Mordred Alstreim | |
Aliases: | The Traitor |
Age: | 16 |
Hair: | Black |
Eyes: | Black |
Height: | 4' 11" |
Weight: | 102 lbs |
Race: | Human |
Class: | Sorcerer 1/Cleric 2/Master of Shrouds 1 |
Alignment: | Neutral Evil |
Level: | 4 |
Experience: | 6,950/10,000 |
Hit Points: | 36/36 |
Gold: | 9,937 |
Current Status: | Active |
Played by Pendulum |
- Description
- Abilities & Skills
- Feats & Racial Abilities
- Sorcerer Abilities
- Spells
- Divine Abilities & Domains
- Equipment
- Extra
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 10 | +0 | +0 | +0 |
Dexterity | 14 | +2 | +0 | +0 |
Constitution | 14 | +2 | +0 | +0 |
Intelligence | 10 | +0 | +0 | +0 |
Wisdom | 18 | +4 | +0 | +0 |
Charisma | 21 | +5 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + 2 (Dex) + 5 (Armor) = 17 |
Flat-Footed | 15 |
Touch | 12 |
Saving Throws | Base | Bonus | Total |
Fortitude | +3 | +2 | +5 |
Reflex | +0 | +2 | +2 |
Will | +7 | +4 | +11 |
BAB | Mod | Total Range/Melee |
+1 | +2 Dex/+0 Str | +3/+0 |
Initiative |
+2 Dex = +2 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
S | Appraise (Int) | +0 | +0 | +0 | +0 | +0 |
X | Balance (Dex) | +0 | +2 | +0 | +0 | +2 |
S | Bluff (Cha) | +0 | +5 | +0 | +0 | +5 |
X | Climb (Str) | +0 | +0 | +0 | +0 | +0 |
C | Concentration (Con) | +7 | +2 | +0 | +0 | +9 |
C | Craft (Int) | +0 | +0 | +0 | +0 | +0 |
X | Decipher Script (Int) | +0 | +0 | +0 | +0 | +0 |
C | Diplomacy (Cha) | +0 | +5 | +0 | +0 | +5 |
X | Disable Device (Int) | +0 | +0 | +0 | +0 | +0 |
X | Disguise (Cha) | +0 | +5 | +0 | +0 | +5 |
X | Escape Artist (Dex) | +0 | +2 | +0 | +0 | +2 |
X | Forgery (Int) | +0 | +0 | +0 | +0 | +0 |
X | Gather Information (Cha) | +0 | +5 | +0 | +0 | +5 |
X | Handle Animal (Cha) | +0 | +5 | +0 | +0 | +5 |
C | Heal (Wis) | +0 | +4 | +0 | +0 | +4 |
X | Hide (Dex) | +0 | +2 | +0 | +0 | +2 |
S | Intimidate (Cha) | +0 | +5 | +0 | +0 | +5 |
X | Jump (Str) | +0 | +0 | +0 | +0 | +0 |
C | Knowledge (Religion, Arcana) (Int) | +7 | +0 | +0 | +0 | +7 |
X | Listen (Wis) | +0 | +4 | +0 | +0 | +4 |
X | Move Silently (Dex) | +0 | +2 | +0 | +0 | +2 |
X | Open Lock (Dex) | +0 | +2 | +0 | +0 | +2 |
X | Perform (Cha) | +0 | +5 | +0 | +0 | +5 |
C | Profession (Wis) | +0 | +4 | +0 | +0 | +4 |
X | Ride (Dex) | +0 | +2 | +0 | +0 | +2 |
X | Search (Int) | +0 | +0 | +0 | +0 | +0 |
X | Sense Motive (Wis) | +0 | +4 | +0 | +0 | +4 |
X | Sleight of Hand (Dex) | +0 | +2 | +0 | +0 | +2 |
X | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
C | Spellcraft (Int) | +6 | +0 | +0 | +0 | +6 |
X | Spot (Wis) | +0 | +4 | +0 | +0 | +4 |
S | Survival (Wis) | +0 | +4 | +0 | +0 | +4 |
X | Swim (Str) | +0 | +0 | +0 | +0 | +0 |
X | Tumble (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Use Magic Device (Cha) | +1 | +5 | +0 | +0 | +6 |
X | Use Rope (Dex) | +0 | +2 | +0 | +0 | +2 |
Where X is Cross Class and C is a Class Skill and S was a Sorcerer Class Skill
Languages Known: Common, Literacy
Skill Tricks: -
Skill Point Total: Total Here
1st 12
2nd 15
3rd 18
4th 21
Feats:
1st Level Augment Summoning
Human Bonus Spell Focus:Conjuration
Sorcerer Bonus Eschew Materials
Undeath Domain Bonus Extra Turning
Purchased with REP 1 Improved Turning
3rd Level Corpse Crafter
Racial Abilities:
- Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Humans have a base speed of 30 feet.
