Tythan Severn, Lord of the Silver Barrens
Silver-Brow Human / Vampire; Dragonblooded Undead [Augmented]: Lawful Evil
Bard [Dawnflower Dervish] (5th) / Shadow Dancer (5th)


AC HP Fort Reflex Will Initiative
(31)/26 (163) 3+11 7+11 7+1 +13
Strength: 18 (+4)
Dexterity: 28 (+9)
Constitution: -
Intelligence: 16 (+3)
Wisdom: 12 (+1)
Charisma: 33 (+11)
Bardic Performances per day
(25) Rounds
+7/+3 +19/+15 +30/+26
Damage: 1d6+17 1d6+17+10d6 [Cold]


  • Combat Expertise (You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.) [Human]
  • Dragon fire inspiration (You may forgo the bonus granted to attack and damage rolls from Inspire Courage to gain an additional 1d6 [energy] damage on the attack, per point of bonus that would be lost this way)[1st]
  • Song of the Heart (Increase all bonuses granted by bardic music abilities by a further +1) [3rd]
  • Dervish Dance (When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.) [Dervish granted]
  • Mobility (You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.) [5th]
  • Snowflake War dance (As a free action, the bard may expend a use of their bardic music ability to add their Chr bonus to attack rolls, for a number of round equal to their ranks in Perform: Dance. After these rounds are over however, the bard is fatigued for 10 minutes) [7th]
  • Spring Attack (As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.) [9th]
  • Whirlwind attack (When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.) [Rogue talent]
  • Alertness (You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill) [Vampire Bonus]
  • Combat reflexes (You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed) [Vampire Bonus]
  • Dodge (You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.) [Vampire Bonus]
  • Improved Initiative (Gain a +4 bonus to initiative checks) [Vampire Bonus]
  • Lightning reflexes (You get a +2 bonus on all Reflex saving throws.) [Vampire Bonus]
  • Toughness (You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).) [Vampire Bonus]



  • Common, Dragonic,

Class, Race and Special features:

Silver Brow Human Racial features -
+2 Bonus to a chose ability score (Chr)
A bonus feat at first level
Feather Fall: as spell, 1/day per every 5HD the character possesses (3)
Disguise aptitude: Gain a +2 bonus to the disguise skill, and it is always treated as a class skill
Vampire Racial features -
Defensive abilities: A vampire gains "channel resistance" (+4), "DR:" 10and 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). Its natural armour also increases by +6.
Ability Score alterations: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score
Skill and Feat bonuses: Vampires gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks. Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.
Special qualities: Change Shape: A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II. Gaseous Form: As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Shadowless: A vampire casts no shadows and shows no reflection in a mirror. Spider Climb: A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
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.
Undead racial features -
Con replacement: No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC).
Immunity: Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning. Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Not at risk of death from massive damage. Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Undead do not breathe, eat, or sleep
Bard Class Features -
Versatile Performance: Oratory, Dance & Wind (Diplomacy & Sense Motive, Acrobatics & Fly, Diplomacy & Handle animal) At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill.
Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained
Spinning Spellcaster: At 5th level, a Dawnflower dervish gains a +4 bonus on concentration checks to cast spells defensively. This ability replaces lore master
Well Versed: 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.
Battle Dance: A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat. The benefits of battle dancing apply only when the bard is wearing light or no armour. When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate). At 10th level, a Dawnflower dervish can start a battle dance as a swift action instead of a move action. This ability alters the standard bardic performance ability
Bardic Performance:
Inspire Courage: A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance
Inspire compendance: A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th)
Shadow Dancer Class Features: -
Hide in plain sight: A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow
Evasion: At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor
Dark Vision: At 2nd level, a shadowdancer gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet
Uncanny dodge: At 2nd level, a shadowdancer cannot be caught flat-footed, even if the attacker is invisible. He still loses her Dexterity bonus to AC if immobilized. A shadowdancer with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him
Shadow Illusion: When a shadowdancer reaches 3rd level, she can create visual illusions. This ability functions as silent image, using the shadowdancer's level as the caster level. A shadowdancer can use this ability once per day for every two shadowdancer levels she has attained. The DC for this ability is Charisma-based
Summon Shadow: At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. This shadow has a number of hit points equal to half the shadowdancer's total. The shadow uses the shadowdancer's base attack bonus and base save bonuses. If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days
Shadow Call: At 4th level, a shadowdancer can create creatures and effects out of raw shadow. This ability functions as shadow conjuration, using the shadowdancer's level as the caster level. A shadowdancer can use this ability once per day at 4th level, plus one additional time per day for every two levels attained beyond 4th (2/day at 6th level, 3/day at 8th level, and 4/day at 10th level). Upon reaching 10th level, this ability functions as greater shadow conjuration. The DC for this ability is Charisma-based
Shadow Jump: At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A shadowdancer can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (80 feet at 6th, 160 feet at 8th, and 320 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Defensive roll: Starting at 5th level, once per day, a shadowdancer can attempt to avoid a lethal blow. This functions as the rogue's advanced talent of the same name
Improved uncanny dodge: At 5th level and higher, shadowdancer can no longer be flanked. This defense denies a rogue the ability to sneak attack the shadowdancer by flanking him, unless the attacker has at least four more rogue levels than the target has shadowdancer levels

Items, gear and equipment:

Magical Equipment:

  • Headband of Alluring Charisma: +6 (Grants a +6 enchantment bonus to Chr)
  • Belt of Mighty Dexterity: +6 (Grants a +6 enchantment bonus to dex)
  • Bracers of Armour: +5 (Grants a +5 armour bonus to AC)


Harmonising Crystal Echo-Blade +3 Damage: 1d6 Crit: 18-20, x3 This +3 enchanted Scimitar deals additional damage equal to half the bards level, while he is using a bardic performance, further, the blade extends the duration of a bardic performance by 2 additional rounds once the bard has ceased performing. The blade is further adorned with a crystal of returning, allowing the bard to summon the blade to his hand from up to 30ft away

Armour and Gear

  • Badge of valour (3/day, you may add an additional +1 to the bonus granted by inspire courage)
  • Shoanti War Paint (This green body paint, covers ones body in patterns and swirls, increasing the effectiveness of a bards Inspire Courage by +1)


  • Masterwork Horn, natural: (For the purposes of determining your Bardic music effects, increase all effects by 1)
GP Pouch
671 gp

Spells and Special Powers:

Blood Drain 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 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 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 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 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

History and Back story:

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