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About Lysbeth Moonborn. 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 .
Attributes
BAB: +1 Light Crossbow
HP: 13 (2d8 + 1 Con per Dice)
CMB: 1 (1 BAB + 0 Str)
Notes: +2 to all Combat Maneuvers against Demons (Trait) Fort +1 (+0 Base +1 Con)
Notes:
Per Level: 9 (6 Base + 2 Int +1 Favored Class)
Notes:
Campaign - Stolen Fury: +2 Combat Maneuver checks against Demons. Keeper of the Veil: +1 Bluff and Disguise, one becomes a class skill.
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.
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. 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.
DC: 10 + Spell Level + Charisma Modifier
Hide Shirt (18 lbs)
Light Crossbow (4 lbs)
Other Equipment (14 lbs)
Ability Score Modifications
Size: Medium.
Darkvision: Can see in the dark perfectly up to 60 feet.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Manipulative: Dhampir gain a +2 racial bonus on Bluff and Perception checks.
. . . . 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)
Weaknesses Light Sensitivity
OFFENSE Speed 30 ft
STATISTICS Str 10, Dex 14, Con 15, Int 12, Wis 10, Cha 16
SPELLCASTING DC 13 + Spell Level
Racial Spell-Like Abilities: Detect Undead 3/Day. |