Master Basaalee Minvandu

Illyan Sobachesky's page

43 posts. Alias of Diego Rossi.


Full Name

Yllyan Sobachesky (aka Waldo the magnificent the 5th)

Race

Male human

Classes/Levels

Alchemist (chirurgeon) 3/Wizard 3/gestalt 3 - HP 30, AC 17 Touch 13 flat footed 14, Fort +8, Dex +8, will +4 +2 vs. poison, CMD 17 CMB +3, dagger +3 dam 1d4+1, Throw bomb Ranged: +6, 2d6+4 Fire Rng: 20', Initiative: +4 Perception: +3 (+5) Concent

Gender

Male

Size

Height 5' 8", weight 156 lbs

Age

28

Alignment

Chaotic Good

Deity

Desna

Languages

Common Gnome Dwarven Halfling Elven

Occupation

Magic solutions for hire

Strength 13
Dexterity 16
Constitution 17
Intelligence 19
Wisdom 5
Charisma 15

About Illyan Sobachesky

Background:
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).
Not the best choice, as Waldo was mostly a con men, but he had some basic knowledge of magic and alchemy, and thanks to his innate intelligence, some prior teaching from Hescoy Hamlet apothecary and a lot of hard work, Illyan was able to become a good healer, alchemist and wizard.
Three years ago he brought the wagon and the name from his teacher and started working independently. He has done a lot of drudge work, but he solved some serious problem too.
The disease spreading in Smithford wasn't the act of a witch but a contaminated well, but he saved several lives. And he did stop a plague of zombies in Mulberry Field.

Childhood in Hescoy Hamlet
Illyan was part of a gang of children of Hescoy Hamlet that did a lot of pranks around the town. He was often blamed for them too, even those that weren't his idea.
Truth to be told, his were usually the overly complicated ones at the expenses of the more puffed up persons in the town, but his never were mean acts, they were mostly aimed at humbling them. But something there where unexpected consequences.
A bright and unwise boy learning from a town apothecary isn't generally a good recipe for tranquility.
While his relations with most of the older people in town isn't one of the best and probably several of them still consider him "that hell bent boy", he has strong friendship bonds with most of the young of his generation and with master Hiram, the town apothecary.

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
Male cat ( Pathfinder RPG Bestiary 131)
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
—————
Tracked Resources
—————
-none-
—————
Special Abilities
—————
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

4 heavy draft horses

More detailed stats

combat:

BAB +2

Initiative: +4
Perception: +3 (+5)
Concentration: +8

rapier
Main hand: -1, 1d6+1 with Arcane strike -1, 1d6+2

dagger
Main hand: +3, 1d4+1 with Arcane strike +3, 1d4+2

morning star
Main hand: +3, 1d6+1 with Arcane strike +3, 1d6+2
Both hands: +3, 1d6+1 with Arcane strike +3, 1d6+2
Sling
Ranged, +4, 1d6+1 (+2 with AS) Rng: 50'

Throw bomb
Ranged: +6, 2d6+4 Fire Rng: 20'

AC 17 Touch 13 flat footed 14
(chain shirt or mage armor , dexterity 16)

Saves
Fort +8, Dex +8, will +4
+2 vs. poison

CMD 17 CMB +3

HP 30

With strength Mutagen

Concentration: +7

rapier
Main hand: +1, 1d6+3 with Arcane strike +1, 1d6+4

morning star
Main hand: +5, 1d6+3 with Arcane strike +5, 1d6+4
Both hands: +5, 1d6+3 with Arcane strike +5, 1d6+5

dagger
Main hand: +5, 1d4+3 with Arcane strike +5, 1d4+4

Sling
Ranged, +4, 1d6+3 (+4 with AS) Rng: 50'

Throw bomb
Ranged: +6, 2d6+3 Fire Rng: 20'

