d&d 3.5 archivist notes

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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.

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Page 1: D&D 3.5 Archivist Notes

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.

Page 2: D&D 3.5 Archivist Notes

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 undea d, 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.

Scribe Scroll: Archivists gain Scribe Scroll as a bonus feat.

Page 3: D&D 3.5 Archivist Notes

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

Ref Save

Will Save

Special—————Spellcasting—————

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

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

3 2

2nd +1 +3 +0 +3 Lore mastery 4 33rd +1 +3 +1 +3 Dark knowledge 4/day 4 3 24th +2 +4 +1 +4 Still mind 4 4 3

5th +2 +4 +1 +4Dark knowledge (puissance)

4 4 3 2

6th +3 +5 +2 +5 Dark knowledge 5/day 4 4 4 37th +3 +5 +2 +5 Lore mastery 4 5 4 3 28th +4 +6 +2 +6 Dark knowledge (foe) 4 5 4 4 39th +4 +6 +3 +6 Dark knowledge 6/day 4 5 5 4 3 210th +5 +7 +3 +7 Bonus feat 4 5 5 4 4 3

11th +5 +7 +3 +7Dark 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 313th +6/+1 +8 +4 +8 Lore mastery 4 5 5 5 5 4 3 2

14th +7/+2 +9 +4 +9Dark 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 216th +8/+3 +10 +5 +10 — 4 5 5 5 5 5 4 4 317th +8/+3 +10 +5 +10 Lore mastery 4 5 5 5 5 5 5 4 3 218th +9/+4 +11 +6 +11 Dark knowledge 9/day 4 5 5 5 5 5 5 4 4 319th +9/+4 +11 +6 +11 — 4 5 5 5 5 5 5 5 4 420th +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

Craft INT

Decipher Script INT

Diplomacy CHA

Page 4: D&D 3.5 Archivist Notes

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

Spellcraft INT

Page 5: D&D 3.5 Archivist Notes

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.

Page 6: D&D 3.5 Archivist Notes

Divine Health (Ex): A contemplative has immunity to all diseases, including magical diseases such as mummy rot and lycanthropy.

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 Spellcasting1st +0 +0 +0 +2 Bonus domain, divine health +1 level of existing divine spellcasting class2nd +1 +0 +0 +3 Slippery mind +1 level of existing divine spellcasting class3rd +1 +1 +1 +3 Divine wholeness +1 level of existing divine spellcasting class4th +2 +1 +1 +4 — +1 level of existing divine spellcasting class5th +2 +1 +1 +4 Divine body +1 level of existing divine spellcasting class6th +3 +2 +2 +5 Bonus domain +1 level of existing divine spellcasting class7th +3 +2 +2 +5 Divine soul +1 level of existing divine spellcasting class8th +4 +2 +2 +6 — +1 level of existing divine spellcasting class9th +4 +3 +3 +6 Eternal body +1 level of existing divine spellcasting class10th +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

Page 7: D&D 3.5 Archivist Notes

Profession WIS

Sense Motive WIS

Spellcraft INT

Page 8: D&D 3.5 Archivist Notes

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.

Page 9: D&D 3.5 Archivist Notes

Prescient Sense (Ex): Beginning at 2nd level, if a divine oracle makes a successful Reflex saving throw against an attack that normally inflicts half damage on a successful save (such as a red dragon’s fiery breath 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 +5Improved 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

Page 10: D&D 3.5 Archivist Notes

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

Profession WIS

Spellcraft

Page 11: D&D 3.5 Archivist Notes

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)

Page 12: D&D 3.5 Archivist Notes

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 acid CAr 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 Spellcasting1st +0 +0 +0 +2 Holy texts, knowledge is power, lore +1 level of existing spellcasting class2nd +1 +0 +0 +3 Knowledge is power +1 level of existing spellcasting class3rd +1 +1 +1 +3 Knowledge is power +1 level of existing spellcasting class4th +2 +1 +1 +4 Knowledge is power +1 level of existing spellcasting class5th +2 +1 +1 +4 Knowledge is power +1 level of existing spellcasting class

Page 14: D&D 3.5 Archivist Notes

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

Class Features

Page 15: D&D 3.5 Archivist Notes

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 Day1st +0 +0 +0 +2 Exorcism, turn undead +1 level of existing class2nd +1 +0 +0 +3 Detect evil, resist possession +1 level of existing class3rd +2 +1 +1 +3 Chosen foe +1 +1 level of existing class4th +3 +1 +1 +4 Dispel evil 1/week +1 level of existing class5th +3 +1 +1 +4 Consecrated presence +1 level of existing class6th +4 +2 +2 +5 Chosen foe +2 +1 level of existing class7th +5 +2 +2 +5 Dispel evil 2/week +1 level of existing class8th +6 +2 +2 +6 Holy aura 1/day +1 level of existing class9th +6 +3 +3 +6 Chosen foe +3 +1 level of existing class10th +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

Spellcraft INT

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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

IntroductionLore-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.• • Better hit dice than a wizard• • More spells per day than a wizard• • Dark Knowledge

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• • 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 DMThe 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 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?

