Miyaro

·Sorry·'s page

139 posts. Alias of Aku Warashi.


Full Name

Sorry

Size

Medium

Age

16

Alignment

LN

Deity

The Dark Void

Location

Greenbelt

Languages

Common, Infernal, Abyssal

Occupation

Soldier

Strength 12
Dexterity 12
Constitution 11
Intelligence 14
Wisdom 10
Charisma 18

About ·Sorry·

Appearance:

A young woman, with slanted black eyes, long thick black hair who dresses in plain clothes, fair skin with smooth, gentle hands.
Despite her young age, she has aged eyes, those that were similar to one who had been withered by famine and death; dead, stony eyes.

Personality:

Sorry plays it very cool, but internally she is calculating to the point of worry. Things she cannot understand or predict makes her nervous.

Mannerisms:

Constantly brushes her hair back when nervous or intimidated.

Backstory:

'Prod and pull,' the old woman was saying, 'It’s the way of the King, as like the gods themselves.' She leaned to one side and spat, then brought a soiled cloth to her wrinkled lips. 'Three husbands and two sons I saw off to war.'

The fishergirl's eyes shone as she watched the column of mounted soldiers thunder past, and she only half listened to the hag standing beside her. The girl's breath had risen to the pace of the magnificent horses. She felt her face burning, a flush that had nothing to do with the heat. The day was dying, the sun's red smear over the trees on her right, and the sea's sighing against her face had grown cool.

'That was in the days of the Choral,' the hag continued. 'Pharasma roast the bastard's soul on a spit. But look on, lass. The King scatters bones with the best of them. Heh, They started with his house, didn't they, now?'

The fishergirl nodded faintly. As befitted the lowborn, they waited by the roadside, the old woman burdened beneath a rough sack filled with turnips, the girl with a heavy basket balanced on her head. Every minute or so the old woman shifted the sack from one bony shoulder to the other.

With the riders crowding them on the road and the ditch behind them a steep drop to broken rocks, she had no place to put down the sack.

'Scatters bones, I said. Bones of husbands, bones of sons, bones of wives and bones of daughters. All the same to them. All the same to the House Surtova.' The old woman spat a second time. 'Three husbands and two sons, ten coin apiece a year. Five of ten's fifty. Fifty coin a year's cold company, lass. Cold in winter, cold in bed.'

The fishergirl wiped dust from her forehead. Her bright eyes darted among the soldiers passing before her. The young men atop their highbacked saddles held expressions stern and fixed straight ahead. The few women who rode among them sat tall and somehow fiercer than the men. The sunset cast red glints from their helms, flashing so that the girl's eyes stung and her vision blurred.

'You're the fisherman's daughter,' the old woman said. 'I seen you afore on the road, and down on the strand. Seen you and your dad at market. Missing an arm, ain't he? More bones for their collection is likely, eh?' She made a chopping motion with one hand, then nodded. 'Mine's the first house on the track. I use the coin to buy candles. Five candles I burn every night, five candles to keep old Rigga company. It's a tired house, full of tired things and me one of them, lass. What you got in the basket there?'

Slowly the fishergirl realized that a question had been asked of her. She pulled her attention from the soldiers and smiled down at the old woman. 'I'm sorry,' she said, 'the horses are so loud.'

Rigga raised her voice. 'I asked what you got in your basket, lass?'

'Twine. Enough for three nets. We need to get one ready for tomorrow. Dadda lost his last one—something in the deep waters took it and a whole catch, too. Ilgrand Lender wants the money he loaned us and we need a catch tomorrow. A good one.' She smiled again and swept her gaze back to the soldiers. 'Isn't it wonderful?' she breathed.

Rigga's hand shot out and snagged the girl's thick black hair, yanked it hard.

The girl cried out. The basket on her head lurched, then slid down on to one shoulder. She grabbed frantically for it but it was too heavy. The basket struck the ground and split apart. 'Aaai!' the girl gasped, attempting to kneel. But Rigga pulled and snapped her head around.

