About Bronwyn DraperStatistics:
Female Orlan Slayer (Sniper)/Spiritualist 8
NG Small Humanoid (Beastblood, Halfling) Init +7; Senses Perception +24; Ethereal Sight, Low-Light Vision, Darkvision 60ft ------------------------------ DEFENSE ------------------------------ AC 24, touch 19, flat-footed 17 (+4 armor, +1 natural armor, +1 deflection, +7 dex, +1 size) HP 104 (8HD) Fort +8, Ref +15, Will +14 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee
Ranged
Traits For the Money (Social): You gain a +2 trait bonus on skill checks to haggle prices or negotiate payment; this bonus increases to +4 if you are in a position of military or economic power over your target. You also gain a +1 trait bonus on Appraise checks and Appraise is always a class skill for you.
Feats Persuasive: +2 bonus on Diplomacy and Intimidate checks. (Level 1 Feat)
Skills 8/level (6 class, 0 INT, 2 background) + 8 FCBs = 72 ranks Acrobatics: +14 (3 class skill, 7 DEX, 4 ranks)
ACP -0 Languages Common, Glanfathan Blinkling Racial Traits:
+2 Dexterity, +2 Wisdom, -2 Strength: Blinklings are quick of foot and wit, but small. Small: Blinklings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Hounding Stride: Blinklings are faster than most other creatures of their size; their base land speed is 30 ft. Low-light Vision (Ex): Blinklings can see twice as well as humans in dim light Darkvision (Ex): A blinkling has darkvision out to 60 ft. Reactive Blur (Su): Blinklings cannot freely manifest their namesake’s blinking powers but may blur themselves for a short time in response to an attack. Three times per day, as an immediate action, the blinkling gains concealment until the end of his turn. This may be used after an attack has been rolled, but before its results have been declared. Ethereal Sight (Su): Blinklings can perceive beings on the ethereal plane as though they were material. This includes being able to smell and hear them. Languages: Blinklings begin play speaking Common and Halfling. Blinklings with high Intelligence scores can choose from the following: Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, or Sylvan. Sharp Eyes (Ex) (Alternate Racial Trait): Some blinklings more closely resemble a normal halfling than a blinkling. They lack the canine nose of a blinkling but have the keen eyes of a halfling, gaining a +2 racial bonus on Perception checks. This replaces scent. Slayer Abilities:
Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields). Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action. (Studied Target +2) Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Chosen Talents: Spoiler:
Rogue Talent - Weapon Training: A rogue who selects this talent gains Weapon Focus as a bonus feat. (Level 2) Ranger Combat Style - Precise Shot: No penalty for shooting into melee. (Level 4) Ranger Combat Style - Improved Precise Shot: No cover or concealment chance on ranged attacks. (Level 6) Trapfinding: The slayer gains Disable Device as a class skill. The slayer also gains the trapfinding and trap sense rogue abilities, using his slayer level as his effective rogue level. (Level 8) Sneak Attack: At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment. (Sneak Attack 2d6) Stalker (Ex): At 7th level, a slayer gains his studied target bonus on Disguise, Intimidate, and Stealth checks against his studied opponent. Accuracy (Ex): At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, or firearm. This ability replaces track. Deadly Sniper (Ex): At 2nd level, when the sniper makes an attack against a target who is within his weapon’s first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper’s presence. Spiritualist Abilities:
Weapon and Armor Proficiency: A spiritualist is proficient with all simple weapons, kukris, saps, and scythes, as well as with light armor. Spells: A spiritualist casts psychic spells drawn from the spiritualist spell list. She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level. Knacks: A spiritualist learns a number of knacks, or 0-level psychic spells, as noted on Table 1–10 under Spells Known. These spells are cast like any other spell, but they can be cast any number of times per day. Phantom: A spiritualist begins play with the aid of a powerful and versatile spirit entity called a phantom. The phantom forms a link with the spiritualist, who forever after can either harbor the creature within her consciousness or manifest it as an ectoplasmic or incorporeal entity. A phantom has the same alignment as the spiritualist, and it can speak all the languages its master can. A spiritualist can harbor her phantom in her consciousness (see the shared consciousness class feature on page 73), manifest it partially (see the bonded manifestation class feature on page 74), or fully manifest it. A fully manifested phantom is treated as a summoned creature from the Ethereal Plane, except it is not sent back to the Ethereal Plane until it is reduced to a negative amount of hit points equal to or greater than its Constitution score. A spiritualist can fully manifest her phantom through a ritual that takes 1 minute to perform. When the phantom is fully manifested, the spiritualist can change the form of the phantom's manifestation (either from ectoplasmic to incorporeal or vice versa) as a full-round action that provokes attacks of opportunity. When the phantom manifests, its hit points are unchanged from the last time it manifested, unless the phantom was slain and returned to the Ethereal Plane; in this case, the phantom manifests with half its maximum number of