier to determine bonus hit points (instead of Constitution).

Defensive Abilities: A vampire gains channel resistance +4, DR 10/magic and silver, and resistance to cold 10 and electricity 10, in addition to all of the defensive abilities granted by the undead type. A vampire also gains fast healing 5. If reduced to 0 hit points in combat, a vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

Speed: Same as the base creature. If the base creature has a swim speed, the vampire is not unduly harmed by running water.

Melee: A vampire gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the vampire’s size. Its slam also causes energy drain (see below). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Special Attacks: A vampire gains several special attacks. Save DCs are equal to 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless otherwise noted.

Blood Drain (Su)

A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Children of the Night (Su)

Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Create Spawn (Su)

A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Dominate (Su)

A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.

Energy Drain (Su)

A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Special Qualities: A vampire gains the following:

Change Shape (Su)

A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

Swarm Form (Su) (CR +0)

As a standard action, a vampire with this ability can change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The swarm has a number of hit points equal to the vampire, and any damage done to the swarm affects the vampire’s hit point total. While in swarm form, a vampire cannot use any of its natural or special attacks, although it gains the movement, natural weapons, and extraordinary special abilities of the swarm into which it has transformed. The vampire also retains all of its usual special qualities. While in swarm form the vampire is still considered to be an undead creature ith its total number of Hit Dice. A vampire can remain in swarm form until it assumes another form or retakes it original form (a standard action), or until the next sunrise.

Shadowless (Ex)

A vampire casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex)

A vampire can climb sheer surfaces as though under the effects of a spider climb spell.

Ancient Youth (Su) (CR +0)

A vampire with this ability transformed into one of the undead at a very young age, and has been trapped within an adolescent body for an existence possibly measuring in centuries. Vampires with this ability are size Small and gain a +4 bonus on all Bluff checks.

Ability Scores: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.

Skills: Vampires gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.

Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.

Vampire Family(Drakina):

While former Humans dominate the Council, there are other races who have carved a place with great bloodletting onto the august body. Drakina the Shadow is one such member. A Noble Drow devotee to the dark Gods of the Drow and surface operator who joined and almost became the head of the Thieves Guild of Westcrown. In her short life she achieved much and seeks to achieve much more down through the long centuries. The very idea of the plan that has been hatched by the Council arose from word she received through contacts in the Darklands…
Drakina’s seat of power has moved from Cheliax to Riddleport to move away from her competitors in the Empire of Cheliax itself. A character selecting this Family may select Drow or Noble Drow as a race and may have a Drow Cohort.

(Pre-Requisite Drakina Family & 2 Character Level) – Least – Shadow Wrap. The activation of this power increases the character Stealth score by +2 for each Blood Power Feat the character has purchased to a maximum of +10. This power is usable 2x per night.
(Pre-Requisite 4 Character Levels & Least Power) - Lesser – Shadow Creep. Instead of gathering shadow to themselves, the practitioner of this subtle power decreases the darkness in a given area ever so subtly to grant them the ability to see more clearly. All shadows with a 100’ radius diminish granting the practitioner a +2 to Perception for each Blood Power Feat the character has purchased to a maximum of +10 (note that this means the initial starting bonus is +4). This power is usable 2x per night.
(Pre-Requisite 6 Character Levels & Lesser Powers) – Blood Power – Shadow Grasp. The practitioner may summon shadowy pseudopods to grapple their enemies. System TBD
(Pre-Requisite 8 Character Levels & Blood Powers) – Greater Blood Power – Summon Shadow. The practitioner may summon a Greater Shadow to act on its behalf. This power is usable 1x per day. It is a standard action to summon the Shadow who appears the Round it was initially called forth.
(Pre-Requisite 10 Character Levels & Greater Powers) – Greatest Blood Power – Shadow Meld. The practitioner of this art may meld into the very shadows that surround them to hide from their foes and even sleep by day. Use of this power grants the practitioner DR 15/Fire though the character may not move from the location in which they meld. A Vampire who remains in the shadows by day will NOT be slain by sunlight but will waken with a great thirst the next evening.

Bard Traits:

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Master of Deception (Ex): A sandman gains a bonus equal to half his level on Bluff, Sleight of Hand, and Stealth checks. He may also disarm magical traps with Disable Device as a rogue’s trapfinding ability. This ability replaces bardic knowledge.

