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Archivist

(Heroes of Horror variant, p. 82)

Archivists seek out esoteric sources of divine lore, wherever those sources might be, securing those secrets for themselves and their fellow scholars.

Hit die

d6

Skill points

4 + Int

Class Features

Weapon and Armor Proficiency: Archivists are proficient with all simple weapons and with light and

medium armor, but not with shields.

Spellcasting: An archivist casts divine spells, drawn primarily from the cleric spell list although he can

eventually uncover, learn, and prepare noncleric divine spells spells. Unlike clerics, archivists prepare spells from a prayerbook, a collection of copied divine spells. To learn, prepare, or cast a spell, an archivist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist's spell is 10 + the spell level + the archivist's Int modifier.

Like other spellcasters, an archivist can cast only a certain number of spells of each level per day. His base daily allotment is given in Table 5—1: The Archivist. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1—1 on page 8 of the Player's Handbook). He must choose and prepare his spells ahead of time by getting a good night's sleep and then spending 1 hour studying his prayerbook. The archivist decides which spells to prepare while studying.

Prayerbook: Unlike a cleric, an archivist does not receive his daily spell complement from whatever deity

or cosmic force he worships. Rather, he must seek out and collect new spells much as a wizard does, but from such esoteric sources as holy tablets, ancient steles, or other magical scriptures. He cannot prepare any spell not recorded in his prayerbook except for read magic, which archivists can prepare from memory. An archivist begins play with a prayerbook containing all 0-level cleric spells plus three 1st-level cleric spells of the player's choice. For each point of Intelligence bonus the archivist has, the prayerbook has an additional 1st-level cleric spell. At each new class level, the archivist gains two new cleric spells for his prayerbook; these can be of any spell level or levels that he can cast (based on hisnew archivist level). At any time, an archivist can also add spells found on scrolls containing divine spells to his prayerbook, but he must make any rolls and spend the time required (see Adding Spells to a Wizard's Spellbook on page 178 of the Player's Handbook). The archivist can learn and thus prepare nonclerical divine spells in this fashion but the two free spells he gains for advancing in class level must be selected from the cleric spell list.

Dark Knowledge: Three times per day, an archivist can draw upon his expansive knowledge check by 10

or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.

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An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, 6/day at 9th level and so forth).

Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.

The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.

Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, an archivist confronted by corruption eaters* who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.

*New monster described on page 144.

Puissance: Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Foe: Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.

Dread Secret: By speaking aloud a dread secret of the target creature, an archivist of 11th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the archivist succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the archivist succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the archivist can choose to daze the target instead of stunning it).

Foreknowledge: Starting at 14th level, an archivist can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

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Lore Mastery: Upon reaching 2nd level, an archivist gains a +2 bonus to all Decipher Script checks and to

all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus.

Still Mind (Ex): Starting at 4th level, an archivist gains a +2 bonus on saving throws against spells and

effects from the school of enchantment, due to his rigorous focus and intense mental discipline.

Bonus Feat: When an archivist reaches 10th level, and again at 20th level, he can select a free feat from

the following list: Skill Focus (any Knowledge skill), Spell Focus, any metamagic feat, or any item creation feat.

Advancement

Class Level Base Attack Bonus Fort

Save Save Ref Save Will Special

—————Spellcasting————— 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +2 +0 +2 Dark knowledge (tactics) 3/day, Scribe Scroll

3 2 2nd +1 +3 +0 +3 Lore mastery 4 3 3rd +1 +3 +1 +3 Dark knowledge 4/day 4 3 2 4th +2 +4 +1 +4 Still mind 4 4 3 5th +2 +4 +1 +4 Dark knowledge (puissance) 4 4 3 2 6th +3 +5 +2 +5 Dark knowledge 5/day 4 4 4 3 7th +3 +5 +2 +5 Lore mastery 4 5 4 3 2 8th +4 +6 +2 +6 Dark knowledge (foe) 4 5 4 4 3 9th +4 +6 +3 +6 Dark knowledge 6/day 4 5 5 4 3 2 10th +5 +7 +3 +7 Bonus feat 4 5 5 4 4 3 11th +5 +7 +3 +7 Dark knowledge (dread secret) 4 5 5 5 4 3 2 12th +6/+1 +8 +4 +8 Dark knowledge 7/day 4 5 5 5 4 4 3 13th +6/+1 +8 +4 +8 Lore mastery 4 5 5 5 5 4 3 2 14th +7/+2 +9 +4 +9 Dark knowledge (foreknowledge) 4 5 5 5 5 4 4 3 15th +7/+2 +9 +5 +9 Dark knowledge 8/day 4 5 5 5 5 5 4 3 2 16th +8/+3 +10 +5 +10 — 4 5 5 5 5 5 4 4 3 17th +8/+3 +10 +5 +10 Lore mastery 4 5 5 5 5 5 5 4 3 2 18th +9/+4 +11 +6 +11 Dark knowledge 9/day 4 5 5 5 5 5 5 4 4 3 19th +9/+4 +11 +6 +11 — 4 5 5 5 5 5 5 5 4 4 20th +10/+5 +12 +6 +12 Bonus feat 4 5 5 5 5 5 5 5 5 5

Class skills

Skill name Key ability Trained only Armor check penalty

Concentration CON

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Decipher Script INT

Diplomacy CHA

Gather Information CHA

Heal WIS

Knowledge (arcana) INT

Knowledge (architecture and engineering)INT

Knowledge (dungeoneering) INT

Knowledge (geography) INT

Knowledge (history) INT

Knowledge (local) INT

Knowledge (nature) INT

Knowledge (nobility and royalty) INT

Knowledge (psionics) INT

Knowledge (religion) INT

Knowledge (the planes) INT

Profession WIS

Search INT

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Contemplative

(Complete Divine variant, p. 30)

Contemplatives devote their lives to cultivating a greater closeness with their deities.

Requirements

Skills: Knowledge (religion) 13 ranks

Spells: Able to cast 1st-level divine spells.

Special: Must have had direct contact with one’s patron deity or a direct servant of that deity, or with an

enlightened being embodying the highest principles of an alignment (a solar, for example).

Hit die

d6

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: Contemplatives gain no weapon or armor proficiencies.

Spells per Day/Spells Known: A contemplative who was previously a spellcaster continues to gain access

to more powerful divine magic while following the contemplative path. Thus, when a new contemplative level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in the spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of

controlling or rebuking undead, more frequent remove disease, and so on). This essentially means that she adds the level of contemplative to the level of whatever other spellcasting class the character has, then determines spells per day accordingly.

