About Dagmar Ragnasdottir
Craft Clothing +8
Craft Alchemy +9
Knowledge Arcane +11
Knowledge Nature +10
Knowledge History +9
Knowledge Planes +8
Profession Herbalist +6
Profession Cook +5
Stealth +5 (+6)
Use Magic Device +8
Campaign Traits - Familial Bond:
You have ties with the Kodiakborne line. Your family may have lived under their banner years ago or may be distant cousins. Due to the rugged lands that you call home you gain a +1 trait bonus to Fortitude saves .
Highlander (hills or mountains): You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Extra Hex again
Healing (Su): A witch can soothe the wounds of those she touches. 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.
Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
Ward (Su): A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.
Healing: 2nd—remove fear, 4th—lesser restoration, 6th—remove disease, 8th—restoration, 10th—cleanse, 12th—pillar of life 14th—greater restoration, 16th—mass cure critical wounds, 18th—true resurrection.
1st Level Spells Prepared:
2nd Level Spells Prepared:
1st Level Spells: cure light wounds, burning hands, cause fear, charm person, ear piercing scream, command, comprehend languages, mage armor, ray of enfeeblement, remove fear, enlarge person, reduce person, obscuring mist, forced quiet
2nd Level Spells: Cure Moderate Wounds, Glitterdust, Summon Monster II, Burning Gaze, Lesser Restoration, Share Memory, Augury, Zone of Truth
Snowy Owl - Master gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness.
Feats Weapon Finesse
Dagnar stands at 5'4" and is slender in form and fair of skin. Her hair falls straight to her waist and is honey-blond in color. She usually keeps her hair in a single braid. Her eyes are a pale grey.
Dagmar usually wears a woolen white blouse with a matching slate gray woolen skirt and bodice. The bodice and hem of her skirt are embroidered with white snowdrop flowers. On her feet she wears thick sheepskin boots. Her reversable cloak is a deep forest green on one side and a pale grey on the other and is edged with arctic fox fur.
Dagmar typically cheerful demeanor has been subdued since learning of her brother's death, though she often tries to hide her sorrow since she doesn't want to dishonor his memory and his brave death in battle.
Savol Kodiakborne's homecoming wasn't a happy event for everyone. Dagmar's older brother Valborg, a faithful shield-brother to Savol since the two were children, had followed him to the ends of the world during his travels. When news spead of Savol's return, Dagmar was overjoyed at the thought of seeing her long missing brother again. Failing to spot him amongst Savol's other followers, Dagmar began asking after him. It was with a heavy heart that Julianda told her that he had fallen in combat during a great battle at sea with pirates led by a fearsome half-orc captain who slew several of the crew before being brought down.
When Savol Kodiakborne later put out another call, this one to join him and rebuild his family's ancient kingdom, Dagmar decided that the best way to honor her brother and his memory was to join Soval in his place and to serve him as her would have. Though not the powerful warrior that her brother was, Dagmar knew that all armies would have need of a talented healer such as her and hoped that her knowledge and spells might also prove useful. She deeply regrets not having been present to aid her brother and wants to keep anyone else from losing a loved one.
Only a few years older than Jild, Dagmar spends quite a bit of time in her company, both listening to Julianda's stories of warriors past and just gossiping with each other. Since her only sister is several years older and now married with children of her own, Dagmar enjoys having someone around close to her own age that she can talk to about things. Jild was the first one to know about Dagmar's plans to accompany Soval's army and the one who helped comfort her when she found out about her brother's death. On a lighter note, Jild is one of the few people she's confessed to about a crush on Nayl.
Dagmar spends most of her days seeing to the health of the camp and assisting with the cooking under the supervision of Binar Larson.
Gear and Wealth:
bought at camp
Gifted by Savol
1st level -
2nd Level -
The fancy fur robe (+2 silken ceremonial armour)