hit points. The phantom does not heal naturally, and can be healed only with magic or by being tended to with the Heal skill while fully manifested in ectoplasmic form. The phantom stays fully manifested until it is either returned to the spiritualist's consciousness (a standard action) or banished to the Ethereal Plane. If the phantom is banished to the Ethereal Plane, it can't return to the spiritualist's consciousness or manifest again for 24 hours. While fully manifested, a phantom can't be returned to the Ethereal Plane by means of dispel magic, but spells such as dismissal and banishment work normally. Whenever the spiritualist is unconscious or asleep, the phantom immediately returns to the spiritualist's consciousness. If the spiritualist dies, the phantom is returned to the Ethereal Plane, and can't return to the spiritualist's consciousness until 24 hours after the spiritualist is brought back to life. A phantom can't be dismissed or banished (by a spell or any other similar effect) while it resides in the spiritualist's consciousness, as the phantom is protected from such effects by the power of the spiritualist's psyche. Fully manifested phantoms can wear armor and use items (though not wield weapons) appropriate to their forms. Any items worn, carried, or held by a phantom are dropped when the phantom returns to the spiritualist's consciousness, and must be retrieved and donned anew if the phantom wishes to use them when it fully manifests in the future. A fully manifested phantom's abilities, feats, Hit Dice, saving throws, and skills are tied to the spiritualist's class level and increase as the spiritualist gains levels. See the Phantoms section starting on page 78 for more information. Shared Consciousness (Su): At 1st level, while a phantom is confined in a spiritualist's consciousness (but not while it's fully manifested or banished to the Ethereal Plane), it grants the spiritualist the Skill Focus feat in two skills determined by the phantom's emotional focus, unless the spiritualist already has Skill Focus in those skills. It also grants a +4 bonus on saving throws against all mind-affecting effects; at 12th level, this bonus increases to +8. Lastly, once per day, when the spiritualist fails a saving throw against a mind-affecting effect, as an immediate action she can shunt that effect into the phantom's section of her consciousness instead. When she does so, she is not affected by the mind-affecting effect, but for the normal duration of that effect, the spiritualist loses the bonuses on saving throws against mind-affecting effects and the Skill Focus effects granted by her phantom, and can't use this ability to shunt a mind-affecting effect into the phantom's consciousness or manifest her phantom in any way. When a mind-affecting effect is shunted into the phantom's consciousness, spells such as dispel magic and break enchantment can be cast on the spiritualist to end the effect's duration as if the spiritualist were affected by the mind-affecting effect. Etheric Tether (Su): At 1st level, a spiritualist can force the phantom to manifest in an area around her by pushing the phantom's consciousness though the veil of ethereal essence, allowing it to fully manifest in either ectoplasmic or incorporeal form. Whenever her manifested phantom takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage, the spiritualist can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the phantom. This can prevent the phantom from being sent back to the Ethereal Plane. This tether is limited. When the phantom is fully manifested, it and the spiritualist must remain within 50 feet of one another for the phantom's manifestation to stay stable with little to no concentration on the part of the spiritualist. The spiritualist can stretch the limited tether, but only when the phantom is in ectoplasmic form. When a spiritualist starts her turn and her ectoplasmic phantom is more than 50 feet away from her (but closer than 100 feet), the spiritualist must concentrate on the link as a full-round action that provokes attacks of opportunity or the ectoplasmic phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours. This concentration can be interrupted as if it were a spell. Treat this effect's spell level as equal to 1 + 1 per 10 feet farther than 50 feet that the phantom is from the spiritualist (maximum spell level 6th). If the tether is interrupted or the check fails, the phantom immediately snaps back into the consciousness of its spiritualist master. If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can't be summoned from that plane for 24 hours. Bonded Senses (Su): At 2nd level, as a standard action, a spiritualist can share the senses of her manifested phantom, hearing, seeing, smelling, tasting, and feeling everything her phantom does. She can use this ability a number of rounds per day equal to her spiritualist level, but those rounds do not need to be consecutive. There is no maximum range for this effect, but the phantom and the spiritualist must be on the same plane. The spiritualist can end this effect as a free action. Bonded Manifestation (Su): At 3rd level, as a swift action, a spiritualist can pull on the consciousness of her phantom and the substance of the Ethereal Plane to partially manifest aspects of both in her own body. When she does, she uses this bonded manifestation to enhance her own abilities while the phantom is still bound to her consciousness. For the spiritualist to use this ability, the phantom must be confined in the spiritualist's