If a character had more than one divine spellcasting class before she became a contemplative, the player must decide which class to assign each level of contemplative for the purpose of determining divine spells per day and spells known. If the contemplative did not previously belong to a divine spellcasting class, she gains the ability to cast divine spells exactly as a cleric of her patron deity. Her spell progression is the same as that of a cleric.

Bonus Domain: Upon adopting the contemplative class, and again at 6th level, a character gains access to

a bonus domain of her choice. The character can choose any domain made available by her deity or alignment. The character gains the granted power associated with the domain she chooses, and can select the spells in that domain as her daily domain spells.

Divine Health (Ex): A contemplative has immunity to all diseases, including magical diseases such as

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Slippery Mind (Ex): At 2nd level, a contemplative gains the ability to shrug off magical effects that would

otherwise control or compel her. If a contemplative with slippery mind is affected by an enchantment and fails her saving throw, one round later she can attempt her saving throw again. She only gets this one extra chance to succeed on her saving throw.

Divine Wholeness (Su): At 3rd level and higher, a contemplative can heal her own wounds, in addition to

any other healing ability she may have. She can heal up to four times her contemplative level in hit points each day, and she can spread this healing out among several uses.

Divine Body (Su): At 5th level, a contemplative becomes immune to poisons of all kinds.

Divine Soul (Su): At 7th level, a contemplative gains spell resistance. Her spell resistance equals her class

level + 15. In order to affect the contemplative with a spell, a spellcaster must roll the contemplative’s spell resistance or higher on 1d20 + the spellcaster’s level.

Eternal Body (Ex): After achieving 9th level, a contemplative no longer suffers ability penalties for aging

and cannot be magically aged. (Penalties she has already suffered remain in place.) Bonuses still accrue, and the contemplative still dies of old age when her time is up.

Mystic Union (Su): At 10th level, a contemplative becomes a magical creature. She is forever more treated

as an outsider (native) rather than a humanoid for the purposes of spells and magical effects. Additionally, the contemplative gains damage resistance 10/magic.

Advancement

Level BAB Fort Ref Will Special Spellcasting

1st +0 +0 +0 +2 Bonus domain, divine health +1 level of existing divine spellcasting class 2nd +1 +0 +0 +3 Slippery mind +1 level of existing divine spellcasting class 3rd +1 +1 +1 +3 Divine wholeness +1 level of existing divine spellcasting class 4th +2 +1 +1 +4 — +1 level of existing divine spellcasting class 5th +2 +1 +1 +4 Divine body +1 level of existing divine spellcasting class 6th +3 +2 +2 +5 Bonus domain +1 level of existing divine spellcasting class 7th +3 +2 +2 +5 Divine soul +1 level of existing divine spellcasting class 8th +4 +2 +2 +6 — +1 level of existing divine spellcasting class 9th +4 +3 +3 +6 Eternal body +1 level of existing divine spellcasting class 10th +5 +3 +3 +7 Mystic union +1 level of existing divine spellcasting class

Class skills

Skill name Key ability Trained only Armor check penalty

Concentration CON

Craft INT

Diplomacy CHA

Heal WIS

Intimidate CHA

Knowledge (religion)INT

Profession WIS

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Divine Oracle

(Complete Divine variant, p. 34)

Some mortals hear the words of deities; these can be divine oracles.

Requirements

Skills: Knowledge (religion) 8 ranks

Feats: Skill Focus (Knowledge [religion])

Spells: Able to cast at least 2 divination spells.

Hit die

d6

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: Divine oracles gain no weapon or armor proficiencies.

Spells per Day/Spells Known: A divine oracle continues advancing in spellcasting ability as well as

gaining the abilities of her new class. Thus, when a new divine oracle level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means that she adds the level of divine oracle to the level of whatever other spellcasting class the character has, then determines spells per day accordingly. If a character had more than one spellcasting class before she became a divine oracle, the player must decide which class to assign each level of divine oracle for the purpose of determining spells per day and spells known.

Oracle Domain: Upon adopting the divine oracle class, the character gains access to the Oracle domain,

described in Chapter 7: Domains and Spells. The character gains the granted power associated with the domain (+2 caster level for divination spells), and can choose the spells in that domain as her daily domain spells.

Scry Bonus (Su): A divine oracle adds a +1 sacred bonus to the save DC of all her divination (scrying)

spells.

Prescient Sense (Ex): Beginning at 2nd level, if a divine oracle makes a successful Reflex saving throw

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or a fireball spell), she instead takes no damage, since her prescience allowed her to get out of the way faster. This form of evasion works no matter what armor the divine oracle wears, unlike the evasion ability used by monks and rogues.

Trap Sense (Ex): At 2nd level, the divine oracle gains an intuitive sense that alerts her to danger from

traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. This increases to +2 at level 5 and +3 at level 8.

Divination Enhancement (Ex): Beginning at 3rd level, a divine oracle may roll twice and take the better

result when using divination spells such as augury or divination.

Uncanny Dodge (Ex): Starting at 4th level, a divine oracle gains the ability to react to danger before her

senses would normally allow her to do so. The divine oracle retains her Dexterity modifier to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses her Dexterity modifier to AC if immobilized.)

Improved Uncanny Dodge (Ex): At 6th level and higher, the divine oracle can no longer be flanked, since

she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the divine oracle. The exception to this defense is when an attacker has at least 4 more rogue levels than the target has divine oracle levels. If a character already has levels of a class that could gain uncanny dodge, the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Immune to Surprise (Ex): At 10th level, the divine oracle’s sensitivity to danger is so great that she is

never surprised. She can always take a standard action during a surprise round, unless she is physically restrained from doing so. If there is no surprise round then this ability doesn’t help.