- Bonus Feat: Humans select one extra feat at 1st level.
- Skilled: Humans gain an additional four skill points at first level, and an additional one at every level after.
- Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Class Features:
All of the following are class features of the Sorcerer.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.
Spells: A sorcerer casts arcane spells which are drawn from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.
Like other spell casters, a sorcerer can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given in the table above. In addition, she receives bonus spells per day if she has a high Charisma score, see: Bonus Spells.
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated in the table below. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers in the table below are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
Like all other spellcasters in Therafim, the Sorcerer cast spells spontaneously however a full nights sleep is still required to recover spent spell slots.
Illiteracy: Sorcerers begin play illiterate.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
Elemental Bloodline
Class Skill: Survival (Wis)
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted on Table: Elemental Bloodline Energy Types and Movement.
Selected Power Water (Cold)
Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Arcane Magic
Caster Level: 1st
Spells per Day:
Level 0: 8
Level 1: 4
Spell DCs:
Level 0: 15
Level 1: 16
Spells Known:
Cantrips:
Level 1:
Elemental Ray (Cold): 1d6+1 Cold Damage 8 times per day.
Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Divine Magic
Caster Level: 2
Spells per Day:
Level 0: 6
Level 1: 3+1
Spell DCs:
Level 0: 14
Level 1: 15
Spells Known:
All Orisons and 1st Level Spells
Domain Spell Lists:
Deathbound Domain Spells
- Chill of the Grave: Ray causes cold damage.
- Blade of Pain and Fear: Creates blade of gnashing teeth.
- Fangs of the Vampire King: Grow vampire fangs.
- Wither Limb: Cause enemy's limbs to wither.
- Revive Undead: Restores undeath to undead that was destroyed up to 1 day/level ago.
- Awaken UndeadX: Grant sentience to otherwise mindless undead.
- Avasculate: Reduce foe to half hp and stun foe for 1 round by purging blood vessels.
- Avascular Mass: Reduce foe to half hp and stun foe for 1 round by purging blood vessels, which can trap creatures in 20' radius from the victim.
- Wail of the Banshee: Kills one creature/level.
Undeath Domain Spells
- Detect Undead: Reveals undead within 60'.
- DesecrateM Fills area with negative energy, making undead stronger.
- Animate Dead: Creates undead skeletons and zombies.
- Death Ward: Grants immunity to death spells and negative energy effects.
- Circle of Death: Kills 1d4/level HD of creatures.
- Create UndeadM: Creates ghouls, ghasts, mummies or mohrgs.
- Control Undead: Undead don't attack you while under your command.
- Create Greater Undead: Create shadows, wraiths, spectres or devourers.
- Energy Drain: Subject gains 2d4 negative levels.
Cleric of Falazure Abilities
Domains
Deathbound - Your limit for creating undead animated with spells increases to three times your caster level instead of the normal two times caster level.
Undeath - You gain Extra Turning as a bonus feat.
Rebuke Undead
Rebuke Check: 1d20+5 (Charisma Bonus) + 2 (Knowledge: Religion Synergy) = 1d20+7
Rebuke Checks Per Day: 3 + 5 (Charisma Bonus) + 4 (Extra Turning) + 4 (Extra Rebuking (Ex.)) = 16
Cleric Level for Rebuking: 4 (2 Cleric Levels + 1 Master of Shroud Level + 1 Improved Turning Level)
Class Features
All of the following are class features of the Cleric.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below.
To cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Wisdom score, see: Bonus Spells. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric uses a spell via one of its domain spell slots, it must come from one of its domains (see Deity, Domains, and Domain Spells, below).
Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A cleric may cast any spell on the cleric spell list, provided that he can cast spells of that level.
Like all other spellcasters in Therafim, the Cleric casts spells spontaneously proper prayers are still required to recover spent spell slots.
Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.
Ex-Clerics
A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).
Master of Shrouds Abilities
Extra Rebuking (Ex): A master of shrouds may use her rebuke undead ability four additional times per day.
Rebuke Undead (Su): Master of shrouds class levels stack with levels of all other classes that grant the ability to rebuke undead for the purpose of determining the character's effective cleric level for rebuking. See Turn or Rebuke Undead, page 159 of the Player's Handbook. For example, a 7th-level cleric/5th-level master of shrouds rebukes undead as a 12th-level cleric.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
MW Heavy Crossbow | +4 | 1d10 | 19/20 x2 | Piercing |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
MW Breastplate | +5 | +3 | -3 | 25% | 20ft | 30lb |
Slot | Item | Description |
Head | Gothic Lolita Crown | A hairband decorated with frilly flowers given to her by the Priests of Falazure on her sixteenth birthday, no significant material value |
Face | Item name goes here | Brief item description |
Neck | Item name goes here | Brief item description |
Shoulders | Item name goes here | Brief item description |
Torso | Gothic Lolita Dress | A fancy black dress given to her by the Priests of Falazure on her sixteenth birthday, no significant material value |
Arms | Item name goes here | Brief item description |
Hands | Item name goes here | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Item name goes here | Brief item description |
Feet | Item name goes here | Brief item description |
Pack | Item name goes here | Brief item description |
List of Items Here:
4 Cure Light Wounds potions
Statistics of Items Here:
Questionarre:
A: Appearance
1) Mordred is a sixteen year old human girl, four feet eleven inches tall and roughly a hundred pounds light. She could be described as a gothic lolita girl, wearing a frilly black crown on her head and full lenght dress that billows about just below her knees. Adjusting to the world around her, she's a survivor of intense emaciation and prior wounds that still seem to show in the right light, scars and bruises shadowed over her smooth peach colored skin. Still recovering, she's got definition, but is by no means a 'true woman' yet. A connoisseur of the ladies would note her bust is by modern standards, a rather modest A. Finally, it does not appear that she dresses in a way that leans one to believe she's trying to look pretty for someone else other than herself.
2) Previously mentioned were scars and bruises, still visible ever so slightly in the proper bright light. They are symbols of opression, but not readily visible. Hidden beneath her dress are these icons of her past. In particular, there is a massive identifying mark located -somewhere- on her body, but that's a secret and privvy only to people that get to know her.
3) Mordred used to be mechanical, cold, and unfeeling in everything she did. Now she is animated, timid, and shy. Her most notable behaviour comes from being around the undead, especially the ones she creates. Often she will embrace them as warmly as she would a parent, offering them kisses and loving them unconditionally while bystanders gawk in distaste.
B: Birth and Family
1) Born in to a no name town on the first of december in the middle of nowhere, she lived for a scant three months in a pieceful forest community until it was over-run by necromancers. Specifically, a splinter chapter of zealots devoted to Falazure. Perhaps the only thing that saved her was the peculiar birthmark that the leader claimed to be a sign of the great prophecy! Not one in a position to protest, she was taken by the followers of Falazure to their hidden sanctuary and base of operations. It was there she grew up under the watchful eye of the Elder. She lived as a slave, but with a 'better' quality of life than the average child her age working for the followers of her chapter.
2) With her parents slain before she could even sit up, she has no memory of them, their faces, or even their names. In essence, Elder Beleron is her father.
3) She was born an only child, and thus, has no siblings living or dead.
4) Stolen from her home many years ago, Mordred has no recollection of any family related to her. She would never know if a stranger she bumps in to on the street is her uncle, or another unrelated citizen.
5) Inter-family relations were pretty swell. Up until the point where they kind of died. Since then, Mordred has been acclimated to the life of a slave and servant, as well as a prodigy under Elder Beleron.
C: Education and Work
1) Mordred is supposed to be the hero of her chapter of the followers of Falazure, leading them to greatness and glory. As such, Elder Beleron has seen fit to instruct her in the ways of black magic and her natural gifts. From an early age she was flinging snowflakes and ice shards across the halls, eventually being taught to tap into other planes of life and plucking servants from the realms of death to do her bidding. Elder Beleron was her teacher, and she had been a pupil willing to learn, if only to become more powerful herself. However… now that Beleron is no longer of this world, she seeks a new master to learn from.
