![]() ![]()
![]()
I am using Mayday Games card sleeves. Green pack, size 63.5mm x 88mm and the cards all fit in the box in the right place. That's with everything from the core, character add on and burnt offerings. I suspect there will be a space problem after another pack or two especially in the blessing or monster decks. ![]()
I would start with Book 5 myself rather than book 4. Have Ameiko stumble out of the forest of spirits, the adventures who helped her gett his far have all been killed in the Forest of Spirits. Fortunatley she stumbles into the Ronin Band and there are honourable heroes working with him eager to help her over throw the Jade regent. ![]()
I have bought the first three comics and the stories are good and I love the encounter map that is included but the interior art is terrible. Really so bad I try and ignore it whilst reading the story. It's a marked contrast to the D&D comics from IDW which were brilliant in every aspect. I will try and stick with it but I really really hope they get a new artist if they do a second story. ![]()
We are done with this one. We got into the first level of the penance and I really can't be bothered running the rest. It's just a dungeon crawl seemingly just to fill a fourth book or to push up the characters levels. The story is an after thought. I will summarise it for the players and we will pick it up again with book five. At high level combat after combat just for the sake of XP is not fun for ou group. ![]()
We will give it a go and if it gets boring I will give them a summary and move onto book 5 I think. Not being able to rest and nova every encounter may make the dungeon at least more fun as a tactical combat game for a while. The giants in the forest of spirits seems like a complete waste of time and purely there for XP. ![]()
I wouldn't start with an AP. I would go with the linked 3 part module set that starts with Crypt of the Everflame. The first part is classic DnD and the second has loads of RP opportunity. You can introduce the Pathfinder society which is a big part of the campaign setting and 3rd adventure is great finale. The story won't take as much time commitment to complete but is still far more than a couple of one shots. ![]()
I am having a 50/50 time with it at the moment. I love the story but I can't be bothered with combats just for the sake of XP. I wish APs ran just to 10th level but that's just me. I realy want to finish JR but high level play is just not for the group I play with, combats when you are traveling and you only have one encounter a day are either pointless or long drawn out slug fests. Hopefully now we are in the house of withered blossoms it will be a bit more interesting than the forest of spirits was. I am also hopeful he last two books bring the story to the fore a lot more. So far it has been a very long road to get to the actual story. ![]()
That is why I banned summoners and the summon monster spell at the start of the campaign. Far too powerful and they take up too much time at the table when used by the group I play with. We are just about to leave Ordu Aganhei so I will bear this in mind and give her some extra protection and maybe a potion of haste. :o) ![]()
I really enjoyed running this section of the AP. Gave me lots of opportunity to add personal sections for the characters. I have a star souled Gnome who is a reborn demon from the dawn war expelled from heaven by the gods in the first battle, when his forces tried to win the war by using the Star Stone (a living star) to destroy the fledgling gods. He has a piece of the star stone and if able to reunite the pieces may well rise in power to the point he will be able to take on the challenge of Star Stone and return to the heavens to oust Desna. He learnt a lot of his story by visiting the Namless Spires. Ok so who said I have to stick to canon... :o) Also the final battle was epic, the character couldn't rest as one of them is under the effects of the mummies curse so they are desperatley trying to get out from under the mountain and find help before they die of con loss. So they were low on resources when the fight began. Brilliant fight with characters dropping and getting back up until the LE Monk killed her with the Ghost Sword. ![]()
GeraintElberion wrote:
+1 Would love for subscription to be a good option here in the UK. ![]()
I have been using the caravan sections to develop the characters personal stories. and using the suggested encounters as ideas and then running them using the standard rules or just roleplaying them out. It's been a lot of fun. I remember the old school games a big part of the fun was the journey and exploring new places, seeing new wonders. I a hopeful that the hungry storm will bring a lot of that. Thanks for the tips Jason I will certainly be using the narrative and flavour text for some of the journey. ![]()
My group is just about finished with the Night of Frozen Shadows and we will be taking a 4 week break. I will be preping The Hungry Storm during this time. We have opted not to use the Caravan rules and play the journeys as pure roleplay sessions throwing in the odd combat encounter with the caraven used as a narrative back drop. I have a lot of hopes and fears for this book of the AP because of the distance traveled. I know I can jump vast distances with a couple of scentences of description but I really want to capture the epicness of the journey. Is anyone else running the AP without using the Caravan rules? If so any advice for this chapter? ![]()
My players were fleeing the castle after a hard fight. They made a break for the main gate when the ettercap and spider came out. Zaiobe helped them in the flight and I had her drop down and touch one of the characters so she could communicate. She then flew off and approached them later when hey were resting in he crypt in the graveyard. They bought it. I actually had her keep to the bargain they made and they didn't end up killing her. However she was annoyed with them for killing her lover (well she is CE) so she caught and killed Spivey whilst they were raiding the keep. She left them a love note and now her name has been entered into their book of grudges. ![]()
