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408 posts. Alias of michaelane.


AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

About Feigr Roarrgun

Current Conditions
AC 20, touch 10, flat-footed 20. . (+7 armor, +3 shield)
hp 35/35 (3 temporary)
1st level spells available 6/6
Night Light Stout (5 doses of Remove Fear) 5/5
Potion of Hide from Undead(4) 3/4
Silver Weapon Blanch 4/4


I hear them all the time. It is worst at night. Whispers in the dark. Fingernails rasping against cold stone. A scream out of nowhere. They are the spirits of Tar-Urkatha. Sometimes they help me...shield me from harm...deliver my family’s battleaxe from where it fell in the mines into my hands when I’m in need...but, most of the time, they’re there, begging to be released, telling me horrible tales of death in the mines, warning me of the doom that lays in Tar-Urkatha.

Three months ago an itinerant priest of Magrim came to Solku. Said he’d had a vision from the god that it was time for Tar-Urkatha, Zolurket they call it these days, to be restored. Something in the vision suggested that he needed to find a descendant of Tar-Urkatha in Solku...a descendant that knew the spirits of Tar-Urkatha...a descendant with the key to its secrets. Me.

It took him a month to learn of me. My brothers and sisters in Solku aren’t exactly proud of me. I understand why. To them, I’m a joke. Last descendant of a once-mighty clan that settled in Solku...right. I’m not proud either. But, if you had to live with the spirits all the time, you would understand too. You’d probably do a lot worse than drink. Drinking quiets them. Better than killing myself, right?

You know by now that he found me. Peg’s Pig...drinking of course. When he told me he was looking for me, I laughed. When he told me the god had sent him, I told him he was nuts. When he told me that I needed to go to Tar-Urkatha, I spit in his eye. There are things buried there that need to stay buried…dark things…evil. It didn’t matter. He said Magrim wants his souls back.


Not all of Tar-Urkatha’s clans left Katapesh. Feigr Roarrgun grew up in the Katapesh city of Solku, home of a proud, tight, dwarven community with many descended from the clans of Tar-Urkatha. But over the years the dwarves distanced themselves from their dark past. They embraced their new community and fought together against the gnolls of the Barrier Wall. A new future.

Feigr Roarrgun is an unpleasant reminder of that past. He was born to Roarr Brandrgun in 4656 AR, the fourth son of Roarr and Amma. From a young age, Feigr was a strange child. Imaginary friends are a rarity among the practical dwarves. Feigr didn’t have just one or two…he seemed to have hundreds. But, he also showed unusual gifts for battle and for a time his idiosyncrasies were overlooked. It didn’t last.

When Feigr began to learn the dwarven histories a torrent of questions spilled forth. Uncomfortable questions. Tar-Urkatha. Zolurket. These were things that the dwarves of Solku did not discuss. But Feigr wouldn’t stop asking. He couldn’t stop asking. Feigr paid the price. An outcast among the close-knit dwarves of Solku.

So, for a few years, Feigr threw his lot in with the humans. The rangers of Solku were willing to forgive a few oddities when the fighter who possessed them could fight like a Barrier Mountain lion. Feigr joined them to hunt down gnoll slavers and to skirmish against gnoll forces that harried the city. Often, he was part of companies that took the fight to the gnolls, rooting them out of tunnels in the twisting canyons west of the city.

In 4701 AR, when the White Canyon gnolls flooded forth to enslave Solku, the dwarves stood shoulder to shoulder with the humans and drove them back. Feigr lost his father, mother, and all three brothers in the climactic Battle of Red Hail. Feigr was savage that day. But something snapped.

Feigr should have been one of the heroes that day. Instead, he found himself spending more and more time in Peg’s Pig. Drinking to quiet the voices of the dead that haunted him worse than ever. Trying to forget. Until Bleyn Blackshield came to Solku.

