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Duchess of Wintercrux Svetochka Elvanna

Dagmar Ragnasdottir's page

672 posts. Alias of Joy.

Full Name



Human (Ulfen)


Hedge Witch / 4 (HP:25/25) (AC:13) (Saving Throws Fortitude: +4 Reflex: +1 Will: +5 )








Neutral Good


Skald, Common, Sylvan, Elven, Orc, Draconic



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

About Dagmar Ragnasdottir


Intimidate +6 [1rank+3inclass+2chr]
Craft Clothing +8 [1rank+3inclass+4int]
Craft Alchemy +9 [2rank+3inclass+4int]
Diplomacy +4 [2rank+2chr]
Heal +6 [2rank+3inclass+1wis]
Knowledge Arcane +11 [4rank+3inclass+4int]
Knowledge Nature +10 [3rank+3inclass+4int]
Knowledge History +9 [2rank+3inclass+4int]
Knowledge Planes +8 [1rank+3inclass+4int]
Profession Herbalist +6 [2rank+3inclass+1wis]
Profession Cook +5 [1rank+3inclass+1wis]
Spellcraft +11 [4rank+3inclass+4int]
Survival +6 [1rank+3inclass+1wis+1trait]
Stealth +5 (+6) [1rank+3inclass+1/2trait]
Use Magic Device +8 [3rank+3inclass+2chr]


HP: 15
AC: 13
Touch: 11
Flat-footed: 13

BAB: +2
Melee: +2
Ranged: +2

CMB: +0
CMD: +12

Saving Throws
Fortitude: +4
Reflex: +1
Will: +5


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 .

You gain a +1 bonus to Survival checks, and Survival is always a class skill for you.

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
Extra Hex again
Eschew Materials


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.


Cantrips Prepared:
detect magic
read magic

1st Level Spells Prepared:
burning hands, comprehend languages, ray of enfeeblement, obscuring mist

2nd Level Spells Prepared:
zone of truth, share memory, glitterdust
Spells Stored in Familiar:
Cantrips: 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.

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.

Pic of her familiar

Init +3; Senses low-light vision; Perception +10

AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +2

Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

Str 6, Dex 17, Con 11, Int 2, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9

Feats Weapon Finesse
Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth



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.

New Robe:
A beautiful robe of white ermine, that's soft and warm covered in elaborate stitching knotwork and hundreds of tiny blue gemstones follow the seams. The front of the robe buttons up with pearl buttons each carved with a different native bird, there are two larger gold buttons just below your collar bones that don't seem to have a purpose. Upon the shoulders are two leather shields, one with the Kodiakborne's symbol and the other with a white owl soaring above several mountains. As the box slips off of you lap you notice that there were other items inside under the robe. There is a gold torque placard with ancient Ulfen runes engraved upon it, the torque looks like it will fit the gold buttons perfectly


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:

1,167 gp / 15 sp

Dagger x2 / 4 gp / 2 lbs
Short Spear / 1 gp / 3 lbs
Light Crossbow / 35 gp / 4 lbs
Bolts x20 / 2 gp / 2 lbs
Alchemical silver bolts (x10) / 21 gp / 1 lb

Backpack / 2 gp / 2 lbs
Bedroll / 1 sp / 5 lbs
Winter Blanket 1 / 5 sp / 3 lbs
Flint and Steel / 1 gp
Rope, silk / 10 gp / 5 lbs
Trail Rations x8 / 4gp / 8 lbs
Cold-weather outfit / 8 gp / 7 lbs
Traveler's outfit / 1 gp / 5 lbs
Spell component pouch / 5 gp / 2 lbs
Healers kit / 50 gp / 1 lbs
Waterskin x2 / 2 gp / 8 lbs
Snowshoes / 5 gp / 4 lbs
Sewing needle / 5 sp

bought at camp
Blanket, winter x2 / 1 gp
Iron pot / 8 sp
Rope, hemp (50 ft.) / 1 gp
Cold-weather outfit / 8 gp

Fae Gift
silver ring adorned with a spherical saphire and miniscule diamonds surroundig it
Any healing spell or effect cast while wearing the ring count as being 'empowered' per the metamagic without any changes to the spell level (this also works with channel positive energy used to heal and healing hex)

Gifted by Savol
Scrolls of:
Scroll choices:

Revised List:

1st level -
Obscuring Mist
Enlarge Person
Reduce Person
Forced Quiet
Remove Sickness

2nd Level -
Lesser Restoration x3

The fancy fur robe (+2 silken ceremonial armour)
The torque (amulet of natural protection +1)

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