Advancement

Level BAB Fort Ref Will Special Spellcasting

1st +0 +0 +0 +2 Oracle domain, scry bonus +1 level of existing spellcasting class 2nd +1 +0 +0 +3 Prescient sense, trap sense +1 +1 level of existing spellcasting class 3rd +1 +1 +1 +3 Divination enhancement +1 level of existing spellcasting class 4th +2 +1 +1 +4 Uncanny dodge (Dex bonus to AC) +1 level of existing spellcasting class 5th +2 +1 +1 +4 Trap sense +2 +1 level of existing spellcasting class 6th +3 +2 +2 +5 Improved uncanny dodge (can’t be flanked) +1 level of existing spellcasting class 7th +3 +2 +2 +5 — +1 level of existing spellcasting class 8th +4 +2 +2 +6 Trap sense +3 +1 level of existing spellcasting class 9th +4 +3 +3 +6 — +1 level of existing spellcasting class 10th +5 +3 +3 +7 Immune to surprise +1 level of existing spellcasting class

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Class skills

Skill name Key ability Trained only Armor check penalty

Concentration CON

Craft INT

Heal WIS

Intimidate CHA

Knowledge (arcana) INT

Knowledge (religion)INT

Profession WIS

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Paragnostic Apostle

(Complete Champion variant, p. 94)

The paragnostic apostles are the most devoted of the Paragnostic Assembly (see page 72)—the most erudite of a sect dedicated, mind and soul, to the acquisition of knowledge. These eminent scholars use the secrets they've learned to augment their spells, and to shape the world around them in ways that other casters cannot. Knowledge is indeed power, and the paragnostic apostle understands that power better than most.

Requirements

Skills: Knowledge (arcana) 5 ranks , Knowledge (religion) 5 ranks , Knowledge (any other) 5 ranks

Spellcasting: Able to cast 3rd-level spells or use spell-like abilities of equivalent level. Special: Must be a member of the Paragnostic Assembly.

Hit die

d4

Skill points

4 + Int

Class Features

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known,

if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a paragnostic apostle, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Holy Texts (Ex): Because of your study of sacred writings, your paragnostic apostle levels stack with other

class levels for the purpose of turning or rebuking undead and level-dependent domain abilities. You do not gain such abilities if you do not already have them, however.

Knowledge Is Power (Ex): At each level, you gain a spellcasting enhancement based on your Knowledge

skills. Each time you gain this feature, choose one of the following abilities for which you meet the skill-based prerequisites. Although you can choose some of these abilities multiple times (as indicated in the descriptions), you may not select the same one twice in a row, and the minimum required skill rank increases by 2 for each subsequent selection of the same ability.

These benefits apply to warlock invocations as well as spells, where applicable.

Accurate Retort: You gain a +1 circumstance bonus on your ranged attack roll with every ray spell that you aim at a creature with a natural armor bonus. (Knowledge [arcana] 8 ranks)

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Backhanded Attack: If you successfully hit with an attack that deals hit point or ability score damage and requires a saving throw against an additional, nondamaging effect (such as a warlock's beshadowed blast

CAr or the orb of acidCAr spell, add 1 to the DC of the saving throw. (Knowledge [arcana] 6 ranks)

Call of Worlds: Each creature you summon with a conjuration (summoning) spell gains the fast healing ability. The damage healed per round begins at 2 hit points and increases by 1 for every three caster levels (maximum +5 at 15th caster level). (Knowledge [the planes] 6 ranks)

Discern Weakness: Choose one creature type or subtype from the ranger's favored enemy list (PH 47). If you have 8 ranks in the appropriate Knowledge skill (such as Knowledge [arcana] for dragons, or Knowledge [nature] for humanoids), the save DC of every spell that you target on a creature of that type increases by 1. You can select this ability multiple times, choosing a different creature type each time. Divine Understanding: Choose one clerical domain. For the purpose of this ability, you can choose any domain, whether or not your deity offers it. Your effective caster level increases by 1 when you cast spells that appear on that domain's spell list. You can select this ability multiple times, choosing a different domain each time. (Knowledge [religion] 5 ranks)

Energy Supremacy: Choose an energy type from the following list: acid, cold, electricity, fire. Your effective caster level increases by 1 when you cast spells of that energy type. You can select this ability multiple times, choosing a different energy type each time. (Knowledge [the planes] 5 ranks)

Manifest Ethos: Choose one non-neutral aspect of your own alignment (chaos, evil, good, or law). When you cast an energy-based offensive spell against a creature with an opposing alignment component (chaos/law or good/evil), one-half the hit point damage dealt is pure divine power instead of its normal energy type, and thus not subject to reduction by energy resistance or immunity. You can select this ability multiple times, assuming that your alignment permits it, choosing a different aspect of your alignment each time. (Knowledge [religion] 8 ranks or [the planes] 10 ranks)

Mind over Body: Your effective caster level increases by 1 when you cast conjuration (healing) spells or transmutation spells that grant ability bonuses or penalties. (Knowledge [nature or religion] 7 ranks) Mind over Matter: Whenever you cast a spell that creates a solid object, its hardness and hit points each increase by 2. When you cast a spell that provides an armor bonus, that bonus to AC also increases by 2. (Knowledge [architecture and engineering] 5 ranks)

Mortal Coil: Your effective caster level increases by 1 when you cast spells that physically change the subject's form (such as alter self, enlarge person, or baleful polymorph). (Knowledge [nature] 6 ranks) Noble Presence: Whenever you cast a charm spell, or a compulsion that affects the subject's emotions but not specific actions (such as good hope or rage, but not dominate person), the save DC increases by 1. (Knowledge [nobility and royalty] 5 ranks)

Penetrating Insight: You gain a +1 bonus on caster level checks made to overcome spell resistance, or to successfully dispel another caster's spell. (Knowledge [arcana] 9 ranks)

See through the Veil: Whenever you cast a necromantic spell that targets undead, the save DC increases by 1. In addition, your effective turning level increases by 2, if you possess the ability to turn or rebuke undead. (Knowledge [religion] 7 ranks)

Spatial Awareness: Your effective caster level increases by 1 when you cast conjuration (teleportation) spells. Furthermore, the subject of any spell that increases base movement rate or grants a new type of movement gains an additional 10 feet to the designated speed. (Knowledge [geography] 5 ranks)

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Lore (Ex): You can recall legends or information regarding various topics, just like a bard can with bardic

knowledge. To use this ability, make a lore check (1d20 + twice your paragnostic apostle level + your Int modifier). Success grants you the same result as a bardic knowledge check would. If you have the bardic knowledge or lore ability from another class, your levels in those classes stack with your paragnostic apostle levels for the purpose of this check.