Blackshield claims that the god has plans for me. That I’ll be freed from this nightmare if I help cleanse Zolurket and send the souls of my fallen ancestors back to Magrim. I don’t know. But I do know that I’ve never had anyone else believe in me. That this mad priest spent two months hounding me, completely convinced that I am the instrument of his god. That passion is infectious. I don’t know that I believe. But I will go to Tar-Urkatha. Magrim wants his souls back. And I want them gone.


Basically Feigr is motivated by the idea that he may be freed from the spirits if he can help Magrim free the spirits from Zolurket. He has adopted the god's mission as his and plans to hunt down the dead of Tar-Urkatha and return them to the god. Maybe that will quiet the voices too.

I envision his motivation growing and evolving as the campaign progresses. I expect that Feigr’s relationship with Magrim will develop and grow from being a way out to being an instrument for the god’s plans for Tar-Urkatha.

There are several ways we could take this development in story and crunch. Assuming success in part 1, Feigr would hopefully see redemption in part 2. Perhaps the spirits remain, but are now entirely benign. Perhaps he beats his drunkenness, but picks up a different curse, like haunted. Perhaps the reborn Tar-Urkatha becomes Magrim's foremost stronghold in Golarion.

The Soul Guides:

What: name of the society and their basic agenda
The Soul Guides Magrim is the dwarven god of the underworld. He reforges dwarven souls to prepare them to return to the world. The Guides are tasked with making sure those souls are returned to Magrim. Undead and haunts are the bane of the organization. They seek them out and destroy them.

Where: where is the group located. If it is a larger group spanning Golarion, this can refer to your local chapter.
The Soul Guides are a significant sect within the church of Magrim. While many priests of Magrim look after dwarven funerals and tend to the needs of the living, The Soul Guides tend to the needs of the dead. These are the adventuring priests of Magrim. While they don’t have a chapter per se in western Katapesh, the local connection is Bleyn Blackshield. Bleyn would have access to both the resources of The Guides and the church of Magrim in Katapesh, though there are certainly conflicting interests between The Guides and the traditional arm of the church.

Who: name and role of your mentor / primary contact within the group
Feigr’s mentor is Bleyn Blackshield, a priest of Magrim recently come to the city of Solku. Bleyn is definitely a true believer. A strong advocate of Magrim and his mission and he is absolutely convinced that Feigr is destined to help return Tar-Urkatha to the dwarves and free the lost dwarven souls.

Why: why does the group want Zolurket reclaimed. Some detail on both their present interest and what intentions they would have towards the future would be useful here.
There are hundreds of dwarf souls trapped in Zorzuket. Magrim wants the souls back so his spirit dwarves can reforge them and return them to Golarion. What better way to bring them back than as the backbone of a newly reborn Tar-Urkatha?


