I need to stat up Elvanna. Help please.


Lost Omens Campaign Setting General Discussion


I need to make stats for Elvanna the queen of Irissen, but I need some advice.

What is known about her? Levels, Feats and so on?

If little is known I'd like some appropriate suggestions.

PS. She's not statted up in an official source is she?


She'll be statted up in about three months for the Reign of Winter Adventure Path. In the meantime, I believe Inner Sea Magic pinned her as a Winter Witch (archetype) 10/Winter Witch (prestige class).

Dark Archive

Well, you might be able to find it in the latest AP...

Otherwise I'd go with the winter witch archetype and prestige class.

Ninja'ed.


Yeah I also think she will be statted up for the final reign of winter installment, but I can't wait for that.

So I guess a level 20 winter witch then. Any other suggestions?


I'd suggest keeping it at level 16 or below.

I suggest this because I feel that the Authority Equals Asskicking trope is a tired concept. This is personal preference and not an objective fault with the game.

I just remember being overjoyed when I learned that Everqueen Telandia Edasseril of the Elven kingdoms was level 15, and not 20. And that Ruby Prince Khemet III was a level 15 as well.

Conversely, the really, insanely mighty spellcasters of legend, those who are only whispered about in hushed tones by the most learned of loremasters, can be of even higher level. Take for example the dude in my avatar, Karzoug The Claimer.

Rise of the Runelords spoiler:

Spoiler:
In Rise of the Runelords, if the players fail to defeat Karzoug, he returns to Material Plane, and one of two things happen. Either his mountain stronghold blows up, awakening cthulhu(not really) and creating a permanent tear in the veil, leading into Leng.
EDIT: Misremembered the ending ;)

OR, he returns to the power he had when he was at his prime, reviving his empire and army in a matter of months (he has to tinker with some time travel in order to get his army into present day :)). He then takes over Varisia, no trouble whatsoever, and proceeds to rebuild his empire. And this guy was level 20, and at his peak, his empire was immensely strong, but he still had to compete and wage a constant shadow-war with 6 other level 20ish casters.

So yeah, I prefer my immensely powerful leaders of great and powerful nations, mighty warriors and spellcasters alike, at around a max of level 14-16, while I prefer my monstrous, world-ending OMFGRUNAWAYWE'REALLGOINGTODIE!!!-baddies at level 20.

Just my 2 cents. Hope it helps.

-Nearyn


Thanks for the advice.

This btw is for an old rotrl campaign I ran years ago that I'm reviving. So these players have already killed Karzoug (quite easily), and now spent a year looting Xin-Shalast so they are immensely powerful.

I will need something extremely powerful, so in this case I fear it will have to be level 20, and with some badass mooks/bodyguards in tow.

What bodyguards would Elvanna Employ? Frost giants, trolls, humans?

Does anybody have any suggestions what kind of Familiar she would have?


Is the confrontation with Elvanna supposed to make sense from a narrative standpoint, or is it supposed to challenge the players, or both? The "problem" (not necessarily a problem) you face, is that Elvanna is warring against other nations, and if she is UBER powerful, then that necessitates that the nation she is warring against is equally powerful, and suddenly you risk having vast powercreep across Golarion.

If you want to make an awesome challenge for your players, one that they REALLY, REALLY have to work to defeat, I'd suggest you make Elvanna a lead-in to some planes-walking type of adventure. Once you're off the material plane you can go full-on "Crystal castle, floating on a mountain, the size of a small country, guarded by a chinese-looking dragon, made from stars" and stuff like that. Stuff that by rights should challenge a party of that level and wealth.

However, if Elvanna herself needs to be the one presenting the challenge, yes, go level 20, and give her a s#+%load of minions, powerful minions.

I suggest taking certain CR 10-15 monsters and giving them class levels, and add a homebrew template, that is supposed to signify them being frozen pseudo-constructs, loyal to the Winter Queen. Maybe a Dune-Sandworm sized linnorm, that she has called from beyond the spine of the world.

Entire covens of witches at her side, casting their absurdly annoying coven-spells (like spamming force-cage), and make sure to make the terrain their enemy as well.

Set her throneroom atop a frozen lake, with some form of ice-constructs moving through the ice, grappling and messing with the players?

Just a few suggestions.

-Nearyn


Thanks again, good suggestions.

Yeah it's supposed to make sense, and there may not even be a confrontation. That depends totally on the players, but I want the option to be there if they go down that road.

I feel at this point these players are so powerful they could just by themselves be a major force capable of taking whole cities, and possibly nations. We shall see :-)


As for her being level 20, I dunno... I think I remember reading in the pathfinder novel "winter witch" that Elvanna was almost unspeakably powerful. That made me think level 20, and maybe some mythic tiers too.


