Sandalero grew up in Ustalav. He always knew that undead were real and that they were dangerous. Once in a while growing up Sandalero's parents would tell him about some distant relative or neighbor that wouldn't be coming around anymore.
But it wasn't until a few years ago that he fully understood what that constant threat meant on a personal level. Sandalero was finally allowed to travel with his father on a performance tour - something he'd been begging to do since he was old enough to hold his own instruments. On one of the last legs of the tour, when they were nearly home, Sandalero's father decided to push on through the night when none of the villagers in the previous stop was willing to put the man and the teenage boy up until morning. He assured the boy that they'd be safe enough in the wagon.
Sandalero woke up in the middle of the night when he heard his father yelling. Wiping the sleep from his eyes, he saw his father running down the road, sword in hand, shouting a challenge at the ghouls that were chasing a stranger in the road.
Sandalero ran to try and help his father, but was told instead to save the stranger and run. Sandalero did as he was told and half-carried the wounded stranger to the wagon, tears streaming down his face all the while.
After putting the wounded man into the back of the wagon, Sandalero turned back, intending to rejoin his father. But as he did so, the elderly bard fell to the claws of the beasts. Sandalero ran to the front of the wagon and lashed the horses to a full gallop. The last thing he saw of his father was the ghouls tearing the body to pieces.
Since that day, Sandalero's life has revolved around learning about and destroying the undead. As part of that obsession, Sandalero has become a devout follower of Pharasma and has taken to learning about Harrowing from the fortune tellers that his parents always warned him against visiting. He still loves his surviving family, but can't see past his own obsession to notice that he has largely abandoned them. He barely even remembers Professor Lorrimor's name despite having saved the man from ghouls. He still plays music, but almost always dark, depressing dirges. When he does play something upbeat, he plays one of his father's favorites, or a dark, sarcastic arrangement of a normally cheerful song.
Spoiler:
Sandalero Oberichi
Male Human (Varisian) Bard (Dirge Bard) 1
CG Medium humanoid (human)
Init +4; Senses Perception +4
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +2
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Offense
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Speed 30 ft.
Melee rapier +1 (1d6+1/18-20)
Ranged shortbow +2 (1d6/×3)
Special Attacks bardic performance 8 rounds/day (countersong, distraction, fascinate, inspire courage +1)
Bard (Dirge Bard) Spells Known (CL 1st; concentration +5):
1st (2/day)—charm person (DC 15), grease (DC 15)
0 (at will)—detect magic, lullaby (DC 14), prestidigitation (DC 14), read magic
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Statistics
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Str 13, Dex 14, Con 12, Int 14, Wis 10, Cha 18
Base Atk +0; CMB +1; CMD 13
Feats Fast Learner, Improvisation
Traits chance savior
Skills Acrobatics +2, Appraise +4, Bluff +8, Climb +1, Diplomacy +8, Disable Device +0, Disguise +6, Escape Artist +2, Fly +2, Handle Animal +6, Heal +2, Intimidate +6, Knowledge (All) +5, Knowledge (religion) +7, Linguistics +4, Perception +4, Perform (All) +6, Perform (percussion instruments) +8, Ride +2, Sense Motive +4, Sleight of Hand +4, Spellcraft +6, Stealth +4, Survival +2, Swim +1, Use Magic Device +8
Languages Common, Hallit, Necril, Varisian
SQ bardic knowledge +1
Other Gear lamellar (leather) armor, arrows (20), rapier, shortbow, backpack, belt pouch, candle (10), candle lamp, canteen, flint and steel, silver holy symbol (Pharasma), ink, black, inkpen (2), drum, vielle, parchment (5), spell component pouch, trail rations (2), 7 gp, 7 sp
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TRACKED RESOURCES
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Arrows - 0/20
Bardic Performance (standard action) (8 rounds/day) - 0/8
Trail rations - 0/2
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Special Abilities
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Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Chance Savior +2 trait bonus to initiative
Corpse Hunter +1 trait bonus on all attacks made against undead.