Jolistina Susperio

(Generated 83 times)
Namelist None
Rank Skilled
Race Human
Cult rank None
Notes Before Combat 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) During Combat 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. Morale 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 glamoured 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 jewellery (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. Artful Dodger (+1 action to evade/parry, does not end up prone) Combat Casting: You get a +1 step bonus on checks made to keep casting a spell when damaged or distracted, such as while grappled. Also you can roll opposed END to resist disrupt spell special effect. Deadly Aim: When you aim, you can choose to take a –10 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. If you have 85+ in ranged combat skill you gain a bonus dice (with that skill only). You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Point-Blank Shot: You get a +5 bonus on attack roll and +1 damage rolls with ranged weapons at point black range. Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee with a bonus dice. You still suffer the -1 step to hit. adds +4 to initiative Toughness: You gain +1 hit points per location. Evasion: A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful EVD saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Uncanny Dodge: A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, if the attacker is invisible. Sorcerer Spell (intensity 3) 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 Grave Touch 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 intensity (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. Death’s Gift You gain 2 AP vs cold and halve any damage after, and the same against any unarmed or bludgeoning and less then lethal attacks (natural weaponry that cuts in not included). less then lethal include any pulled blows or attacks to stun. Luck:5
STR 14+2
CON 15-1
SIZ 15
DEX 16+5
INT 12
POW 10-2
CHA 12
D20Hit locationArmor
01-03 Right leg 4+4
04-06 Left leg 4+4
07-09 Abdomen 4+4
10-12 Chest 4+4
13-15 Right arm 4+4
16-18 Left arm 4+4
19-20 Head 4+4
Movement 8
Natural armor Yes

Non-random features

Ability ***Night Sight*** Partial darkness as illuminated and darkness as partial darkness.(Mythras Core 214-218)

Standard skills

Athletics STR+DEX+30 Brawn STR+SIZ+35 Endurance CON+CON+40
Evade DEX+DEX+30 Influence CHA+CHA+35 Insight INT+POW+35
Perception INT+POW+35 Stealth DEX+INT+40 Unarmed STR+DEX+30
Willpower POW+POW+35

Professional skills

Acrobatics STR+DEX+35 Acting CHA+CHA+40 Courtesy INT+CHA+20
Disguise INT+CHA+35 Lockpicking DEX+DEX+30 Mechanisms DEX+INT+40
Sleight DEX+CHA+40

Custom skills

Passion: CE (Crazy and Evil) INT+POW+55

Combat styles

Crazy sniper (Skirmisher, Precise Shot and marksman)DEX+DEX+40

Weapon options

1-handed weapons

Amount: 1
Dagger (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Hand crossbow (1)


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Hand crossbow ranged 1d6 M - 10/25/50 impale N N 4 3