Advancement

Level BAB Fort Ref Will Special Spellcasting

1st +0 +0 +0 +2 Holy texts, knowledge is power, lore +1 level of existing spellcasting class 2nd +1 +0 +0 +3 Knowledge is power +1 level of existing spellcasting class 3rd +1 +1 +1 +3 Knowledge is power +1 level of existing spellcasting class 4th +2 +1 +1 +4 Knowledge is power +1 level of existing spellcasting class 5th +2 +1 +1 +4 Knowledge is power +1 level of existing spellcasting class

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Sacred Exorcist

(Complete Divine variant, p. 56)

Through elaborate rites that may include dancing, drumming, beating a possessed person on the soles of the feet, liberal use of holy water, or many other means, sacred exorcists hope to drive away the spiritual forces of evil, preventing them from causing harm to the bodies and souls of humanity. Sacred exorcists are serious about their work and very devoted to their religion. Not all of them are dour and grim, but most are. Their determination to combat the forces of evil in the world—along with their special ability to do so— more than makes up for their lack of humor.

Most sacred exorcists are clerics or paladins who are specifically trained by their church for the work they are called to do. Most churches select only those who have shown a clear dedication to the work of

opposing evil outsiders, as well as exemplary faith and devotion. Occasionally, a wizard qualifies to fill this role in a church that is tolerant toward arcane magic, but members of other classes rarely become sacred exorcists.

NPC sacred exorcists are usually loners who travel from city to city in the service of their church. As highly specialized professionals, their services are frequently in demand, though few cities would have need for a full-time sacred exorcist.

Adaptation: As written, the prestige class mandates the sanction of a church or order, and it indicates that

sacred exorcists are loners. You could reverse either of those elements; sacred exorcists could function independently of a larger organization (or even be castoffs from the larger church). Maybe teams of exorcists (with paladin and arcane spellcaster backup) patrol the land, seeking out hidden evil wherever it may gather.

Requirements

Skills: Knowledge (the planes) 10 ranks , Knowledge (religion) 7 ranks

Alignment: Any good.

Spells: Able to cast dismissal or dispel evil .

Special: Adopting this prestige class requires the sanction of a church or order that ordains sacred exorcists.

Only characters judged by their church to be exemplary in faith and devotion, strong of will and upright in morality, are made sacred exorcists.

Hit die

d8

Skill points

2 + Int

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Weapon and Armor Proficiency: Sacred exorcists are proficient with all simple weapons. They do not

gain proficiency with any type of armor or with shields, but usually carry these proficiencies from their previous class.

Spells per Day/Spells Known: A sacred exorcist advances in spellcasting ability as well as learning the

skills of exorcism. Thus, when a new sacred exorcist level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). This means that she adds the level of sacred exorcist to the level of another spellcasting class the character has, then determines spells per day accordingly.

For example, if Delliva, an 8th-level cleric, gains a level as a sacred exorcist, she gains new spells as if she had risen to 9th level as a cleric, but uses the other sacred exorcist aspects of level progression such as base attack bonus and save bonuses. If she next gains a level as a cleric, making her a 9th-level cleric/1st-level sacred exorcist, she gains spells as if she had risen to 10th level as a cleric.

If a character had more than one spellcasting class in which she could cast dismissal or dispel evil before she became a sacred exorcist, the player must decide which class to assign each level of sacred exorcist for the purpose of determining spells per day and spells known.

Exorcism (Su): As a full-round action, a sacred exorcist can force a possessing creature or spirit out of the

body it inhabits. To exorcise a possessing creature, the exorcist makes a class level check (also adding her Charisma modifier, if any), against a DC of 10 + the possessing creature's HD + its Charisma modifier (if any). If the exorcist's result equals or exceeds the DC, she succeeds in forcing the possessor from the body, with the normal results based on its method of possession. A spirit so exorcised cannot attempt to possess the same victim for 24 hours.

Turn Undead (Su): Sacred exorcists can turn undead as clerics do. If a sacred exorcist has this ability from

another class, her class levels stack to determine her effective turning level.

Resist Possession (Ex): Sacred exorcists of at least 2nd level receive a +4 sacred bonus on their saving

throws against magic jar spells or similar abilities (including a ghost's malevolence ability), and a +2 sacred bonus on dispel checks made to dispel such effects. They also get a +2 sacred bonus on their saving throws against all charm and compulsion spells and effects cast by evil outsiders or undead.

Detect Evil (Sp): At will, a sacred exorcist of at least 2nd level can use detect evil as a spell-like ability.

Chosen Foe (Ex): At 3rd level, a sacred exorcist designates either undead or evil outsiders as her chosen

foe. Extensive study and special training in the proper techniques for combating this foe gives the sacred exorcist a +1 competence bonus on Bluff, Intimidate, Listen, Sense Motive, and Spot checks against the chosen foe, as well as a +1 bonus on caster level checks to overcome any spell resistance of the chosen foe. At 6th level the bonus increases to +2, and at 9th level it increases to +3.

Dispel Evil (Sp): Beginning at 4th level, a sacred exorcist can use dispel evil as a spell-like ability once per week. At 7th level, she can use this ability twice per week. At 10th level, she can use it three times per week.

Consecrated Presence (Su): At 5th level and higher, a sacred exorcist is surrounded by an aura of positive

energy that extends 20 feet from her presence. This aura duplicates the effects of a consecrate spell, but it moves with the sacred exorcist. If the sacred exorcist enters an area affected by a desecrate spell, both effects are negated while the sacred exorcist remains in the area. If the sacred exorcist is the target of a desecrate spell, her aura is suppressed for the duration of the desecrate spell.

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Holy Aura (Sp): A sacred exorcist of 8th level or higher can use holy aura once per day as a spell-like ability.

Advancement

Level BAB Fort Ref Will Special Spells per Day

1st +0 +0 +0 +2 Exorcism, turn undead +1 level of existing class 2nd +1 +0 +0 +3 Detect evil, resist possession +1 level of existing class 3rd +2 +1 +1 +3 Chosen foe +1 +1 level of existing class 4th +3 +1 +1 +4 Dispel evil 1/week +1 level of existing class 5th +3 +1 +1 +4 Consecrated presence +1 level of existing class 6th +4 +2 +2 +5 Chosen foe +2 +1 level of existing class 7th +5 +2 +2 +5 Dispel evil 2/week +1 level of existing class 8th +6 +2 +2 +6 Holy aura 1/day +1 level of existing class 9th +6 +3 +3 +6 Chosen foe +3 +1 level of existing class 10th +7 +3 +3 +7 Dispel evil 3/week +1 level of existing class

Class skills

Skill name Key ability Trained only Armor check penalty

Concentration CON

Craft INT

Heal WIS

Intimidate CHA

Knowledge (arcana) INT

Knowledge (religion) INT

Knowledge (the planes)INT

Profession WIS

(17)

3.5 Archivist Handbook

This guide is a remake of

Phaxi's original Archivist Handbook

and the

format is modeled on

After Crecent's Cleric Handbook

This is very

much a work in progress, and I am open to comments, criticisms, and

suggestions.

