Hit Points: 30 (5d8+2)
Initiative: +3
AC: 19, touch 13, flat-footed 16 (+4 armor, +2 shield, +3 Dexterity)
Speed: 30 feet
BAB: +3
CMB: +3
CMD: 16
Attacks: +1 Heavy Mace +4 (1d8+1) or mithril dagger +4 (1d4/19-20) or darkwood light crossbow +7 (1d8/19-20)
Other: +1 trait bonus to attack and damage rolls vs Undead
Saving Throws:
Fortitude: +2
Reflex: +8
Will: +4
Other: +2 vs disease and mind-affecting, +4 vs confusion, fear, insanity, supernatural abilities of Aberrations; +2 effective Constitution for determining threshold of death
Skills: Acrobatics +8, Appraise +8, Climb +3, Escape Artist +8, Knowledge (Arcana, Religion) +12, Knowledge (Dungeoneering, History, Planes) +10, Knowledge (Engineering, Geography, Local, Nature, Nobility) +5, Linguistics +7, Perception +4, Perform (Stringed, Wind)* +12, Profession (any) +1, Sense Motive +4, Sleight of Hand +6, Spellcraft +10, Stealth +10, Survival +7, Use Magic Device +13
* = Background skills
Other: +2 racial bonus to Diplomacy checks when dealing with rats, bats, and wolves; +2 competence bonus on Knowledge (Religion) checks to identify Undead
Favored Class: Bard (+2 hit points, +1 Cantrip, +2 1st-level spells)
Favored Class Bonus for Dhampir Bards: Add one spell from the Occultist's Conjuration and/or Necromancy spell lists to the Bard’s spell list and known spells. This spell must be at least 1 level lower than the highest-level spell the Bard can cast.