Ezren

Coramus Thallon's page

336 posts. Alias of Lufien "Silvertongue" Loamin.


Full Name

Coramus Thallon

Race

| HP: 18/22 | AC: 13 (13 Tch, 11 Fl) | CMB: +2, CMD: 14 | F: +2, R: +3, W: +6 | Init: +4 | Perc: +2, SM: +2

Classes/Levels

| Speed 30ft | Hero: 2/3, Acid Dart: 9/9 | Spells: 1st 6/6 2nd 5/5 | Active conditions:

Gender

Male NG Human Wizard (Conjurer) 4

Size

Medium

Age

51

Alignment

NG

Location

Taldor

Languages

Common, Aqaan, Aklo, Infernal, Abyssal

Occupation

Alchemist

Strength 10
Dexterity 14
Constitution 12
Intelligence 22
Wisdom 14
Charisma 12

About Coramus Thallon

Coramus Thallon
Male Human Wizard (Conjurer) 4
NG Medium Humanoid
Init +4; Senses Perception +2
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Defense
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AC 13, touch 13, flat-footed 11 (+2 Dex, +1 Def)
hp 22 (4d6, +4 Con)
Fort +2, Ref +3, Will +6
Concentration +12
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Offense
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Speed 30 ft.
Ranged Light Crossbow +4 (1d8/19-20 x2)
Melee Dagger +2 (1d4/19-20 x2)
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Statistics
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Str 10, Dex 14, Con 12, Int 22, Wis 14, Cha 12
Base Atk +2; CMB +2; CMD 14

Special Abilities:

Arcane Bond - Signet Ring
Arcane School - Conjuration
Prohibited Schools: Necromancy & Transmutation
Cantrips
Summoner’s Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

Feats:

Scribe Scroll
Combat Casting
Spell Focus (Conjuration)
Lookout (With Ice Melts Quietly in Sunlight only)
Craft Wondrous Items

Traits:

Warded against Witchery: Sometime in your youth,
you encountered a location, object, or being steeped in
the power of evil witchcraft. Whether you were the victim
of this force, were a conduit for it, or merely witnessed its
effects, the event changed your life. You have tried to put
the strange incident behind you and forget it, but nebulous
premonitions of danger and eerie feelings of deja vu
have dogged your steps ever since. For some inexplicable
reason, you feel drawn to the lands of the North, though
you fear another encounter with the evil witchcraft that
touched you once before. Whether through your purity,
the blessing of goodly spirits, an innate determination,
or an intuitive and inexplicable familiarity with the ways
of black magic, you have acquired a resilience against
the power of the dark arts. You gain a +1 trait bonus on
saving throws against the spells, spell-like abilities, and
supernatural abilities of evil arcane spellcasters, and a +1
trait bonus on Spellcraft checks to identify spells cast by
evil arcane spellcasters.
Reactionary - +2 to Initiative Checks

Skills:

Trained:

Appraise +10 (2 ranks)
Craft (Alchemy) +10 (2 ranks)
Knowledge (Arcana) +13 (4 ranks)
Knowledge (Dungeoneering) +12 (3 ranks)
Knowledge (Engineering) +12 (3 ranks)
Knowledge (Geography) +12 (3 rank)
Knowledge (History) +12 (3 ranks)
Knowledge (Local) +11 (2 ranks)
Knowledge (Nature) +11 (2 rank)
Knowledge (Nobility) +11 (2 rank)
Knowledge (Planes) +11 (2 ranks)
Knowledge (Religion) +11 (2 rank)
Linguistics +13 (4 ranks)
Profession (Salesman) +7 (2 ranks)
Spellcraft +13 (4 ranks)


Languages:

Common, Aqaan, Infernal, Aklo, Abyssal, Skald, Goblin, Ignan, Celestial

Gear:

Light Crossbow, 20 Cold Iron Bolts, 10 Bolts, Dagger, Backpack, Bedroll, Flint & Steel, 6 days rations, Signet Ring (Arcane Bond), +1 Ring of Protection, Wand of Color Spray (23), Robe of Useful Items (with extra patches for a bag of 100 gp, three flasks of alchemist’s fire, a ladder, an open pit, a potion of cure serious wounds, a rowboat, a pair of war dogs, and a window), Vial of Acid, 3 potions of CLW, Potion of CMW, 2 potions of Endure Elements, Ice Floe Elixir, Thunderstone, Alchemist's Fire, Waterskin, Explorer's Outfit, Cold Weather Outfit, Snowshoes, Pearl of Power I, Spell Component Pouch, Scroll of Animate Object, Cauldron of Overwhelming Allies, 2,655 gp, 9 sp, Scroll of Resist Energy x4, Scroll of Magic Weapon, Scroll of Fireball (CL6), Scroll of Comprehend Languages

Prepared Spells:

0 - Acid Splash, Daze, Detect Magic, Light
1 - Snowball (D), Grease, Mage Armor, Magic Missile, Charm Person, Summon Monster I
2 - Summon Monster II x 2, Acid Arrow, Glitterdust, Invisibility

Spellbook:

1 - Grease DC 18 (D), Mage Armor (D), Magic Missile, Identify, Summon Monster I (D), Snowball DC 18 (D), Charm Person DC 17, Shield, Obscuring Mist
2 - Summon Monster II, Acid Arrow, Glitterdust DC 19, Invisibility

Background:
Coramus lived the first fifteen years of his life in the seedy city of Riddleport, the only son of two middle-class wool merchants. As their son grew to be a young man, and Riddleport grew ever more dangerous, the pair decided to sell their business and move somewhere away from the stigma of civilization. Thus the family moved north, carrying a heavy bag of gold, and hopes for a better life.