Table of Contents

Post 1

: Introduction and Party Role

Post 2

: Attributes and Races

Post 3

: Class Features

Post 4

: Feats and Skills/Skill Tricks

Post 5

: Spells

Post 6

: More Spells (and how to get them)

Post 7

: Equipment

Post 8

: Multiclassing, Dips, and Prestige Classes

Post 9

: Sample Builds

Post 10

: Debatable Tactics/Tricks and Credits

Introduction

Lore-wise, the archivist is the seeker of buried secrets and forgotten

lore. They seek out both obscure divine spells and knowledge about

the creatures of the darkness.

Archivists are the divine versions of wizards; they're intelligence

based, they have a spellbook (called a prayerbook), and they learn

spells as a wizard does, either from scrolls, or off other archivists

prayerbooks. Now, that may not sound very strong, compared to a

cleric that automatically has access to their entire list, and can also

turn undead, and has access to domains, but the archivist can learn

any divine spell: cleric, druid, adept, shugenja, domain spells, you

name it - if it can be cast as a divine spell or written as a divine scroll,

archivists can learn it. They also get a few more nifty abilities related

to knowledge skills that can buff the entire party, or daze/stun the

enemy. They can even, with the right PrC dips, have the option of

using Divine Metamagic and/or access to Domains. Overall, they are

potentially one of the most versatile casters in the game, and I think,

the most fun to play.

• Pros

• • You can cast any divine spell in the game!

• • Light and medium armor proficiency.

(18)

• • Better hit dice than a wizard

• • More spells per day than a wizard

• • Dark Knowledge

• • Only two levels where you don’t gain some sort of special ability

• • More skill points than you know what to do with

• • Two good saves

• • Bonus feats

• • All knowledge skills are class skills

• Cons

• • Worst BAB available (Fixable with a DMM persistent Divine Power)

• • Bad reflex saves.

• • Only d6 HP / level makes them relatively fragile.

• • No familiar

• • No undead turning (without prestige classing)

• • Potential MAD

• • No heavy armor or shield proficiencies

• • Dependency on a prayer book.

• • The DM directly controls how powerful you are (see below)

Talking to your DM

The archivist is not a class to spring on your DM without talking to

them first. The archivist has great potential, but in the wrong

campaign, it's going to be a disaster. Find out the following before

deciding to play this class:

What material will be allowed in this campaign?

• An archivist, more than almost any other class, has a power level

that is directly proportional to how many options are allowed in

the campaign. The more divine spells there are, the wider your

spell list is. Here are a list of thing that if allowed, will affect your

power:

• • Adepts – This NPC class gives access to some divine spells earlier

than most PC classes.

• • Any sort of cheap trick to get any Sorcerer/Wizard spell as a divine

spell – I’m not talking about domains that grant wizard spells as

divine spells, but class features that allow virtually any

Sorcerer/Wizard spell as a divine spell. Some examples of this

include Divine Magician variant, Hexer PrC, and Favored Souls of

Bahamut/Tiamat.

• • Divine Bard – This variant found in Unearthed Arcana or the online

SRD allows you to add any bard spell to the spell list.

• • Warlock or Pre-errata Artificers – Level 12 Warlocks or Pre-errata

Artificers can create any divine spell in the game. A PC, or cohort

(19)

like that in your party can be a valuable asset to your Archivist.

• • Any non-core divine casting class – Shugenja for example.

• • Divine Prestige Classes that add more spells to the class’s spell list.

(Malconvoker, Hathran, etc)

How easy is it to purchase divine scrolls? Even obscure ones?

Will there be NPC archivists that you can pay to learn from

their prayerbook?

If the DM is clearly reluctant to let you have access to a wide selection

of spells, I would advise picking a different class, or being prepared to

re-roll. An archivist that can only learn their two spells per level is just

kind of terrible. But, honestly, I've never had a problem when I've sat

down to talk to a DM beforehand. Find out how he handles wizards

learning new spells, then talk about the archivist. Walk him through

the class if he doesn't know it, and explain what ever your goals

are. I've found that usually some agreement can be reached.

Role in a Party

Here are some of the potential roles that the archivist could fill - I find

it's best to choose a primary role and focus on that first; most of the

really powerful tricks require heavy feat and PrC level

investment. However, the archivist is still more than capable of filling

any of these roles as a secondary function with minimal investment.

Healer: The archivist has access to every heal spell in the game,

several earlier than the cleric or druid. So, if that's what you really

want to do, the archivist makes a great healer. That said, like many

members of this board, I consider healing to be a sub-par role. Even

without any feats devoted to it, you'll still be able to do the job when

needed. Have a heal or two memorized for emergencies, and call it

good.

Buffer: Here's an area that the archivist can really shine. With access

to almost every worthwhile buff in the game, and the ability to use

Divine Metamagic to Persist or Quicken your buffs, you can either start

the day off by throwing up a bunch of 24 hours buffs, or quickly put

them up once engaged in battle. Add in your Dark Knowledge class

feature to give them +hit, +damage, and +saves with Move Actions,

and the party will love you.

Summoner: This is my favorite role to play, and another real

strength of the archivist. With access to both Summon Nature's Ally

and the Summon Monster Series (and the Summon Undead series),

(20)

along with the Planar Ally/Binding lines, the archivist is an unparalleled

summoner. SNA gives you heavy combat types, while SM gives you

utility and a host of supernatural abilities. Use Rapid Spell and Divine

Metamagic Twin Spell for quick deployment, and consider PrCs like the

Thaumaturgist or Malconvoker for some decent boosts.

Battlefield Control: starting out with the old standby of entangle,

you have all the tools for the job: divide up your enemies and

conquer.

Blaster: the archivist isn't quite as good at this as you might think;

sure they have access to a lot of the good blasting spells, especially

from the druid list, but most of the really good blasting PrCs are

arcane-only. Still, blasting is a crappy job anyway; it's never a bad

idea to have a good damage spell or two available as a last resort, but

if you have to use them, something has gone horribly wrong.

Other Roles:

Melee: The archivist can gish it up if need be; DMM Persist of Divine

Power and other tricks come in handy, but it's probably going to take

several levels to come online. Still, it's certainly doable - if anyone has

any suggestions for tips/tricks/builds, please let me know.

