Senses
Perception (*) +5
Languages ➤ Common, Dwarven, Elven, Halfling, Hallit, Thassilonian, and Varisian
Defenses
AC 16 (none), HP 12
Fortitude (*) +3, Reflex (*) +6, Will (**) +7
Gutsy Halfling (~) Success to save vs emotion effects become critical success
Offense
Bend Time (◇, 1/day) When your turn begins, you are quickened 1 to Stride
Staffsling (2h/1r/80-ft) +6 or +7 w/ time sense @ 1d10 B
Tea Party through Time's Table Unleash Psyche (◇) At turn start, bonus +2 to damage w/ damaging spells, may use [psyche] actions; lasts 2 rounds, 2 round cooldown w/ stupified 1
Calculate Threats (◆, mental, psyche) +2 circumstance bonus to AC and Reflex saves for 1 round
Glimpse Weakness (V◆, 60-ft/1-min) First ally w/in duration to Strike target adds +2 (spell level plus one) precision damage
Amplification Focus Pool (□□)
Amped Glimpse Weakness (focus) stack +1d4 more precision damage
Amped Detect Magic (◆◆, focus) Gain +1 status vs magic detected from enemies / hazards for next 3 rounds
Amped Guidance (↺, focus) Retroactively cast Guidance to shift a failure or critical failure by one step if that +1 would have been the difference