Trap Sense (Ex): At 3rd level, a sandman gains a +1 bonus on Reflex saves against traps and a +1 dodge bonus to AC against traps. These bonuses increase by +1 every three levels after 3rd. This ability replaces inspire competence.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Stealspell (Su): A sandman can use performance to steal spells from his foes and add them to his list of spells known. Once the performance is started, the bard can steal a prepared spell or a spell known from another creature with a touch attack as a standard action. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha bonus) to negate the effect. The sandman may choose a spell to steal, but if the target does not possess the spell, the bardic performance immediately ends. Otherwise the spell stolen is random, but it is always of the highest level that the bard can cast, if possible. The target loses the prepared spell or spell known and the sandman adds it to his list of spells known for as long as the performance continues, after which it reverts to the original recipient. While stolen, the bard can cast the spell using his available spell slots. This use does not consume the stolen spell. If the bard steals another spell while a spell is stolen, the previous spell immediately reverts to its original owner. This ability requires visual components. This performance replaces inspire courage.

Slumber Song (Sp): At 6th level, a sandman can use his performance to cause a creature he has already fascinated to fall asleep (as deep slumber, but with no HD limit). Otherwise, this ability functions like suggestion. This performance replaces suggestion.

Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

Dramatic Subtext (Su): At 9th level, a sandman can use bardic performance to cast spells without obvious visual or audible components while retaining the spell’s normal effects. Observers must succeed at a Perception check opposed by a sandman’s Sleight of Hand check to notice that the sandman is the source of the spellcasting (though spellcasting still provokes attacks of opportunity). The bard must use this performance for at least 2 rounds before casting a spell; otherwise he is automatically detected and the performance ends. This ability replaces inspire greatness.

Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.

Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.

Greater Stealspell (Su): A sandman’s stealspell power improves at 15th level. When a target fails a save against his stealspell performance, the sandman discovers its spell resistance (if any) and all spells it has prepared or knows. He can then choose which spell to steal. The sandman may forgo stealing a spell and instead reduce the target’s SR by an amount equal to half his bard level and gain that amount of spell resistance for as long as he continues performing. If he steals additional spell resistance, it stacks with previously stolen SR. If he steals a spell or ceases performing, the spell resistance immediately reverts back to its owner. This performance replaces inspire heroics.

Mass Slumber Song (Sp): At 18th level, a sandman can use slumber song to affect any number of fascinated creatures within 30 feet. Otherwise, this ability functions like mass suggestion. This performance replaces mass suggestion.

Spell Catching (Su): At 20th level, a sandman who saves against a spell or spell-like ability that targets only him (not including area spells) may use bardic performance as an immediate action. He must attempt a caster level check (DC 10 + the spell’s original caster level). If it succeeds, the sandman can absorb the spell effect without harm and immediately recast that spell (using the original caster’s level and save DC) or any spell he knows of that level or lower. Using this ability consumes a number of rounds of bardic performance equal to the spell’s level, even if the check fails. This performance replaces deadly performance.

Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Sneakspell (Ex): At 2nd level, a sandman adds +1 to the save DC of spells and bardic performance against opponents who are denied their Dex bonus. This increases to +2 at 10th level and +3 at 18th level. In addition, at 6th level he gains a +2 bonus on caster level checks to overcome spell resistance against such foes, and this bonus increases to +4 at 14th level. This ability replaces versatile performance.

Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Sneak Attack (Ex): At 5th level, a sandman inflicts +1d6 points of damage against targets within 30 feet that he flanks or that are denied their Dex bonus to AC against him. This damage increases by +1d6 every five levels after 5th. This ability replaces lore master.

Jack-of-All-Trades (Ex): At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

Skills/Feats:

Skills (Ranks+Class/Abillity/Other)
Acrobatics (Dex),5/4/
Appraise (Int),
Bluff (Cha),10/5/15
Climb (Str),
Craft (Weapons)(Int),10/3/
Diplomacy (Cha),10/5/
Disguise (Cha),0/5/
Escape Artist (Dex),
Intimidate (Cha),
Knowledge (Nobility) (Int),10/3/
Knowledge (Local) (Int),7/3/
Knowledge (History) (Int),10/3/
Linguistics (Int),6/3/
Perception (Wis),0/1/8
Perform (Dance)(Cha),10/5/
Perform (Sing)(Cha),10/5/
Preform (Wind Instrument),8/5/
Profession (Thespian)(Wis),10/1/
Sense Motive (Wis),
Sleight of Hand (Dex),10/4/3
Spellcraft (Int),
Stealth (Dex), 10/4/15
Use Magic Device (Cha),10/5/

Feats
Improved Swarm Form (Spiders)
Adversion Tolerance
Drow Nobility
Improved Drow Nobility

Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness*

Spells:

0-Read Magic, Ghost Sound, Lullaby, Prestidigitation, Haunted Fey Aspect, Resistance,

1-(6/day)Beguiling Gift, Cord of Shards, Silent Image, Hideous laughter, Recharge innate magic,

2(4/day)Alter self, Enthrall, Detect Thoughts

3(2/day)Lesser Geas, Major Image,

Masterpiece:

Melody of Surrender (Sing, Wind)
Source Heroes of the High Court pg. 7
This gentle, relaxing tune makes its listeners calm and receptive.