2) Mordred was totally an apprentice :o
3) Relations between Elder Beleron and Mordred had become quite unsavory as of late. Discipline for her disobedience had moved in to the realm of starvation and brutal punishments dealt with canes and whips. Very recent events however have unfolded to see that Elder Beleron meet his premature end, freeing Mordred from his oppressive rule over her. He has been slain.
4) Elder Beleron had no other pupils or students, seeing as how Mordred was the only child in the prophecy. He taught her exclusively.
5) The written word is only important to Mordred in so far as 'what can it teach her?'. She cares not for her gift of being able to read and write, instead only wishing to use it to learn how to be a better necromancer. She seeks to further her goals using her abilities as necessary.
6) Mordred has no occupation, and likely will not see to it that she obtains one.
D: Friends
1) The life of a child in slavery was lonely, especially so because Elder Beleron had her isolated from the other children in the followers 'care'. For this reason, she is without a real friend to her name, save for one she has met only recently in her life. Syan Windpaw, her knight in shining armor, is the only real person she thinks of as more than a stranger, and someone she can trust.
2) None and none~!
3) Syan Windpaw is her best and only friend, and to put it simply, the most memorable thing they have done together is free her from the shackles of Elder Beleron.
4) Initially distrusting of everyone, almost jealous it seems if she is around Sy, Mordred seeks little actively in others. However, if someone were to attempt to catch her eye, it would be with similar fascinations. Sugary sweets, and the magicks surrounding the undead.
5) Secretly, Mordred might be falling for her best friend, but in a way that might be a little more disruptive than a healthy relationship. She might even be called unbalanced, and over-protective, jealous of the slightest interaction Sy has with other females, especially if she's standing right next to him!
E: Attitudes and Beliefs
1) Mordred is a devout follower of Falazure, though not quite a Zealot as the splinter group she originated from. She is quiet about her reverance for the dragon of death, even keeping her Unholy symbol buried beneath the cloth of her dress at all times. She lives by Falazure's, dogma, praising him for her ability to call forth spirits from other realms after they've passed on, even if it's only a temporary thing. She works to become stronger in that respect, and maybe, just maybe, to transcend the boundary between mortal and timeless, by becoming an undead of her own.
2) Spirits of Nature? Elements? Fah. Though Mordred holds a distinct connection with cold and ice, she uses it merely as a weapon to further her desires. The dead, however, are held in the highest reverance. The undead, even higher. To disgrace the undead is the equivalent of spitting in her face. She won't stand for it, and will seek a violent vengeance if the offense is heady enough to cloud her judgement.
3) Mordred absolutely can not stand that wishy washy Ra figure. Healing? Sunlight? Psh. -True- freedom comes from no longer being tethered to the notion that death will eventually claim you and your mortal soul. Undeath is the pathway to balance and peace, not warm fuzzy feelings and group hugs.
4) Mordred will kill a direct threat to herself, her undead, or her best friend. She's no good at stealing normally, but if it won't be missed and she has the opportunity to get away with it, then she'll pocket a trinket or coin. Of course, she could almost be described as a pathological liar, covering up details and incidents with carefully woven fabrications of fiction. Her restraint keeps her from readily lashing out every time she gets mad, rather well infact. So much so that she will rarely initiate an attack. Her views on magic are quite straightforwards. If it works for her and does what she wants, damn the risks, repercussions, and implications! Sex? What is sex? Mordred is so naive in being sheltered within the followers sanctuary that she has zero education on the matter. Thus, she has no real thoughts either. Dealin with evil beings? She is an evil being! But, that depends on the definition of Evil. Elder Beleron was evil towards her, thus, she ultimately saw to it that events unfolded ending in his death. If she were to come across a Paladin smiting hordes of zombies, she would be sick to her stomach and be face with a difficult choice, whether or not she attack and assist her undead allies. However, if she were to meet the leader of that horde, and they had an offer she just couldn't refuse! Well… She'd likely have a new master to teach her magic then.
5) Mordred will continue to work towards a goal so long as the goal is still beneficial in some way shape or form to her. That's it.
