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About Robin LangwynFemale / Half-Tarutaru / Archmage Scholar 3
Personality:
Ever serene, stoic, and focused on her work and everything around her, Robin is not the type of person to allow anything to slip by her uncategorized and filed in her brain. Taking a practical, pragmatic approach to everything she does has become second nature after countless hours of study and research into the deepest truths of the world. As a result, her academic skills and knowledge are both phenomenal, but at the cost of eroding the already introverted child's communication skills in the process. She is not socially inept in any way, but would much rather spend her time in the peacefulness of books in their eternal and rewarding solitude.
Backstory:
A dangerously close flash of light and the echoing sound of thunder reverberating through her chest jolted Robin awake from her impromptu nap at the hands of mental exhaustion. A glance over at the clock to the right side of her cluttered desk revealed that it was almost 3 in the morning – another, to the left this time, would tell her that her candle had lost its light, and the only thing preventing her room from being enveloped in pure darkness was the soft lights of the hallway outside peering in through the door. A final look, now to assess her situation, made her realize that she was alone, in a dark room, during a stormy night at the cusp of the witching hour.
How spooky. Rubbing her eyes to try and shake off the clinging feeling of sleep trying to drag her towards the blissful oblivion, she would accidentally knock a tome off her desk. Lending her arm just enough energy to snap her finger and conjure a dancing light at the tip of her thumb, Robin would pick the book off the floor and then allow the flickering wisp to dance away in the air above her. With a now illuminated desk and the tiredness shaken off by the eternal determination to finish her work, Robin was ready to resume her equations and arcane scripture... ...When the designs for Rufus' mechanical windmills revealed themselves to her, among all the other writing of the tome she had knocked off the desk. Now, Robin was all too familiar with these prototypes, after spending the better part of two weeks combing over every number, every detail that the designs contained. But these pages would, much like the lightning that sparked her out of her sleep minutes earlier, light aflame a few too many memories in the exhausted mage's mind. Memories, of the first time she'd seen the Mana-powered windmills all the way back at her home village of Stineford. A quaint place filled with quaint people, which spared a young, but bright orphan, enough food and shelter to live her way through the first years of her life. She reminded herself of the wonder of seeing even one of these gigantic, spinning mechanisms towering so tall above her... Admittedly very diminute stature, even for a lass of her age. A memory that stuck with her for far too long, today's Robin would tell anyone, for every day she would find the time to gaze at the windmills and try to understand their workings. Her first crimes, as surprising as it might be for a child let alone an orphaned urchin, was to sneak into a merchant's tent and steal books while the other kids distracted the rotund peddler with their mischief. A book describing beginner magic, too advanced for a child like Robin... Were it not for the orphan's burgeoning intellect way beyond her young age. It was a rare sight to see, but Robin smiled at the remembrance. Flashes of the following years, as Robin continued to develop her magical skills through ingenuity, cunning and... Sometimes, a stolen book or two, she managed to be noticed by a traveling researcher coming to Stineford during a short leave from where he studied. Where the rest of the children she spoke with saw this only as an opportunity to try and mess with the young man, Robin realized that it could be a chance to become something more than just an urchin with a knack for wizardry. A week later, and many attempts at impressing the mage later, would Robin be taken in as an apprentice for her prodigious arcane talent. A month later, and she was returning with the researcher, who was convinced in Robin's abilities enough to give her a recommendation to the academy he went to. A year later, and she was enrolled Dyson's prestigious Spire of Truths, an esteemed academy of the arcane arts known to birth many of Borealis' greatest minds across the decades it had been opened. It was in the Spire that Robin truly immersed herself in the world of arcanistics. Every day, she'd dedicate herself to the study of magic to its highest degree, working her way through tomes upon tomes of knowledge that taught her way more than the parlor tricks. Though she was an incredible caster, managing to become adept in both white and black magic by the time her peers were acquainting herself to one or the other, her true passion was in discovering the deeper mechanisms of magic to its basest levels. And thus, the Theoretical Arcanistics course gained its youngest, yet far from