Prerequisite: Perform (sing) or Perform (wind instruments) 4 ranks.

Cost: Feat or 2nd-level bard spell known.

Effect: This lilting tune is soothing and repetitive. When you activate the performance, choose one creature per bard level within close range. Any targeted creature must succeed at a Will save or take a –2 penalty on saving throws against enchantment effects and on Sense Motive checks. This effect lasts for as long as you maintain the performance.

Although this performance does have words, it is not a language-dependent effect.

Use: 1 bardic performance round per round.

Action: 1 round.

The Lullaby of Ember the Ancient (Sing)
Source Ultimate Magic pg. 23 (Amazon)
You can put powerful creatures to sleep with the power of your song.

Prerequisite: Perform (sing) 7 ranks.

Cost: Feat or 3rd-level bard spell known.

Effect: When you activate this soothing performance, one target within close range falls asleep as if affected by deep slumber as long as you maintain the performance. Unlike the spell (which affects weaker creatures first), this masterpiece targets a specific creature of your choice. Although this lullaby does have words, it is not a language-dependent effect.

Use: 1 bardic performance round per round.

Action: 1 round.

Background Traits:

Fleshwarp Exposure
Source Inner Sea Races pg. 197
Category Race
Requirement(s) Drow
Your body responds strongly to transmutations because you were exposed to fleshwarping magic. You gain a +1 trait bonus on saving throws against transmutation spells and effects. Transmutations you willingly accept affect you as though they were cast at 1 caster level higher for the purpose of determining duration.

Friends in Low Places
Source Bastards of Golarion pg. 25 (Amazon)
Outcasts know their own, and that knowledge opens doors and loosens tongues. Gathering information in lower quarters, such as vice dens and poorer districts, takes you 1d2 hours (instead of 1d4 hours). In addition, the attitudes of any destitute or impoverished NPCs you interact with begin one step closer to helpful.

Inventory:
Budget:600gp
Megenta Prizim Ioun Stone (+2 one stat- current:Str), Pipes of the Sewers, stake of the righteous(+1 Silver stake), +1 Spellstoring Rapier, +1 Mythral Chainmail, +1 Living steel light shield, +2 Whip, Eastern star Ioun stone (comp. Languages), flawed Dusty Rose prizm Ioun stone (+1AC,-2 con), Masterwork Flute, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), a waterskin, Wooden Mallet.

Attacks:

Slam:+10 1d3+7(plus Energy drain)

+1 ST Raiper(w.hidious laughter):+10 1d4+5 18-20/x2

A Handwritten Note (Backstory):
Dear reader,
Whomever is reading this, there are only two reasons that is possible. First, I am dead and you have slain me. Second, you are dead and I am your master. Whatever the reason I find it imperative to leave a record of my last so that any who know me may know the truth.

I was born to a half-elven mother, so in truth I am quater human, quarter elf, half drow. But even so I was a low-life in the eyes of the drow, even if my father was a Noble drow. Being raised a slave was terrifying. Espessialy when I was so close to the Drow, who's spells caused major changes. Fleshwarping was often tested on the slaves, especially the drow ones. Because I was mostly Elf I was a prefect candidate. They began their work when I was 8, changing me into various animals and creatures then back again. There where times where I would come back, and still think I was an animal.

When they grew bored they would change me into a rat and put me in a terrible box, a puzzle full of traps and blades. What's worse... I when I turned 10... they used me as no child should be used. Even in undeath, I have those scars still.
The children would pelt me with stones and call me names, I would be shot at as target practice with drow hand-crossbow. One day... I died.

I don't know how I turned, or why, or even who it was that turned me. I woke under some dirt... with a few rotting corpses in top of me. Older slaves who had also been killed. All I could think of was the burning thirst. My first victim happened to be an orc slave, the man who had buried me I later learned. Once I finished I was... well confused would put it lightly.

I spent the rest of that day testing myself. I found i could walk on walls, break things with my bare hands, that I have long fangs... I didn't know what a vampire was at the time, Poor slave education didn't help. Once i learned what power I had... I hunted and killed every man, woman, and child who had wronged me... and tore them apart.

It was how Drakina found me. One of the lesser of the family came along and adopted me, taught me how to control and use my powers, and even how to fight, lie, and sing. She was a mother in a way... Soon I was called the sandman. As my songs would lure unsuspecting victims to sleep, where I would feed, and they would never wake. Drakina made sure to help with desposing bodies and keeping me fed when hunting wasn't an option. Life became boring... nothing to do. Not even my aong could fill this dark hole in my heart. So I write this now to let those who read it know... I used to feel. Whatever I am when you know me, it is the result of a young heart being crushed and Tainted black.

With Dark Love,
Murza Drakina