consciousness; it can't be manifested in any other way. During a bonded manifestation, the phantom can't be damaged, dismissed, or banished. A spiritualist can use bonded manifestation a number of rounds per day equal to 3 + her spiritualist level. The rounds need not be consecutive. She can dismiss the effects of a bonded manifestation as a free action, but even if she dismisses a bonded manifestation on the same round that she used it, it counts as 1 round of use. When a spiritualist uses this ability, she must choose either ectoplasmic or incorporeal form. When she makes this choice, she gains all of the abilities based on the form she chooses and her spiritualist level. Ectoplasmic Bonded Manifestation: When a spiritualist uses this ability and chooses ectoplasmic form, she gains an ectoplasmic shield that protects her without restricting her movement or actions. She gains a +4 shield bonus to Armor Class; this bonus applies to incorporeal touch attacks. The ectoplasmic shield has no armor check penalty or arcane spell failure chance. At 8th level, the spiritualist also sprouts a pair of ectoplasmic tendrils from her body. Once per round as either a swift or a standard action (spiritualist's choice), the spiritualist can use one or both tendrils to attack creatures within her melee reach (using the attack bonus and damage dice of her ectoplasmic manifested phantom) or to manipulate objects. She can even use that action to have one tendril make an attack and the other manipulate an object, as long as that object can be manipulated with one hand. At 13th level, the phantom's ectoplasm clings to the spiritualist like a suit of armor. This grants the spiritualist a +6 armor bonus to AC without imposing an armor check penalty, an arcane spell failure chance, or any reduction in speed. At 18th level, the spiritualist can take a full-round action to attack all creatures within her melee reach with her tendrils (using the attack bonus and damage dice of her ectoplasmic manifested phantom). When she does, she rolls the attack roll twice, takes the better of the two results, and uses that as her attack roll result against all creatures within her melee reach. If the better attack roll threatens a critical hit, the spiritualist chooses one target that she hit to confirm the critical hit against. The other attacks that hit are considered normal hits rather than critical threats. Incorporeal Bonded Manifestation: When a spiritualist uses this ability and chooses incorporeal form, she becomes shrouded in a haze of insubstantial mist, granting her concealment against ranged attacks. At 8th level, the spiritualist can better affect incorporeal creatures with melee attacks; her unarmed strikes and melee weapon attacks are treated as if they had the ghost touch magic weapon special ability. At 13th level, the spiritualist can take a standard action to become invisible (as the invisibility spell) until the start of her next turn. At 18th level, the spiritualist gains the incorporeal subtype and a fly speed of 30 feet (good) while using this form of bonded manifestation. Spiritual Interference (Ex or Su): At 4th level, whenever a spiritualist is within the reach of her ectoplasmic manifested phantom, she gains a +2 shield bonus to her Armor Class and a +2 circumstance bonus on her saving throws. She doesn't gain these bonuses when the ectoplasmic manifested phantom is grappled, helpless, or unconscious. A spiritualist within 30 feet of her incorporeally manifested phantom receives a +2 circumstance bonus on saving throws against mind-affecting effects. This bonus is a supernatural ability and does not apply if the phantom is unconscious. Detect Undead (Sp): At 5th level, a spiritualist's connection with the Ethereal Plane becomes so strong that she can use detect undead at will as a spell-like ability with a caster level equal to her spiritualist level. Phantom Recall (Su): At 6th level, as either a swift or an immediate action, a spiritualist can call her manifested phantom to her side or back into her consciousness. This ability functions as dimension door, using the spiritualist's class level as the caster level. When the spiritualist calls the phantom in this way, the phantom appears adjacent to the spiritualist (or as close as possible, if all adjacent spaces are occupied). When the spiritualist uses this ability to call the phantom back to her consciousness, she can activate bonded manifestation as part of that action, but doing so costs 1 extra round of bonded manifestation. The spiritualist can use this ability once per day at 6th level, plus one additional time per day for every 4 spiritualist levels she possesses beyond 6th. Calm Spirit (Sp): At 7th level, a spiritualist gains the ability to use calm spirit as a spell-like ability once per day. At 11th level and every 4 levels thereafter, the spiritualist can use this ability an additional time per day (to a maximum of 4 times per day at 19th level). Phantom Statistics (Edér Teylecg):
Male Human Phantom 8
Melee