'You listen to me, lass!' The old woman's sour breath hissed against the girl's face. ' Choral the usurper king has been grinding this land down for a hundred years, and now King Noleski does the same. You was born in it. I wasn't. When I was your age this was a country. We flew a banner and it was ours. We were free, lass.'

The girl was sickened by Rigga's breath. She squeezed shut her eyes.

'Mark this truth, child, else the Cloak of Lies blinds you for ever.'

Rigga's voice took on a droning cadence, and all at once the girl stiffened. Rigga, Riggalai the Seer, the wax-witch who trapped souls in candles and burned them. Souls devoured in flame—Rigga's words carried the chilling tone of prophecy. 'Mark this truth. I am the last to speak to you. You are the last to hear me. Thus are we linked, you and I, beyond all else.'

Rigga's fingers snagged tighter in the girl's hair. 'Across the stolen lands the Lord’s will drive their knife into virgin soil. The blood now will comes in a tide and it'll sweep you under, child, if you're not careful. They'll put a sword in your hand, they'll give you a fine horse, and they'll send you across those lands. But a shadow will embrace your soul. Now, listen! Bury this deep! Rigga will preserve you because we are linked, you and I. But it is all I can do, understand? Look to the Lord spawned in Darkness; his is the hand that shall free you, though he'll know it not—'

'What's this?' a voice bellowed.

Rigga swung to face the road. An outrider had slowed his mount. The Seer released the girl's hair.

The girl staggered back a step. A rock on the road's edge turned underfoot and she fell. When she looked up the outrider had trotted past.

Another thundered up in his wake.

'Leave the pretty one alone, hag,' this one growled, and as he rode by he leaned in his saddle and swung an open, gauntleted hand. The ironscaled glove cracked against Rigga's head, spinning her around. She toppled.

The fishergirl screamed as Rigga landed heavily across her thighs. A bead of crimson spit spattered her face. Whimpering the girl pushed herself back across the gravel, then used her feet to shove away Rigga's body. She climbed to her knees.

Something within Rigga's prophecy seemed lodged in the girl's head, heavy as a stone and hidden from light. She found she could not retrieve a single word the Seer had said. She reached out and grasped Rigga's woollen shawl. Carefully, she rolled the old woman over. Blood covered one side of Rigga's head, running down behind the ear. More blood smeared her lined chin and stained her mouth. The eyes stared sightlessly.

The fishergirl pulled back, unable to catch her breath. Desperate, she looked about. The column of soldiers had passed, leaving nothing but dust and the distant tremble of hoofs. Rigga's bag of turnips had spilled on to the road. Among the trampled vegetables lay five tallow candles.

The girl managed a ragged lungful of dusty air. Wiping her nose, she looked to her own basket.

'Never mind the candles,' she mumbled, in a thick, odd voice. 'They're gone, aren't they, now? just a scattering of bones. Never mind.' She crawled towards the bundles of twine that had fallen from the breached basket, and when she spoke again her voice was young, normal. 'We need the twine. We'll work all night and get one ready. Dadda's waiting. He's right at the door, he's looking up the track, he's waiting to see me.’

She stopped, a shiver running through her. The sun's light was almost gone. An unseasonal chill bled from the shadows, which now flowed like water across the road.

'Here it comes, then,' the girl grated softly, in a voice that wasn't her own.

A soft-gloved hand fell on her shoulder. She ducked down, cowering. 'Easy, girl,' said a man's voice. 'It's over. Nothing to be done for her now.'

The fishergirl looked up. A man swathed in black leaned over her, his face obscured beneath a hood's shadow. 'But he hit her,' the girl said, in child's voice. 'And we have nets to tie, me and Dadda—'

'Let's get you on your feet,' the man said, moving his long-fingered hands down under her arms. He straightened, lifting her effortlessly. Her sandalled feet dangled in the air before he set her down.