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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 PartyHere 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), 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

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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 blueBlack = an average option, not terrible, but either of very limited use or very weak.Red = a bad option, do not take.

Attributes

    Str: Only important if you plan on being a gish, for everyone else, 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

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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

• 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. 

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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 touchstonePlH - a nice set of available benefits, that can be

changed• Draconic ArchivistHoH - can use Dark Knowledge against Dragons

and Constructs with a knowledge(arcana) check.• Improved InitiativePHB - Battles often hinge solely on who goes first

- be the one that goes first.

Summoning:• Spontaneous SummoningCD - 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 SummoningUE - allows you to turn your air elementals into Orglashes, and your earth elementals into thomils.

• Summon ElementalCM - Summon a lower level elemental all day - great for scouting, trap bait, etc.

• Metamagic School FocusCM - 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

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build.  For summon heavy builds I like Twin Spell.• Persistent SpellCAr - 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 SpellCAr - You cast the same spell twice for a +4 level adjustment.  Great for summonings and Save or X spells. 

• Rapid SpellCD - 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 SpellPHB - one of the best general utility metamagics; casting as a swift action is pretty powerful.

• Heighten SpellPHB - very handy for making low level spells with unusual effects relevant at higher levels.

• Reach SpellCD - 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 SpellPHB - kind of handy on it's own, but even more importantly, you need this to get Persistent Spell.

• Ocular SpellLoM - 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 MaximizeCAr - 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. 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

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• 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

You get every cleric level 0, and that covers all of the important ones.

1st Level

Cleric:BlessPHB - +1 morale bonus to all allies attack rolls and saves against fear effectsCommandPHB - Sleep is generally better at low levels, but this doesn't have a HD cap, so remains useful longer.  Divine FavorPHB - +1 luck bonus on attack and damage rolls that scales up to +6Entropic ShieldPHB - 20% miss chance for all ranged attacks against youObscuring MistPHB - 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 spellSanctuaryPHB - there are a lot of non-damaging things you can do and

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still be effective; this lets you do them safely.Shield of FaithPHB - +2 deflection bonus to AC that scales up to +5ConvictionSpC - +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 slotOmen of PerilSpC - the first good divination spellLesser VigorSpC - The premiere out of combat healing spell

Non-Cleric: (ClassSpell Scource)Lesser Restoration (PalPHB) - heal ability score damage and cure status effect one spell level earlyWarning Shout (PalSpC) - as an immediate action, all your allies are not flat-footedResist Energy (RangerPHB) - a good defensive spell, earlier than anyone else.Lay of the Land (RangerSpC) - another good divination spell, learn about the land for 50 miles around you.Embrace the Wild (RangerSpC) - gain low-light vision, scent, or blindsense for 10 minutes/levelSummon Nature's Ally I (DruidPHB) - really short duration at first, but the wolf is really good - free trip attacksShillelagh (DruidPHB) - makes a quarterstaff a really good melee weaponWinged Watcher (DruidCSc) - 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 have that option.  Great escape spell.Camouflage (DruidSpC) - +10 on Hide checksAspect of the Wolf (DruidSpC) - effectively turn into a wolf for 10 minutes/levelProduce Flame (DruidPHB) - one of the more potent blasting options at this level.Barkskin (Nentyar HunterPHB) - 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 EndurancePHB - these tend to come in handy quite a bit.DesecratePHB - vital if you're going to be animating the deadHold PersonPHB - save or lose Spiritual WeaponPHB - a tool for dealing with incorporeal foesSummon Monster IIPHB - not as good as the other two summon spells

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available, but decent if you don't have access to them.BramblesSpC - a melee buff for wooden weapons.Close WoundsSpC - one of the better healing spells - an immediate action spell for those desperate moments.Divine InsightSpC - gives a scaling bonus between +8-15 for any one skill check.Ghost Touch ArmorSpC - adds the Ghost Touch ability to your armor.Living UndeathSpC - makes the target immune to criticals and sneak attacksSummon Undead IISpC - the owlbear skeleton is slightly better at combat than the SNA hippogriffLore of the GodsCC - Grants a +5 (+10 if you worship a god with the Knowledge domain) insight bonus on all knowledge checks for 10 minutes/levelSubstitute DomainCC - really great for later on, if you decide to play around with domains.DarkboltLoM - 1d8/2 caster levels damage and must save or be stunned for one round

Non-Cleric:Summon Nature's Ally II (DruidPHB)- Hippogriff is the strong one here, a good combatant and some flying powah.Mass Snake's Swiftness (DruidSpC) - 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.Blinding Spittle (DruidSpC) - Blind a target with no save, lasts until they rinse their eyes out.Mass Camouflage (DruidSpC) - +10 Hide for the whole groupBite of the Wererat (DruidSpC) - another close combat buffCreeping Cold (DruidSpC) - 6d6 over 3 rounds, extend it at higher levels for 21d6 for a 3rd level spellHeart of Air DruidCM - +10 on jump checks, +10 fly speed, swift action feather fallSplinterbolt (DruidSpC) - 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 (AdeptPHB) - probably the best blasting spell of the level, 4d6 on a ranged touch attack, no saveSee Invisibility (AdeptPHB) Mirror Image (AdeptPHB) - one of the best defensive spells in the gameWeb (AdeptPHB)Tremorsense (RangerSpC) - gain tremorsense 30'Primal Instinct (RangerDM) - 24 hour buff, gain +5 competence bonus to Initiative and Survival.  When stacked with another Primal spell, gain Uncanny Dodge.