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Darkvision (Ex): The phantom has darkvision out to a range of 60 feet. Link (Su): A spiritualist and her phantom share a mental link that allows for communication across distances (as long as they are on the same plane). This communication is a free action that can be performed even when it isn’t the spiritualist’s turn, but the spiritualist and the phantom must both be conscious to communicate in this way. This allows the spiritualist to give orders to her phantom at any time. Magic items interfere with a spiritualist’s connection to her phantom; as a result, the spiritualist and her phantom share magic item slots. For example, if the spiritualist is wearing a magic ring, her phantom can wear only one magic ring. In the case of a conflict, the items worn by the spiritualist remain active, and those worn by the phantom become dormant. The phantom must possess the appropriate appendages to utilize a magic item. Share Spells (Su): The spiritualist can cast a spell with a target of “you” on her phantom (as a spell with a range of touch) instead of on herself. A spiritualist can cast spells from the spiritualist spell list on her phantom even if the spells normally do not affect creatures of the phantom’s type (outsider). This ability does not allow the phantom to share abilities that aren’t spells, even if they function like spells. Deliver Touch Spells (Su): The phantom can deliver touch spells for the spiritualist when fully manifested in incorporeal or ectoplasmic form. The spiritualist and the phantom need not be in contact to accomplish this, but the phantom must be within 30 feet and the spiritualist must be able to see the phantom. If the spiritualist is 12th level or higher, the phantom can deliver touch spells within 50 feet of the spiritualist. The spiritualist can cast the spell, and then the phantom can deliver the touch as an immediate action. If the touch spell deals damage, the phantom must make the attack roll. The phantom can’t hold the charge of a touch spell cast by the spiritualist using this ability. If the spell is delivered to the phantom, it must touch a target or the spell is lost. If the spell allows you to touch up to six willing targets, the phantom can accomplish this with an immediate action, but all of the willing targets must be within the phantom’s melee reach at the time. Magic Attacks (Su): When the phantom manifests in ectoplasmic form, it treats its slam attacks as if they were magic for the purposes of overcoming damage reduction. If the spiritualist is 10th level or higher, all of the phantom’s weapons are treated as the alignment of the phantom for the purpose of overcoming damage reduction. Devotion (Ex): The phantom gains a +4 morale bonus on Will saves against enchantment spells and effects. Feats Iron Will: +2 bonus on Will saves. (Bonus Feat)
Skills 4/level (6 class, -2 INT) Diplomacy +12: (3 class skill, 3 CHA, 6 ranks)
Languages Common, Halfling Skills: The phantom gains a number of ranks in Diplomacy and Sense Motive equal to its number of Hit Dice. While confined in the spiritualist’s consciousness, the phantom grants the spiritualist Skill Focus in each of these skills. Good Saves: Reflex and Will. Iron Will: The phantom gains Iron Will as a bonus feat. Furthermore, when the phantom is within its master’s consciousness, it grants the benefits of Iron Will to its master if its master doesn’t have that feat. Dutiful Strike (Su): When a creature makes an attack against the phantom’s master, the phantom gains a +2 bonus on attack rolls against that target, and deals damage against that target as if the phantom were one size category larger. For the purposes of this ability, an attack includes any harmful spell targeting the spiritualist master of whose area or effect includes the spiritualist master. Dutiful strike lasts for 1 minute, until another creature attacks the phantom’s spiritualist master (at which point this effect transfers to the new attacker), or until the attacking creature is reduced to fewer than 0 hit points, whichever occurs first. Defending Aura (Su): When the spiritualist reaches 7th level, the phantom can emit a 10-foot-radius aura that grants protection to nearby allies. It can activate this aura at will as a swift action. Allies within the aura gain a +2 deflection bonus to AC and a +2 bonus to CMD and on all saving throws. Deactivating the aura is a free action. ------------------------------
Ectoplasmic: When the spiritualist manifests her phantom in ectoplasmic form, the phantom gains the following abilities. Damage Reduction: A phantom manifested in ectoplasmic form has DR 5/slashing. When the spiritualist reaches 5th level, the phantom gains DR 5/magic. At 10th level, the damage resistance increases to 10/magic. At 15th level, it increases to 15/magic, and at 20th level, the damage reduction becomes DR 15/—. Phase Lurch (Su): A phantom in ectoplasmic form has the ability to pass through walls or material obstacles. In order to use this ability, it must begin and end its turn outside whatever wall or obstacle it’s moving through. An ectoplasmic phantom can’t move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. Any surface it moves through is coated with a thin, silvery mucus that lingers for 1 minute. Incorporeal: When the spiritualist chooses to manifest the phantom in incorporeal form, the phantom appears within 30 feet of the spiritualist as a ghostly apparition. It gains the incorporeal subtype (Pathfinder RPG Bestiary 301), including a deflection bonus to AC equal to its Charisma modifier. Since it isn’t an undead creature, it takes no damage from holy water or positive energy. Unlike other incorporeal creatures, an incorporeal phantom can’t attack corporeal creatures, except to deliver touch-attack spells using the deliver touch spell ability. An incorporeal manifested phantom can make slam attacks against other incorporeal creatures as if it were in ectoplasmic form. Spells Known:
0th (DC16) Detect Magic: Detects spells and magic items within 60 ft.