Now she saw a second man, shorter, also clothed in black. This one stood on the road and was turned away, his gaze in the direction the soldiers had gone. He spoke, his voice reed-thin. 'Wasn't much of a life,' he said, not turning to face her. 'A minor talent, long since dried up the Gift. Oh, she might have managed one more, but we'll never know will we?'

The fishergirl stumbled over to Rigga's bag and picked up a candle. She straightened, her eyes suddenly hard, then deliberately spat on to the road.

The shorter man's head snapped towards her. Within the hood seemed the shadows played alone.

The girl shrank back a step. 'It was a good life,' she whispered. 'She had these candles, you see. Five of them. Five for—'

'Necromancy,' the short man cut in.

The taller man, still at her side, said softly, 'I see them, child. I understand what they mean.'

The other man snorted. 'The witch harboured five frail, weak souls. Nothing grand.' He cocked his head. 'I can hear them now. Calling for her.'

Tears filled the girl's eyes. A wordless anguish seemed to well up from that black stone in her mind. She wiped her cheeks. 'Where did you come from?' she asked abruptly. 'We didn't see you on the road.'

The man beside her half turned to the gravel track. 'On the other side,' he said, a smile in his tone. 'Waiting, just like you.'

The other giggled. 'On the other side indeed.' He faced down the road again and raised his arms.

The girl drew in a sharp breath as darkness descended. A loud, tearing sound filled the air for a second, then the darkness dissipated and the girl's eyes widened.

Seven massive Hounds now sat around the man in the road. The eyes of these beasts glowed yellow, and all were turned in the same direction as the man himself.

She heard him hiss, 'Eager, are we? Then go.' Silently, the Hounds bolted down the road.

Their master turned and said to the man beside her, 'Something to gnaw on the King’s mind.' He giggled again.

'Must you complicate things?' the other answered wearily.

The short man stiffened. 'They are within sight of the column.'

He cocked his head. From up the road came the scream of horses.

He sighed. 'You've reached a decision, Cotillion?'

The other grunted amusedly. 'Using my name, Ammanas, means you've just decided for me. We can hardly leave her here now, can we?'

'Of course we can, old friend. just not breathing.'

Cotillion looked down on the girl. 'No,' he said quietly, she’ll do.'

The fishergirl bit her lip. Still clutching Rigga's candle, she took another step back, her wide eyes darting from one man to the other.

'Pity,' Ammanas said.

Cotillion seemed to nod, then he cleared his throat and said, 'It'll take time.'

An amused note entered Ammanas's reply. 'And have we time? True vengeance needs the slow, careful stalking of the victim. Have you forgotten the pain they once delivered us? The Brevoy’s back will be against the wall. They might not fall without our intervention. Where would be the satisfaction in that?'

Cotillion's response was cool and dry. 'You've always underestimated them. Hence our present circumstances… No.' He gestured at the fishergirl. 'We'll need this one. The Swordlord’s raised the ire of Moon's Spawn, and that's a hornet's nest if ever there was one. The timing is perfect.'

Faintly, above the screaming horses, came the shrieks of men and women, a sound that pierced the girl's heart. Her eyes darted to Rigga's motionless form on the roadside, then back to Ammanas, who now approached her. She thought to run but her legs had weakened to a helpless trembling. He came close and seemed to study her, even though the shadows within his hood remained impenetrable.

'A fishergirl?' he asked, in a kindly tone.

She nodded.

'Have you a name?'

'Enough!' Cotillion growled. 'She's not some mouse under your paw, Ammanas. Besides, I've chosen her and I will choose her name as well.'

Ammanas stepped back. 'Pity,' he said again.

The girl raised imploring hands. 'Please,' she begged Cotillion, 'I've done nothing! My father's a poor man, but he'll pay you all he can. He needs me, and the twine—he's waiting right now!' She felt herself go wet between her legs and quickly sat down on the ground. 'I've done nothing!' Shame rose through her and she put her hands in her lap.

