Rusalka

Lysbeth Moonborn's page

66 posts. Alias of YoricksRequiem.


Full Name

Lysbeth Moonborn

Classes/Levels

Inactive

About Lysbeth Moonborn

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Background:
126 years ago, when Lysbeth Moonborn came into the world, Sarkoris was a very different place. It was savage and untamed and most of all, free. Lysbeth’s mother had certain... complications arrive during her pregnancy, and died giving birth in a Church.

While I've left this vague, Lysbeth's mother would have been a Druid. The only reason she would have gone into a city is because of a serious need of help. As for Lysbeth's father, the girl knows nothing of him, but I don't generally consider vampires to be loving and caring individuals, so his role in her birth would be sinister, in one form or another. Whether or not he shows up at some point is entirely up to you. I don't think he's particularly important to Lysbeth, as she's not the type to be out for revenge.

She was raised by Brother Magnus, who delivered her, in Kenabres. Kenabres was an trading town, with no real significance. Lysbeth’s life could very easily have followed suit. She could have grown up with the monks, ignorant to what happened. But that wasn’t the hand that life dealt.

Before Lysbeth was 20, the entire world had changed. Seemingly overnight, Sarkoris was overwhelmed by demons. Refugees flooded to Kenabres by the thousands. While her appearance often got strange glances from the newcomers, Lysbeth never felt unsafe in Kenabres. That changed a year later.

Lysbeth was captured by a hooded man. Despite her pleas and assurances that despite her appearance, there was nothing twisted about her, he took her to his basement. Though she twisted, his grip was strong as iron. Expecting to be killed, Lysbeth was shocked by what happened next. Others showed up, bringing candles and a goat. The goat was sliced open and a symbol she didn’t recognise was made on the stone floor from its blood. Placing her on the symbol where she wept, the man began to chant and was joined in by others. Lysbeth could feel spirits in the air, swirling around her and flowing through her. She tried to steel herself against them, praying to the gods for help. There was no answer, and she felt the darkness closing in around her heart as the chanting got louder. She let out a scream, and a burst of light exploded out of her, blinding the men long enough for her to take off running.

As to what the man was attempting. It can change if Lysbeth's father is to play a role, for perhaps he had something to do with it, but I rather like the idea of it being some kind of demon / spirit trying to possess her. Given her heritage, they may have thought it would be easier to achieve (or even just a stronger body). The plan would involve trying to take down the city from within, as evidenced in the story of Kenabres where a demon was impersonating a man and managed to slaughter a few dozen people. Spreading fear and fragmenting connections and so on and so forth.

While she escaped safely, she was never able to put it behind her. Not long after, Lysbeth began hearing voices from things that weren’t there, or seeing objects move on their own. She started having nightmares about the ritual, and the light that came from her.

Elsewhere in Kenabres, a demon who had been impersonating a man had slaughtered dozens of citizens. Lysbeth couldn’t prove it, but she felt deep within herself that it was the same man who had taken her. She wasn’t sure what he had tried to do, or if it had worked, and it filled with her apprehension and fear.

More and more, immigrants to the city were being closely scrutinized for any sign of taint. Paranoia was everywhere. Terrified, Lysbeth decided to stay inside with the monks, forever. But that didn’t make her feel any better, either. Now she was locked inside, forced to watch panic increasingly spread through the town.

It was years later, in the midst of the Second Crusade, before she opened up to the monks about what happened. When she did, a considerably older Elf, Brother Magnus, explained to her the light that she had felt. He knew that she wasn’t happy cooped up, and suggested that she join the cause. Her eyes filled up with tears, knowing that she wouldn’t be accepted. While Lysbeth had grown into an incredibly attractive girl, with a thin frame and dark hair over pale skin, anything more than a passing glance and you would begin to notice unnerving characteristics, such as just how white her skin was, or that it was completely unblemished. The colour of her eyes seemed too red, and her incisors were longer than normal.

