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About Illyan SobacheskyBackground:
Illyan is 28 years old, with a dashing figure and flamboyant mustache.
He generally has a rapier at his side, even if he is not proficient with it. Illyan is the third son of Karl Schneider, a merchant from Hescoy Hamlet. He was born from the mistress of the merchant, Marika Sobachesky, and never loved by his father, that considered him an embarrassment. 8 years ago his loved mother died of a heart attack and his father paid him to get away. He used the money to apprentice to the fist magic user he could find (the former Waldo the Magnificent).
Childhood in Hescoy Hamlet
Condensed statblock:
Illyan Sobachesky Male human alchemist (chirurgeon) 3/gestalt 3/abjurer 3 ( Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 18) CG Medium humanoid (human) Init +4; Senses Perception +3 Aura protective ward (+1 deflection, 10 ft., 4 rounds, 7/day) ————— Defense ————— AC 12, touch 12, flat-footed 11 (+1 deflection, +1 Dex) hp 30 (3d8+12) Fort +8, Ref +8, Will +4; +2 bonus vs. poison Defensive Abilities resistance; Resist fire 5 ————— Offense ————— Speed 0 ft. Melee dagger +3 (1d4+1/19-20) or morningstar +3 (1d8+1) Ranged bomb +6 (2d6+4 Fire) or javelin +5 (1d6+1) or sling +5 (1d4+1) Special Attacks bomb 7/day (2d6+4 fire, DC 15) Abjurer Spells Prepared (CL 3rd; concentration +8) 2nd—mirror image, mirror image, resist energy 1st—alarm, comprehend languages , crafter's fortune APG (DC 15), mage armor 0 (at will)— prestidigitation, detect magic , detect poison , light Opposition Schools Enchantment, Necromancy Alchemist (Chirurgeon) Extracts Prepared (CL 3rd; concentration +8) 1st—endure elements , heightened awareness ACG, polypurpose panacea UM, shield ————— Statistics ————— Str 13, Dex 16, Con 17, Int 19, Wis 5, Cha 15 Base Atk +2; CMB +3; CMD 17 Feats Arcane Strike, Brew Potion, Craft Wondrous Item, Iron Will, Scribe Scroll, Skill Focus (Heal), Throw Anything Traits arcane temper, bastard Skills Acrobatics +0, Appraise +8, Bluff +5 (+3 for 24 hours when you fail an opposed Charisma based check), Craft (alchemy) +12 (+15 to create alchemical items), Craft (carpentry) +8, Diplomacy +4 (+2 for 24 hours when you fail an opposed Charisma based check), Disguise +2 (+0 for 24 hours when you fail an opposed Charisma based check), Heal +6, Intimidate +2 (+0 for 24 hours when you fail an opposed Charisma based check), Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (local) +8, Knowledge (religion) +8, Perception +3, Profession (driver) +1, Profession (medium) +1, Profession (soothsayer) +1, Sense Motive +3, Spellcraft +9, Survival +1, Swim -4, Use Magic Device +8 (+6 for 24 hours when you fail an opposed Charisma based check) Languages Common, Dwarven, Elven, Gnome, Halfling SQ alchemy (alchemy crafting +3), arcane bond (Arcane Familiar, cat), discovery (infusion), infused curative, mutagen (+4/-2, +2 natural armor, 30 minutes), swift alchemy, vain Combat Gear potion of cure light wounds , alchemist's kindness APG (2), antiplague APG (2), antitoxin (2), bloodblockAPG (2), healer's kit, smelling salts APG, soothe syrup APG (2); Other Gear chain shirt, leather armor, dagger, javelin, morningstar, sling, sling bullets (20), cloak of resistance +2 , ring of protection +1 , alchemist starting formula book, alchemist's lab, alchemy crafting kit APG, artisan's outfit, backpack, basic maps (major landmarks only), bedroll, belt pouch, belt pouch, bottle of strong brandy (1.5 lb), explorer's outfit, flint and steel, flint and steel, heavy wagon UC, hot weather outfit APG, ink, inkpen, knife, utility (0.5 lb), masterwork carpentry tools, mess kit UE, mess kit UE, pot, scholar's outfit, soap, torch (10), trail rations (5), waterskin, waterskin (2), wizard starting spellbook, heavy horse, heavy horse, heavy horse, heavy horse, 296 gp, 8 sp ————— Tracked Resources ————— Alchemist's kindness - 0/2 Antiplague - 0/2 Antitoxin - 0/2 Bloodblock - 0/2 Bomb 2d6+4 (7/day, DC 15) (Su) - 0/7 Dagger - 0/1 Healer's kit - 0/10 Javelin - 0/1 Potion of cure light wounds - 0/1 Protective Ward (+1 deflection, 7/day) (Su) - 0/7 Sling bullets - 0/20 Smelling salts - 0/1 Soothe syrup - 0/2 Torch - 0/10 Trail rations - 0/5 ————— Special Abilities ————— Abjuration The abjurer uses magic against itself, and masters the art of defensive and warding magics. Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Bomb 2d6+4 (7/day, DC 15) (Su) Thrown Splash Weapon deals 2d6+4 fire damage. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach. Infused Curative At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare othe Infusion When created an extract can be used by anyone, but takes up a slot until used. Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 30 minutes. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Protective Ward (+1 deflection, 7/day) (Su) As a standard action, 10 ft radius field grants allies deflect bon to AC for 4 rds. Resistance 5 (Fire) (Ex) When choosing spells, gain Fire resistance 5 until next day. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Swift Alchemy (Ex) You can construct alchemical items in half the normal time. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Vain -2 to Cha checks for 24h after failing an opposed Cha check Arcane Familiar
4 heavy draft horses
More detailed stats combat:
BAB +2 Initiative: +4
rapier
dagger
morning star
Throw bomb
AC 17 Touch 13 flat footed 14
Saves
CMD 17 CMB +3 HP 30 With strength Mutagen Concentration: +7 rapier
morning star
dagger
Sling
Throw bomb
CMD 19 CMB +5 Ready spells and extracts:
Abjurer Spells Prepared (CL 3rd; concentration +8) 2nd—mirror image, mirror image, resist energy 1st—alarm, Snapdragon Fireworks , crafter's fortune (DC 15), mage armor 0 (at will)— prestidigitation, detect magic , detect poison , light Opposition Schools Enchantment, Necromancy Alchemist (Chirurgeon) Extracts Prepared (CL 3rd; concentration +8) 1st—endure elements , heightened awareness, polypurpose panacea, shield Skills:
Skill points are the values within the parenthesis (with no armor or with mage armor) Acrobatics(3) +6
Traits, feats and special abilities:
FEATS Arcane Strike
Brew Potion (Bonus alchemist)
Craft Wondrous Item
Iron will (Bonus human)
Skill Focus (Heal) (Bonus chirurgeon)
Throw Anything (Bonus alchemist)
+1 trait bonus on concentration and initiative checks. Bastard
Drawback
-2 to Cha checks for 24h after failing an opposed Cha check CLASS ABILITIES: Alchemist (chirurgeon) Bomb 2d6+4 (7/day, DC 15) (Su)
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack (see page 202 of the Pathfinder RPG Core Rulebook). Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage +additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier. Mutagen (DC 15) (Su)
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enchances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enchances his Constitution, it applies a penalty to his Charisma.
At 14th level, the effects of a mutagen last for 1 hour per level Poison Resistance +2 (Ex)
Infused Curative
Infusion (discovery)
CLASS ABILITIES: Wizard (Abjurer)
Protective Ward (Su)
Opposite schools
Familiar
If you are within 1 mile of your familiar, you may gain +3 to Stealth checks benefits. Deliver Touch Spells Through Familiar (Su)
Empathic Link with Familiar (Su)
Share Spells
. Nero, his black cat familiar:
Arcane Familiar Male cat N Tiny magical beast (animal) Init +2; Senses low-light vision, scent; Perception +7 ————— Defense ————— AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size) hp 15 (1d8-1) Fort +2, Ref +5, Will +4 ————— Offense ————— Speed 30 ft. Melee bite +6 (1d3-4), 2 claws +6 (1d2-4) Space 2 ft.; Reach 0 ft. ————— Statistics ————— Str 3, Dex 15, Con 8, Int 7, Wis 12, Cha 7 Base Atk +2; CMB +2; CMD 8 (12 vs. trip) Feats Weapon FinesseB Skills Acrobatics +8, Appraise -1, Bluff +1, Climb +6, Craft (alchemy) +1, Diplomacy +0, Heal +2, Knowledge (arcana) -1, Knowledge (geography) -1, Knowledge (local) -1, Knowledge (religion) -1, Perception +7, Profession (driver) +2, Sense Motive +3, Spellcraft +0, Stealth +14, Survival +2, Swim +6, Use Magic Device +1; Racial Modifiers +4 Climb, +4 Stealth SQ improved evasion. Equipment:
Weight Carried: 45/150 lbs, Light Load (Light: 50 lbs, Medium: 100 lbs, Heavy: 150 lbs) Worn Gear
Belt pouch (2 @ 0.5 lbs) 0.5 lbs
Alchemy crafting kit 5 lbs
Weapons
Special and magic items
Wagon
4 heavy draft horses Languages:
Common Gnome Dwarven Halfling Elven. spelbook and formula book:
Beginning Wizardry spellbook Cantrips Acid Splash
Level 1 spells Alarm
Level 2 spells Mirror Image
Basic alchemy Level 1 formulas
Appearance:
Height 5’ 8” Weight 156 lbs Hair black
Illyan use his magic to keep his gear clean and ironed. Similarly he use it to trim his hair and mustache. he tries to make his appearance as striking as possible, generally dressing in colorful outfits.
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