I went all out and made battlemaps of the whole of Brinewall Castle and it's Dungeons. Look great. Now I just have to resist the urge to put them down before I describe what happens. I always find doing that leads players to jump straight to combat without thinking of alternatives and I always forget to describe the room which gets spoils immersion a little. Still when the chips are down and the dice start rollin these are great additions to the game. Keep up the great work with the interactive maps. ![]()
Steel_Wind wrote:
They look great. I may well invest as I think I will probably run Jade Regent for at least one other group so would be good to keep any maps I make in good order. Thanks for the tip. Now to see if I can get them in the UK. ![]()
I don't know if anyone has tried this before but I use a tool called posterrazor (shareware) to convert the interactive maps from the PDF version of the AP into battlemaps. Results are pretty good. It took 28 pages of A4 paper and a lot of cutting ans sticking but I think it worked out well. Just have to do the other two levels now (or maybe run them thearter of the mind style) :o) ![]()
I didn't want an exact route mapped out, but detailed maps of the three areas the players travel through (Varisia, Crown of the World and Minkai) Similar detail to the map found in the AP3 of Varisia for each region. We got that for the crown of the world but the other two maps aren't as useful for the Jade Regent AP. ![]()
I just picked it up. What is included is great. I was hopping for a detailed map of Varisia though and a more detailed map of Minkai rather than the whole of Tian would have served the AP better I think. Based on this one I'm not sure its a supplement I would buy in future. Again though what is included is great quality and beautiful maps if you want to expand you general collection of maps of Gollarion. ![]()
Adventure Path No.3 has a map of Varisia in it which shows the location of all the point mentioned on the journey. Also has information on them if you want to flesh out the journey. If you don't own the ap a quick search on bing for map of varisia will bring up several images which show the details. ![]()
Intro (Spoilers ahead) A band of disparate characters united by bonds of friendship, family and a shared history. Each with connections to Sandpoint and the group of friends surrounding Ameiko Kaijitsu, the players have seen the danger posed by the Goblins of Brinstump Marsh and agreed to help eliminate the threat to the area; for suitable reward of course. The Cast Amrol the Dwarf – Sworn defender of Desna (Inquisitor), estranged from his clan and seeking a place in a world where strangers offered more kindness and understanding than his own people. For now he seeks solace in the wild places around Sandpoint but he needs a purpose and a future to call his own either that or there will be a reckoning with his clan someday. Morticia Half Elven (Ranger) – Sees the world through bitter eyes. A product of tragedy she remains distant from her family and friends. Driven by revenge will she find peace once she has achieved it? Still she is a force to be reckoned with once she has her blades in hand and despite the chaos that rages in her soul she knows that her goals can only be achieved with the aid of those around her. Brag Half Elven bard – A product of the same tragedy that befell Morticia but nurtured by Ameiko Bragg sees joy and many hued colours rather than black and white. Perhaps Ameikos influence was key as Shelelu who rescued Morticia carries her own bitterness and pain. With her skill Bragg could be a success in any of the major cities but she knows her place is by Ameikos side and senses there is a story about to break, the telling of which will immortalize her in the pantheon of the bards of Golarion. Lini Gnome Sorcerer – Lini is an enigma, born of a race close to the earth and the creatures who dwell there she has always had her eyes on the stars. There is a mystery in the eternity of night that only she sees, it fuels her with power and drives her to seek out the knowledge of the ancients. She took up with the Varisian caravan master Sandru who showed her some of the wonders of the area and whilst he remains the closest friend she has, the other members of the small group are each touched by their own destiny, perhaps they don’t see it yet as it isn’t recorded by their deeds so far; but written in the stars. Cricket Halfling Witch – Cricket is perhaps the most carefree member of the band, whilst she has Knuckles by her side she has everything she needs in the world. Koya watches over her and senses a power behind her that Cricket probably isn’t aware of. How did she come to be alone in the field and why did Koya’s caravan stop there that day. There is a destiny behind the small witch that for good or ill is tied into the fate of Koya and her friends. Session 1 Recap. The journey into the swamp to find the goblins was made trickier by the other strange denizens who dwell there. Though an ally was found in the form of the Halfling Ranger Walthus it was bought at the price of making a dangerous enemy out of the Faceless Stalker Volorog. Already the Sandpoint Crawlers have brought honor to themselves by destroying the menace known as the Soggy River Monster who took the lives of young children from the areas around Sandpoint. Where the creature came from and what its own sad tale was may never be known but it is at least at peace now and the grieving families it devastated have some remains they can lay to rest. Finding the Goblins proved easier after spending a night in the swamp and seeing the firework display they put on but when the group arrived at the palisade they found it had already been attacked seemingly by undead who seem to have killed many of the goblin tribe and then left spilling ancient Minkai treasure behind them. After watching the group through shuttered windows it appears that the goblins have regained some of their courage or at least foolishness and charged out to engage the party, the ones encountered so far were easy enough to dispatch but there was only a few and where in the village is their erstwhile leader holed up. Anyone have any thoughts on the make up of the party I have running through the game. Seems they may have a few gaps but we are focusing on the RP so I will reduce combat lethality if needed ![]()