6) Power is Mordred's number one goal, with Wealth falling somewhere in the middle of her desires. Fame is the least important, while honor and family fall to the bottom as well. Friends are tricky, something to be watchful of. Love is Sy, and Sy is hers. No other woman can have him! She has staked her claim and she will defend it. Knowledge is power and power corrupts. Get smart, be evil. The more magic she knows, the better she can rule with her iron fist. Religion is what has allowed her to become who she is today, and thus holds a high place in her heart. She will always follow Falazure's teachings, and give him the respect that is rightfully deserved. For the things she holds near and dear to her heart, power, religion, Sy. She would die for these thigns. The others… Well, wealth might be worth lifting a finger for, but the others can fall in to place all by themselves.
7) Mordred stopped paying attention to her nightmares long ago, though now that she is out of her oppressive society she was raised in, perhaps they will get better with time?
8) Mordred loves magic, and seeks to use it at every opportunity! She is only limited in this use by her stupid body, and skill level. If she had her way, she'd fly everywhere instead of walk, make her minions of the undead do her chores, and bask in an artificial glow lit by a magical torch.
F: Edges and Flaws
1) Mordred doesn't make any claims of being the best necromancer in the world, but she doesn think she's at least not terrible at it. Her skeletons obey, and she returns that with loving affection. Perhaps her biggest boon is that she doesn't back down if something flares her up and gets her motivated. Though perhaps that too is a curse, for she doesn't quit even if things seem to be 'hopeless'.
2) Mordred is overly protective of Sy, and believes that he belongs to her, and that only she can have any sort of meaningful relationship with him. Couple that with her unusual love of the undead, breaking in to the borders of being more than just a necromancer that is pleased when her spell works and instead crossing a dark boundary into a necromancer that is pleased -by- her spell.
3) While she has no named enemies that actively seek to destroy her, she has the potential to earn the ire of many followers of the 'good faiths'. Paladins, lawful good clerics, the righteous folk that see her practicing of black magic a blight on this earth.
G: Likes and Dislikes
1) Mordred loves three things. Sugary sweets, Syan, and the deceased and/or undead. These are all loved unconditionally, and an intricate knowledge of either sweets or undead will make Mordred interested in someone. Sy, however, is hers and only hers to love.
2) Mordred absolutely can not tolerate the slaying of the undead. She doubles over in physical discomfort at the sight, and threatens to vomit. It awakens a vengeful spirit within her. The only other thing that gets her really, -really- angry, is if Syan betrays her one way love, either of his own accord or someone else trying to muscle in on him. Male or female (she's not sure if Sy swings that way) she won't tolerate another person's presence intimately with Sy.
3) The only thing Mordred really fears, is her death, and something terrible happening to Sy at the hands of someone else.
H: Miscellaneous
1) Well, her -first- experience with a non-human monster were the skeletal guards that wandered the halls of the sanctuary of the followers. They patrolled tirelessly, and without end, silently keeping watch over the residents and always lugging their big steel weapons around. She'd never seen them move fast, always just walking leisurely along their programmed routes. Her first combat encounter, however, happened to be a run in with several small kobolds. They were violent, aggresive, and stabbed her in the chest. She wasn't hateful of them for it though, coming aroun to like them a lot better when they were dead though. It made her wonder… just how many creatures could she try and animate? In her lifetime, she'd have to try them all.
2) WELL. Mordred was born with an innate ability to sling ice. She didn't realize this though until Elder Beleron explained it to her in his teachings. She had found her oatmeal going cold unexpectedly when she was under pressure, or frost coating the stones of her cell every so often in the morning, but there was no real explanation. When she was five though, he taught her how to start throwing that energy around. At first, she unleashed a flurry of sparkling snowflakes, hardly a weapon suitable for combat. With time though, she eventually turned those flakes into a flurry, and that flurry in to a beam. Now she slings around rays of crackling cold energy like it was nothing. All thanks to Beleron.
3) No animal companion~! Though she does remember the names of all her skeletons she has summoned so far. Her favorites are Mortimer, Cachino, Tabitha, and Veronica.
4) As part of her sixteenth birthday, she got one thing, any one thing that she desired. What she asked for, is the dress she still wears today. Given to her by Elder Beleron, it's the only real fine clothing, or any clothing for that matter, that she owns. She refuses to give it up though, believing it to be the item that helped her stay strong. She will wear it until she dies.
5)Nnnnngh I'll do it later.
Additional
5-Rep Spent for Evil Alignment
10-Rep Spent for feat Improved Turning