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About Kimgald AngreilssenLeaning on a heavy pick with a handle lengthened to double as a walking stick, this dwarf chuckles to himself as if being told a joke no one else can hear. He wears scale armor beneath simple robes with various holy symbols and images woven into the fabric. The dwarf's dark auburn hair and beard have been trimmed short, and both his person and his possessions are clean and well-maintained. He turns toward you and removes a pair of opaque lenses from his face, revealing clouded eyes that seem to see into your soul despite a lack of focus in any specific direction. The dwarf smiles warmly and motions to you to approach. Kimgald Angreilssen
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VARIANT OPTIONS:
Dual-Cursed Oracle (Archetype) (Ultimate Magic 58)
All oracles are cursed to some degree, but some oracles bear an even heavier burden. Though doubly afflicted with supernatural or physical hindrances, a dual-cursed oracle can manipulate fortune and gains greater insights into her mystery. Recommended Mysteries: Any.
Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day. Fortune (Ex): At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th. Ancestor Mystery (Ultimate Magic 53)
Ancestral Weapon (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. Blood of Heroes (Su): As a move action, you can call upon your ancestors to grant you extra bravery in battle. You gain a +1 morale bonus on attack rolls, damage rolls, and Will saves against fear for a number of rounds equal to your Charisma bonus. At 7th level, this bonus increases to +2, and at 14th level this bonus increases to +3. You can use this ability once per day, plus one additional time per day at 5th level, and every five levels thereafter. Phantom Touch (Su): As a standard action, you can perform a melee touch attack that causes a living creature to become shaken. This ability lasts for a number of rounds equal to 1/2 your oracle level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Charisma modifier. Sacred Council (Su): As a move action, you can call upon your ancestors to provide council. This advice grants you a +2 bonus on any one d20 roll. This effect lasts for 1 round. You can use this ability a number of times per day equal to your Charisma bonus. Spirit of the Warrior (Su): You can summon the spirit of a great warrior ancestor and allow it to possess you, becoming a mighty warrior yourself. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, and a +4 natural armor bonus to AC. Your base attack bonus while possessed equals your oracle level (which may give you additional attacks), and you gain the Improved Critical feat with a weapon of your choice. You can use this ability for 1 round for every 2 oracle levels you possess. This duration does not need to be consecutive, but it must be spent in 1-round increments. You must be at least 11th level to select this revelation. Spirit Shield (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. Spirit Walk (Su): You can become incorporeal and invisible. While in this form, you can move in any direction and pass through solid objects. You can take no action other than to move while in this form. You remain in this form for a number of rounds equal to your oracle level, but you can end this effect prematurely as a standard action. You can use this ability once per day at 11th level, and twice per day at 15th level. You must be at least 11th level to select this revelation. Storm of Souls (Su): You can summon the spirits of your ancestors to attack in a ghostly barrage—their fury creates physical wounds on creatures in the area. The storm has a range of 100 feet and is a 20-foot-radius burst. Objects and creatures in the area take 1d8 hit points of damage for every two oracle levels you possess. Undead creatures in the area take 1d8 points of damage for every oracle level you possess. A successful Fortitude save reduces the damage to half. You must be at least 7th level to select this revelation. You can use this ability once per day, plus one additional time per day at 11th level and every four levels thereafter. Voice of the Grave (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 penalty on its Will save to resist this effect. Wisdom of the Ancestors (Su): Once per day, you can enter a trance in which you commune with the spirits of your ancestors. This trance lasts for 10 minutes, which must be uninterrupted and during which you can take no other actions. When you come out of this trance, you have gained mystical insight into the future. At 1st level, this insight acts as an augury spell with 80% effectiveness. At 5th level, the insight takes the form of a divination with 90% effectiveness. At 8th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components. Final Revelation: Upon reaching 20th level, you become one with the spirits of your ancestors. You gain a bonus on Will saving throws equal to your Charisma modifier, blindsense out to a range of 60 feet, and a +4 bonus on your caster level for all divination spells. You can cast astral projection as a spell-like ability once per day without requiring material components. Lorekeeper (APG 11): Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces the greed racial trait. SKILLS MODIFIERS:
Diplomacy +7
(1 ranks, +3 Cha, +3 trained) Knowledge (history) +6 (1 ranks, +2 Int, +3 trained) Knowledge (religion) +6 (1 ranks, +2 Int, +3 trained) Linguistics +6 (1 ranks, +2 Int, +3 trained) Sense Motive +5 (1 ranks, +1 Wis, +3 trained) Spellcraft +6 (1 ranks, +2 Int, +3 trained) Use Magic Device +8 (1 ranks, +3 Cha, +3 trained, +1 trait) Background Kimgald Angreilssen was born in the city of Highhelm, a Sky Citadel located in the Five Kings Mountains and the center of dwarven culture on Golarion. His clan traces its line through the generations to the city's founding, when the dwarven race emerged from the Darklands at the conclusion of the Quest for Sky. Even as a new age for the dwarven people began to unfold on the surface, however, Kimgald's ancestors were determined to never forget their origins. With the aide of his twin brothers the clan's patron, Oscgar Angreilssen, crafted a minor artifact known as a clan stone from metals they had gathered and carried with them from Golarion's depths. The trio descended once more into the Darklands to place the item in a position of honor deep below Highhelm. The brothers never returned from their journey, but several generations later it was discovered their mission had been successful: The clan stone was found embedded in an obsidian altar adorned with the sacred symbols of Torag and the rest of the dwarven pantheon. The clan stone came to play an integral role in the clan's history. Maintaining their traditional roots, the Angreilssens hold the gladdinggarsun in high regard. This coming of age ceremony requires a young dwarf to descend into the Darklands and carve their gladdringgar, a name-rune, in the stone next to that of an honored member of the clan. The cavern that contains the