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Queen Telandia Edasseril

Ravagwen Darksbane's page

Pathfinder Society Member. 50 posts (1,380 including aliases). No reviews. No lists. No wishlists. 2 Pathfinder Society characters. 13 aliases.

Full Name









Medium 5'4'' 130 lbs




Chatoic neutral


Common, Elven, Druidic, Draconic, Goblin

Strength 14
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 14
Charisma 13

About Ravagwen Darksbane

CR 3
female Elf druid 4
CN medium humanoid (elf, elf)
Init +6; Senses Low-light, Perception +11,

AC 17, touch 12, flat-footed 15
hp 34 (4HD)
Fort +5, Ref +3, Will +6, +2 vs. enchantment spells and effects, +4 vs. spell-like and supernatural abilities of fey and spells and effects that utilize and target plants
Speed 20 ft. (4 squares), Woodland Stride


Detect Magic
Detect Poison
Flare -12 fort save

Cure light

Fire Sneeze
Flaming sphere
stone call

Ranged composite longbow str +5 (1d8/x3)
Melee masterwork scythe (alchemical silver) (two handed) +6 ((two handed) 2d4+2/x4)
Face 5 ft. Reach 5 ft.

Base Atk +3; CMB +5; CMD 17

Special Actions Spontaneous Casting,
Special Qualities Animal Companion, Elven Immunities, Elven Magic, Keen Senses, Nature Sense, Orisons, Resist Nature's Lure, Trackless Step, Weapon Familiarity, Wild Empathy +5, Wild Shape, Woodland Stride,
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Combat Casting, Improved Initiative, Shield Proficiency

Skills Acrobatics +3, Acrobatics (Jump) -1, Appraise +2, Bluff +1, Climb +6, Craft (Untrained) +2, Diplomacy +1, Disguise +1, Escape Artist -1, Fly -1, Handle Animal +7, Heal +2, Intimidate +1, Knowledge (Geography) +7, Knowledge (Nature) +11, Perception +11, Perform (Untrained) +1, Ride -1, Sense Motive +5, Spellcraft +8, Spellcraft (Identify magic item) +10, Stealth +1, Survival +10, Swim +5,


Possessions arrow (x100); hide +1; masterwork scythe (alchemical silver); cold-weather outfit; pearl of power (1st level); wand of cure light wounds; Backpack [ Rations (Trail/Per Day) (x7); Scroll (Cure Light Wounds); Wand of Cure Light Wounds; Waterskin (Filled); ]; Composite Longbow STR ;

Animal Companion (Ex)
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Resist Nature's Lure (Ex) You gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize and target plants, such as Blight, Entange, Spike Growth, and Warp Wood.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Trackless Step (Ex) You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+5 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intellegence score of 1 or 2, but you take a -4 penalty on the check.
Wild Shape (Su) You can change shape 1 time / day for up to 4 hours, You can change into any Small or Medium animal., When changing into an animal, this functions as Beast Shape I
Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Sin the wolf:

CR 0
Male Wolf animal 4
CN medium animal
Init +3; Senses Low-light, Perception +5, Scent,
Languages Druidic
AC 17, touch 13, flat-footed 14
hp 28 (4HD)
Fort +6, Ref +7, Will +2
Defensive Abilities Evasion,
Speed 50 ft. (10 squares)
Melee bite +5 (1d6+2)
Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +3; CMB +5; CMD 18 (22 vs trip)
Atk Options Trip,
Special Actions Abilities Str 15, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Special Qualities Trained for Combat, Bonus Tricks 2, Link, Scent, Share Spells,
Feats Acrobatic, Toughness
Skills Acrobatics +9, Acrobatics (Jump) +17, Appraise -4, Bluff -2, Climb +6, Craft (Untrained) -4, Diplomacy -2, Disguise -2, Escape Artist +7, Fly +5, Heal +1, Intimidate -2, Perception +5, Perform (Untrained) -2, Ride +3, Sense Motive +1, Stealth +3, Survival +1, Swim +2,
Possessions Trained for Combat An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Bonus Tricks 2
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.

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