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- <<Maggie>>
- The long suffering librarian keeping the Court buffed
- NPC of the Court of the Deep Sea
- Attributes: Resistances: Stats:
- STR: 2 [16] Heat: 0% [10%] Caster Level: 120 [160]
- DEX: 8 [12] Cold: 25% [35%] Martial Level: 0
- CON: 12 [14] Acid: 0% [10%] Vitality: 107 [192]
- INT: 36 [40] Electricity: 0% [110%] Stamina: 12 [14]
- WIS: 36 [40] Sonic: -25% [-15%] Mana Pool: 316 [382]
- CHA: 16 [20] Light: 25% Martial Proficiency: - [24]
- Dark: -25% Ranged Proficiency: -
- Natural Proficiency: -
- Unarmed Proficiency: 4
- Physical Action Commands: -
- Physical Resistance: 30 [50]
- Arcane Casting Proficiency: 126 [160]
- Divine Casting Proficiency: -
- Nature Casting Proficiency: -
- Caster Spell List: 400++
- Supernatural Resistance: 90
- Class Breakdown
- ===============================================================================================
- Lv ML CL Vit Requirements
- Elf 0 0 5 1
- Ancient Elf 5 0 5 4 Elf and Level 80+
- Incantator 10 0 10 6 any Spellcasting
- Healer 10 0 10 10 any Spellcasting and INT or WIS 13+
- Barrier Mage 10 0 10 8 Abjuration Specialization
- High Caster 5 0 5 3 any Specialization and level 80+
- Archmage 5 0 5 3 any Specialization and level 80+
- Librarian 5 0 0 8 Librarian Skill 30+
- Legendary Bookworm 10 0 15 6 Librarian, Librarian Skill 75+
- Clerk 5 0 0 8 Clerk Skill 30+
- Administrator 10 0 15 6 Clerk, Clerk Skill 75+
- Arcanist 10 0 10 8 Knowledge (Arcana) 25+
- Occultist 5 0 5 6 Arcanist, Knowledge (Arcana) 75+
- Ablative Abjurer 5 0 10 5 Barrier Mage, protect against one million damage
- Triage Doctor 5 0 10 5 Healer, Administrator
- Totals: 100 0 115 87
- <<Class Abilities>>
- > Elf
- • Can choose a Pure-Blood Elf type: Dark, Snow, or Wood [Dark]
- • Dark Elves can see in Dim Lighting
- > Ancient Elf
- • Gain a different ability depending on your Tribal Bloodline
- • Dark Elves can see in Complete Darkness and are Immune to Petrification
- • Receive a bonus to Mana Regeneration that scales with the number of Spells you know (1% per 6 new spells)
- > Incantator
- • Can initiate a cooperative spell cast, splitting the Mana cost among all participants
- • Can Specialize in a spell School, casting Spell from that School at halved Mana cost [Abjuration]
- • Can Perform a lengthy chant to cast Spells at halved Mana cost
- > Healer
- • Can spend Mana to restore Vitality to a Target, efficiency scales with Level
- • Healing Spells you cast also confer a temporary Regeneration effect that lasts for a short time
- • Healing Spells you cast also have an additional chance to remove a harmful Status effect
- > Barrier Mage
- • Can Perform an Action to create a magic barrier to protect from an Attack or Spell
- • Magic Barriers created are more durable and you can maintain magic barriers at a reduced Mana cost
- • Can layer magic barriers with multiple barrier types to exponentially increase effectiveness and efficiency
- > High Caster
- • Gain an additional Magic Spell for every Character Level (+100 at Level 100)
- • Mana Regenerates 50% faster, and are Immune to Silence
- > Archmage
- • Can permanently reduce your maximum MP in order to gain powerful abilities:
- • Spell Power: +5 CL (Costs 9 Max MP)
- • Spell Turning: When countering or negating a spell, it is instead reflected back at it's caster (Costs 16 Max MP)
- > Librarian
- • Reduces usage time of Scrolls and Books by 50%
- • You can Perform an Action learn the complete contents of a book or piece of text instantly.
- > Legendary Bookworm
- • Using a Scroll consumes no Mana for you. Furthermore, there is a 25% chance that the Scroll won’t be consumed upon use.
- • Gain additional Mana Regeneration and Supernatural Action Speed based on the number of Unique Books you have in your Inventory.
- • Once per day, you may consume a Scroll to Permanently Learn the Spell it contains. If the Spell learnt is not of your Tradition, this ability has a 1-week cooldown.
- > Clerk
- • Can Give and Receive items from Entities from a very large Distance. This distance Scales with your Level.
- • (In order to receive the item, you/the creature who is receiving must confirm the transference.)
- • Can Perform an Action to Learn Information on a Creature you can see. The amount of information received scales with your Level.
- • (This Ability is treated as a Divination Spell for the purposes of resistances and interference.)
- > Administrator
- • You may select a number of Willing creatures equal to your level to Administrate. You always know the rough Position of these Creatures, with more Precision the closer they are to you, and can Telepathically Communicate with these Creatures.