Ranged: The cleric archer is a standby on these boards, and with

good reason: Zen Archery makes clerics very very good. Sadly, it

doesn't really work for archivists. Archivists run off int more than wis

(completely off int with the right feats) and so most archivists will be

dumping wis. So I'm going to say "just say 'no' to ranged archivist

builds". (though, if there's a counter argument out there, I'm open to

hearing it)

Color Code:

Blue

= great option, highly recommended.

Green

= a good option, though either less powerful or more limited

than a blue

Black = an average option, not terrible, but either of very limited use

or very weak.

Red

= a bad option, do not take.

Attributes

(21)

dump this.

Dex: Handy to boost your Reflex save (your one low save) and for

ranged touch attacks. If you play an Illumian, you can also use Dex

for your bonus spells instead of Wis.

Con

: Con is good for every class

Int

: The money stat - all your spell DCs are based on this, plus

you'll need some for your Dark Knowledge checks, and with Academic

Priest, Int can also determine bonus spells. Max this.

Wis: If, for some reason, you can't take Academic priest, this raises

in value a lot, as it determines bonus spells per day. Otherwise, your

will save is your best save, and this stat isn't worth putting many

points into.

Cha

: Diplomacy is a class skill, and quite useful if you're planning

on using the Planar Ally line, or straight cha is useful for Planar

Binding, and probably most importantly, since Turning is trivial to pick

up with this class, it fuels DMM. If you're not planning on doing any of

that, this drops to a red stat.

Class Features

Hit Dice: a non-amazing d6. You beat out wizards... and that's about

it. Staying in the back is a perfectly fine strategy^^

Skills:

4+Int per level, and given that you should have a pretty darn

good int, you make a decent secondary skill monkey. On the

downside, a lot of those skill points are going to be spoken for.

Proficiencies: Light and Medium Armor, simple weapons, no shields -

break out the light crossbow and stay in the back.

Spells:

Oooh, yeah. Let's get our spell-freak on. Cleric spells, druid

spells, adept spells, domain spells, shugenja spells, paladin spells,

ranger spells, blighter spells, Nentyar Hunter spells - if it can be cast

as a divine spell or scribed as a divine scroll, the archivist can learn it.

Dark Knowledge:

The other part that make archivists cool - starting

at 3 times per day as a move action, the archivist can make an

appropriate knowledge check against the opponents (arcana for

magical beast, dungeoneering for aberrations, religion for undead, the

planes for elementals and outsiders) vs DC15 and either grant the

entire party a boost or smite the enemy. The frequency increases by

1/day every 3 archivist levels (4/day at 3rd, 5/day at 6th, etc)

• 1st

Dark Knowledge - Tactics:

DC15 - give all party members an

untyped +1 bonus on rolls to hit, DC25 increase to +2, DC35

increase to +3

(22)

• 5th

Dark Knowledge - Puissance:

DC15 - give all party members

an untyped +1 bonus on saving throws, DC25 increase to

+2, DC35 increase to +3

• 8th

Dark Knowledge - Foe:

DC15 give all party members a +1d6

on damage rolls, DC25 increase to 2d6, DC35 increase to 3d6

• 11th

Dark Knowledge - Dread Secret:

DC15 single target is

dazzled for one round, DC25 single target is dazed for one

round, DC35 single target is stunned for one round

• 14th Dark Knowledge - Foreknowledge: DC15 all party members

gain a +1 insight bonus to AC, DC25 increase to +2, DC35

increase to +3

Scribe Scroll:

archivists gain Scribe Scroll as a bonus feat at level

1. This is more crucial than it might seem, as it allows you to scribe

scrolls for other classes spells. From the DMG pg 282 "Note that all

items have prerequisites in their descriptions. These prerequisites

must be met for the item to be created. Most of the time, they take

the form of spells that must be known by the item's creator (although

access through another magic item or spellcaster is allowed)"

Lore Mastery:

At 2nd level, the archivist gets a +2 on Decipher Script

checks and +2 on the Knowledge of his choice. Add +2 to a different

Knowledge at levels 7, 13, and 17.

Still Mind: At 4th level, the archivist gets a +2 bonus to his saving

throws against the school of enchantment. One more reason not to

cry about dumping Wis.

Feats

General Purpose:

Planar touchstone

PlH

- a nice set of available benefits, that can be

changed

Draconic Archivist

HoH

- can use Dark Knowledge against Dragons

and Constructs with a knowledge(arcana) check.

Improved Initiative

PHB

- Battles often hinge solely on who goes first

- be the one that goes first.

Summoning:

Spontaneous Summoning

CD

- probably worth it even in a

non-summoner focused build, there's a lot of sheer utility offered,

and it opens up some other options to you as well.

Rashemi Elemental Summoning

UE

- allows you to turn your air

(23)

thomils.

Summon Elemental

CM

- Summon a lower level elemental all day -

great for scouting, trap bait, etc.

Metamagic School Focus

CM

- 3/day, lower the cost of metamagic

on a spell of the chosen school by 1 (limit of +0) - choose

Conjuration, great for getting free Rapid summons.

Metamagic:

DIVINE METAMAGIC

- is it allowed in the campaign? Then yes,

you will take this (you will need a dip in Sacred Exorcist, or

another source of turning to qualify, but that's not a big deal)

and possibly more than once. Depending on your primary role,

you'll probably choose different feats to apply this to: Persist is

always a strong buffing option, and Quicken is a good option in

any build. For summon heavy builds I like Twin Spell.

Persistent Spell

CAr

- makes any personal or fixed distance spell last

24 hours at a +6 level adjustment. Even without DMM, this is a

pretty great option.

Twin Spell

CAr

- You cast the same spell twice for a +4 level

adjustment. Great for summonings and Save or X spells.

Rapid Spell

CD

- Full round cast spells are now a standard action for a

+1 level adjustment (longer spells are affected too) - this is

fantastic for summoning; summon on a standard action, then

Dark Knowledge on your Move Action and your summons get the

benefit too. Not as useful for non-summoning builds.

Quicken Spell

PHB

- one of the best general utility metamagics;

casting as a swift action is pretty powerful.

Heighten Spell

PHB

- very handy for making low level spells with

unusual effects relevant at higher levels.

Reach Spell

CD

- give any touch spell a 30 ft range for a +2 level

adjustment. Touch attacks become ranged touched attacks, and

touch spells now have a fixed distance (and can be made

persistent.