Well...Elvanna in the AP is attempting to power up in order to overthrow Baba Yaga.

Having her not at 20 makes that seem somewhat extraneous as it's no longer "I've reached my mortal limits but it's not good enough! Must research ways to gain more power!"

Sovereign Court Developer

As others have said, Queen Elvanna's stats will show up in Pathfinder #72, in a few months. If you can't wait that long, though, you can make whatever you want (though she should probably definitely be a winter witch). :)


I swear, the Irrisen book had her at a level 10 Winter Witch Archetype followed by ten levels of Winter witch prestige class.


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I know very little of this character really so bear with me. Also I know stats and wealth is very high. I used 25 point buy and +5 inherit bonus to all stats. gear value is well over 1million gp

Anyway here it is straight from herolab.

Elvanna
Female Human (Jadwiga) Winter Witch 10 Witch (Winter Witch) 10
NE Medium Humanoid (human)
Init +12; Senses Perception +31
--------------------
Defense
--------------------
AC 35, touch 25, flat-footed 29 (+5 armor, +6 Dex, +5 natural, +5 deflection)
hp 200 (20d6+100)
Fort +17, Ref +20, Will +25 (+5 resistance vs enchantment); -2 penalty in bright light (such as that of the sun, but not a torch) or in absolute darkness
Immune cold; Resist fire 30; SR 18
--------------------
Offense
--------------------
Speed 40 ft., flight (60 feet, average), iceglide (10 minutes/day)
Melee +1 Adamantine Dagger +16/+11 (1d4+6/19-20/x2) and
Unarmed strike +15/+10 (1d3+5/x2)
Special Attacks hexes (agony [dc 27], cackle, coven, death curse [dc 27], dire prophecy [dc 27], eternal slumber [dc 27], evil eye [dc 27], hoarfrost [dc 27], ice tomb [dc 27], major healing, misfortune [dc 27], numbing chill [dc 27], slumber [dc 27], waxen image [12 uses] [dc 27])
Spell-Like Abilities Endure Elements (cold only) (Constant), Sculpt Ice and Snow (fabricate) (5/day)
Witch (Winter Witch) Spells Prepared (CL 19):
9 (4/day) Polar Midnight (DC 32), Dominate Monster (DC 31), Summon Monster IX, Wail of the Banshee (DC 31)
8 (5/day) Mind Blank, Polar Ray, Maze, Charm Monster, Mass (DC 30), Nine Lives
7 (6/day) Harm (DC 29), Heal, Power Word Blind, Waves of Exhaustion, Chain Lightning (DC 29), Waves of Ecstasy (DC 29)
6 (6/day) Heroism, Greater, True Seeing, Freezing Sphere (DC 29), Suggestion, Mass (DC 28), Flesh to Stone (DC 28), Slay Living (DC 28)
5 (6/day) Hold Monster (DC 27), Cloudkill (DC 27), Dominate Person (DC 27), Teleport, Cone of Cold (x2) (DC 28)
4 (7/day) Ice Storm, Enervation (x3), Phantasmal Killer (DC 26), Death Ward, False Life, Greater
3 (7/day) Ice Spears (DC 26), Ray of Exhaustion (DC 25), Ice Storm, Lightning Bolt (x2) (DC 25), Dispel Magic, Irriseni Mirror Sight
2 (7/day) False Life, Vomit Swarm, Blindness/Deafness (DC 24), Flurry of Snowballs (DC 25), Steal Voice (DC 24), Steal Breath (DC 24), Winter's Grasp
1 (7/day) Beguiling Gift (DC 23), Ill Omen (x3), Infernal Healing, Frostbite, Snowball (DC 24)
0 (at will) Mending, Read Magic, Detect Magic, Message
--------------------
Statistics
--------------------
Str 21, Dex 22, Con 21, Int 34, Wis 24, Cha 25
Base Atk +10; CMB +15; CMD 40
Feats Accursed Hex, Extra Hex, Extra Hex, Extra Hex, Extra Hex, Great Fortitude, Improved Familiar, Improved Great Fortitude (1/day), Improved Initiative, Improved Iron Will (1/day), Iron Will
Traits Focused Mind, Reactionary
Skills Acrobatics +26 (+31 to jump, +30 jump), Bluff +30, Diplomacy +27, Escape Artist +26, Fly +34, Heal +30, Intimidate +32, Knowledge (arcana) +35, Knowledge (history) +35, Knowledge (nature) +35, Knowledge (planes) +35, Perception +31, Ride +11, Sense Motive +36, Spellcraft +40, Survival +15, Use Magic Device +30
Languages Abyssal, Aklo, Azlanti, Celestial, Common, Daemonic, Draconic, Elven, Giant, Orc, Skald, Thassilonian, Undercommon
SQ arcane familiar nearby, blizzard sight, deliver touch spells through familiar, empathic link with familiar, freeze and thaw (5/day), inexorable cold, patron spells (winter), scry on familiar (1/day), shadow bolt (3/day), share spells with familiar, speak with familiar, unearthly cold, unnatural cold
