Knowledge (religion): 1D20+8 = [8]+8 = 16 to determine potential means of inducing vampirism other than the traditional getting bit by a vampire, particularly ones that result in the wounds similar to the ones on Jeremiah if not completely successful.
Thuvian turns to his companion first,
"Doubtful that he has full vampirism as it is typically understood. I'm by no means an expert on the subject, but the wounds that have never healed, along with the absence of a pre existing vampire, suggests that whatever process was used to transform these people is not the normal one, as most stories I have heard tend to be you are a vampire or you are not. The middle ground that our friend seems to be occuping concerns me greatly. We will have to hope that there are records further on indicating the purpose of this place, why someone chose to turn to vampirism, and how they did so."
Turning back to Jeremiah,
"I am sorry to have caused a great weight on your mind, but it is a well known fact that the night is darkest just before dawn. I am confident we can find the answers needed to free you from your long suffering. Could you draw out the layout of the complex briefly and describe how many accursed there are, how the vampirism has effected them, and where they tend to congegrate, particularly the one that originally turned to vampirism in the first place? Armed with that information, we have a much better chance of of successfully addressing the problem. If you can provide that, I have no further questions, and we shall leave you in peace until we are finished with our task." Thuvian pulls out some parchment as he ponders the nature of the vampires that he is familiar with and what sort of process could have been used to induce the disease in a completely vampire free enclave.
[sblock=mini-stats]Thuvian Darklight
AC: 15 (Touch 13, Flatfooted 12) +4 AC from Mage Armor
HP: 37/37 Initiative: +3
Perception : +6 Sense Motive: +1
CMB: +3 CMD: 16
Fort: +3 Reflex: +5 Will: +6
Current Weapon in Hand:
Current Conditions in Place: Mage Armor, Protection From Evil
Thad
Current Conditions: Mage Armor
Magic:
CL 7; +11 Concentration (+15 Casting Defensively); SR +7
Extended Illusion (3 rounds beyond concentration)
1st level Sapphire of Power - used
+4 to Spellcraft DC to identify spells cast by Thuvian
Darkness 1/1; CL 7
Cantrips - Acid Splash, Detect Magic, Ghost Sound, Mage Hand
1st - Mage Armor (x), Protection from Evil (2)(x), Vanish (2), Ventriloquism
2nd - Create Pit, Mirror Image, Spider Climb (2)
3rd - Fly, Major Image (2), Summon Monster III
4th - Shadow Conjuration (2), Stone Shape[/sblock]