'Please.'

'I've no choice any more, child,' Cotillion said. 'After all, you know our names.'

'I've never heard them before!' the girl cried.

The man sighed. "With what's happening up the road right now, well, you'd be questioned. Unpleasantly. There are those who know our names.'

'You see, lass,' Ammanas added, suppressing a giggle, 'we're not supposed to be here. There are names, and then there are names.' He swung to Cotillion and said, in a chilling voice, 'Her father must be dealt with. My Hounds?'

'No,' Cotillion said. 'He lives.'

'Then how?'

'I suspect,' Cotillion said, 'greed will suffice, once the slate is wiped clean.' Sarcasm filled his next words. 'I'm sure you can manage the sorcery in that, can't you?'

Ammanas giggled. 'Beware of shadows bearing gifts.'

Cotillion faced the girl again. He lifted his arms out to the sides. The shadows that held his features in darkness now flowed out around his body.

Ammanas spoke, and to the girl his words seemed to come from a great distance. 'She's ideal. They could never track her down, could never even so much as guess.' He raised his voice. 'It's not so bad a thing, lass, to be the pawn of a god.'

'Prod and pull,' the fishergirl said quickly.

Cotillion hesitated at her strange comment, then he shrugged. The shadows whirled out to engulf the girl. With their cold touch her mind fell away, down into darkness. Her last fleeting sensation was of the soft wax of the candle in her right hand, and how it seemed to well up between the fingers of her clenched fist

Character Introduction:

It was the eighth day of recruiting and Staff Sergeant Aragan sat blearyeyed behind his desk as yet another whelp was prodded forward by the corporal. They'd had some luck here in West Pool. Fishing's best in the backwaters, West Pool 's Captain had said. All they get around here is stories. Stories don't make you bleed. Stories don't make you go hungry, don't give you sore feet. When you're young and smelling of pigshit and convinced there ain't a weapon in all the damn world that's going to hurt you, all stories do is make you want to be part of them.

The old woman was right. As usual. These people had been under the boot so long they actually liked it. Well, Aragan thought, the education begins here.

It had been a bad day, with the local captain roaring off with three companies and leaving not one solid rumour in their wake about what was going on. And if that wasn't bad enough, the Lord's Inquisitor arrived from Restov not ten minutes later, using one of those eerie magical Gates to get here. Though he'd never seen her, just her name on the hot, dry wind was enough to give him the shakes. Mage killer, the scorpion in the Lord’s pocket.

Aragan scowled down at the writing tablet and waited until the corporal cleared his throat. Then he looked up.

The recruit standing before him took the staff sergeant aback. He opened his mouth, on his tongue a lashing tirade designed to send the young ones scampering. A second later he shut it again, the words unspoken. West Pool 's Captain had made her instructions abundantly clear: if they had two arms, two legs and a head, take them. The campaign was a mess. Fresh bodies were needed.
He grinned at the girl. She matched the Captain's description perfectly.

Still. 'All right, lass, you understand you're in line to join the Restov Marines, right?'

The girl nodded, her gaze steady and cool and fixed on Aragan.

The recruiter's expression tightened. Damn, she can't be more than twelve or thirteen. If this was my daughter…

What's got her eyes looking so bloody old? The last time he'd seen anything like them had been outside Gronzi Forest, on Sagava—he'd been marching through farmland hit by five years' drought and a war twice as long. Those old eyes were brought by hunger, or death. He scowled. 'What's your name, girl?'

'Am I in, then?' she asked quietly.

Aragan nodded, a sudden headache pounding against the inside of his skull. 'You'll get your assignment in a week's time, unless you got a preference.'

'Stolen lands campaign,' the girl answered immediately. 'Under the command of General Dujek Onearm. Onearm's Host.'

Aragan blinked. 'I'll make a note,' he said softly. 'Your name, soldier?'

'Sorry. My name is Sorry.'