I am struggling with Pathfinder after level 8. How is this a challange for level 10 characters? With 22AC and only 129 HP a Paladin could easily solo kill it in two rounds. With the rest of the party around it would be a breeze to do it in one. Now I realise that you can change the encounter and add more stuff but by the book I thought a CR10 creature was an average challenge for 4 10th level PC's. Heck even a group of 8th or 9th level PC's would be able to kill this beast quite easily. Lovely art work though. ![]()
Argus The Slayer wrote:
I took the trait which increases will save and the +2 Cloak of resistance so my saves are - Fort:+9Ref:+8 Will:+6 My AC is 24 with Half Plate +2 and dodge and amulet of natural armour +1 I could swap out the belt of giant str+4 for one of +2 to str and con. That might help a bit. ![]()
Thanks all some really good suggestions and things to think about. I usually make characters with strong back story and a good mix of skills. I didn't put the full build in as I was concerned about how much damage it appears to be doing. He already has toughness as a feat btw I think 88 hit points. I may play with a dwarf ax and board build see how that turns out. ![]()
Andrew Jackson 394 wrote:
Though reading vital strike it just says as part of an attack one of your attacks does more damage. The wording could go either way. I will look at the rules forum see if that has been clarified by a developer. ![]()
I am playing Kingmaker and I have lost a fair few characters so I thought I would go for an Elf fighter and really aim to kill things quickly. We are 9th level using 20 point stats. Str:22
I have a belt of Giant Strength+4 and an Elven Curve Blade +3 My attacks are - +22/+17 1d10+16 Crit: 15-20 x2. With Power Att +19/+14 1d10+25 Crit 15-20 x2. With Haste I would have another attack so with vital strike my maximum damage output (3 crits +7d10)= 220 That seems like a stupid amount of damage, is it too much, will the character break the game or marginalise other PC's. I really don't want to do that. I haven't played Pathfinder long enough to know if that is the damage output you should be getting from a fighter at this level but as I only used the core book and have no prestige classes in there I don't see how it can be broken. Any advice much appreciated. ![]()
Mark Garringer wrote:
Excellent thanks. ![]()
I bought the first book by David Gross and I really couldn't get in to it. Don't know why but it didn't work for me. I don't want to be put off the entire series but a bad first impression has left me a little wary of picking this one up. I've never read any of Elaine's other work, can someone point me to where I would find some of the short stories so I can see if her writing style works for me. I'm not saying there was anything wrong with Prince of Wolves it just didn't drag me in personally. Andy
About Rose SpringdawnBase Stats:
HP: 19 Fort: +4 (3 + 1con) Reflex: +2 (0 + 2dex) Will: +3 (3 + 0wis) AC: 16 (10base + 4armor + 2dex) CMD: 16 BAB: +1 CMB: +4 Speed: 30' Initiative: +2 Arcane Pool: 4 Magus Abilities and Arcana:
Weapon and Armor Proficiency: A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes. Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own (see Arcane Spells). A magus can learn spells from a wizard's spellbook, just as a wizard can from a magus's spellbook. The spells learned must be on the magus spell list, as normal. An alchemist (see the Alchemist description) can learn formulae from a magus's spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist. Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/3 (edited to reflect Bladebound Magus Archtype his magus level) (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. See FAQ/Errata at right for more information.
Blackblade:
Just including for now Black Blade (Ex): At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus. A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class. Int xx Wis xx Cha xx Ego xx
Black Blade Basics A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship. Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on). Wisdom and Charisma: As the bladebound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus. Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful, as per Table: Black Blade Progression below. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance (see Intelligent Items). Due to its flexible and powerful nature, a black blade has a nonstandard ego progression. Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana). Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade. Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus. Black Blade Ability Descriptions A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder’s magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than its magus, and acts as a masterwork weapon of its type. Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat. Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls. Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share. Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete. Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn. Teleport Blade (Sp): As a standard action, a magus of 9th level or higher can expend an arcane point from his or his black blade’s arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand.