least promising student in recent history. With a sigh, Robin flipped through the pages and re-read some of the notes she'd made on her copy of Rufus' projects. To think that, from a young child glancing up at the towering windmills, to being able to now understand their inner mechanisms... It was a dream come true, but far from the first one she'd accomplish in her lifetime. For as her fingers touched a specific passage, she recalled the breakthrough that changed her life in the Spire: a realization from the mechanical windmill, that through motion electricity could be generated, which could be fed into a machine that generates more motion. The feeling relived her the racing thoughts in her mind at the time, how a simple, obvious observation cascaded into so many scattered thoughts. Electricity was energy, and so was motion, two kinds of energy. Energy that could, through the right mechanisms, be converted into one another, even if at low efficiency. But if electricity could be converted to motion and back, that could maybe mean that any kind of energy could be converted to another and back. Just as Mana could generate electricity... "...Why can't electricity generate Mana?" Robin read out loud, as detailed by a single, simple, isolated line at the bottom of the page where she'd written years ago. This simple train of thought was what sparked in her a drive to know, to learn, to research way more than she had beforehand. Countless hours poured over manuscripts on theorems of electricity, energy, and mana, combing over so many numbers and equations it would make anyone's head spin. Anyone but Robin, who poured her heart, soul, and mind into writing, calculating and developing this unified theory of energy for the world to see. A solution to the constant conflicts between the engineers and artificers of her time. A new dawn of Magitek and engineering, fueled by a potential abundance of Mana to be supplied for everyone. And all she needed... ...Was to actually prove that she was right about it all. Truthfully, though Robin had spent years refining her work, she still could never truly prove that her theory was correct. Every proof she attempted would have sound mathematical and arcane bases behind them, but as it was developed, there always seemed to be a hidden truth, a secretive property or another kind of impediment that stopped her from finishing her work. There was something missing, and no matter what she tried, she could not pinpoint what it was – which, along with the fact that it would help ensure the survival of civilization itself, was the main driving force behind her acceptance of a role in the Celeste's mission to the surface. Convinced that the Last Crystal is, fittingly, the final piece of the puzzle that would allow her to usher a new age of technology for the world, Robin took on a field researcher and arcane specialist role on the Celeste, helping oversee the more esoteric aspects of the Magitek that kept the great ship afloat. She... Had yet to really make any acquaintances on the ship, as Robin was more fond of her books and study than the rowdy crowds of the Celeste, but since it was inevitable, she planned on going out soon to meet new people and maybe do some networking in the meantime. Who knows what kind of new people she can speak to, on the road to a revolutionary discovery? -------------------- Defense -------------------- AC: 14, touch 13, flat-footed 12 (+1 armor, +2 Dex, +1 Small size) HP: 21 (3d4 + 3 Con + 6 FCB) Fort: +2 / Ref: +4 / Will: +5 CMB: -2 CMD: 10 Speed: 25 ft. Base Atk +1 Favored Class Bonuses::
1st: +1 hp / +1 hp (Multitalented Racial Ability) 2nd: +1 hp / +1 hp 3rd: +1 hp / +1 hp --------------------
Elemental Orb: +5 vs Touch, Close Range, 1d3 chosen elemental damage
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MP Increase: +4 (a quickened spell costs 4 additional MP more than the actual MP cost of the spell.) --------------------
Seeker
Loner
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Adventuring Skills:
Background Skills:
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Limit Breaks:
Mana Wall (Su): This Limit Break shields the black mage from damage by using his MP pool at a rate of 5 damage per magic point. This Limit Break lasts for a duration of 1 round + 1 round per four black mage levels after 1st and the black mage has no control over it. If the black mage is out of MP, the Limit Break ends prematurely and the black mage takes damage as normal. This limit break requires only a swift action. Pulse of Life (Su): This Limit Break causes an intense burst of angelic light to pulse through the white mage and her allies within 30 feet, healing for 2d10 points of damage + an additional 2d10 per four white mage levels after 1st and providing a Fast Healing 2 that increases by 2 per four white mage levels after 1st and lasts for a duration of 1 round + 1 round per four white mage levels after 1st. Any affected allies that are unconscious and brought to consciousness as a result of the initial healing and are prone are immediately brought to their feet (this action does not provoke attacks of opportunity).