Extend Spell

PHB

- kind of handy on it's own, but even more

importantly, you need this to get Persistent Spell.

Ocular Spell

LoM

- Cast two spells as a full round action, for a level

adjustment of +2 on each. There are some fun uses for this, but

it has a fairly narrow application.

Sudden Maximize

CAr

- 1/day apply Maximize Spell on the fly with no

level adjustment.

Devotion Feats:

If you're doing a build that takes advantage of domains, a few of these

feats can be pretty nice.

(24)

Knowledge

- gain up to a +5 insight bonus on all attack and damage

rolls with an appropriate knowledge check - hey, that sounds like

something we already do^^ Better for a gish build or a blaster type,

but anyone that ends up dealing damage on a personal basis regularly

should try to get this.

Travel

- 1/day move up to your speed as a swift action. You can

spend 2 turn attempts to use it again.

Law

- up to a +7 sacred/profane bonus to attack or AC that you can

reallocate on a round to round basis, very nice.

Skills

Concentration

Every caster needs to have this maxed.

• Decipher Script If your DM hints that this is going to be an

important skill in the campaign, the archivist is a great choice to

grab it, otherwise, no. It's too bad really, it does fit in really well

flavor-wise.

Diplomacy

Again, if the party needs a face, and you didn't dump

Cha, you can do a fine job. Also handy if you are planning on

using the Planar Ally line at all.

Knowledge (all)

You'll want to max at least four of these - arcana,

dungeoneering, religion and the planes (you may possibly want

rank in nature as well depending on what PrCs you pursue)

• Search Hopefully your real skill monkey has this.

Spellcraft

Like all casters, you will be maxing this.

Spells

Spells are the archivist's greatest strength, and unless you're playing

in a campaign with nigh-unlimited money, you'll want to choose your

spells carefully. Here are some of the more potent and versatile spells

that you may want to pick up as fast as you can.

(For now, I'm leaving out the Divine Bard versions of spells; I'll

probably go back and add them later if there's interest)

0 Level

(25)

1st Level

Cleric:

Bless

PHB

- +1 morale bonus to all allies attack rolls and saves against

fear effects

Command

PHB

- Sleep is generally better at low levels, but this doesn't

have a HD cap, so remains useful longer.

Divine Favor

PHB

- +1 luck bonus on attack and damage rolls that

scales up to +6

Entropic Shield

PHB

- 20% miss chance for all ranged attacks against

you

Obscuring Mist

PHB

- One of the best early retreat spells, drop this and

run away. Even better later on when you have pets that have

blindsight or similar.

Protection from Evil/Good/Chaos/Law

PHB

- a very powerful

defensive spell

Sanctuary

PHB

- there are a lot of non-damaging things you can do and

still be effective; this lets you do them safely.

Shield of Faith

PHB

- +2 deflection bonus to AC that scales up to +5

Conviction

SpC

- +2 morale bonus to saving throws for one ally that

scales to +5, Combine with Dark Knowledge: Puissance against nasty

Save or X using foes.

Summon Monster I - not very useful at first, but at higher levels

becomes a very versatile use for a 1st level slot

Omen of Peril

SpC

- the first good divination spell

Lesser Vigor

SpC

- The premiere out of combat healing spell

Non-Cleric: (Class

Spell Scource

)

Lesser Restoration (Pal

PHB

) - heal ability score damage and cure

status effect one spell level early

Warning Shout (Pal

SpC

) - as an immediate action, all your allies are

not flat-footed

Resist Energy (Ranger

PHB

) - a good defensive spell, earlier than

anyone else.

Lay of the Land (Ranger

SpC

) - another good divination spell, learn

about the land for 50 miles around you.

Embrace the Wild (Ranger

SpC

) - gain low-light vision, scent, or

blindsense for 10 minutes/level

Summon Nature's Ally I (Druid

PHB

) - really short duration at first, but

the wolf is really good - free trip attacks

Shillelagh (Druid

PHB

) - makes a quarterstaff a really good melee

weapon

Winged Watcher (Druid

CSc

) - turn into a bird as a swift action. Flight

at level 1? Yes, please. Only lasts 1 round/level, but still, it's nice to

(26)

have that option. Great escape spell.

Camouflage (Druid

SpC

) - +10 on Hide checks

Aspect of the Wolf (Druid

SpC

) - effectively turn into a wolf for 10

minutes/level

Produce Flame (Druid

PHB

) - one of the more potent blasting options at

this level.

Barkskin (Nentyar Hunter

PHB

) - scaling natural armor bonus, also

available from the Druid list or Plant Domain

2nd Level

Cleric:

Bull's Strength/Eagle's Splendor/Owl's Wisdom/Bear's

Endurance

PHB

- these tend to come in handy quite a bit.

Desecrate

PHB

- vital if you're going to be animating the dead

Hold Person

PHB

- save or lose

Spiritual Weapon

PHB

- a tool for dealing with incorporeal foes

Summon Monster II

PHB

- not as good as the other two summon spells

available, but decent if you don't have access to them.

Brambles

SpC

- a melee buff for wooden weapons.

Close Wounds

SpC

- one of the better healing spells - an immediate

action spell for those desperate moments.

Divine Insight

SpC

- gives a scaling bonus between +8-15 for any one

skill check.

Ghost Touch Armor

SpC

- adds the Ghost Touch ability to your armor.

Living Undeath

SpC

- makes the target immune to criticals and sneak

attacks

Summon Undead II

SpC

- the owlbear skeleton is slightly better at

combat than the SNA hippogriff

Lore of the Gods

CC

- Grants a +5 (+10 if you worship a god with the

Knowledge domain) insight bonus on all knowledge checks for 10

minutes/level

Substitute Domain

CC

- really great for later on, if you decide to play

around with domains.

Darkbolt

LoM

- 1d8/2 caster levels damage and must save or be

stunned for one round

Non-Cleric:

Summon Nature's Ally II (Druid

PHB

)- Hippogriff is the strong one

here, a good combatant and some flying powah.

Mass Snake's Swiftness (Druid

SpC

) - all of your allies make one

melee or ranged attack. If you did nothing with your second level

slots aside from memorize this spell, you would probably be fine.

(27)

Blinding Spittle (Druid

SpC

) - Blind a target with no save, lasts until

they rinse their eyes out.

