Antagonist – Varola Deathsong, Vampire Bard Darklord

Varola Deathsong appears to be about 16-20 years old. She walks with a sway, taps her feet to music when she sits and is usually humming to herself. She prefers rowdy crowds and loves attention.

Varola arrives out of nowhere. She makes use of many secret passages, back doors, tunnels and her vampiric abilities to make a sudden appearance. Her magical instruments enhance her talents and help her to enrapture any crowd.

Bar patrons who see her perform on a regular basis believe her to be a tease, a flirt and overly ambitious. Few know her true nature.

Varola lives above the worse quality inn and tavern in the city and loves it there.

Her goal is to rule Nidala from behind the scenes. She starts many rumors and spreads a lot of gossip to keep the city interesting. Deathsong suffers from immortality blues and bores easily. She handles problems by hiring oters, seducing those that she can use, public speaking, intrigue, rumors, blackmail and bartering. Direct methods would be less entertaining.

Born in a prison, raised by the church. Varola’s was chosen for the choir at the orphanage. The priests believed that her voice would serve a holy purpose. Varola believed herself to be the voice and soul of the people of Nidala. The clarity of her voice and the accurancy of the notes she sang were her only to escape what would otherwise be a life of destitution once the orphanage turned her out at 12 like every other unwanted child of Nidala.

Her Secrets:
She was born under the Triumphant Eclipse – born at the harm of Elena. Her mother was raped by a prisoner guard while serving out a sentenance for prostitution in Elena’s Keep.
She is in love with Kimurn the Fleet. She will not admit it, it to herself. He had asked her for help right after Alikain’s disappearance, but Varola refused. Now he is missing and she blames herself. Once she admits her feelings, she may directly rescue him but not until then.
She fears imprisonment and solitude. She is almost never alone when awake.
Varola Deathsong: Female Human Brd14; CR 16;
Medium Undead(augmented humanoid); Vampire Template
HD 14d12; hp 100;
Init +6; Spd 30 ft/x4;
AC 19 (+2 dex, +6 natural, +1 deflection), touch 13, flat-footed 17;
Base Atk/Grapple +10/+15;
+15/+10 One-handed (1d3+5;20/x2) Grapple, +10 Secondary Natural (1d6+5;20/x2) Slam, +15/+10 One-handed (*;20/x2) Touch

AL NE; SV Fort +4, Ref +13, Will +12;
Str 20 (+5), Dex 14 (+2), Con — (+0), Int 16 (+3), Wis 16 (+3), Cha 26 (+8);;
Skills: Appraise¹ +20, Balance¹ +6, Bluff¹ +36, Concentration¹ +20, Diplomacy¹ +30, Disguise¹ +15, Escape Artist¹ +6, Forgery¹ +6, Gather Information¹ +23, Listen¹ +17, Move Silently¹ +14, Perform (Song) +28, Perform (Stringed Instruments) +23, Ride¹ +3, Search¹ +13, Sense Motive¹ +15, Sleight of Hand +8, Spot¹ +15, Survival¹ +5, Use Magic Device +13;
Feats: Alertness(PH 89)², Combat Reflexes(PH 92)², Dodge(PH 93)², Improved Initiative(PH 96)², Lightning Reflexes(PH 97)², Necromantic Presence(LM 28), Tomb-Tainted Soul(LM 31), Endure Sunlight(LM 26), Life Drain(LM 28), Lifesense(LM 28), Positive Energy Resistance(LM 29);
Racial Abilities:
× Base land speed of 30 feet.
× Natural Weapons: Slam(1d6+5),
× Darkvision 60 feet.
× Bonus Feat: 1st level bonus feat
× Favored Class: Any

Class Abilities:
× Damage Reduction(Ex): 3/magic, 10/silver & magic
× You can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance.
× Bardic Knowledge(Ex): You possess a special Knowledge skill for stray bits of trivia. This Knowledge check is 1d20+17
× Bardic Music: Performances can create varied magical effects 14 times per day.
× Countersong(Su): You can counter any sonic or language-dependent magical effect. Anyone within 30 feet can use your Perform check in place of their saving throw. You can maintain a countersong for 10 rounds.
× Fascinate(Sp): You can fascinate 5 creature(s) within 90 feet. If you beat their Will save with a Perform check, they will listen quietly for up to 14 round(s).
× Inspire Courage(Su): While singing; all allies who can hear you gain a +3 morale bonus to saving throws against charm and fear effects; and a +3 morale bonus to attack and weapon damage rolls. The effect lasts as long as you sing plus 5 rounds.
× Inspire Competence(Su): You can help an ally succeed at a task. They get a +2 competence bonus to skill checks as long as they are able to see and hear you and are within 30 feet. This can be maintained for 2 minutes.
× Suggestion(Sp): You can make a suggestion (as the spell) to a creature you have already fascinated. Will save (DC 25 negates).
× Inspire Greatness(Su): You can inspire up to 2 creature(s). This gives them +2 bonus Hit Dice (d10s); +2 competence bonus on attacks; and +1 competence bonus on Fortitude saves. This lasts as long as you play; and for 5 rounds after you stop.
× Song of Freedom(Sp): With one minute of uninterrupted music and concentration you can affect a single target within 30 feet as though with a break enchantment spell.