Class Abilities:
Price of Power: Due to the advanced study of magic and gaining power, an archmage is fraught with frailty. An archmage’s hit dice decreases from d6 to d4. In addition, regardless of the archmage’s Constitution score (unless its lower than 10), an archmage that reaches -10 in hit points, dies. This ability cannot be overwritten or modified by any class feature or feat. Advanced Spellcasting: An archmage gains greater MP than normal equal to the spell level he gains. For example, an archmage of 5th level would have 14 MP [Base: 8, Bonus: 6 (1 for 1st, 2 for 2nd, 3 for 3rd)] excluding extra MP from Intelligence and Wisdom bonuses. In addition, an archmage may learn up to 9th level spells.
Cantrips: Archmages learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume MP and may be used again. Archmages begin with 4 0-level spells chosen from any spellcaster’s spell lists and gain two additional 0-level spells every four levels after 1st lev Arcane Hypothesis (Su): Not just knowledgeable with spells, a scholar experiments constantly in order to better herself at wielding magic, and see what she can create. At 1st level, by increasing a spell’s casting time (swift/immediate to standard action, standard action or less to full-round action, full-round action to 1 round, 1 round to 2 rounds, or double any longer casting time), the scholar can roll on the table below and add the resulting metamagic feat to the spell without increasing the MP cost of the spell. Use of this ability must be declared before the spell to be affected is cast. First, the scholar selects the spell to be modified. Then she rolls on the Arcane Hypothesis table. If the resulting metamagic cannot be applied to the selected spell, she must roll again until it can (she only rerolls if the resulting dice cannot be adjusted). Lastly, the scholar casts the resulting spell as normal, choosing targets, making attack rolls, etc. This ability can be used a number of times per day equal to her Intelligence modifier or her Wisdom modifier, whichever is higher. Signature Spells (Su): At 1st level and each time an archmage gains a new spell level, she chooses a signature spell. The DC for signature spells increases by 1. The archmage gains a +2 bonus on concentration checks when casting signature spells; this bonus increases to +4 at 10th level. Additionally, an archmage can apply one of the following additional effects by spending 1 point from her arcane reservoir. Dismiss (Su): An archmage can dismiss a signature spell as a swift action instead of a standard action. Alternatively, the archmage can dismiss a signature spell that has a duration but isn’t normally dismissible. Spell Bender (Su): The archmage can bend the line of a spell that has a line area of effect up to 90 degrees at any single point along the line’s length. Spellwarp (Su): An archmage can reduce the radius of a spread or burst effect or shorten the length of a cone. All changes must occur in 5-foot increments, to a minimum of 5 feet. Alternatively, the archmage can change the area of effect of a cone spell to a line with a length equal to the spell’s range. Branch Field (Su): Though possessing an already formidable array of spells at his disposal, the archmage feels no need to limit himself in the pursuit of magical supremacy, or megalomania as it often seems. At 2nd level and every two levels thereafter, an archmage learns a branch of magic outside of white and black and may cast those spells by spending points from their arcane reservoir. When casting spells in this way, the spell uses the appropriate ability modifier of the class. Each branch may be taken multiple times but the archmage must still meet the prerequisites (if any). An archmage may take Extra Scholar Exploit feat to select additional branch fields. An archmage must be able to cast spells of that level to select the branch. Arcane Reservoir (Su): Beginning of 2nd level, a scholar has an innate pool of magical energy that she can draw upon to fuel her scholar exploits and enhance her spells. The scholar’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the scholar’s level. Each day, after resting 8 hours, the scholar’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + half of her scholar’s level. She can also regain these points through the consume MP class feature and some scholar exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the scholar reservoir are used to fuel many of the scholar’s powers. In addition, the scholar can expend 1 point from her arcane reservoir as a free action whenever she casts a spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Racial Abilities:
Magic Resistant: Tarutarus get a +1 racial saving throw bonus against spells or spell-like effects. Skilled: Humes gain an additional skill rank at first level and one additional rank whenever they gain a level. Magic Aptitude: Tarutarus gain a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks. Low-light Vision:Tarutarus can see twice as far as a hume in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Blood: Half-breeds count as both their base races for any effect related to race. Multitalented:Half-breeds choose two favored classes at first level and gain an additional +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Spells Known:
* = Signature Spell Cantrips Alter Object Grab Detect Magic Elemental Orb 1st level
White Magic
[b]Branch: Summoner
[b]2nd level
White Magic
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