Mass Camouflage (Druid

SpC

) - +10 Hide for the whole group

Bite of the Wererat (Druid

SpC

) - another close combat buff

Creeping Cold (Druid

SpC

) - 6d6 over 3 rounds, extend it at higher

levels for 21d6 for a 3rd level spell

Heart of Air Druid

CM

- +10 on jump checks, +10 fly speed, swift

action feather fall

Splinterbolt (Druid

SpC

) - not quite as good as Scorching Ray, unless

you're fighting immune to fire types. It's ranged attack instead ranged

touch, and is affected by DR. It does have a crit range of 18-20

though.

Scorching Ray (Adept

PHB

) - probably the best blasting spell of the

level, 4d6 on a ranged touch attack, no save

See Invisibility (Adept

PHB

)

Mirror Image (Adept

PHB

) - one of the best defensive spells in the

game

Web (Adept

PHB

)

Tremorsense (Ranger

SpC

) - gain tremorsense 30'

Primal Instinct (Ranger

DM

) - 24 hour buff, gain +5 competence bonus

to Initiative and Survival. When stacked with another Primal spell,

gain Uncanny Dodge.

3rd Level

Cleric:

Animate Dead

PHB

- start that undead horde up! (Or, if you're smarter,

a small group of elite undead)

Dispel Magic

PHB

- magic is where the power is; make sure that you

can fight back when the other side has it.

Magic Circle Against Evil/Good/Chaos/Law

PHB

- in addition to

being generally good defense, these are also vital to several higher

level spells.

Magic Vestment

PHB

- never spend money upgrading your armor

enhancement bonus.

Protection from Energy

PHB

- damage absorption for an energy type

chosen at cast time.

Summon Monster III

PHB

- this one is where SM starts to get

good. Most of your animals should have DR 5/magic, and you get

your first demon, who can cast stinking cloud for you.

Mass Conviction

SpC

- boost your whole party's saving throws

Mass Resist Energy

SpC

(28)

of combat healing.

Sonorous Hum

SpC

- no need to stop casting when you have a

concentration spell up.

Spikes

SpC

- the next upgrade of the wooden melee weapon line

Summon Undead III

SpC

- the troll skeleton is a decent beatstick, if he

can get a full attack in, he's better than the dire wolf from SNA III

Non-Cleric:

Spike Growth (Druid

PHB

) - put a real crimp in a charger's day.

Summon Nature's Ally III (Druid

PHB

) - the dire wolf is a toss up with

the undead troll, the wolf hits harder on a single attack and has a

higher move, and like the smaller version, can trip for free.

Wind Wall (Druid

PHB

) - Completely shut down archers, swarms, and

tiny fliers.

Bite of the Werewolf (Druid

SpC

) - another melee buff, hopefully by

this point you aren't having to use these much any more, but they're a

nice stat boost when you think you might have to get close to the

enemy.

Crumble (Druid

SpC

) - destroy objects, this spell ignores hardness

Icelance (Druid

SpC

) - 6d6 damage and they have to save or be

stunned for 1d4 rounds. Not great, but when you need to blast, it's

not bad.

Spiderskin (Druid

SpC

) - Barkskin + saves against poison and racial

bonus to Hide.

Arctic Haze (Druid

Frost

) - Obscures vision and does damage.

Venomfire (Druid

SK

) - seriously, just say no to this spell if you want to

avoid books being flung at your head. The most broken damage spell

in the game.

Primal Senses (Ranger

DM

) - 24 hour buff, gain low-light vision and +5

competence bonus to Spot and Listen. When combined with another

Primal spell, gain Uncanny Dodge.

Lightning Bolt (Adept

PHB

)

Charm Monster (Emissary of Barachiel

PHB

) - more enchantment

cheatery - so fun^^

Lesser Geas (Emissary of Barachiel

PHB

) - for those pesky Planer

Bindings that just won't give in.

Scrying (Emissary of Barachiel

PHB

) - the gold standard of long distance

problem solving.

Freedom of Movement (Nenytar Hunter

PHB

) - critical to stop grapples

and other nasty effects.

Death Ward (Consecrated Harrier

PHB

)

Restoration (Healer

PHB

) - cure permanent ability drain

Greater Magic Weapon (Pal

PHB

) - never pay for weapon

enhancements again

(29)

4th Level

Cleric:

Air Walk

PHB

- a very good way of getting over larger obstacles.

Dismissal

PHB

- get rid of a single outsider.

Divine Power

PHB

- What was your BAB? Doesn't matter, now you

have the BAB of a fighter, and extra hit points, and +6 to strength.

Imbue with Spell Ability

PHB

- a lot of useful tricks with this one.

Giant Vermin

PHB

- makes some pretty decent beatsticks

Lesser Planar Ally

PHB

- a fairly bad spell by itself, but you need it to

qualify for Thaumaturgist

Spell Immunity

PHB

- really good if you're going against known

enemies, or to stop some of the more common nasties.

Summon Monster IV

PHB

- some decent SLAs and the Howler makes a

good debuffer against tougher opponents.

Mass Shield of Faith

SpC

- scaling deflection AC bonus for the whole

party

Panacea

SpC

- cure almost any status

Sheltered Vitality

SpC

- several good immunities

Summon Undead IV

SpC

- pretty lackluster. The zombie has a lot of

hps, but that's about it, the ghast and allip might as well just be an

aoe spell (and not a very good one)

Greater Resistance

SpC

- 24 hour duration, +3 to all saves

Planar Tolerance

SpC

- ignore negative effects of other planes.

Non-Cleric:

Bite of the Wereboar (Druid

SC

) - high +Con and + Nat. Armor

Blast of Sand (Druid

Sand

) - a solid spell against creatures with SR

Boreal Wind (Druid

Frost

) - solid damage + knockback effects and

persists without the need for concentration. Also has a huge range.

Flame Strike (Druid

PHB

) - good damage, and half of it bypasses

immunity/resistance to fire.

Vortex of Teeth (Druid

SpC

) - really nasty if you can drop it on

slowed/immobilized enemies. Works against incorporeal creatures as

well.

Greater Creeping Cold

Heart of Earth (Druid

CM

) - gain CLx2 temporary hit points and a +8

bonus against trip attacks, bull rush, and overrun. As a swift action,

activate a stoneskin effect that last for rounds/level and ends the

entire buff when finished. No component.

Summon Nature's Ally IV (Druid

PHB

) - this is a really great level for

this spell line - brown bear and croc are great grapplers (bear for more

References

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