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Bonnie Anne's page

211 posts. Alias of Watery Soup.


Gender

retired | NG female (she/her) undine human magus castle owner / part time pirate / part time fisher

About Bonnie Anne

Character Summary

Bonnie ran a protection racket for bat guano transports. When wizards stopped using bat guano for their spells, Bonnie had to find a new line of work.

Personality:
Casting: Susie Essman, Curb Your Enthusiasm

Theme Song: Closing Time (Semisonic)

Character Inspiration: Pirates! by Sid Meier. I played the 1980s version and it was one of my favorite games, and the remake in the early 2000s and it was even better. I've always been fascinated about the democracy prevalent on pirate ships.

Background Narrative:
"Ain't nobody usin' bat guano no more. Ain't nothin' against you personally."

Bonnie put on a brave face externally to hide her internal shock. The old man stood up and offered a perfunctory handshake to indicate their meeting was over.

Bonnie walked slowly back to the Sky Lightning, watching two of her crew stitching the ripped sails back together. All three of her customers had let her know that her contracts were ending. For a few months, she had heard rumors of the bat guano market drying up. Wizards were learning how to cast without the bat guano, which meant no more mining in the bat caves, which meant no transports to protect on the way to Absalom.

She let her crew know the bad news, and they debated through the night, over what increasingly sounded like their last casket of rum. As the sun's red tendrils reached into the eastern sky, Bonnie put it to a vote. "Who among you wants to start taking ships by force?" Only the most bloodthirsty crewmembers raised their hands. "Who among you wants to sail to a new port to find new protection contracts?" A healthy minority of the crew raised their hands. "Who among you wants to sell the ship, split the proceeds, and go our separate ways?" Bonnie counted the hands, but only to determine if they only had the plurality, or whether a runoff would be needed.

There was no animosity between anyone as they paid their respects to one another and disembarked the Sky Lightning for the last time. Bonnie had made sure that her contracts were on the up-and-up; there were no bounties on their heads, and despite having to personally stab more than her fair share of sailors, there were no grudges to be settled. She had done business honorably, and she had no regrets.

The din of the gambling hall beckoned her, and she sat down to play a little harrow poker with an elf named Slorol and two humans not sober enough to say their own names. The game was going swimmingly until Slorol showed some extremely poor poker etiquette by pretending he lost a pot. She grabbed a broken bottle and chased him out of the casino and down the street, but lost him in the fish market.

Dejected, and with only a few gold left in her purse, Bonnie began searching the job boards for postings.

BONNIE ANNE

NG female undine human magus (laughing shadow) 4
Home Region: Otari (Absalom and Starstone Isle)
Background: Sailor
Senses: normal vision, normal hearing
Speed: land 25' [30' in Arcane Cascade], swim 10' [15' in Arcane Cascade]

DEFENSE
AC 10+2+[1+4]+4 = 21
Max HP 8+(8+1+1)*4 = 48
Perception +2+0+4 = +6
Fortitude +4+1+4 = +9
Reflex +2+1+4 = +7
Will +4+0+4 = +8

OFFENSE
Melee: +1 striking longsword (+11, 2d8+4 S [+2 in Arcane Cascade vs flat-footed], versatile P)
Melee: warhammer (+10, 1d8+4 B [+2 in Arcane Cascade vs flat-footed], shove)
Ranged: sling (+7, 1d6+2 B, propulsive)

STATISTICS

STR 18 DEX 12 CON 12 INT 16 WIS 10 CHA 10

Ancestry Feats: Elemental Lore
Class Features: Arcane Cascade, Conflux Spells, Spellstrike, Arcane Prepared Spellcasting
Class Feats: Marshal Dedication (Intimidation), Snap Out Of It!
General Feats: Toughness
Skill Feats: Underwater Marauder, Intimidating Prowess, Lead Climber

Skills +training+ability+level+item
• Acrobatics +2+1+4 = +7
• Arcana +2+3+4 = +9
• Athletics +4+4+4 = +12
• Crafting +2+3+4 = +9
• Deception +0
• Diplomacy +2+0+4 = +6
• Intimidation +4+0+4 = +8 (+9 Coerce/Demoralize if physically threatening)
• Lore, Sailing [background] +2+3+4 = +9
• Lore, Plane of Water [heritage] +2+3+4 = +9
• Medicine 0
• Nature +2+0+4 = +6
• Occultism +3
• Performance 0
• Religion 0
• Society +3
• Stealth +1
• Survival +2+0+4 = +6
• Thievery +2+1+4 = +7

Languages: Common, Aquan, Draconic, Goblin, Undercommon

Gear: adventurer's pack (backpack, bedroll, belt pouches (x2), chalk (x10), flint and steel, rope (50'), rations (x14), torches (x4), waterskin), breastplate, +1 striking longsword, warhammer, sling, sling bullets (10), minor healing potion (2), compass, depth gauge, thieves' tools (plus replacement picks), lesser healing potion, scroll of glitterdust, scroll of darkvision.

Arcane Spellbook:
Cantrips: Light, Mage Hand, Message, Produce Flame*, Ray of Frost*, Shield, Sigil, Time Sense
1st: Ant Haul, Magic Weapon, Synchronize, True Strike
2nd: Invisibility, Enlarge, False Life, Mirror Image

Arcane Prepared Spells (DC 18):
Cantrips: Light, Message, Produce Flame [2d4+3]*, Ray of Frost [2d4+3]*, Shield
1st: True Strike (x2)
2nd: False Life, Mirror Image