Brother Magnus smiled at her, suggesting that much could be done for that if she was willing. Not only did her help her to learn of her magical abilities, but he taught her how to blend in among others, and how to lie. By the time that the Fourth Crusade was underway, Lysbeth was a healer in Kenabres, treating the few who returned from battle. With the Fifth Crusade beginning, Lysbeth wants to face her fears and be more proactive. Rather than waiting for people to come back half-dead, she wants to help the brave knights right on the front lines.

Lysbeth has been raised in a Church of Sarenrae. While it ordinarily taught compassion and peace and redemption, many of those focuses had been forgotten over the years and bleak wars. The followers instead favored the idea that the enemy did not want to be redeemed, and needed to be killed. While Lysbeth herself has never herself had cause to seek redemption, she believes such things are possible. She is considerably more focused on the forgotten tenets of Sarenrae - compassion, peace, understanding.

http://tinypic.com/view.php?pic=2e1rqc2&s=5

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Lysbeth Moonborn
Female Dhampir
Bard 2

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    Stats
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Size / Type: Medium Humanoid (Dhampir)
Alignment: Neutral Good
Deity:
Age: 126
Initiative: +3
Senses: Perception +8, Darkvision (60 Ft), Low-Light Vision, Light Sensitivity
Languages: Common, Celestial, Abyssal

Attributes
STR 10 (+0)
DEX 16 (+3)
CON 12 (+1)
INT 14 (+2)
WIS 12 (+1)
CHA 16 (+3)

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    Offense
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BAB: +1

Light Crossbow
Attack: 1d20 + 4 (1 BAB +3 Dex)
Damage: 1d8
Crit: 19-20 x2

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    Defense
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HP: 13 (2d8 + 1 Con per Dice)
AC: 16 (10 Base +3 Dex +3 Armour)
Touch: 13 / Flat-Footed: 13

CMB: 1 (1 BAB + 0 Str)
CMD: 15 (10 Base + 1 BAB + 1 Str + 3 Dex)

Notes: +2 to all Combat Maneuvers against Demons (Trait)

Fort +1 (+0 Base +1 Con)
Refl +6 (+3 Base +3 Dex)
Will +4 (+3 Base +1 Wis)

Notes:
+4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. (Well-Versed)
+2 Racial Bonus on Saving Throws against disease and mind-affecting effects (Racial).

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    Skills
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Per Level: 9 (6 Base + 2 Int +1 Favored Class)


  • Acrobatics +7 (+1 Rank +3 Class Skill +3 Dex)
  • Bluff +10 (+1 Rank +3 Class Skill +2 Racial +1 Trait +3 Cha)
  • Diplomacy +8 (See Notes)
  • Disguise +9 (+2 Ranks +3 Class Skill +1 Trait +3 Cha)
  • Perform (Oratory) +8 (+2 Ranks +3 Class Skill +3 Cha)
  • Perform (Sing) +7 (+1 Ranks +3 Class Skill +3 Cha)
  • Perception+8 (+2 Ranks +3 Class Skill +2 Racial +1 Wis)
  • Sense Motive +8 (See Notes)
  • Stealth +7 (+1 Ranks +3 Class Skill +3 Cha)
  • Use Magic Device +8 (+2 Ranks +3 Class Skill +3 Dex)


  • Kn Arcana +3 (+0 Ranks +2 Int +1 Bard)
  • Kn Dungeoneering +3 (+0 Ranks +2 Int +1 Bard)
  • Kn Engineering +3 (+0 Ranks +2 Int +1 Bard)
  • Kn Geography +7 (+1 Rank +3 Class Skill +2 Int +1 Bard)
  • Kn History +7 (+1 Rank +3 Class Skill +2 Int +1 Bard)
  • Kn Local +7 (+1 Rank +3 Class Skill +2 Int +1 Bard)
  • Kn Nature +7 (+1 Rank +3 Class Skill +2 Int +1 Bard)
  • Kn Nobility +7 (+1 Rank +3 Class Skill +2 Int +1 Bard)
  • Kn Planes +3 (+0 Ranks +2 Int +1 Bard)
  • Kn Religion +7 (+1 Rank +3 Class Skill +2 Int +1 Bard)

Notes:
+1/2 Bard Level to Knowledge Checks and can make all untrained (Bardic Knowledge)
Can use a Perform (Oratory) check in place of Diplomacy and Sense Motive.

