||Standard elven traits: Ghost-scorn, Light-footedness, Adaption to Cold, Elven Stamina, Elven Vision, Elven Hardness of Body, Endurance and Gift of Music and Song.
Jolistina casts shield and uses her wand of cat’s grace on herself (+5 DEX), then takes a dose of pesh before combat; she has taken 1 point of Constitution damage and 2 points of POW damage as a result, but gaining 2 STR and 3 extra HP per location. (all bar HP factored)
Jolistina plays a madcap game of cat and mouse with the PCs, taunting and commenting on her undead showcase. She tries to keep out of melee combat by rushing from room to room using Stealth and potions of invisibility, making use of her screaming bolts and ray of enfeeblement to further vex her foes. She takes single shots with her crossbow from hiding, creating bleeding sneak attacks, then hides again. When forced to fight in melee, she prefers doing so with her zombies so she can flank enemies. Confronted on her own, her first thought is to flee to another part of the manor to hide and ambush.
Jolistina surrenders if she’s reduced to -4 or fewer hit points and tries to bargain for her life by spilling her guts. She tries to escape from the PCs at the first chance she gets; if she does escape, she seeks out Rolth despite his request for privacy.
Combat Gear potions of invisibility (2), potion of remove disease, wand of animate dead (4 charges), wand of cat’s grace (11 charges), wand of sculpt corpse (5 charges), alchemist’s fire (4), smoke bombs (4); Other Gear +1 glamered studded leather, mwk dagger, mwk hand crossbow with 17 bolts and 3 screaming bolts, flint and steel, mwk thieves’ tools, mwk manacles, pesh (4 doses), sealing wax, stolen jewelry (worth 8 pp), 150 gp, 54 sp
+2 bolt screams when fired, forcing all enemies of the shooter within 20 feet of the path of the bolt to make a successful Hard Will save or become shaken for 1 round.
Sneak attack (+2 steps), allows bleed effect to be taken even with non bleeding weapons. If bleed is not selected, and the attack is bladed, bleed can be applied for 'free' but the result is unopposed, or if selected, is applied with a penalty dice to resist.
4/day—grave touch (1 round)
1st (6/day)—chill touch, ray of enfeeblement, shield, silent image
0 (at will)—acid splash, dancing lights, ghost sound,mage hand, open/close
You can make a melee attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer rank (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round. You can use this ability a number of times per day equal to 3 + your rank.
You gain 2 AP vs cold and halve any damage after, and the same against any unarmed attacks (natural weaponry that cuts in not included)