Combat Gear Maximize metamagic rod (greater) (3/day), Potion of cure serious wounds, Potion of neutralize poison, Potion of remove curse, Potion of remove disease, Potion of remove fear, Potion of tongues, Potion of water breathing, Quicken metamagic rod (greater) (3/day), Quicken metamagic rod (lesser) (3/day), Robe of the archmagi (black), Shadowstaff, Wand of cure critical wounds; Other Gear +1 Adamantine Dagger, Amulet of natural armor +5, Belt of physical perfection +4, Boots of striding and springing, Cackling hag's blouse (2/day), Circlet of mindsight, Fog-cutting lenses, Gloves of elvenkind, Headband of mental superiority +6 (Bluff, Diplomac, Ring of fire resistance (greater), Ring of protection +5, Seducer's bane, Wings of flying, 1548 GP
--------------------
TRACKED RESOURCES
--------------------
+1 Adamantine Dagger - 0/1
Cackling hag's blouse (2/day) - 0/2
Endure Elements (cold only) (Constant) (Sp) - 0/0
Freeze and Thaw (5/day) (Su) - 0/5
Iceglide (10 minutes/day) (Su) - 0/10
Improved Great Fortitude (1/day) - 0/1
Improved Iron Will (1/day) - 0/1
Maximize metamagic rod (greater) (3/day) - 0/3
Potion of cure serious wounds - 0/3
Potion of neutralize poison - 0/1
Potion of remove curse - 0/1
Potion of remove disease - 0/1
Potion of remove fear - 0/1
Potion of tongues - 0/1
Potion of water breathing - 0/1
Quicken metamagic rod (greater) (3/day) - 0/3
Quicken metamagic rod (lesser) (3/day) - 0/3
Scry on Familiar (1/day) (Sp) - 0/1
Sculpt Ice and Snow (fabricate) (5/day) (Sp) - 0/5
Shadow Form (3/day) - 0/3
Summon 2d4 Shadows (3/day) - 0/3
Summon Nightshade (Advanced Shadow Demon) (1/month) - 0/1
Wand of cure critical wounds - 0/50
Waxen Image (12 uses) (DC 27) (Su) - 0/12
--------------------
Special Abilities
--------------------
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Agony (10 rounds) (DC 27) (Su) Foe in 60 ft is nauseated for duration (Fort neg). Resave each rd, if fail initially.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Blizzard Sight See normally in natural or magical rain, sleet, hail, fog, snowstorms, blizzards, and similar weather conditions.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Cackling hag's blouse (2/day) Gain cackle hex if you're a witch, or able to use it as a swift action if you've already got it.
Circlet of mindsight Gain blindsight 30 ft vs intelligent foes susceptible to mind-affecting effects.
Coven (Ex) Count as a hag to form covens, and aid another can increase coven witch's CL.
Damage Resistance, Fire (30) You have the specified Damage Resistance against Fire attacks.
Death Curse (4d6+10 dam or Death) (DC 27) (Su) Foe in 30 ft is fatigued (1st rd), exhausted (2nd), then dies (3rd) (Will neg, then Fort part).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dire Prophecy (DC 27) (Su) The witch curses the target so he is doomed to die (Will negates). As long as the curse persists, the target takes a -4 penalty to his Armor Class and on attack rolls, saves, ability checks, and skill checks. While the curse persists, the witch may e
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eternal Slumber (DC 27) (Su) Touch curses foe to sleep forever, or can poison food to do the same (Will neg).
Evil Eye -4 (15 round(s)) (DC 27) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Flight (60 feet, Average) You can fly!
Focused Mind +2 to Concentration checks
Freeze and Thaw (5/day) (Su) Freeze or thaw a 5-ft. cube of water or ice, or 10-ft cube of snow.
Gloves of elvenkind +5 to concentration checks when casting defensively.
Hoarfrost (DC 27) (Su) The target is rimed with a shell of frost needles that slowly work their way into its f lesh (Fortitude negates). The target turns pale and blue, and takes 1 point of Constitution damage per minute until it dies, saves (once per minute), or is cured.
Ice Tomb (DC 27) (Su) A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit po
Iceglide (10 minutes/day) (Su) Move effortlessly through ice or snow at yoru base speed.
Immunity to Cold You are immune to cold damage.
Improved Great Fortitude (1/day) Can re-roll a Fort save, but must take the second result.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Inexorable Cold (Su) +1 CL to counterspell, dispell vs SR, and to DC to counterspell or dispell your cold spells.
Major Healing (3d8+10) (Su) Use cure serious wounds once per day/person.
Maximize metamagic rod (greater) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat. Greater metamagic rods can be used with spells of 9th level or lower.