1st (6/day, DC17) Burst of Adrenaline: Gain a +8 bonus to Str, Dex, or Con for one roll, then be fatigued for 1 round.
2nd (6/day, DC18) Detect Thoughts: Allows “listening” to surface thoughts.
3rd (3/day, DC19) Fly: Subject flies at speed of 60 ft.
Equipment:
Combat Gear: Darkleaf Studded Leather Armor: 775gp
Consumables: Durable Adamantine Arrows (10): 610.50gp
Acid Flask (5): 50gp
Magical Items: Circlet of Persuasion: 4,500gp
Other Gear: Antitoxin: 50gp
Money 0gp, 7sp, 3cp Place of Origin:
Bronwyn comes from the world of Eora. While she was born in the Deadfire Archipelago, (which is also where she died), her home was in the Dyrwood. Background:
Bronwyn Draper was born in Neketaka on the 17th of Majivèrno, 2805. Her parents, Tristan and Caitlyn Draper, were escaped slaves from the Vailian Republics. Together the small family built a successful textile shop in Queen’s Berth. While Bronwyn was never particularly good at weaving fabric, she excelled at haggling with potential customers. By the age of fifteen she was running the front of the shop by herself. The more successful the Drapers became however, the more some people grumbled. It wasn’t right that orlans should be doing so well for themselves when there were native Huana starving. When Bronwyn was only seventeen someone set their shop, (and by extension the apartment above it), on fire. Bronwyn escaped. Tristan and Caitlyn did not.
Having lost everything at such a young age Bronwyn abandoned the Deadfire and left for the Dyrwood. When she heard rumors that Lord Raedric was offering land to potential settlers, she jumped at the chance for a fresh start. She was on her way to Gilded Vale when her caravan was attacked. Fleeing into the nearby Engithwan ruins she had an encounter that would change her life, and the future of Eora, forever. Unaware of Bronwyn’s presence, Thaos ix Arkannon was conducting a ceremony at the heart of the ruins. The resulting bîaŵac awoke memories of Bronwyn’s past lives. It also turned her into a Watcher: one who could see the souls of those both living and dead. From there Bronwyn followed traces of Thaos across the Drywood. Her initial concern was discovering what had happened to her and, if possible, undoing it. However as she investigated she learned more about Thaos’ schemes. He was the one responsible for the plague of Hollowborn, children born without souls, that was crippling the Dyrwood. By blaming animancers, Watchers, and anyone else who studied souls for the plague, he hoped to bring about their destruction. Bronwyn eventually learned that Thaos had used the cycle of reincarnation to ensure he always remembered his past lives. The ancient Engwithans had come together and used their technology to create the gods, and ever since it had been Thaos’ mission to make sure kith never advanced far enough to learn that truth. At their final confrontation Bronwyn killed Thaos and erased his memories. She saw this as a blessing rather than a curse; allowing him to finally live free of the burden of his past. For five years Bronwyn lived a peaceful life. She took over the fortress of Caed Nua and called it home, transforming it from a ruined keep to a prosperous haven. She discovered the secrets of the gigantic adra statue underneath the keep that Od Nua, its founder, had once hoped would house the soul of his son. What neither Od Nua nor Bronwyn could have known is that the statue would come to house the soul of something far greater. In 2828 the god Eothas took control of the statue, dug his way out of the ground, and began walking towards the Deadfire Archipelago. The resulting destruction of Caed Nua killed many, including Bronwyn. However the gods were not done with her yet. Berath, the god of death, offered