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    Traits
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Campaign - Stolen Fury: +2 Combat Maneuver checks against Demons.

Keeper of the Veil: +1 Bluff and Disguise, one becomes a class skill.

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    Feats
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L1 - Life Dominant Soul: You are healed by positive energy used to heal living creatures, and channelened negative energy used to heal undead, but both only heal half the normal amount. You still take damage from positive energy used to harm undead, such as that from channeled energy and lay on hands.

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    Specials
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Proficiencies - A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bardic Knowledge - A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Versatile Performance - 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. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

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.

Bardic Performance (9 Rounds / Day) - A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

  • Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

  • Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

  • Fascinate: At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

    Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

  • 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.

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      Spells
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    DC: 10 + Spell Level + Charisma Modifier

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      Gear
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    Gold: 40 gp
    Light Load: 43 lbs

    Hide Shirt (18 lbs)
    Light Armour
    AC +3, Max Dex +4, Check Penalty -1

    Light Crossbow (4 lbs)
    Simple Ranged Weapon
    Damage 1d8, Crit 19-20 x2, Range 80 Ft

    Other Equipment (14 lbs)
    Backpack, Bedroll, Air Bladder, Compass, Flint and Steel, 2 Days Trail Rations, Waterskin

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      Racials
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    Ability Score Modifications
    Dex +2, Cha +2, Con -2

    Size: Medium.
    Speed: 30 Feet
    Languages: Common. High Intelligence yields anything except secret languages.

    Darkvision: Can see in the dark perfectly up to 60 feet.
    Low-Light Vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
    Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.

    Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
    Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
    Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

    Manipulative: Dhampir gain a +2 racial bonus on Bluff and Perception checks.
    Spell-Like Abilities (Su): A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir's class level.

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    OldCrunch:

    Lysbeth Moonborn
    Female Dhampir Oracle 1
    NG Medium humanoid (dhampir)
    Init +2; Senses darkvision 60 ft, Low Light Vision, Light Sensitivity. Perception +3

    DEFENSE

    AC 17, touch 12, flat-footed 15 (+2 Dex)
    HP 11 (1d8 +2 Con +1 Favoured Class)
    Fort +2, Ref +2, Will +3

    Weaknesses Light Sensitivity
    Resistances +2 Saving Throws against Disease and Mind-Affecting Effects

    OFFENSE

    Speed 30 ft
    Melee None
    Ranged Light Crossbow +3 (1d8 19-20/x2)

    STATISTICS

    Str 10, Dex 14, Con 15, Int 12, Wis 10, Cha 16
    Base Atk +1; CMB 1, CMD 13
    Feats Life-Dominant Soul
    Traits Stolen Fury, Keeper of the Veil
    Skills Bluff +7, Diplomacy +8, Disguise +9, Heal +5, Knowledge (History) +5, Knowledge (Nature) +5, Knowledge (Religion) +5, Perception +4
    Languages Common, Celestial
    SQ Curse (Haunted), Mystery (Life), Revelation (Channel), Resist Level Drain, Manipulative, Negative Energy Affinity
    Combat Gear Light Crossbow, Scale Mail (Medium)
    Other Gear

    SPELLCASTING

    DC 13 + Spell Level
    Spells
    - 0 Level: 5 Known / Infinite Per Day.
    - 1 Level: 2 Known, 5 Per Day.
    Spells Known:
    - 0 Level: Create Water, Detect Magic, Enhanced Diplomacy, Ghost Sound, Mage Hand, Read Magic, Resistance.
    - 1 Level: Bless, Cure Light Wounds, Detect Undead (Mystery), Shield of Faith

    Racial Spell-Like Abilities: Detect Undead 3/Day.