clan stone is shared by the deepest and oldest gladdringgars, and descending to this cavern to complete the ceremony is seen as a great achievement; those with their name-runes carved in sight of the stone often become the clan's greatest heroes, and any that can carve their own rune next to that of their legendary ancestors is believed to be destined to achieve feats of equal, or even greater, prowess. Like generations of dwarves before him, Kimgald took it upon himself to make the pilgrimage to the clan stone's cavern. He successfully navigated the maze of tunnels and chambers that make up the Darklands, finally finding himself standing in front of his clan's ancient treasure. He selected the name-rune of one of his great uncles and carved his own gladdringgar in the rock next to it. Stepping back to observe his work, the ceremony now complete, Kimgald became fascinated by the history recorded in the cavern. He began wandering through the area, reading each name-rune in turn, tracing his lineage back through the ages. The young dwarf was so focused on this task that he failed to realize he was not alone. The attack came from opposite sides as two forge spurned, the twisted, undead remains of the twin brothers Gallit and Urgrin Angreilssen, who had traveled with Oscgar millennia ago to place the clan stone, charged Kimgald. Before descending beneath Highhelm the twins had forsaken the worship of Torag in favor of that of Droskar, the Dark Smith. The two had intended to twist the magics within the clan stone in a way that would poison and corrupt Highhelm far overhead, delivering the city to their new patron. Once Oscgar had placed the stone in its altar the twins murdered their brother, only realizing folly after he lay dead on the stone floor: Oscgar had enchanted the item in a way that only he could alter the magics in the manner they needed to accomplish their dark task. The twins blamed each other for failing to consider this development. A quarrel erupted, and the two ultimately killed one another. Droskar damned the brothers for their failure, causing them to rise up as tortured monsters, condemned to suffer continual heat and pain until they could capture enough souls to forge soul chains long enough to please their dark god. To achieve this task the undead turned to the clan stone; though they lacked the ability to alter the item's magics as originally desired, they were able to twist it enough to capture the souls of dwarves with strong ties to the clan upon their deaths, dragging the dwarven soul to the stone's chamber so the two could forge their chains. Generation after generation past as the twins toiled in secret, sealing more and more of their kin in metal links as time progressed. Though outnumbered and lacking the skill possessed by his undead attackers, Kimgald held the advantage in the fight; prolonged exposure to the magics held by the clan stone, an artifact originally dedicated to Torag, had physically weakened the twins' soul chains. The battle was hard fought, but in the end the young dwarf succeeded in shattering both bindings. The twins crumpled to the ground destroyed, the souls they had trapped finally released after years of imprisonment. The changes made to the stone by the undead, however, served to anchor the souls of the clan's ancestors. Trapped within the cavern of the clan stone and unable to pass on to Pharasma's Boneyard, the liberated spirits sought a new vessel. They settled for the only one available: The displaced spirits of his ancestors found shelter inside Kimgald. A search party from Highhelm located Kimgald several days later, unconscious on the stone floor of the cavern. He was transported back to the city, where his state remained unchanged for several weeks, the young dwarf sustained entirely by the magics of Torag's clergy. When he finally awoke Kimgald was greeted by darkness and silence, though in a few days time the silence was replaced by incoherent whispering that no one else could hear. Neither condition could be corrected by the city's priests, and when news of dwarf's state reached the ears of Professor Lorrimor the man set out for the Five Kings immediately. The Professor spent several months studying Kimgald's condition, working with the young dwarf to make sense of what had happened. It was Lorrimor who determined Kimgald now shared his existence with the lost souls of his ancestors, and who ultimately worked with Angreilssen as some of the dwarf's vision slowly returned. By the time the Professor departed to return to Ustalav, Kimgald was practiced enough at reading lips to understand the man's farewell. Lorrimor maintained contact with Kimgald for the next few years, until the dwarf received a letter not from the Professor, but announcing the man's death. Kimgald set out for Ustalav himself shortly thereafter, intent on honoring tha man who had helped redefine his place in the world. Personality Despite being a natural introvert, Kimgald has worked to make himself at ease in social situations. He is usually found with a smile on his face and kind words to share. He has a fondness for telling stories, especially legends and tall tales; the spirits that speak to Kimgald are constantly whispering events, jokes, and accomplishments from their lives that he freely communicates to those around him. Occasionally his personality shifts slightly as the spirit of one of his ancestors exerts some measure of influence on the dwarf's demeanor. This never results in true possession, and he never experiences a change in identity or sense of self. That being said, Kimgald has been known to spontaneously demonstrate behaviors and skills for short periods of time that he lacks any awareness of after the fact. Kimgald's appearance is immaculate, the result of a morning ritual of meticulous self-grooming. After initially suffering his curse and finding himself blind and deaf, other than the continuous murmur of strange voices in his head, he found this repeated behavior to be very calming. Even after learning how to cope with his new condition, and despite the return of some of his vision, Kimgald continues to carry on this practice, almost religiously. He is also very fond of fine cheeses and fruit ciders, claiming that they act as offerings to calm the voices of his ancestors. Not even Kimgald truly knows, however, if these offerings truly work in the way he describes, or if they simply reflect his own personal tastes. The ancestral spirits that visit Kimgald possess an impressive amount if knowledge and insight, into events past, present, and future. Despite this Kimgald prefers not to seek their counsel. He explains that giving them attention increases the spirits' activity, resulting in severe headaches that can last for several days. During this time the the dwarf is short-tempered and irritable, and will sometimes indulge in binges of cheese and cider in an effort to quiet the voices in his head. Unfortunately, these attempts result in prolonging his headache and foul temperament as often as they succeed in silencing his ancestors. |