Aragan jotted the name down on his tablet. 'Dismissed, soldier. The corporal will tell you where to go.' He looked up as she was near the door. 'And wash all that mud off your feet.' Aragan continued writing for a moment, then stopped. It hadn't rained in weeks. And the mud around here was half-way between green and grey, not dark red. He tossed down the stylus and massaged his temples. Well, at least the headache's fading.

==//==

High General Dujek marched back to Jack's side, his hard expression softened slightly with relief. From the trapdoor, voices rose in argument. 'They've arrived,' Dujek said. 'Giving your new recruit an earful about something—and don't tell me what because I don't want to know.'

Jack's momentary relief was shattered by what he only now realized was the secret hope that Sorry had deserted. So his men had found her after all, or she had found them. Either way, his veterans did not sound happy to see her. He couldn't blame them. Had she tried to kill Hubert? That seemed to be the suspicion of Ben and Alam.

Alam was doing most of the bellowing, putting more into his role as corporal than was warranted, and Dujek's searching glance at Jack was enough to push him towards the trap-door. He came to the edge and glared down into the room below. Everyone was there, standing in a menacing circle around Sorry, who leaned against the ladder as if bored by the whole proceedings.

'Quiet!' Jack roared down. 'Check your supplies and get up here, now!' He watched them scamper, then gave a satisfied nod and returned to where the High General waited.

Dujek was rubbing the stump of his left arm, frowning distractedly.

'Damn this weather,' he muttered.

'A healer could ease that,' Jack said.

'Not necessary,' Dujek replied. 'I'm just getting old.' He scratched his jaw. 'All of your heavy supplies have been delivered to the drop point. Ready to move, Sergeant?'

Jack eyed the ridged saddles on the horses, then nodded sharply.

They watched as the squad members emerged from the square doorway, each wearing a raincape and burdened with a heavy pack. Some were engaged in a whispering argument, casting a glare back at the barbarian who'd trodden on their heels. The barbarian had attached his entire collection of charms, trinkets and trophies to various parts of his burly body, looking like a bedecked leadwood tree during the Kanese of the Scorpions. The recruit, Sorry waiting at the horses. Her satchel was no bigger than a bedroll, and the raincape she wore was more like a cloak—not standard issue—reaching down to her ankles. She'd raised the hood. Despite the dawn's burgeoning light her face remained in shadow. This is all I have left. Jack sighed.

Dujek asked quietly, 'How is she doing, Sergeant?'

'Still breathing,' Jack replied stonily.

The High General slowly shook his head. 'So damn young these days . . .'

A memory returned to Jack as he considered Dujek's words.

On a brief attachment to the 5th, away from the siege at Pale, in the midst of the Sageva Campaign, Sorry had joined them from the new troops arriving at Nathilog. He'd watched her put a knife to three local mercenaries they'd taken prisoner in Greydog—ostensibly to glean information but, he recalled with a shudder, it had been nothing like that. Not an act of expedience. He had stared aghast, horrified, as Sorry set to work on their loins. He remembered meeting Alam's gaze, and the desperate gesture that sent the black man surging forward, knives bared. Alam had pushed past Sorry and with three quick motions had laid open the men's throats. And then came the moment that still twisted Jack's heart. In their last, frothing words, the mercenaries had blessed Alam.

Sorry had merely sheathed her weapon, then walked away.

Though the woman had been with the squad for two years, still his men called her a recruit, and they would probably do so until the day they died. There was a meaning there, and Jack understood it well. Recruits were not brothers. The stripping away of that label was an earned thing, a recognition brought by deeds. Sorry was a recruit because the thought of having her inextricably enfolded within the army burned like a hot knife in the throat of everyone in his squad. And that was something to which the sergeant himself was not immune.

As all of this flashed through Jack's thoughts, his usually impassive expression failed him. In his head, he replied: Young? No, you can forgive the young, you can answer their simple needs, and you can look in their eyes and find enough there that is recognizable. But her?

No. Best to avoid those eyes, in which there was nothing that was young—nothing at all.

