Ileana Moroai's page

2 posts. Alias of Delightful.

Full Name

Ileana Moroai


|HP 8/8|AC 11 T 11 FF 10|Fort +1 Ref +1 Will +2|CMD 10|Init +1|Per +0|


Bolster 7/7|Active Conditions: None

Prepared Spells:
0: Acid Splash, Detect Magic, Read Magic|1st: Cause Fear (DC 16), Magic Missile, Ray of Enfeeblement (DC 16)


Female NE Human Necromancer 1





Special Abilities

Command Undead (7/day), Bolster (7/day)


Neutral Evil






Aklo, Common, Draconic, Necril, Varisian 


Scholar of the Necromantic Sciences

Strength 8
Dexterity 12
Constitution 12
Intelligence 18
Wisdom 10
Charisma 13

About Ileana Moroai

Character Stats:

Ileana Moroai
Female Human Necromancer (Undead Master) 1
NE Medium Humanoid (Human)
Init +1; Senses Perception +0
AC 11, Touch 11, Flat-Footed 10 (+1 Dex)
HP 8 (1d6+2)
Fort +1, Ref +1, Will +2
Speed 30 Ft.
Melee Dagger -1 (1d4-1/19-20)
Ranged Light Crossbow +1 (1d8/19–20)
Special Attacks Channel Negative Energy (DC 13, 7/day)
Arcane School Spell-Like Abilities (CL 1st; concentration +6)
7/day—Bolster (1 round)
Necromancer Spells Prepared (CL 1st; concentration +6)
1st—Cause Fear (DC 16), Magic Missile, Ray of Enfeeblement (DC 16)
0 (At Will)—Acid Splash, Detect Magic, Disrupt Undead
Opposition Schools Enchantment, Illusion
Str 8 (-1), Dex 12 (+1), Con 12 (+1), Int 18 (+4), Wis 10 (+0), Cha 13 (+1)
Base Atk +0; CMB -1; CMD 11
Skills (+2 Wizard, +4 Int, +1 Skilled = 7 Ranks)
Appraise +8 (+1 Rank, +4 Int, +3 Class)
Knowledge (Arcana) +9 (+1 Rank, +4 Int, +3 Class, +1 Methodical Mind)
Knowledge (Dungeoneering) +8 (+1 Rank, +4 Int, +3 Class)
Knowledge (History) +8 (+1 Rank, +4 Int, +3 Class)
Knowledge (Nobility) +12 (+1 Rank, +4 Int, +3 Class, +2 Noble Scion, +1 Ustalavic Noble, +1 Methodical Mind)
Knowledge (Religion) +9 (+1 Rank, +4 Int, +3 Class, +1 Methodical Mind)
Spellcraft +8 (+1 Rank, +4 Int, +3 Class)
Aklo, Common, Draconic, Necril, Varisian
Command Undead (Necromancy School Bonus Feat): As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

Improved Channel (Undead Master Bonus Feat): Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.

Noble Scion (Scion of Ustalav) (Human Bonus Feat): You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. Once per day as a free action, you can suppress any fear effects affecting you for a number of rounds equal to half your Hit Dice (minimum 1) even if you could not normally take actions due to your fear. Knowledge (religion) is a class skill for you.

Spell Focus (Necromancy) (Level 1 Feat): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Methodical Mind (Campaign): When you awake with nothing but hazy memories, you begin carefully cataloging your thoughts to determine the reasons for your condition and where you might be. This comforts you, and you know deep down that you have always relied on your ordered mind and pragmatic approach to face challenges. You use this focus and sensibility to your advantage as you investigate your current dire situation. Choose three Knowledge skills. You gain a +1 trait bonus on Knowledge checks of these kinds and on concentration checks. In addition, choose one Knowledge skill. When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (kp).

Ustalavic Noble (Region): You come from an aristocratic family, though your family has long since lost any power or prestige it once had. You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp— your “birthright,” such as it is.

Burned (Drawback): You were badly burned once by volcanic ash, torch-wielding mobs, or some fiery accident, and the scars pain you terribly you whenever you are too near to fire. You take a –1 penalty on saving throws against fire effects. In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)
==Combat Gear==
Dagger (2gp) (1 lbs.)
Light Crossbow (35gp) (4 lbs.)
Crossbow Bolts x20 (2gp) (2 lbs.)