Male Dwarf Oracle (Ancestors) 3
LN Medium Humanoid (Dwarf)
Init +0 (+2 underground); Senses Darkvision (60 feet); Perception -1
AC 20, touch 10, flat-footed 20. . (+7 armor, +3 shield)
hp 35 (4d8+8)
Fort +3, Ref +1, Will +3
Defensive Abilities Deep Warrior; SR 9
Spd 20 ft.
Melee +1 Warhammer +7 (1d8+3+1/20/x3+something) and
. . Masterwork Waraxe, Dwarven +7 (1d10+3/20/x3) and
. . Shield, Heavy Steel +2 (1d4+3/20/x2) and
. . Unarmed Strike +6 (1d3+3/20/x2)
Special Attacks Relentless
Oracle Spells Known (CL 4, +6 melee touch, +3 ranged touch):
2 (4/day) Remove Paralysis (DC 14), Spiritual Weapon, Cure Moderate Wounds (DC 14)
1 (7/day) Shield of Faith (DC 13), Unseen Servant, Detect Undead, Cure Light Wounds (DC 13), Enhance Water (DC 13)
0 (at will) Stabilize, Purify Food and Drink (DC 12), Create Water, Read Magic (DC 12), Detect Magic, Guidance (DC 12)
Str 16, Dex 10, Con 14, Int 12, Wis 9, Cha 15
Base Atk +3; CMB +6; CMD 16
Feats Extra Revelation, Power Attack -1/+2
Traits Corpse Hunter, Magical Talent: Disrupt Undead (1/day) (Sp), Tunnel Fighter
Skills Acrobatics -4, Climb -1, Diplomacy +7 (2 ranks), Escape Artist -4, Fly -4, Heal +3 (1 rank), Knowledge (Arcana) +5 (1 rank), Knowledge (Dungeoneering) +6 (2 ranks), Knowledge (Engineering) +5 (1 rank), Knowledge (History) +8 (4 ranks), Knowledge (Local) +8 (4 rank), Knowledge (Religion) +5 (1 rank), Ride -4, Sense Motive +3 (1 rank), Spellcraft +7 (3 ranks), Stealth -4, Swim -1 Modifiers Lorekeeper
Languages Common, Dwarven, Kelish
SQ Ancestral Weapon (Masterwork) (4 minutes/day) (Su), Hatred, Slow and Steady, Spirit Shield +4 (4 hours/day) (Su), Stonecunning +2
Combat Gear Magrim's Grace (+1 Breastplate), Masterwork Waraxe, Dwarven, The Soulshield (+1 Heavy Steel Shield) Silver Weapon Blanch (4 ea.); Other Gear Backpack, Spell Component Pouch, Waterskin, Night Light Stout (5 doses of Remove Fear), Potion of Hide from Undead(4), 2 gp, cloth altar weights, dwarven religious symbols cast in silver and iron, series of 4-inch high marble cut statues depicting each of the ten gods in the dwarven pantheon
Age 55
Deity Magrim
Ancestral Weapon (Masterwork) (4 minutes/day) (Su) You can summon a simple or martial weapon from your family's history that is appropriate for your current size. You are considered proficient with this weapon. At 3rd level, the weapon is considered masterwork. At 7th level, 15th level, and 19th level, the weapon gains a cumulative +1 enhancement bonus. At 11th level, the weapon gains the ghost touch weapon property. You can use this ability for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears after 1 round if it leaves your grasp.
Corpse Hunter You have dedicated yourself to the destruction of undead, and receive a +1 trait bonus on all attacks made against undead.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deep Warrior +2 AC and +2 grapple vs. Aberrations.
Drunkard You have a weakness for alcohol in all its forms. At the start of each day, you are staggered until you consume at least one alcoholic drink. If you do not consume at least one drink per hour, you become shaken until you drink again. As long as you are not staggered or shaken, you gain a +2 bonus to saving throws against fear and temporary hit points equal to your oracle level. You cannot regain temporary hit points that you have lost until 24 hours have passed. Once per day, you can consume an alcoholic drink as a swift action to grant yourself a saving throw against an enchantment or fear effect.
Hatred +1 racial bonus to attacks against Gnolls.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Relentless +2 Bull Rush and Overrun if you and your opponent are standing on the ground.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (8) You have Spell Resistance.
Spirit Shield +4 (4 hours/day) (Su) You can call upon the spirits of your ancestors to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this shield for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.
Voice of the Grave (4 rounds/day) (Su) You can speak with the dead, as per the spell, for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. At 5th level, and every five levels thereafter, the dead creature you question takes a cumulative -2

Detect Undead:

School divination; Level cleric 1, paladin 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M/DF (earth from a grave)
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 minute/ level (D)
Saving Throw none; Spell Resistance no
You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.

1st Round: Presence or absence of undead auras.

2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura’s strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Strength: The strength of an undead aura is determined by
the HD of the undead creature, as given on the table below.

Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power, as given on the table below.

HD 1 or lower Strength Faint Duration 1d6 rounds
HD 2–4 Strength Moderate Duration 1d6 minutes
HD 5–10 Strength Strong Duration 1d6 × 10 minutes
HD 11 or higher Strength Overwhelming Duration 1d6 days

Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.