Queen Elvanna

Kess Elvanna's page

62 posts. Alias of Balancer.


Full Name

Kess Elvanna

Race

Human

Classes/Levels

Witch (Winter Witch/Season Witch [winter]) 5/Winter Witch 1 l HP 32 I AC 14 (18) T 13 FF 11 (15) I Fort +2 Ref +3 Will +5 +1 vs Mind Affecting I Init +6 Perception +6 I Resist Cold 5

Gender

F

Age

24

Alignment

LN

Strength 7
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 10
Charisma 14

About Kess Elvanna

HP 32
BAB +2
Fort+ 2 +1vs Inhaled Posions Ref +3 Will +4
CMB +0 CMD 12

Str 7 Int 20
Dex 14 Wis 10
Con 12 Cha 14

Feats:

Fast Learner
Rime Spell
Improved Initiative
Favored Prestige class-Winter Witch/Intimidate
Alertness (Familiar)

Class Abilities:

Ice Magic
When a winter witch casts a spell with the cold descriptor, the save DC of the spell increases by +1. A winter witch cannot learn or cast spells with the fire descriptor at all.

Cold Flesh (Ex)
At 1st level, a winter witch gains endure elements as a constant spell-like ability, but only against cold temperatures. At 4th level, she gains cold resistance 5, making her comfortable in near-freezing temperatures. At 9th-level, this increases to cold resistance 10, and at 14th level, it becomes immunity to cold.

This replaces the witch’s 4th-level hex.

Season of the Witch (Su)
A winter witch has dominion over hearth and home. The save DCs of her spells that deal cold damage increase by 1. At 1st level, she gains either the healing hex or ward hex as a bonus hex.

Hex
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once

-Healing* (Su)
Effect: This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

-Flight* (Su)
Effect: At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

-Protective Luck (Su)
The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result.

At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hex, such as cackle, also affect protective luck.

Winter Witch (p)
Hyperboreal Patronage
A winter witch’s patron reveals an icy aspect. A winter witch adds the following spells to her spell list at the following class levels, but does not automatically learn them:

3rd—wall of ice
5th—icy prison
7th—freezing sphere

Winter Witchcraft
Levels of the winter witch prestige class stack with witch levels for determining when she learns new hexes, the effect of her hexes and other witch class abilities (including archetype abilities), the abilities of her witch’s familiar, and the level at which she can select major hexes or grand hexes.

Gear:

Outfit, Explorers
Scarf, Filter
Compass
100 GP
50 SP
11 CP

Handy Haversack
Main Pouch
-Tent Medium
-Cot
-Bathtub Collapsible

Left Pouch
-Blanket
-Blanket, Winter
-Bedroll
-Soap x4
-Waterskin X2
-Wine, Sealord X2
-Whiskey, Oldlaw

Right Pouch
Boots, Stiletto x2 pairs
-Outfit, Courtesans
-Outfit, Nobles +150 GP Jewelry

Bag, Masterwork
-Trail Rations, Halfling X6
-Waterskin
-Mead, Linsnorm X2
-Tea
-Coffee, Exotic
-Milk, powdered

Ring of Protection +1
Amulet of Natural Armor +1
Headband of Vast Int +2
-Fly

Traits:

Tough Minded (Campaign)
Benefit You gain a +1 trait bonus on all Will saves made to resist mind-affecting effects.

Influence (Social)
Benefits: Choose one of the following skills: Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Skills:

Intimidate 3+2+3=+8
Diplomacy 5+2+0=+7
Fly 5+2+3= +10
Knowledge:
-Arcana 5+5+3=+13
-Planes 2+5+3=+10
Perception 5+0+0+2=+7
Sense Motive 5+0+1+3+2=+11
Survival 5+0+0=+5
Spellcraft 5+5+3= +13

Background Skills
Linguistics 5+5+0=+10
Preform (Song) 5+2= +7

Languages:

Common
Skald
Hallit
Varisian
Draconic
Sylvan
Celestial
Infernal
Abyssal

Spells Per Day:

0-4
1-5
2-3
3-2

Familiar spells:

0
Ray of Frost
Arcane Mark
Bleed
Dancing Lights
Daze
Detect Magic
Detect Poison
Guidance
Light
Mending
Message
Putrefy Food and Drink
Read Magic
Resistance
Spark
Stabilize
Touch of Fatigue

1
Charm Person
Cure Light Wounds
Comprehend Languages
Frostbite [cold]
Mage Armor
Obscuring Mist
Snowball [cold]
Mount

2
Cure Moderate Wounds
Winter Grasp [cold]
See Invisibility
Ironskin
Resist energy (cold only)
Unshakable Chill

3
Ice Spears [cold]
Remove Disease

Ishai:

Sage Familar
HP 14
AC 15 T 14 FF 13
Fort +1 Ref +4 Will +6
Speed 10ft Fly 40ft
Str 2 Int 10
Dex 15 Wis 15
Con 8 Cha 7

Feats Skill Focus (Perception), Weapon Finesse
Skills
Fly +6
Perception +6
History +8
Nature +8

Langauges
Halit

One of the ruling cast of the frozen land of Irrisen known as the Jadwiga, Kess took the disappearance of Queen Elvanna and the first generation of her family line as an opportunity to set out to find her own destiny in the warmer lands to the south. Guided by mystical visions sent by her otherworldly patron Kess has traveled to the stolen lands to find the source of these unnatural disturbances.

Kess is a pretty human woman who's travels throughout the inner sea region have warmed her to the perspectives of others, though she remains a frosty ice queen true to her family's traditions. Accompanied by her trusty raven familiar Ishai she can often be found in conversation with the flighty corvid.