'Let's get you moving, to Restov.' Dujek growled. 'Mount everyone up.' Without turning to Jack, the general said ”She may be ideal for the stolen lands. The Sword Lords are funding adventurers.”

The High General turned to say a few last words to the sergeant, but what he saw in Jack's face killed those words in his throat.

Recommendation Letter:

Memorandum for the Swordlords

Subject: Stolen Lands

1. I am privileged to write in support of one of our members, Corporal Sorry. Corporal Sorry was assigned to our campaign and has worked here for almost two years. During that time I have witnessed her tremendous growth and development. This development came not only in the area of combat arms, but in maturity and character as well.

2. Corporal Sorry arrived here as a trainee, eager to make her mark and expecting to make quick progress through the ranks. At first, she had difficulty accepting her place as a young, less experienced Soldier and resented the efforts of her superiors to further her training. But eventually, she learned the valuable trait of humility and enjoyed the opportunity to learn from her older peers and supervisors.

3. She quickly learned to manage her time, work in group situations under strict deadlines, and to recognize the importance of a strong work ethic, persistence, and integrity. She has become the most valuable and dependable member of our section and is a role model for newly assigned Soldiers.

4. I recommend Corporal Sorry to explore the Stolen Lands program with absolute confidence. She has made me proud, as her friend and supervisor, and I am sure will continue to do so as she grows in your care and beyond.

High General Dujek Onearm

Sheet :
Sorry
Female Human, Oracle of Bones 1
LN Medium Humanoid
Init +7; Senses Perception +0

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Defense
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AC 18, touch 11, flat-footed 15 (+5 armor, +2 shield, +1 dexterity)
hp 8 (1d8)
Fort +1, Ref +1, Will +2

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Offense
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Speed 30ft
Melee Morning Star+ 1 (1d8+1 / x2)
Melee Dagger+ 1 (1d4+1 / x2)

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Special Abilities
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Death’s Touch (Su):

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Statistics
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Str 12, Dex 12, Con 11, Int 14, Wis 10, Cha 18
Base Atk+0
CMB+1; CMD 13
Feats Silent spell, Improved Initiative
Traits Reactionary, Missing one
Skills 8 (4 Oracle, 2 Int, 1 Fav Class, 1 Human)

Acrobatics 1 (+1 dex)
Bluff 8 (+1 rank, +3 Class, +4 Cha)
Climb 1 (+1 Str)
Diplomacy 8 (+1 rank, +3 Class, +4 Cha)
Disguise 5 (+4 Cha)
Escape Artist 1 (+1 Dex)
Fly 1 (+1 Dex)
Heal 0 (+0 Wis)
Intimidate 8 (+1 rank, +3 Class, +4 Cha)
Knowledge: Planes 5 (+1 rank, +3 class, +1 int )
Sense Motive 4 (+1 rank, +3 class, 0 wis)
Spellcraft 6 (+1 rank, +3 Class, +2 Int)
Stealth 2 (+1 rank, +3 Class, +1 dex)
Survival -1 (-1 wis)
Swim +1 (+1 Str)

Background related skills

Prof (Soldier) 2 (+1 rank, +3 Class, +1 Int)

Languages Common, Abyssal
Combat Gear Morning Star, 2 daggers
Other Gear Beginners kit, Backpack, Waterskin, Belt Pouch

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Racial
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Bonus Feat Humans select one extra feat at 1st level.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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Traits
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Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.
Trait: Needs DM approval. Waiting for final selection.