Construction
Requirements: Craft Rod, Maximize Spell feat; Cost 60,750 gp
Misfortune (2 rds) (DC 27) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Numbing Chill (DC 27) Target of cold spell takes 1d4 Dex dmg. and is staggered 1 rnd. (Fort. neg).
Quicken metamagic rod (greater) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat. Greater metamagic rods can be used with spells of 9th level or lower.

Construction
Requirements: Craft Rod, Quicken Spell feat; Cost 85,000 gp
Quicken metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Quicken Spell feat; Cost 17,500 gp
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Sculpt Ice and Snow (fabricate) (5/day) (Sp) At 4th level, a winter witch can sculpt ice and snow into any shape that suits her purpose (as stone shape, except that it works with ice). This ability also works on snow, doubling the volume affected. At 7th level, this ability functions on
Seducer's bane +5 to save vs enchantment, if save then caster believes you failed.
Shadow Bolt (Shadowstaff) (3/day) Ranged touch attack vs foe in 100 ft deals 10d6 cold damage.
Shadowstaff This staff of black wood seems to be partially made from actual shadow, its length darkly iridescent and at times transparent.

This artifact was crafted ages ago, weaving together wispy strands of shadow into a twisted black staff. The Shadowstaff makes the wielder slightly shadowy and incorporeal, granting him a +4 bonus to AC and on Reflex saves (which stacks with any other bonuses). However, in bright light (such as that of the sun, but not a torch) or in absolute darkness, the wielder takes a –2 penalty on all attack rolls, saves, and checks. The Shadowstaff also has these powers.

• Summon Shadows: Three times per day the staff may summon 2d4 shadows. Immune to turning, they serve the wielder as if called by a summon monster V spell cast at 20th level.
• Summon Nightshade: Once per month, the staff can summon an advanced shadow demon that serves the wielder as if called by a summon monster IX spell cast at 20th level.
• Shadow Form: Three times per day the wielder can become a living shadow, with all the movement powers granted by gaseous form.
• Shadow Bolt: Three times per day the staff can project a ray attack that deals 10d6 points of cold damage to a single target. The shadow bolt has a range of 100 feet.

Destruction
The Shadowstaff fades away to nothingness if it is exposed to the light of Nirvana for a continuous 24 hour period.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (10 rds) (DC 27) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Resistance (18) You have Spell Resistance.
Unearthly Cold (Su) Half your cold damage is not subject to cold immunity or damage resistance.
Unnatural Cold (Su) Targets of your spells, spell-like abilities, supernatural abilities halve cold resistance.
Waxen Image (12 uses) (DC 27) (Su) As a full rd action, create wax figure used to force to specific actions (Will neg).

--------------------

Kalle
No Gender Mephit, Ice
NE Small Outsider (cold)
Init +7; Senses darkvision 60 ft.; Perception +24
--------------------
Defense
--------------------
AC 28, touch 15, flat-footed 24 (+3 Dex, +1 size, +13 natural, +1 dodge)
hp 100 (3d10+3); fast healing (if below freezing) 2
Fort +7, Ref +9, Will +13
DR 5/magic; Immune cold; SR 25
Weakness vulnerability to fire
--------------------
Offense
--------------------
Speed 30 ft., flight (40 feet, average)
Melee Claw x2 (Mephit, Ice) +13 x2 (1d3+2/x2) and
Unarmed strike +13/+8 (1d2+2/x2)
Special Attacks breath weapon (dc 13)
Spell-Like Abilities Chill Metal (1/day), Magic Missile (1/hour), Summon (level 2, 1 mephit of the same type 25%) (1
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 16, Wis 12, Cha 14
Base Atk +10; CMB +11; CMD 25
Feats Dodge, Improved Initiative
Skills Acrobatics +23, Bluff +8, Climb +5, Escape Artist +6, Fly +28, Heal +21, Intimidate +22, Perception +24, Ride +8, Sense Motive +24, Sleight of Hand +6, Spellcraft +23, Stealth +13, Survival +6, Swim +5, Use Magic Device +22
Languages Aklo, Auran, Common, Daemonic, Skald
SQ improved evasion
Other Gear You have no money!
--------------------
TRACKED RESOURCES
--------------------
Breath Weapon (DC 13) (Su) - 0/1
Chill Metal (1/day) (Sp) - 0/1
Magic Missile (1/hour) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Breath Weapon (DC 13) (Su) Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.