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
Appraise (1) +8
Bluff (3) +5
Climb +1
Craft (alchemy) (3) +12
Craft (carpentry) (1) +8
Diplomacy (2) +4
Disguise +2
Escape Artist +3
Fly +3
Handle animals -
Heal +4
+6 with tools
Intimidate +2
Knowledge (arcana) (1) +8
Knowledge (geography) (1) +8
Knowledge (local) (1) +8
Knowledge (religion) (1) +8
Perception (3) +3
+5 if Nero is within arm’s reach
Profession (driver) (1) +1
Profession (medium) (1) +1
Profession (soothsayer) (1) +1
Ride +3
Sense Motive (2) +3
+5 if Nero is within arm’s reach
Spellcraft (2) +9
Stealth +3
+6 if Nero is within 1 mile
Survival (1) +1
Swim (1) +2
Use magic device (3) +8

Traits, feats and special abilities:

FEATS

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.

Brew Potion (Bonus alchemist)
You can create magic potions.

Craft Wondrous Item
You can create wondrous items.

Iron will (Bonus human)
You get a +2 bonus on all Will saving throws.

Skill Focus (Heal) (Bonus chirurgeon)
You get a +3 bonus on all checks involving the healing skill

Throw Anything (Bonus alchemist)
Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Addition from Alchemist : An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any.
TRAITS
Arcane Temper

+1 trait bonus on concentration and initiative checks.

Bastard
You were born out of wedlock. You have always been an outsider in society, and in your own family. This perspective has sharpened your insight. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Drawback
Vain

-2 to Cha checks for 24h after failing an opposed Cha check

CLASS ABILITIES: Alchemist (chirurgeon)

Bomb 2d6+4 (7/day, DC 15) (Su)
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert - their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst - the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day - once created, a catalyst vial remains usable by the alchemist for years.

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)
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

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.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

At 14th level, the effects of a mutagen last for 1 hour per level

Poison Resistance +2 (Ex)
At 2nd level, an alchemist gains a +2 bonus on all saving throws
against poison. This bonus increases to +6 at 8th level.
(level 5 and 10 benefits replaced by chirurgeon)

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 other extracts to replace them (unlike infusions, which continue to occupy the alchemist's daily extract slots until consumed or used). This ability replaces poison use.

Infusion (discovery)
When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist
to gain its effects.

CLASS ABILITIES: Wizard (Abjurer)
Resistance (Ex)
You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.

Protective Ward (Su)
As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier (4). All allies in this area (including you) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier (7).

Opposite schools
necromancy and enchantment.

Familiar
If you are within arm's reach of your familiar, you gain the benefits of the Alertness feat.

If you are within 1 mile of your familiar, you may gain +3 to Stealth checks benefits.

Deliver Touch Spells Through Familiar (Su)
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the 'toucher'. The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Empathic Link with Familiar (Su)
The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Share Spells
The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

.


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
Adventurer's sash (13 @ 1 lbs) 3 lbs
Alchemist's kindness x2 <In: Adventurer's sash (13 @ 1 lbs)>
Antiplague x2 <In: Adventurer's sash (13 @ 1 lbs)> -
Antitoxin x2 <In: Adventurer's sash (13 @ 1 lbs)> -
Bloodblock x2 <In: Adventurer's sash (13 @ 1 lbs)> -
Mutagen: +4 Str, -2 Int, +2 Nat AC <In: Adventurer's sash (13 @ 1 lbs)>
Soothe syrup x2 <In: Adventurer's sash (13 @ 1 lbs)> 0.5 lbs

Belt pouch (2 @ 0.5 lbs) 0.5 lbs
Flint and steel <In: Belt pouch (2 @ 0.5 lbs)> -
Knife, utility <In: Belt pouch (2 @ 0.5 lbs)> 0.5 lbs
Money – 240 gp, 8 sp

Alchemy crafting kit 5 lbs
Artisan's outfit (Free
Healer's kit 1 lb
Waterskin 4 lbs