- • You are able to cast Spells and use Abilities on Administrated Creatures regardless of Range.
- • Anti-Divination Spells and Abilities don't work against your Learn Information Ability
- > Arcanist
- • Have Arcane Spellcasting (Int) and Mana Regenerates 25% faster, but cast spells at double Mana Cost.
- • Receive an Additional Magic Spell for every Knowledge (Arcana) Rank.
- • All spells learned through this must be of a level you can cast.
- • Can Perform an Action to Identify a Spell Effect or a Spell being Cast.
- > Occultist
- • Spell Mana cost is no longer doubled and Mana Pool maximum is increased by 25%
- • Once per day, you can attempt to cast any spell you don't know, that is of a level you can Cast, for double its usual mana cost. If it's an Arcane spell, your chance of success is 3/4 of your Knowledge (Arcana) skill. If it's not an Arcane spell, your chance of success is 1/2 of your Knowledge (Arcana) skill. Your MP is expended whether it succeeds or fails.
- > Ablative Abjurer
- • Gain Special Skill: [Unbreakable Barrier]
- • Gain Special Skill: [Endless Absorption]
- > Triage Doctor
- • Can cast Spells using Vitality instead of Mana
- (From Blood Mage)
- • Mana pool increased by 25%, Mana regenerates 25% faster
- (From Theurge)
- • Gain Special Skill: [Reassign Wounds]
- <<Special Skills and Spells>>
- > [Unbreakable Barrier]
- • Spells you cast that provides protections (Protection from Energy, Stoneskin, etc) can provide 50% more protection than before.
- • For example, [Protection From Energy] normally provides 12 points of protection per CL. With this, it provides 18 points of protection per CL.
- > [Endless Absorption]
- • Spells that provide DR (Stoneskin, Protection from Arrows, etc) now provide immunity from that damage source until they absorb enough damage to be ended. If such a spell does not have a limit to damage absorption, it can now absorb the same amount that it would protect you from per caster level before ending.
- > [Reassign Wounds]
- • When an ally you Administrate takes damage, you can transfer some or all of that damage to any number of other allies you Administrate and/or yourself.
- Feats
- ===================================================================================================
- [Abundant Casting]: +15 Mana.
- [Quick Potion]: You can drink a potion as a swift action.
- [Spell Penetration]: Your spells and abilities ignore 10 Supernatural resistance.
- [Toughness]: Gain 1 Vitality for every 5 Character levels.
- [Metamagic Batch A]: Can use Aquatic Spell, Bouncing Spell, Delayed Spell, Ectoplasmic Spell, Empower Spell, Split Ray Spell.
- [Metamagic Batch B]: Can use Enlarge Spell, Extend Spell, Heighten Spell, Intensified Spell, Persistent Spell, Chain Spell.
- [Metamagic Batch C]: Can use Maximized Spell, Piercing Spell, Quicken Spell, Seeking Spell, Twinned Spell.
- [Metamagic Batch D]: Can use Selective Spell, Solid Shadows, Widen Spell, Chain Spell, Transmuted Spell, Triplet Spell.
- [Augment Healing]: Your healing spells are more effective.
- [Abundant Ability]: Choose any one ability you have with a cooldown. The chosen cooldown time is halved permanently. [[Twice] per day, you may consume a Scroll to Permanently Learn the Spell it contains. If the Spell learnt is not of your Tradition, this ability has a [1/2]-week cooldown.]
- [Enduring Spells]: Effects of your spells on your allies that should last longer than an hour but shorter than 24 hours now last 24 hours.
- [Greater Enduring Spells]: Effects of your spells on your allies that should last longer than ten minutes but shorter than 24 hours now last 24 hours.
- [Improved Abundant Casting]: +25 additional Mana.
- [Greater Abundant Casting]: +40 additional Mana.
- [At Home in the Deep]: If your race can See in Complete Darkness, you gain the ability to see through magical darkness.