Potion of Cure Light Wounds (50gp) (—)
Scroll of Mage Armor x2 (50gp) (—)

==Miscellaneous Gear==
Backpack, Common (2gp) (2 lbs.)
Belt Pouch (1gp) (1/2 lbs.)
Book Lariat (3sp) (1/2 lbs.)
Canteen (2gp) (1 lbs.)
Ink (8gp) (—)
Inkpen (1sp) (—)
Scholar's Outfit (5gp) (6 lbs.)
Scroll Case (1gp) (1/2 lbs.)
Signet Ring (5gp) (—)
Spellbook (—) (3 lbs.)
Spell Component Pouch (5gp) (2 lbs.)
Teapot (1sp) (1 lbs.)
Trail Rations x3 (15sp) (3 lbs.)

==Magical Items==
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Carrying Capacity
Light 0-26 lbs. Medium 27-53 lbs. Heavy 54-80 lbs.
Current Load Carried 26.5 lbs.
Current Wealth 0 GP / 0 SP / 0 CP

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium Size: 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.
Languages: Humans begin play speaking Common and their ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Arcane Bond: Once per day while wearing your ring, you can cast any spell in your spellbook that you are capable of casting. If you doesn’t have your ring, you must make a DC 20 + spell level concentration check to cast a spell or the spell is lost.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Necromantic School (Undead) You have chosen to specialize in necromancy spells.

Necromantic Focus: An undead master must be of an evil alignment. If he becomes nonevil, he can still use his powers but can’t progress any further as a wizard. Most undead masters specialize in the necromancy school, and an undead master can’t have necromancy as an opposition school.

Necropolitan (Ex): An undead master gains a bonus equal to half his wizard level (minimum +1) on Diplomacy and Knowledge checks regarding undead creatures. Because of his obsessive focus on the undead, he takes a –2 penalty when attempting such checks regarding living creatures.

Corpse Bond (Su): An undead master can forge an arcane bond with an object, but that object must be made at least partially of bone. Alternatively, he can animate a corpse companion, as per the undead lord cleric archetype. He can’t gain a familiar.

Reanimator (Su): An undead master adds the following spells to his spellbook at the given wizard levels: 1st—repair undead; 3rd—lesser animate dead; 5th—animate dead; 7th—undead anatomy I; 9th—create undead; 11th—undeath to death; 13th—create greater undead; 15th—undead anatomy IV; 17th—cursed earth. He can spontaneously cast any of these spells by sacrificing a prepared spell of the same level or higher. The undead master can cast lesser animate dead, animate dead, create undead, and create greater undead as if they were 1 level lower than their normal wizard spell level; this does not alter their level for the purpose of item crafting and the like.

Power over Undead (Su): You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.

Bolster (Sp): As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Favored Class Bonus:
Wizard 1 (+1 Hit Point)


Cantrips = All cantrips.

Level 1 = Cause Fear, Enlarge Person, Grease, Magic Missile, Mage Armor, Ray of Enfeeblement, Repair Undead


Appearance and Personality:


Age: 22 | Height: 5' 9" | Weight: 120 lbs. | Hair: Black | Eyes: Green | Build: Slender

Ileana is an eerily beautiful young woman. Naturally pale-skinned, she is both parts tall and slender. Her eyes are emerald green and long hair is a raven-black stream that falls to her waist. Given her high-class upbringing, she is used to wearing fine gowns, but recent circumstances have forced her to be more subdued when it comes to her attire. She favors dark gothic dresses but wears simple robes when she must. Her voice is mature and husky.

Ileana is a woman who can be charitably called aloof and cold. Though perfectly capable of being charming, she is often easily bored by what she deems as frivolous socializing, with that being especially true in regard to those she considers to be beneath her status or intellect. Being both a noblewoman and a scholar, that kind of elitism comes naturally to her, with it often taking someone doing something intellectually impressive to gain her respect. Even then she rarely warms up to people and typically focuses on what her “friends” can do for her and her research.

Despite that, Ileana is not entirely sociopathic. Selfish, yes. Ruthless, sure. Prideful, definitely. But being pointless sadistic is not a vice she possesses. Violence is a tool, not a pleasure, and she looks down on those who see it as an end on to itself. Similarly, she despises those who uncritical hold to fear-mongering beliefs. In her mind, classifying something as “forbidden knowledge” is the greatest sin imaginable, one that deprives the world of something possibly wonderous for hidebound reasons. Viscera to say, she very much uses this philosophy to justify much of her amoral experiments in necromancy.

On a lighter note, she enjoys intimate parties with intellectuals, discovering new arcane techniques and methods, and caressing her dead brother’s bones.