Racial Abilities:
Low-Light Vision (Ex): Samsarans can see twice as far as humans in conditions of dim light. Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points. Samsaran Magic (Sp): Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/ day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran’s level. Shards of the Past (Ex): A samsaran’s past lives grant her bonuses on two particular Knowledge skills. A samsaran chooses two Knowledge skills—she gains a +2 racial bonus on both of these skills, and they are treated as class skills regardless of what class she actually takes. Selecting History and Geography
Trained Skills:
Class Skills: Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha). Total=Ranks+Modifier+other *Acrobatics: +2 = 0+2+0
*ACP -2
Feats:
Toughness: You have enhanced physical stamina. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Traits:
Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. Benefit: You gain a +2 trait bonus on concentration checks. Subject of Study: Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the runin and the means by which you avoided death or injury, he met with you and maintained frequent correspondence until several months ago. The scars of your experience and his continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. The professor assisted you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you. Years of study have improved your combat effectiveness against your chosen foe. Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type. See the ranger favored enemy suggestions for a list of creature types most likely to appear in this campaign. Undead Spellcasting:
Spells per day: 4/2+1 Spells Save DC: 13+Spell level Concentration Modifier: +7 Spells Memorized
Spellbook:
Talavāra kā jādū 0th - acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark. 1st - Enlarge Person, Shocking Grasp, Magic Missle, True Strike, Shield, Feather Fall, Grease, Ray of Enfeeblement Weapon Info:
Longsword +4 melee, 1d8+3 (19-20/x2) Warhammer +4 melee, 1d8+3 (20/x3) javelin +3 ranged, 1d6+3 (20/x2) Equipment:
Chain Shirt (25) Longsword (4) Warhammer (5) Explorer's Outfit (8) Backpack (2) Javelin x2 (2ea) Waterskin (4) Funeral Clothing (2) Potion of CLW Haunt Siphon Shackles (38) 2gp 9sp Weight: 92
Background:
In her last life, Chunhua had visited Ustalav in her travels to explore all that the world had to offer. During her travels, she came to be bitten by a creature of the night, a vampire. Fearing what may become of her if she turned, she sought aid. This led her to find Professor Lorrimar. The Professor was intrigued by Chunhua's situation. What would happen if she did indeed turn into a vampire herself? And would the curse be lifted if she herself was reincarnated? While Chunhua was afraid of what may come of her, she had to admit a certain degree of curiousity for the matter. So the two came to an agreement. Since they were unable to find the vampire who had bitten Chunhua, it was decided they would wait it out and see if she would turn. If it became apparent that she was going to , Professor Lorrimar would stake her himself. During the wait, Chunhua practiced exercises taught her as a child so that she might remember Professor Lorrimar during her next life, if needed. He also taught her several techniques for dealing with such creatures, more to keep her mind off the impending change than anything else. Alas, the change was inevitable. It started small, an aversion to sunlight, prefering meat cooked a little less done. But they both soon realized that soon she would fall to the vampiric kiss that she had been given. At first, Lorrimar didn't want to do it, but Chunhua convinced him. Not only did she not want to die a vampire, for her people death was but a stage, and she would return. She promised that as soon as she was able, she would come visit him upon her reincarnation. So it was a month after being bitten, Professor Lorrimar staked Chunhua. Her reincarnation took place a few days later, but a good while passed before she was able to recall more than Professor Lorrimar's name. After several months she was finally able to figure out he lived in Ustalav, which is where she was now heading... Appearance:
The young girl before you, a hand shy of six foot, stands with her hands clapsed before her, head downturned. Well kept black hair rests tied behind her head by a blue ribbon at her neck, going down to her waist. Two thick handfuls instead stream down her front, hiding her face behind it. Peering closer, behind the black strands, her face can be seen a pale coloring as though she is ill. Then realization dawns and it becomes clear her skin is actually a pale blue in color, make-up applied to give it a more natural appearance. As you scrutinize this, she looks up, giving another shock. Her eyes are a solid white color, though it almost seems as though they focus on you. The white orbs quickly look away under your scrutiny. Pulling your gaze back, she dresses in simple clothing. An earthtone tunic, long in sleeve and neck, with another shirt of links of chain on top of that. Simple trousers, matching the tunic, and sturdy black boots help round out the outfit. Surrounding her waist is a simple leather black belt with a steel buckle, on her left hip is a sheathed sword with a strange pouch dangling from her belt giving off an odd aroma of smells. Both of her hands are gloved, dyed black cotton, leaving no skin showing. The last part of her outfit is the long hooded black cloaks she wears, easily able to surround her. Important Links:
|