The journey took months, but the trio finally settled in the city of Whitethrone, far to the north of their initial home. All were happy, with young Coramus being taken as an apprentice to a local alchemist as his parents tried to reconstruct their former business in this new land. Coramus loved the work of an alchemist, the precise measurings of liquids, and the dangers of the consequences of making mistakes sent a thrill through him each time he mixed dangerous compounds together. His mentor, Aljiad, changed the young man one day when he announced that Coramus had the arcane gift, and proceeded to demonstrate to the young man several simple spells. With a bit of instruction, Coramus was able to duplicate the effects.

The older man continued to teach Coramus both alchemy and sorcery, teaching him of all the ways he could control an outsider to do his bidding, to ward off the blows of a mighty swordsman, how to even sway another's mind. When Coramus told his parents, they didn't seem pleased, but as long as he continued with his alchemist apprenticeship, they didn't much care if he indulged his 'hobby'.

Late one night, as Coramus was on his way home from a friend's house, he remembered he had forgot to mix a compound to settle for the night. Thinking to quickly rectify the situation, he turned about and unlocked the shop, wanting to make right the issue before turning in. His brow furrowed as he heard chanting in the summoning room in the back of the shop. Since Aljiad had never minded if the young man had attended before, he boldly walked to the room and opened the door.

He gasped in horror as he saw a monstrosity that surely came from Hell itself inside the summoning circle, Aljiad calmly keeping it under control as a trio of lovely, pale, flaxen-haired woman weaved their own magic on an older, dark-haired woman lying frightened, but very much awake, inside the circle. The fiend eyed the woman hungrily while the witches chanted, strange energies flowing through the room, some even managing to make their way to the young man. His face twisted in disgust as he realized that he actually felt revitalized by the contact, then he jumped back in surprise as the Hell beast fell upon the woman savagely. As he glanced around in panic, two sets of eyes fell upon his. The Hellish minion, and Aljiad. As his mentor started to point in his direction, Coramus slammed the door shut, running for his life.

Thinking that running home would only endanger his parents, Coramus started the next phase of his life. Sickened at the prospect of sorcery, he almost threw away his spellbook, wrestling with what had just happened. As months became years, he settled into a rhythm. He would settle into a small village for a few weeks, perhaps a few months. Set himself up as a traveling herbalist willing to treat illnesses or craft concoctions for those who could afford them. When everyone started getting familiar with him, he would leave. He would travel until his coin purse started getting light, then repeat the process.

His spellbook stayed in his pack most of the time, although he could never bring himself to throw the thing away. As he felt the pull through the years, the almost overpowering urge to return north, he dreaded the thought of returning north without his magic. Yet he made excuses, that this place didn't look kindly on magic, or why use magic when his own two hands were good enough, the list went on and on. As he nears the end of another trip, his coin purse starting to give the faint jingling that only meant one thing, he ponders whether he has been a fool the past few decades. Surely Aljiad was dead, at this point, the witches old or gone. Yet he remembered the revitalization that he felt those decades before, and wondered.

In the past few years, he has found himself tied into the Pathfinder Society as a contract alchemist, performing work for the Society on an unofficial basis. One such stint had him supervising a motley group of goblins, attempting to keep them out of trouble. A lone goblin singled himself out, actually asking intelligent questions and showing a genuine interest in something besides fire (although the fellow certainly wasn't averse to it by any means). When the time came for the goblins to move on, Coramus asked if the goblin could stay with him, and the Pathfinders and both readily agreed.

Life with Ice Melts Quietly in Sunlight was a bit different than his normal routine, but Coramus quickly grew accustomed to it. As the goblin excelled and soon surpassed Coramus in alchemical practice, the reluctant wizard found himself becoming the face for their traveling operation. In most cities and towns, they found a warm welcome for their healing salves, love potions, and little fire poppers for the children. Inevitably, they left town weeks later, an angry mob at their heels. Coramus soon grew to suspect that his goblin companion was the reason for this, but admitted to himself that he had grown lonely all these years and was reluctant to part with his friend. Besides, when they found some place new, they made a killing with the whole old wizard/cute goblin shtick.

After receiving a fairly morose response in Zimar, and barely breaking even before their routine hasty departure, the pair find themselves in the small Taldan village of Heldren. The business has been decent so far, and Coramus has high hopes for a few months of peace.

Appearance:
Coramus appears much as any other man, dressed in a tan-colored tunic and leather traveling breeches, worn from years of use on the road. He has a nearly wild mane of greying hair, a slightly more well-groomed mustache and beard accompanying it. His brown eyes peer out of a sun-darkened face, full of intelligence.

Personality:
From his years on the road, Coramus has taken to talking to himself. Although not unfriendly, he tends to keep people at arm's length, as attachment only creates hardship later on when he has to move on. He is very exacting in his work, insisting on following formulas to the letter, and treats life much the same way.