- Skill Breakdown
- ===================================================================================================
- Base Softcap Added Total
- [Ki Control] [11] [24] [35] [50]
- [Athletics] [16] [19] [35] [50]
- [Balance] [8] [12] [20] [35]
- [Climb] [1] [19] [20] [35]
- [Jump] [1] [19] [20] [35]
- [Tumble] [12] [8] [20] [35]
- [Flight] [7] [50] [18] [25] [35]
- [Ride] [7] [50] [18] [25] [35]
- [Swim] [1] [50] [39] [40] [100]
- [Grapple] [1] [50] [24] [25] [35]
- [Thievery] [7] [50] [18] [25] [35]
- [Stealth] [32] [50] [8] [40] [50]
- [Mana Control] [68] [17] [85] [100]
- [Spellcraft] [88] [88] [100]
- [Investigation] [88] [88] [100]
- [Insight] [88] [88] [100]
- [Perception] [88] [88] [100]
- [Medicine] [64] [17] [85] [100]
- [Survival] [64] [17] [85] [100]
- [Deception] [48] [12] [60] [75]
- [Intimidation] [48] [12] [60] [75]
- [Leadership] [28] [7] [35] [50]
- [Persuasion] [48] [2] [50] [75]
- [Craft (Papermaking)] [64] [21] [85] [100]
- [Craft (Calligraphy)] [64] [21] [85] [100]
- [Craft (Painting)] [64] [21] [85] [100]
- [Craft (Other)] [64] [22] [22] [32]
- [Knowledge (Arcana)] [88] [88] [100]
- [Knowledge (Dungeoneering)] [88] [88] [100]
- [Knowledge (Engineering)] [88] [88] [100]
- [Knowledge (Geography)] [88] [88] [100]
- [Knowledge (History)] [88] [88] [100]
- [Knowledge (Local)] [88] [46] [46] [56]
- [Knowledge (Monster Lore)] [88] [88] [100]
- [Knowledge (Nature)] [88] [88] [100]
- [Knowledge (Nobility)] [88] [46] [46] [56]
- [Knowledge (Religion)] [88] [88] [100]
- [Profession (Clerk)] [68] [17] [85] [100]
- [Profession (Librarian)] [68] [17] [85] [100]
- [Profession (Scribe)] [68] [17] [85] [100]
- [Profession (Other)] [68] [46] [46] [56]
- [Performance (Oratory)] [28] [28] [43]
- [Performance (Singing)] [28] [28] [43]
- [Performance (Acting)] [28] [28] [43]
- [Performance (Comedy)] [28] [28] [43]
- [Performance (Other)] [28] [26] [26] [36]
- Current Loadout
- ===================================================================================================
- [Weapon]
- >Librarian's Orb of Power
- [Off Hand]
- >Sacrificial Dagger
- [Armor]
- >Draconic Robes
- [Accessories]
- >Caster's Ring of Perfection
- >Scales of Life and Power
- >Life Cocoon Thread
- >Ring of the Court of the Deep Sea
- Item Breakdown
- ===================================================================================================
- <<Librarian's Orb of Power>> (Divine-Class Casting Focus)
- [Spell Engine (9)] - Mana Regeneration has no delay time
- [Arcane Concordance (4)] - +5 CL. Arcane spells can be cast as if Chain Spell was used on it without increasing the cost of the spell.
- [Greater Serenity (1)] - Gain resistance to mental effects, +10 to Persuasion, and consider oncoming Intimidation to be -10.
- [Wings of the Sea (1)] - +30 Swim.
- <<Sacrificial Dagger>> (Top-Class One-handed Weapon)
- [Greater Magic Weapon (3)] - +10 Weapon Type Proficiency when wielding, and Weapon is considered a Magic Weapon.
- [Divine Sacrifice (2)] - You can pay 1 Vitality to add 10 extra damage to any attack.
- [Biting Blade (2)] - Melee weapon deals increased damage.
- <<Draconic Robes>> (Divine-Class Garment)
- [Greater Form of the Dragon (9)] - +10 STR, +8 CON, Natural Armor as strong as Medium Armor, Have Wings, Can See in Complete Darkness. Gain Blindsense, 10 Physical Resistance, and a powerful Breath Weapon, damage type resulting from the Form. Bronze: Electricity Immunity, +20 Swim.
- [Heart of Water (3)] - Can breathe Underwater indefinitely, and Can slip into small openings, +10[0] Swim.
- [Heart of Earth (4)] - Increase max Vitality by +30 and +10 Physical Resistance.
- (Having 2 on the same equipment gives 25% chance to ignore Critical Hits and costs 1 Data Level less in total)
- <<Caster's Ring of Perfection>> (Divine-Class Accessory)
- [Chasing Perfection (7)] - +4 STR, +4 DEX, +4 CON, +4 INT, +4 WIS, +4 CHA.
- [Greater Spirit Guide (4)] - +10 to all Skills.
- [Spell Enhancer (4)] - +10 CL
- <<Scales of Life and Power>> (Divine-Class Accessory)
- [Greater Heroism (6)] - +10 to any one Martial Proficiency, and +5 to all uncapped skills, +20 Vitality.
- [Greater False Life (6)] - +35 Vitality
- [Suffer the Flesh (3)] - +25 CL, -10 CON.
- <<Life Cocoon Thread>> (Divine-Class Accessory)
- [Music of the Spheres (6)] - Recovers 5 Vitality every few seconds, +10% Resistance to Electricity/Acid/Heat/Cold/Sonic.
- [Nap Sack (4)] - Can recover extremely rapidly at rest, as such Constitution is considered 4x higher. Only functions outside combat while motionless
- [Death Ward (5)] - Immune to instant Death, Doom, absorb Vitality, and negative energy
- <<Ring of the Court of the Deep Sea>> (Relic-Class No-Slot Accessory)
- [Freedom (9)] - Immune to Paralysis, Petrification, Grapple, Sleep, Slow, Stun, Stop, and Difficult Terrain
- [Mending (1)] - Item doesn't naturally degrade. It slowly gets fixed outside combat.
- [Arcane Mark (1)]
- - A signet ring of the Court, this ring grants protection from some of the more dangerous effects, insisted upon by Brainy as a way of making sure all members of the Court are well-defended.
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