Weapons
Dagger 1 lb
Rapier 2 lbs
Sling -
Sling bullets x20 0.5 lbs
Javelin 2 lbs

Special and magic items
Basic alchemy (formula book) <In: Backpack (2 @ 6 lbs)> 3 lbs
Beginning Wizardry (spell book)<In: Backpack (2 @ 6 lbs)> 3 lbs
Cloak of resistance +2 1 lb
Potion of cure light wounds <In: Adventurer's sash (13 @ 1 lbs)>
Ring of protection +1 -
Extracts <In: Adventurer's sash (13 @ 1 lbs)>
Bomb vials -6 <In: Adventurer's sash (13 @ 1 lbs)>

Wagon
Alchemist's lab <In: Wagon, heavy (37 @ 149.5 lbs)> 40 lbs
Artisan's outfit 4 lbs
Artisan's tools (Craft [carpentry]) <In: Wagon, heavy (37 @ 149.5 lbs)> 5 lbs
Backpack (2 @ 6 lbs) 2 lbs
Basic maps (major landmarks only) <In: Wagon, heavy (37 @ 149.5 lbs)>
Bedroll <In: Wagon, heavy (37 @ 149.5 lbs)> 5 lbs
Belt pouch (empty) <In: Wagon, heavy (37 @149.5 lbs)> 0.5 lbs
Bottle of strong brandy <In: Wagon, heavy (37 @ 149.5 lbs)> 1.5 lbs
Chain shirt <In: Wagon, heavy (37 @ 149.5 lbs)> 25 lbs
Explorer's outfit <In: Wagon, heavy (37 @ 149.5lbs)> 8 lbs
Flint and steel <In: Wagon, heavy (37 @ 149.5 lbs)> -
Hot weather outfit <In: Wagon, heavy (37 @ 149.5 lbs)> 4 lbs
Ink, black <In: Wagon, heavy (37 @ 149.5 lbs)> -
Inkpen <In: Wagon, heavy (37 @ 149.5 lbs)> -
Leather armor <In: Wagon, heavy (37 @ 149.5 lbs)> 15 lbs
Mess kit <In: Wagon, heavy (37 @ 149.5 lbs)> 1 lb
Mess kit <In: Wagon, heavy (37 @ 149.5 lbs)> 1 lb
Morningstar <In: Wagon, heavy (37 @ 155.5 lbs)> 6 lbs
Pot <In: Wagon, heavy (37 @ 149.5 lbs)> 4 lbs
Rope <In: Wagon, heavy (37 @ 149.5 lbs)> 10 lbs
Scholar's outfit <In: Wagon, heavy (37 @ 149.5 lbs)> 6 lbs
Smelling salts <In: Adventurer's sash (13 @ 1 lbs)> -
Soap <In: Wagon, heavy (37 @ 149.5 lbs)> 0.5 lbs
Torch x10 <In: Wagon, heavy (37 @ 149.5 lbs)> 1 lb
Trail rations x5 <In: Wagon, heavy (37 @ 149.5 lbs)> 1 lb
Wagon, heavy (37 @ 149.5 lbs) -
Waterskin x2 <In: Wagon, heavy (37 @ 149.5 lbs)> 4 lbs

4 heavy draft horses


Languages:

Common
Gnome
Dwarven
Halfling
Elven.

spelbook and formula book:

Beginning Wizardry spellbook

Cantrips

Acid Splash
Arcane Mark
Dancing Lights
Detect Magic
Detect Poison
Flare
Ghost Sound
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance

Level 1 spells

Alarm
Color Spray
Comprehend Languages
Crafter's Fortune
Dancing Lantern
Expedisious retreat
Floating Disk
Mage Armor
Magic Missile
Snapdragon Fireworks

Level 2 spells

Mirror Image
Resist Energy

Basic alchemy

Level 1 formulas
Alleviate Addiction
Ant Haul
Cure Light Wounds
Endure Elements
Enlarge Person
Heightened Awareness
Polypurpose panacea
Shield

Appearance:

Height 5’ 8”
Weight 156 lbs

Hair black
Eyes: blue
Skin tanned
Age28

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.