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Alice Blackwater

About

Alice Blackwater, a former pirate vanished into retirement after working a job for a wizard in the Cinane Islands, Nivius. Rumor holds that she did so after a terrible injury left her in need of magical healing.


Proficiency Score: +20

Medium; Repute/Independent; human, humaniod

Trait Points Unspent: 1


Armor Class: 38 (+6 Dex, +2 Int, +20 Proficiency Score)

Hit Points: 440 (40d10+40)

Speed: 15 feet

Initiative: +6


STRDEXCONINTWISCHA
14 (+2)22 (+6)13 (+1)14 (+2)8 (–1)10 (+0)

Saves:  Fortitude +21, Reflex +26, Will +19

Skills: Acrobatics +26, Arcana +22, Deception +20, +19 Insight, +19 Perception, +19 Profession (sailor), Survival +19

Senses: Passive Perception 29

Languages: Common, Selan


Metamagic. As a free action, Alice Blackwater can either spend one less action when casting a spell or heighten the spell once. This ability can only be used once per round and can be used 20 times per 24 hours.

Quick Recall. As a reaction, attempt to recognize a spell or supernatural ability with an Arcane check. It takes a full action if it is not a spell on the Occult or Primal spell list.

Quick Reflexes. Gain 6 extra reactions for a total of 7 reactions per round.

Sneak Attack. The following is on any attack that has advantage or against any enemy you are flanking with an ally.

  • Add 5d8 damage
  • Apply disadvantage to attacks for a round; extra attacks only extend the duration by a round and magical healing removes these.

Extra abilities:

  • Double action: you can reroll any 1s on the sneak attack damage (no die can be rolled more than once).

Spells. Spell Attack +22, Spell DC 32

At Will: Electric Arc, Guidance, Ray of Frost, Shield

1st Level (7 spell slots): Command, Grim Tendrils, Heal, Mage Armor, Magic Fang, Summon Creature

2nd Level (7 spell slots): Invisibility, Paranoia, Spiritual Weapon, Water Breathing

3rd Level (7 spell slots): Blindness, Dispel Magic, Feet to Fins, Haste, Paralyze

4th Level (7 spell slots): Confusion, Fly, Phantasmal Killer, Stoneskin

5th Level (7 spell slots): Cloak of Colors, Crushing Despair, Mariner’s Curse

6th Level (6 spell slots): Dominate, Feeblemind, Phantasmal Calamity, True Seeing

7th Level (4 spell slots): Regenerate, Warp Mind

8th Level (3 spell slots): Maze, Prismatic Wall

9th Level (3 spell slots): Prismatic Sphere, Wail of the Banshee

10th Level (1 spell slot): Time Stop

Actions

Rapier. Melee Attack +26 (deadly 1d6, disarm, finesse) with 7d6+6 piercing damage. Alice has the Quick condition for an extra strike action with the rapier. (Weapon Training, twice, for swords)


Equipment