Bronwyn a chance to return to life. In exchange she would hunt down Eothas to discover what he was planning. Bronwyn agreed and woke to find herself back in her old homeland. As Berath had demanded Bronwyn chased Eothas across the archipelago. Sometimes she was able to contact him for brief moments, only to receive cryptic responses about his motivations. Finally she learned that he was heading towards the lost city of Ukaizo, hidden by the constant thunderstorms of Ondra’s Mortar. His aim was to destroy the Wheel of Reincarnation. Needing to find a ship capable of traversing Ondra’s Mortar, Bronwyn traveled to Neketaka to seek aid from the various factions inhabiting the Deadfire. Unfortunately, despite the imminent crisis, every faction leader insisted upon Bronwyn destroying their rivals before they would help. Unwilling to take sides, she upgraded her ship and left for Ukaizo alone. At Ukaizo Bronwyn confronted Eothas and learned his true goals. The gods, as the Engwithans had imagined them, were meant to guide kith into realizing their full potential. Millenia later they had not succeeded. He believed destroying the Wheel, something both gods and kith required for survival, would force them to move forward. Despite her best efforts Bronwyn was unable to talk Eothas out of his decision. All she could do was convince him to use his essence to inspire kith and increase their odds of success. She bore witness to the destruction of the Wheel and prayed it would not mean the destruction of Eora. After leaving Ukaizo Bronwyn watched the Deadfire dissolve into chaos. The factions had been unable to band together to get her to Ukaizo and they were unable to band together now. Nothing she said or did could convince them otherwise. Exhausted, wondering if all her struggle had just made things worse, Bronwyn set sail for home. She ended up in Kisarta instead. Description:
Bronwyn is a meadow orlan, a race specific to Eora. She’s a little under three feet tall and has a slim, wiry build. A thin layer of hair covers her entire body. Underneath the hair her skin is two-tone; tan with darker spots around the edges of her face. The hair on her head is very dark brown and wavy. She braids it to keep it out of her way but wispy tendrils often escape and frame her face. Her ears are exceptionally large, pointed, and have tufts of brown hair on the back. Her eyes have slit pupils much like a cats and are a striking shade of blue-green.
She’s honest to a fault and finds it extremely difficult to lie. (Except where money is concerned, although she’ll quickly point out that’s haggling, not lying.) Deadpan sarcasm is her favorite form of humor. By nature she is a very kind, generous person who wants to help everyone and takes it personally if she can’t. This causes her a lot of mental anguish as she obsesses over past decisions. Did she do the right thing? Did she cause more harm than good? Only the people closest to her get to see those doubts. To everyone else she puts on a veneer of complete confidence. Her companions have been working for years to teach her that it’s okay to need help and show weakness sometimes. Getting her to believe it may take a lifetime. Death Scene:
Bronwyn sits in her cabin, head in her hands. The Deadfire isn’t her home anymore, but leaving it in such chaos still feels wrong. Particularly since she is at least partially responsible. Whoever has control of Ukaizo controls the Deadfire, and right now that’s no one. Gods forbid anyone just…give up. Acknowledge that maybe Eora has bigger problems right now than profits and territory and cultural heritages. Or at least put off the fighting until after they find a way to ensure the dead will be reborn. Don’t they realize what’s at stake?!