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Spells
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Oracle spells know:
0th: 4 | Create Water, Detect Magic, Mending, Guidance, Mage Hand(Bonus Curse), Ghost Sound (Bonus Curse)
1st: 2 | Cure Light Wounds (Bonus Oracle), Doom, Burning Disarm

Spells per day:
1st : 4/4

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Gear
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  • Newbie Kit (41gp) (33,5 Weight)
    [1 Soldier's Outfit (Free) (8)
    Backpack, common (2) (2)
    Bedroll (0,1) (5)
    Belt pouch (1) (0,5)
    3 Chalk (0,01) (0)
    Mess Kit (0,2) (1)
    Mirror (10) (0,5)
    50ft silk rope (10) (5)
    Lantern, Hooded (7) (2)
    Soap(0,01) (0,5)
    5 Trail Rations(2,5) (1)
    Waterskin(1) (4)
    Grappling Hook (1) (4)]

  • 2 Daggers (2) (2)
  • 1 Morning Star (8) (6)
  • 1 Scale Mail (50) (30)

Gold: 4gp.

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Class Oracle
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Mystery(Bones)
Class Skills: An oracle with a bones mystery adds Bluff, Disguise, Intimidate, and Stealth to her list of class skills.
Bonus Spells: cause fear (2nd), false life (4th), animate dead (6th), fear (8th), slay living (10th), circle of death(12th), control undead (14th), horrid wilting (16th), wail of the banshee (18th).

oracle’s curse
Haunted
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Effect
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
At 5th level, add levitate and minor image to your list of spells known.
At 10th level, add telekinesis to your list of spells known.
At 15th level, add reverse gravity to your list of spells known.

Orisons Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Revelation At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.
Revelation (Death’s Touch (Su))

===========================/////===========================

GESTALT - Sheet:
Sorry
Female Human, Oracle of Dark Tapestry (Dual Cursed) 1 / Shadow Sorcerer (Tattooed Sorcerer) 1
LN Medium Humanoid
Init +12; Senses Perception -1

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Defense
--------------------

AC 12, touch 12, flat-footed 10 (+4 Mage armor, +2 dexterity)
hp 9 (1d8+1)
Fort +1, Ref +2, Will +2

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Offense
--------------------

Speed 30ft
Melee Morning Star+ 3 (1d8+3 / x2)
Melee Dagger+ 3 (1d4+3 / x2)

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Special Abilities
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Spell like: Daze 3/3
Misfortune(Ex)

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Statistics
--------------------

Str 16, Dex 14, Con 12, Int 14, Wis 8, Cha 20
Base Atk+0
CMB+3; CMD 15
Feats Silent spell, Improved Initiative, Eschew Materials, Mage's Tattoo (Enchantment)
Traits Reactionary, Shadowdweller (Refflufed: Description bellow ), Unerving Stare. (Refflufed: Description bellow )

Skills 8 (4 Oracle, 2 Int, 1 Fav Class, 1 Human)

Acrobatics 2 (+2 dex)
Bluff 9 (+1 rank, +3 Class, +5 Cha)
Climb 3 (+3 Str)
Diplomacy 9 (+1 rank, +3 Class, +5 Cha)
Disguise 5 (+5 Cha)
Escape Artist 2 (+2 Dex)
Fly 2 (+2 Dex)
Heal -1 (-1 Wis)
Intimidate 9 (+1 rank, +3 Class, +5 Cha)
Sleight of Hand 7 (+1 rank, +3 class, +2 Des, +1 Trait)
Sense Motive 3 (+1 rank, +3 class, -1 wis)
Spellcraft 6 (+1 rank, +3 Class, +2 Int)
Stealth 6 (1 rank, +3 class, +2 dex)
Survival -1 (-1 wis)
Swim +3 (+3 Str)
Use Magic Device 9 (+1 rank, +3 Class, +5 Cha)

Background skills

Appraise 2 (+2 int)
Prof (Soldier) 6 (+1 rank, +3 Class, +2 Int)
Linguistics 3 (+1 rank, +2 Int)

Languages Common, Aklo, Infernal, Abyssal
Combat Gear Morning Star, 2 daggers
Other Gear Beginners kit, Backpack, Waterskin, Belt Pouch

