Bloodless Vessel

Hanako-hime's page

No posts. Organized Play character for Zero the Nothing.


Full Name

Venture Captain Hanako-hime

Race

Tian-Min

Classes/Levels

Phantom Blade 13

Gender

Female

Size

Medium

Age

16, Birthdate: Lamashan 11th

Special Abilities

Knacks, Spell Combat, Phantom Weapon, Spellstrike, Spirit of War, Quick Manifest, Etheric Focus, Detect Undead, Ectoplasmic Pool 11, Calm Spirit, Reshape, Phantom Tether, See Invisibility

Alignment

True Neutral

Location

Minkai

Languages

Common, Tien, Minkaian, Tengu, Celestial, Abyssal, Infernal

Occupation

Nobility

Strength 22
Dexterity 14
Constitution 18
Intelligence 10
Wisdom 20
Charisma 7

About Hanako-hime


Note:
Tienji = Tien Characters/Writing used by Minkai(based on Kanji)
Tarudaji = Taldanized Minkaian(based on Romaji)

Kurosaki Hanako is a young Tian-Min noble girl. She has recently become a Venture Captain in the Pathfinder Society along with her fellow VIP(Very Important Pythons) Ssssandra, Neshka, Trogdor, and the newest member Sharik.

The Story of Hideo's Curse:
A year ago, Hanako found a jagged & rusted old tsuba(hilt guard). This tsuba was one part of a terrible weapon long ago. She was fixated with this tsuba, the few gleaming parts of it seemed to speak to her. 7 days later, she pricked her finger on one of its jagged edges and Hanako would be different ever since.

Hanako fell victim to a terrible infection for 7 days, and upon her deathbed, "Hideo's Curse" took her soul. An onryo(vengeful spirit), the spirit of a murderer named Hideo who was executed 700 years ago in Minkai, and his famed weapon Ryūketsu(Bloodshed), the weapon he was executed with by the head of the Kurosaki.

Inspired by Hisako from the Killer Instinct video game, the Ring movie, and other Japanese horror films.

Character Log:

- Slave Ships of Absalom -
The metropolis of Absalom promotes commerce in its many forms, and although slavery is legal, it is increasingly common for citizens to frown on the institution. The practice becomes more questionable when an ally of the Pathfinder Society traces an attempt at supernatural surveillance through a slave. Sent as independent sleuths, the PCs must track down the source of this espionage, which takes them deep into underbelly of one of Absalom’s darkest industries.

- Ire of the Storm -
Pridon's Hearth is Sargava's newest colony, pushing the country's borders further south than ever before and attracting treasure-hunters, fortune-seekers, and troubled souls hoping for a fresh start. But unnaturally powerful storms rock the tiny settlement just as the local lizardfolk tribe declares war on the colonists within. Are these threats somehow related? What became of the heretical cult of Gozreh that journeyed to the region a century ago, and do its corrupt teachings hold the key to calming the growing hurricane? Can the heroes protect the growing community from raging tempests and hostile monsters alike? And what role does the shadowy Aspis Consortium play in these recent dangers? These challenges and more await heroes willing to face down the Ire of the Storm!

- Black Waters -
The Pathfinder Society seeks the ancient ruby ring of the salamander and it falls to a team of Pathfinders to find it. Last seen in the Tri-Towers Yard, a once elite academy for the youth of Absalom, the ruby ring is now lost in the Drownyard, all that remains of Tri-Towers after it was destroyed a decade ago in the great quake. The Pathfinders must risk the strange black ichors and salty brine to find their prize—will they risk their very souls as well?

- The Shores of Heaven -
The Pathfinder Valais Durant has lead a troubled existence, ever since the demon-worshipping former venture-captain Thurl fused her body with parts from two demons. Pathfinder agents destroyed one of the demons, bringing some solace to Valais and allowing her to resume a somewhat normal life. However, the remaining demon's essence recently asserted control in an event that could have resulted in great bloodshed were it not for Valais's quick thinking. If the Pathfinders are to restore her to her original form, they need help, and the Society has just a contact who can escort them into the libraries of Heaven itself to uncover a powerful healing ritual. Navigating the customs and laws of Heaven is only the first of the challenges that faces the PCs, for they seek to purge demonic forces from Valais without raising the ire of Heaven's inhabitants or risking the fate of her soul.

- The House on Hook Street -
Dreams Turn Deadly!

In Old Korvosa, nightmare-spawned horrors begin stalking the district's shiver addicts, sparking a manhunt to bring those responsible to justice. What role does the strange cult known as the Brotherhood of the Spider play in the mysterious deaths, and why is the veil between the dreaming and waking worlds so thin? To solve these mysteries and others, the heroes must walk the unseen paths of Bridgefront's occult underworld, and even enter the Dimension of Dreams itself to unravel the web of intrigue concealing the cult's deadly machinations. But what will happen when the heroes' own dreams turn against them, and what becomes of those who uncover esoteric secrets too terrible to know? Beset by dangers from their own minds, the heroes must race against time to save Korvosa—and their sanity.

- Drow of the Darklands Pyramid -
A rogue band of drow plague the shipping lanes of Osirion and the Pathfinder Society sends Hanako to stop them. When the drow capture a caravan laden with Society relics, Hanako delves into the Darklands to track down the stolen cargo and explore the mysterious Stalactite Pyramid.

- King Xeros of Old Azlant -
Panic grips Absalom when a huge crystalline sailing vessel appears suddenly in the harbor. Identified as the King Xeros of Old Azlant, the ship presents a great opportunity for the Pathfinder Society. Hanako is summoned by Venture-Captain Adril Hestram and dropped aboard the King Xeros to explore it and report back. Only, what she finds isn't an empty vessel, but a sinister ship with a vile intent.

- Rise of the Runelords -
Hook Mountain Massacre
In the sleepy coastal town of Sandpoint, evil is brewing. An attack by crazed goblins reveals the shadows of a forgotten past returning to threaten the town—and perhaps all of Varisia. The Rise of the Runelords Adventure Path begins with this goblin raid and takes players on an epic journey through the land of Varisia as they track a cult of serial killers, fight backwoods ogres, stop an advancing army of stone giants, delve into ancient dungeons, and finally face off against a wizard-king in his ancient mountaintop city. This hardcover compilation updates the fan-favorite campaign to the Pathfinder Roleplaying Game rules with revised and new content in more than 400 pages packed with mayhem, excitement, and adventure!

- The Kortos Envoy -
The centaur tribes of the Isle of Kortos have long been an enigma to the people of Absalom. But the Pathfinder Society needs the help of one of the horsemen’s greatest heroes, in it falls to you to negotiate an agreement between the Decemvirate and the centaurs of the plains.

- Raid on the Cloudborne Keep -
Followers of the evil elemental lord of air Hshurha have learned of the Pathfinder Society's plans to break open the Untouchable Opal and release Hshurha's ancient rival. One of Hshurha's lieutenants is gathering forces to deal a decisive blow to the Society and its new allies in the Concordance of Elements. If the PCs act quickly, they can make a daring strike, commandeering an airship on the Plane of Air and overtaking their enemy's fortress before it has the chance to rally its army.