Apparently not. Now she’s headed to Defiance Bay, hoping maybe the animancers there will have more sense. She should write to Kana too, see if his contacts at the Lore College have any ideas- ”Captain? Need you topside, now.” Rum-Dumb Riggere sounds uncharacteristically sober, which means something is very wrong. Bursting out onto the deck she sees Llendreth beckoning her. Llendreth wastes no time as soon as she’s close enough to hear him. ”The waves ain’t right captain. Something keeps pulling the ship southwards.” “What do you mean, 'something'?” “If I knew what it was I wouldn’t be calling it ‘something’ now would I? It makes no sense. It’s like we’re caught in a powerful current, but there shouldn’t be anything of the sort here. Nothing that would pull us off course like this.” “Reverse course. See if we can back out of it.” “Aye aye captain.” Llendreth spins the wheel while Luca shouts orders to the deckhands. The Defiant smoothly turns and starts going the other direction, but Llendreth is frowning. ”Still being pulled south. Harder now. She’s barely listening to me.” ”LOOKS LIKE ARKEMYR’S STUPID POOL WHEN WORTHLESS IDIOT FORCED TO CLEAN IT.” Bronwyn blinks and turns to look at her navigator. ”What?” ”PUT BUCKET UNDER. PULL PLUG. EMPTY POOL. ARKEMYR HATE DIRTY WATER.” Worthless Idiot rolls his eyes at her as if it’s obvious. From the gasp beside her, maybe it is. ”Oh f$%~ me.” Llendreth’s eyes are wide. ”He’s right. It’s a gods-damned whirlpool. But they can’t get this big, how could a whirlpool get this damned big-” ”Leviathan.” Bronwyn isn’t sure who says it first, but the word spreads like wildfire among the crew. The more religious drop to their knees and start praying. To Ondra, to Berath, to anyone who might listen. ”Get us out of this thing Llendreth!” ”You think I ain’t been trying? We don’t have the speed!” The ship is tilting visibly now. Swallowing hard Bronwyn grabs a spyglass and stares at the center of the whirlpool. It might be her imagination but she thinks she sees the flash of a monstrous tooth. Leviathans swallow ships whole. Once you see one, it’s already too late to escape. ”Fire the starboard cannons!” Maybe the legends are exaggerated. Maybe the Defiant can win this. She keeps her spyglass focused on what might be the leviathan while the cannons roar. If they have any effect it’s not noticeable from here. ”Keep firing!” The ship is moving faster and faster. Edér staggers across the deck to stand next to her, lip curling. ”Think the gods are involved? Hell of a coincidence if not.” His words cut through her growing panic. This isn’t the first time they’ve fought a giant sea monster. In fact it’s the third. ”Galawain? Galawain are you doing this?!” She doesn’t expect an answer, but suddenly the world drops away from her. She’s surrounded by the fetid stench of a predator’s breath. ”Watcher.” Galawain tilts his head and studies her. Unlike other times they’d met she doesn’t sense any anger. Just satisfaction. ”You’ve been a good hunter. But every hunter must eventually become prey.” ”What kind of a hunt is this?! How can I fight-” ”You’re not meant to, Watcher. You’ve beaten my servants before, and I bear you no ill will for that. You are clever. However this time I will take no chances. A true hunter uses all of the tools at their disposal. It’s the only way to survive.” He smiles. ”And survive I shall.” Kazuwari. Galawain’s island, with its own cycle of reincarnation completely separate from the Wheel. An insurance he’d kept secret from everyone, even the other gods…until she’d stumbled across it. ”Is that what this is about?! I helped you! I restored your connection-” ”You could break it just as easily. Do not think I have forgotten what lies in your possession.” His smile fades. His eyes grow cold. ”Farewell, Watcher.” ”Wait-” The world dissolves and Bronwyn’’s back on the ship, Edér gripping her arm. He’s hanging onto the rigging with his other hand. The ship’s at a steep enough angle now that they’d both fall off the deck otherwise. A couple of the cannoneers are still firing, although from the looks on their faces they know it’s pointless. Llendreth’s lashed himself to the helm, but most of the rest of the crew have disappeared. Either down below, or…down below. ”Guessing no luck?” Edér’s voice sounds calm. How is he so calm? ”Not really, no.” She blinks away tears. Dying was one thing. Knowing that she was taking her entire crew with her, taking Edér with her…”I’m so sorry.” ”Hey, it’s not your fault. You never asked for any of this.” ”Neither did you.” He manages a smile. ”Uh, actually I did. Give me some credit. I chose to follow you around.” ”If you hadn’t-” ”I’d be number Nineteen. Stop beatin’ yourself up. That’s the bad guys’ job.” Bronwyn looks down at the center of the vortex. The leviathan’s gaping maw is fully visible. Any minute now the Defiant will fall into it. ”I’m still sorry.” ”I’m not. Always figured I’d die alone. Dyin’ with a friend…s’not so bad.” Bronwyn can’t answer. All the words she wants to say stick in her throat. Instead she grips Edér’s shirt with both hands and pulls herself into an awkward hug. He wraps his arm around her and holds on tight. Together they fall into the abyss. As darkness descends, Bronwyn’s last thoughts are: ”Please don't leave me. I don’t want to be alone.” |