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Racial
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Bonus Feat Humans select one extra feat at 1st level.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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Traits
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Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.
Shadowdweller: You have a natural connection to the darkness, which makes you slip easily unseen. In your childhood, you used this to steal minor stuff, when there was nothing to eat, or to help your poor father.
Benefits: You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you. When in dim light or total darkness, this bonus raises to +2.
Refluffed from: Highlander
Unerving Stare: Few are able to keep eye contact with you, but those related to arcane/divine arts treat you with nothing but dread.
Benefits:You take a –1 penalty on all Charisma-based skill checks made when dealing with members of spellcaster classes but gain a +1 trait bonus on Will saves as a result of your ties with darkness.
Refluffed from:Bastard

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Drawback
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Warded Against Nature
Effect: Animals do not willingly approach within 30 feet of you, unless you or the animal's master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.

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Spells
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Oracle spells know:
0th: 4 | Create Water, Detect Magic, Mending, Guidance, Mage Hand(Bonus Archetype), Ghost Sound (Bonus Archetype)
1st: 2 | Cure Light Wounds (Bonus Oracle), Murderous Command, Burning Disarm

Spells per day:
1st : 5/5

Sorcerer spells know:
0th: 4 | Prestidigitation, Message, Open/Close, Arcane Mark
1st: 2 | Mage Armor, Color Spray

Spells per day:
1st : 5/5

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Gear
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  • Newbie Kit (41gp) (33,5 Weight)
    [1 Soldier's Outfit (Free) (8)
    Backpack, common (2) (2)
    Bedroll (0,1) (5)
    Belt pouch (1) (0,5)
    3 Chalk (0,01) (0)
    Mess Kit (0,2) (1)
    Mirror (10) (0,5)
    50ft silk rope (10) (5)
    Lantern, Hooded (7) (2)
    Soap(0,01) (0,5)
    5 Trail Rations(2,5) (1)
    Waterskin(1) (4)
    Grappling Hook (1) (4)]

  • 2 Daggers (2) (2)
  • 1 Morning Star (8) (6)

    Gold: 149 Gp.

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    Class Oracle
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    Mystery(Dark Tapestry)
    lass Skills: An oracle with the dark tapestry mystery adds Disguise, Intimidate, Knowledge (arcana), and Stealth to her list of class skills.
    Bonus Spells: entropic shield (2nd), dust of twilight [APG] (4th), tongues (6th), black tentacles (8th), feeblemind (10th), planar binding (12th), insanity (14th), reverse gravity (16th), interplanetary teleport [UM] (18th).

    oracle’s curse
    Haunted
    Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
    Effect
    Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
    At 5th level, add levitate and minor image to your list of spells known.
    At 10th level, add telekinesis to your list of spells known.
    At 15th level, add reverse gravity to your list of spells known.

    Legalistic
    The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile.
    Effect
    Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
    Orisons Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
    Revelation At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
    Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.
    Revelation (Misfortune (Ex))

    Archetype (Dual Cursed)
    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.
    Oracle’s Curse
    A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gainsdarkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.
    Class Skills
    A dual-cursed oracle gains no additional class skills from her mystery.
    Bonus Spells
    These bonus spells replace the oracle’s mystery bonus spells at these levels: ill omen (2nd), oracle’s burden (4th), bestow curse (6th).
    Revelations
    A dual-cursed oracle gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on. In addition, the cursed oracle may select the following revelations in place of a mystery revelation.
    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.

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    Class Sorcerer
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    Familiar, Scorpion, greensting.

    Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
    Bloodline Arcana(Shadow): Whenever you cast a spell with the [darkness] descriptor or the shadow subschool, you gain a circumstance bonus on Stealth checks equal to the spell’s level for 1d4 rounds.

    Familiar Tattoo (Su) :A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.

    Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.

    This ability replaces her 1st-level bloodline power.

    Mage's Tattoo (Ex): At 1st level, the tattooed sorcerer gains Mage's Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage's Tattoo enhances.

    This ability replaces her Eschew Materials bonus feat.

    Bloodline Tattoos (Ex): Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs.