Limenent Geary was the same as lot of kids who grew up on the streets of Darton; she had a tough exterior, no idea where she came from, and no respect for a legal system which would rather see her die of starvation than live through theft. She was just a lot better at that last part than the other kids were. By the time she was in her teens, Limenent had been accepted into the Darton Thieves’ Guild. Before she was twenty she had made a reputation for herself as a thief with a knack for daring heists, and never getting caught. Her specialty was the manor houses of the rich, and she made a comfortable living for herself.
During one such heist, Limenent broke in at ground level and made her way cautiously into the basement. In her experience, many of her ‘patrons’ (as she sometimes called them) kept pieces of artwork and other valuables in storage. By fencing these, rather than the more visible wealth in the living areas, the theft might not be discovered for weeks, or even months. But this house was strange. The building’s sublevels were as finely furnished as the living areas normally were, with carpets covering the stone floors, and pieces of artwork hanging on the walls or resting on tables, rather than stored in crates or covered by tarps. She didn’t understand what was going on, and she didn’t like not knowing what was going on. Thinking she could just hit up a different house the next evening, she turned to leave–and slammed face first into what felt like a stone wall.
What it turned out to be was a man’s chest. A man of no great height or girth, but a man as cold, hard, and sturdy as stone. Limenent was no fool. The man was clearly more than he appeared to be, most likely a a spellcaster of some sort. She immediately tried to dart past him, hoping she moved quick enough to prevent him from getting a good look at her. Her face was covered, but there was no point in taking undue risks. It didn’t matter, though, because the man was twice as fast. His hand darted out like lightning, taking hold of Limenent’s neck and lifting her effortlessly to slam against the wall. In desperation, a dagger appeared in Limenent’s hand, and she stabbed into the man’s arm, but it only tore his clothes and glanced harmlessly aside.
The two stared at each other for a long moment. Limenent struggled to breathe, but she refused to betray any weakness in her gaze. Blackness started to appear at the edges of her vision, and she felt herself about to lose consciousness. Then the grip on her neck weakened, and she felt her back sliding down the wall until her feet were safely on the ground. She looked up, unaware of when she had broken her captor’s gaze. He bared his teeth at her, and for the first time she saw that they were unnaturally sharp. She had only begun to wonder why that was when he forced her head back, and drove his razor teeth into her jugular vein.
Limenent Geary died.
When she awoke some time later, lying in a bed in a dark room, she knew exactly what had happened. Something about her transformation had granted her understanding–not that it was difficult to figure out. The man had been a vampire, and now she was one too. A fledgling undead bound to serve the one who created her until he was destroyed. She immediately set about planning that destruction, but each time she tried her mind would wander elsewhere. She would later learn that the same magics which compelled her to obey her new master also prevented her from plotting against him.
As it turned out, Baron Telmalane–that’s what he called himself–had been impressed by Limenent’s resourcefulness. While she had been easy prey for him, he recognized that she had not been prepared to encounter a vampire. He even complimented her by noting that if she had been, she might have stood a chance against him. With the vampiric might he had bestowed upon her, she would make an impressive agent of his will. And though she was unable to disobey him, he promised that the rewards for her service could be great.
For decades the younger vampire did as she was told. She dutifully carried out her master’s will, be it delivering a message to a fellow, or assassinating a rival. And, as he had promised, she was well rewarded for her work. She had personal wealth, status among her master’s servants, and freedom to feed upon whomever she pleased. But she chaffed beneath the yolk of servitude. She strained against the mental bonds which diverted her each time she tried to plot against her master, but even a century after her enslavement she found her focus constantly diverted.
Circumstance intervened on her behalf one night when Baron Telmalane was again staying in his Darton manor. While gazing out the top story windows, Limanent saw a party of heavily armed men and women approach the house. There were ten of them, and based on their equipment there was only one thing they could be: hunters. They had discovered that the lord of the manor was a vampire masquerading as a reclusive noble, and come to destroy him. Seeing a ray of hope for herself, Limanent recalled that her master had expressed a desire for more exercise a few months back. Surely he would enjoy fighting these weaklings himself. She found a candle, and climbed out the window onto the rooftop so she could have a better view of the stars. Once she was there, she poured the candle’s wax into her ears, because the warm sensation might feel nice on her cold skin.
She gazed up at the moon, and sought to hold on to the fragile illusion she had created for herself. She did not know her master was in danger, could not hear his cries for her aide. She sat in still silence for a quarter hour, then a wave of pain slammed into her. Her temples throbbed, and her back arched as a scream escaped her lungs. And as soon as it began it was over. She lay panting on the roof, weak from pain. But she knew, instinctively, that she was no longer controlled by anyone. She picked the wax from her ears and listened as the hunters searched the house for any more creatures. They never thought to search the roof, which was good because Limanent could not have stood against them. She waited until they left, then cautiously climbed back into the manor just in time to avoid the morning sun.
Once she recovered, Limanent immediately set to work. While she’d never been able to plot against Baron Telmalane, she’d spent decades planning what she would do if she were ever free of him. She knew his manor was no longer safe, so she immediately took flight to find a safe haven where she would–at least temporarily–be safe from vampire hunters. Through the following months she returned to her her roots as a thief. In life, it had afforded her a comfortable living, but in death she was capable of so much more. By transforming herself into a cloud of mist, she could enter a building through a crack in the wall, rather than fumbling at a locked door. With her great strength, she could heavy sacks of riches effortlessly. And a century of vampirism had left her with little regard for human life, allowing her to easily dispose of anyone who discovered her pilfering. When she ran out of public buildings to rob, she began using her vampiric charms to coax an invitation from unwitting residence.
Within a year, Limanent was fabulously wealthy by mortal standards, but the people of Darton were well aware that they had a master thief among them. So she hired a battalion of porters, and moved away. She boarded a ship, and crossed the southern sea. When she reached the continent of Edargeln, she purchased a manor house of her own in the capitol city of Abingarde. She filled it with riches, and introduced herself to high society as the Duchess of Greyholm. A place which did not actually exist, but was very far away so it was understandable no one has heard of it.
Limenent continues to live there, though by now she is known as Duchess Geary the Third.
Limenent Geary, Duchess of Greyholm (CR 11)
Female Human Vampire, Rogue 10
Init +10; Senses Perception +23 (+28 to locate traps), Darkvision (60ft)
AC 26, Flat Footed 19, Touch 17 [10 + Dex(6) + Armor(3) + Natural(6) + Dodge(1)] (AC 29 v. traps) (Cannot be caught flat footed, nor flanked, nor sneak attacked by a rogue of less than 14th level)
hp 78 (10d8 + 20)
Fast Healing 5
Fort +3 (Immune unless effect can target objects, or is harmless) Ref +15 (+16 v. Traps)(On 1/2 damage, takes no damage) Will +5
DR 10/Magic & Silver
Resist Fire 20, Channel 4, Cold 10, Electricity 10
Immunities Mind affecting effects, Bleed, Death effects, Disease, Paralysis, Poison, Sleep effects, Stunning, Nonlethal Damage, Ability Drain, Energy Drain, Physical Ability Score Damage, Exhaustion, Fatigue effects, Death from massive damage, effects which require a fortitude save
Melee Shortsword of Subtlety +15/10 (1d6 +6/19-20 x2)[Sneak Attack +17/12 (1d6 +9/19-20 x2)]
Melee Slam +12/7 (1d4 + 5/20 x2)(Magic Weapon)(Energy Drain)
Ranged Shortbow +16/11 (1d6 + 2/20 x3) [Range Increment: 70ft]
Sneak Attack 5d6 against flat footed or flanked opponents.
Str 20 (+5) Dex 22 (+6) Con — (–) Int 17 (+3) Wis 10 (+0) Cha 20 (+5)
Base Atk +7/2; CMB +12; CMD 28
Feats Quick Draw, Point Blank Shot, Far Shot, Iron Will, Run, Weapon Focus(Shortbow), Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness
Rogue Talents Fast Stealth, Stand Up, Surprise Attack, Weapon training(Shortsword), Opportunist
Skills Acrobatics (+19), Bluff(+26), Craft(Trapmaking)(+16), Diplomacy(+20), Disable Device(+24), Knowledge(Dungeoneering)(+16), Knowledge(Undead)(+13), Perception(+23)(+28 to locate traps), Sleight of Hand(+19), Stealth(+33), Use Magic Device(+18)
Languages Common, Thieve’s Cant, The Gravespeech
–Quick Draw: May draw weapons as a free action.
–Point Blank Shot: Ranged weapons gain +1 to attack and damage within 30ft.
–Far Shot: Each range increment imposes only a -1 penalty, rather than a -2.
–Run: May move 5 times normal movement rate when running, and maintains full Dex bonus to AC while doing so.
–Fast Stealth: May move at full speed while moving stealthily at no penalty.
–Stand Up: May stand up from the prone position as a free action. Still provokes attacks of opportunity.
–Surprise Attack: During a surprise round, foes are always considered flat footed. Even if they have already taken an action.
–Opportunist: 1/round, may make an attack of opportunity against a foe who has been struck for damage in melee by another character.
–Blood Drain: If an opponent is pinned, may deal 1d4 Con damage per round. Gains +5 HP (or +5 temporary HP) for each round blood is drained.
—Children of the Night: 1/day, summon 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. Creatures arrive in 2d6 rounds, and remain for 1 hour.
–Create Spawn: Creatures slain by blood drain or energy drain rise as subservient vampires within 1d4 days.
–Dominate: Target must succeed on a will save (DC 20) or fall under the effects of a Dominate spell.
–Energy Drain: Creatures hit by slam attacks gain two negative levels.
–Change Shape: May assume the form of a dire bat or wolf, as Beast Shape II
–Gaseous Form: As a standard action, or upon reaching 0 HP, the vampire can assume Gaseous Form indefinitely. Has a fly speed of 20ft with perfect maneuverability.
–Shadowless: Casts no shadows, nor is he reflected in a mirror
–Spider Climb: May climb surfaces as though under the effects of the Spider Climb spell.
–Combat Reflexes: May make up to 5 attacks of opportunity per round. Even while flat footed.
–Aversion: Cannot tolerate the strong odor of garlic, mirrors, nor strongly presented holy symbols. Must succeed on a DC 25 will save each round, or stay at least 5ft away from these objects.
—Entrance: Cannot enter any private home or dwelling unless invited by someone with the authority to do so.
–Sunlight: Exposure to direct sunlight causes the staggered condition in the first round, and utter destruction in the second round.
–Running Water: Being submerged in running water deals damage equal to 1/3rd of max hit points per round. Upon reaching 0HP, the character could not escape using gaseous form as normal.
–Wooden Stake: If a wooden stake is driven through the heart while Limenent is helpless, she is instantly slain. However, if the stake is ever removed, she returns to life unless her head is also severed and burned.
Gear +2/+4 Shortsword of Subtlety, +2 Shortbow, 24 Arrows, 6 Sleep Arrows, 8 Arrows of Ice (+2d8 cold damage), Masterwork Studded Leather Improved Fire Resistance Armor, Ring of Water Walking, Ring of Speed +10, Softfoot Boots (stealth +6), 350 gp