A cone of ice that deals 1d4 cold damage. The cold also causes living creatures to be
Chill Metal (1/day) (Sp) As the spell. DC 14, caster level 6th.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Healing (if below freezing) 2 (Ex) You heal damage every round if you have > 1 Hp.
Flight (40 feet, Average) You can fly!
Immunity to Cold You are immune to cold damage.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Magic Missile (1/hour) (Sp) As the spell. Caster level 6th.
Spell Resistance (25) You have Spell Resistance.
Summon (level 2, 1 mephit of the same type 25%) (1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.

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Not bad. Make sure to prepare the environment in her favor. Also she needs monstrous/demonic/enslaved allies. The high level module witchwar legacy could perhaps provide some of both...


FWIW, Inner Sea Magic p.6 lists her as "NE female Kellid witch, 20+. Ruler of Irrisen, daughter of Baba Yaga, Queen of the Winter Witches."


Yah. Elvanna is 20th level. Elvanna's got the mojo to turn Golarian into an ice cube. Elvanna could totally throw down with Karzaug. Hell, she might eat him for breakfast.

Elvanna's weakest daughter is like 14th level. The Winter Witches are serious business, but are usually content with terrorizing Irrisen's civilian populace.

Looking at Haladir's post:

Hmmm. Kellid would be replaced with Jadwiga at this point - the Jadwiga ethnicity (Baba Yaga's direct descendants) hadn't been written up at the time of Inner Sea magic.

Huh, I'd forgotten the "+"

Morain, you might want to look at the mythic playtest rules and give Elvanna some tiers of Archmage on top of what she already has... Otherwise, your write up should be fine.

However, do remember that Elvanna does not stand alone.

Elvanna's oldest daughter, Princess Cassisoche is witch 8/winter witch 10. The other real bad-ass in Whitethrone is Lord Chegar Tuvash, Prince of the Winter Wolves (12th level barbarian winter wolf; winter wolves can assume human form in Whitethrone). The avaiable forces in Whitethrone include 1,873 winter wolves, 1,237 ice trolls, and 95 frost giants.

Irrisen, Land of Eternal Winter, is a nice book. You may want to grab the pdf of it if your PCs are going to war with Irrisen.

Contributor, RPG Superstar 2010 Top 4

Zhangar wrote:
Irrisen, Land of Eternal Winter, is a nice book. You may want to grab the pdf of it if your PCs are going to war with Irrisen.

Absolutely. Mike Shel did an outstanding job.


Oh she won't stand alone :)

Thanks for the advice all. I guess my generous amount of combat gear and artifact staff can make up for her "only" being level 20 and not 20+, hehe


IIRC one of Elvanna`s daughters has already been statted up here:

http://paizo.com/products/btpy8go0?Pathfinder-Module-The-Witchwar-Legacy

and is in the D20pfsrd`s NPC Database

http://www.d20pfsrd.com/bestiary/unique-monsters/cr-20/ilivorr-karanasi-hum an-witch-20

Presumably Elvanna is worse news...

BTW if they have killed Karzoug “quite easily“, they are likely going to eat your version of Elvanna for breakfast, due to the gimpness of the witch spell list (ie. no Time Stop for example). And Karzoug had a buttload of DM additions for a 20th level special NPC - 200? bonus HP from implanted Ioun Stones, immunity to a bunch of mind affecting effects, multiple artifacts, REALLY high stats...

PS are you sure you have figured Elvanna`s hex DC`s right? DC 27 seems low for a 34 int = +12 to DC, and 20 levels of effective hexing (as Witch and Winter Witch are supposed to stack) ... should be 32 I think.


I've got witchwar legacy and I just checked out Ilivorr Karanasi.

It says Ilvorr is only a granddaughter of Elvanna and even she is level 20.
I have also beefed up my version of Elvanna considerably in response. I'll not post it here in case any of my players are lurking :p


pad300 wrote:
PS are you sure you have figured Elvanna`s hex DC`s right? DC 27 seems low for a 34 int = +12 to DC, and 20 levels of effective hexing (as Witch and Winter Witch are supposed to stack) ... should be 32 I think.

Right you are. Apparently the prestige class levels didn't stack with the base class levels for hex dc in herolab :(

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