Aspis Agent

Yendi Ionescu's page

110 posts. Organized Play character for HammerJack.

Full Name

Yendi Ionescu




Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)












Common, Elven, Varisian, Draconic, Dwarven


Gambler, Fortune Teller, Pathfinder

Strength 10
Dexterity 18
Constitution 16
Intelligence 12
Wisdom 16
Charisma 20

About Yendi Ionescu

Perception +18 (+20 for vision); Low-Light Vision, Darkvision from goggles
Languages Common, Elven, Varisian, Draconic, Dwarven

Skills Acrobatics +17, Arcana +12, Athletics +11, Crafting +12, Deception +23, Diplomacy +21, Intimidation +23, Lore: Academic
+14, Lore: Games +14, Medicine +16, Nature +14, Occultism +19, Performance +16, Religion +16, Society +12, Stealth +17, Thievery +15

Str +0, Dex +4, Con +3, Int +1, Wis +3, Cha +5

Items +2 Resilient Leather, Adventurer's Pack, Healer's Tools, Wayfinder, Hand of the Mage, Pendant of the Occult, Ventriloquist's Ring, Diplomat's Badge, Demon Mask, Bag of Holding (Type I), Goggles of Night, Staff
of Providence, Scroll of Comprehend Language, Scroll of Restore Senses, Scroll of Remove Disease, Scroll of Faerie Fire (x2), Shadow
Signet, Perfect Droplet (attached to armor), Trinity Geode (on dagger), Ring of Fire Resistance, Aeon Stone (Dusty Rose Prism)

AC 30, Fort +19, Ref +20, Will +19
HP 107

Speed 30 feet

Melee +1 Striking Dagger +17 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 2d4 (P)

Bon Mot (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill) Prerequisites trained in Diplomacy
You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check
against the target's Will DC. Critical Success The target is distracted and takes a -3 status penalty to Perception
and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a
single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines
which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic
Charisma-based skill action. Success As critical success, but the penalty is -2. Critical Failure Your quip is
atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you
issue another Bon Mot and succeed.

Wayfinder (Uncommon, Evocation, Invested, Magical) Activate command; Effect The wayfinder is targeted by
a 1st-level light spell.

Hand of the Mage (Evocation, Invested, Magical) Activate command, envision; Effect You cast mage hand.

Ventriloquist's Ring (Illusion, Invested, Magical) Activate Interact; Frequency once per day; Effect Twisting
the ring around your finger allows you to magically throw your voice, with the effects of a ventriloquism spell (DC

Diplomat's Badge (Enchantment, Invested, Magical) Activate Recall Knowledge; Frequency once per day;
Effect Attempt a DC 20 check to Recall Knowledge about people of a human ethnicity, a non-human ancestry, or
some other type of creature. (The GM determines what your options are.) If you succeed, the badge's bonus
increases to +2 for Diplomacy checks with creatures of that group for the rest of the day.

Demon Mask (Enchantment, Invested, Magical) Activate Interact; Frequency once per day; Effect The mask
casts a fear spell with a DC of 20.

Goggles of Night (Invested, Magical, Transmutation) Activate Interact; Frequency once per day; Effect
Rotating the lenses 90 degrees, you gain darkvision for 1 hour.

Shadow Signet (Evocation, Invested, Magical) Activate command (metamagic); Effect If your next action is to
Cast a Spell that requires a spell attack roll against Armor Class, choose Fortitude DC or Reflex DC. You make
your spell attack roll against that defense instead of AC. If the spell has multiple targets, the choice of DC applies
to all of them.

Focus Points: 0/2
Current Slots
Level 1: 4/4
Level 2: 4/4
Level 3: 4/4
Level 4: 3/4
Level 5: 3/4
Level 6: 1/3
Bonus Slot Divine Evolution: 0/1

Level 1: 1/1
Level 2: 1/1
Level 3: 1/1

Divine Known Spells DC 30, attack +20
6th: Suspended Retribution, Roaring Applause (H+3) (Sig), True Seeing
5th Breath of Life, Synesthesia, Searing Light (H+2) (Sig), Crushing Despair
(4 slots);
4th Divine Wrath (Sig), Air Walk, Spiritual Anamnesis, Suggestion (4 slots); 3rd Heroism, Fear (H+2), Calm Emotions (H+1) (Sig), Enthrall (4 slots);
2nd Dispel Magic (Sig), Resist Energy, Spiritual Weapon, Flaming
Sphere (4 slots);
1st Heal (Sig), Command, Fear, Charm (4 slots);
Cantrips Disrupt Undead, Light, Detect Magic, Divine Lance, Produce Flame

Occult Known Spells DC 28, attack +18 3rd Slow (1 slots); 2nd Hideous Laughter (1 slots); 1st True Strike (1
slots); Cantrips Guidance (Amped)

Focus Spells (1 points) Diabolic Edict Range 30 feet; Targets 1 willing living creature Duration 1 round You
issue a diabolic edict, demanding the target perform a particular task and offering rewards for its fulfillment. It
gains a +1 status bonus to attack rolls and skill checks related to performing the task. If it refuses to perform the
task you proclaimed, it instead takes a -1 status penalty to all its attack rolls and skill checks.

Additional Feats Assurance, Basic Psychic Spellcasting, Battle Cry, Clever Improviser, Crossblooded Evolution, Divine Evolution, Dubious Knowledge, Fleet, Glad-Hand, Half-Elf, Intimidating Glare, Lie to Me, Psychic Dedication, Root Magic, Terrified Retreat, Terrifying Resistance, Untrained Improvisation
Additional Specials Archetype Conscious Mind (The Infinite Eye), Archetype Psychic Cantrip (Standard Cantrip: Guidance (Amped)), Archetype Psychic Casting Ability (Charisma), Assurance (Medicine), Bloodline (Diabolic), Expert Skill (Occultism), Master Skill (Deception), Signature Spells, Surprise Attack