Karen Aylwood's Character Sheet

## Karen Aylwood

Female human reflection psychic 5 (Dark Archive, Secrets of Magic)

N, Medium, Human, Humanoid, Reflection

**Heritage** reflection

**Background** chosen one

**Perception** +9 (+10 to Sense Motive until the start of your next turn after casting a mental spell)

**Languages** Common, Dwarven, Elven, Sylvan

**Skills** Acrobatics +11, Arcana +10, Deception +11 (+12 until the start of your next turn after casting a mental spell), Diplomacy +11 (+12 until the start of your next turn after casting a mental spell), Fortune-telling Lore +11, Intimidation +4 (+5 until the start of your next turn after casting a mental spell), Occultism +11, Performance +11, Stealth +10 (+12 to Coneal an Object in the mirror)

**Str** 10 (+0), **Dex** 16 (+3), **Con** 12 (+1), **Int** 14 (+2), **Wis** 14 (+2), **Cha** 19 (+4)

**Items** +1 ghost touch striking dagger, backpack, bag of holding i, bedroll, belt of good health, bracelet of dashing, chalk (10), flint and steel, hat of the magi, minor healing potion (2), mirror, rations (1 week) (2), reflective pocket mirror[DA], rope (foot) (50), soap, torch (5), waterskin, purse (19 gp, 8 sp)

### Psychometric Assessment

(concentrate, divination, emotion, exploration, mental, occult) Requirements Your bare hands are touching an object in which you detected psychometric resonance Effect You spend 1 minute concentrating on the object to get a vision of the face of the person who imbued the item with such emotion in the first place. If the associated emotion is painfully negative, you might take 1d6 psychic damage, as determined by the GM.

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**AC** 20; **Fort** +8; **Ref** +12; **Will** +11

**HP** 47

#### Mirror’s Trickery

[R] (concentrate, illusion, occult, visual) Frequency once per day Trigger You would be hit by a Strike Effect You create an illusory duplicate at the last instant and attempt to trick your foe into striking it instead of you. The attacker attempts a DC 11 flat check; on a failure, the attack hits the duplicate, changing the result from a critical success to a success or a success to a failure.

#### Prophecy's Pawn

[F] (abjuration, divine, fortune) Trigger You fail a saving throw, attack roll, or skill check Effect You twist the prophecy in your favor, which will have consequences later. Reroll the failed check. You must use the result of the second roll.

For 24 hours afterward, the GM can force you to reroll a successful saving throw, attack roll, or skill check as fate balances the scale. This is a misfortune effect. You can’t use prophecy’s pawn again until the GM uses this option or 24 hours pass, whichever comes first.

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**Speed** 25 feet

**Melee [1]** +1 ghost touch striking dagger +11 (magical, versatile S, thrown 10 ft., agile, finesse), Damage 2d4 P

**Ranged [1]** +1 ghost touch striking dagger +11 (magical, versatile S, thrown 10 ft., agile, finesse), Damage 2d4 P

**Occult Psychic Spells** DC 21, attack +11; 3rd (1 slots) rally point\*[DA], time jump[SoM] 2nd (2 slots) enlarge, mirror image\*, telekinetic maneuver 1st (2 slots) gravitational pull[SoM], mindlink, thoughtful gift\*[APG] Cantrips (3rd) distortion lens[DA], mage hand, phase bolt[DA], telekinetic projectile, time sense[DA], warp step[DA]

\*Spells marked with an asterisk are signature spells; these spells may be heightened freely

**Class Feats** Psychic Rapport[DA], Warp Space[DA]

**Skill Feats** Aura Sight[DA], Automatic Writing[DA], Read Psychometric Resonance[DA]

**Other Abilities** signature spells

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