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3rd Level

Cleric:Animate DeadPHB - start that undead horde up!  (Or, if you're smarter, a small group of elite undead)Dispel MagicPHB - 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/LawPHB - in addition to being generally good defense, these are also vital to several higher level spells.Magic VestmentPHB - never spend money upgrading your armor enhancement bonus.Protection from EnergyPHB - damage absorption for an energy type chosen at cast time. Summon Monster IIIPHB - 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 ConvictionSpC - boost your whole party's saving throwsMass Resist EnergySpC Mass Lesser VigorSpC - a favorite of DMM Persist, the ultimate in out of combat healing.Sonorous HumSpC - no need to stop casting when you have a concentration spell up.SpikesSpC - the next upgrade of the wooden melee weapon lineSummon Undead IIISpC - 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 (DruidPHB) - put a real crimp in a charger's day.Summon Nature's Ally III (DruidPHB) - 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 (DruidPHB) - Completely shut down archers, swarms, and tiny fliers.Bite of the Werewolf (DruidSpC) - 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 (DruidSpC) - destroy objects, this spell ignores hardnessIcelance (DruidSpC) - 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 (DruidSpC) - Barkskin + saves against poison and racial bonus to Hide. Arctic Haze (DruidFrost) - Obscures vision and does damage.  Venomfire (DruidSK) - seriously, just say no to this spell if you want to

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avoid books being flung at your head.  The most broken damage spell in the game.Primal Senses (RangerDM) - 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 (AdeptPHB)Charm Monster (Emissary of BarachielPHB) - more enchantment cheatery - so fun^^Lesser Geas (Emissary of BarachielPHB) - for those pesky Planer Bindings that just won't give in.Scrying (Emissary of BarachielPHB) - the gold standard of long distance problem solving.Freedom of Movement (Nenytar HunterPHB) - critical to stop grapples and other nasty effects.Death Ward (Consecrated HarrierPHB)Restoration (HealerPHB) - cure permanent ability drainGreater Magic Weapon (PalPHB) - never pay for weapon enhancements again

4th Level

Cleric:Air WalkPHB - a very good way of getting over larger obstacles.DismissalPHB - get rid of a single outsider.Divine PowerPHB - 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 AbilityPHB - a lot of useful tricks with this one.Giant VerminPHB - makes some pretty decent beatsticksLesser Planar AllyPHB - a fairly bad spell by itself, but you need it to qualify for ThaumaturgistSpell ImmunityPHB - really good if you're going against known enemies, or to stop some of the more common nasties.Summon Monster IVPHB - some decent SLAs and the Howler makes a good debuffer against tougher opponents.Mass Shield of FaithSpC - scaling deflection AC bonus for the whole partyPanaceaSpC - cure almost any statusSheltered VitalitySpC - several good immunitiesSummon Undead IVSpC - 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 ResistanceSpC - 24 hour duration, +3 to all savesPlanar ToleranceSpC - ignore negative effects of other planes.

Non-Cleric:

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Bite of the Wereboar (DruidSC) - high +Con and + Nat. ArmorBlast of Sand (DruidSand) - a solid spell against creatures with SRBoreal Wind (DruidFrost) - solid damage + knockback effects and persists without the need for concentration.  Also has a huge range.  Flame Strike (DruidPHB) - good damage, and half of it bypasses immunity/resistance to fire.  Vortex of Teeth (DruidSpC) - really nasty if you can drop it on slowed/immobilized enemies.  Works against incorporeal creatures as well.Greater Creeping ColdHeart of Earth (DruidCM) - 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 (DruidPHB) - this is a really great level for this spell line - brown bear and croc are great grapplers (bear for more damage, croc for better lockdown), the tiger is a pouncing damage machine, and the unicorn is a mini-healer that can also dish out some decent damage.Primal Speed (RangerDM) - 24 hour buff, +5 to Ref saves, +10 to move.  When combined with another Primal spell, gain Uncanny Dodge.Animal Growth (RangerPHB) - one of the best buff spells in the game.Legend Lore - Consecrated HarrierPHB - divinationBreak Enchantment (PaladinPHB) - good for getting rid of some of the more unusual curse types.Wall of Thorns (Nentyar HunterPHB) - solid battlefield control.Polymorph (AdeptPHB) - so abusable, but so nice. Stoneskin (AdeptPHB) - expensive, but effective when you need it.  Heart of Earth is probably more effective though, if Complete Mage is allowed.Telepathic Aura (PaladinSpC) - telepathically communicate with all your allies.Summon Giants (Disciple of ThrymFrost) - wait, what?  Summoning CR11 monsters?  Prepare to dodge thrown books, but damn, that's sexy.

5th Level

Cleric:Plane ShiftPHB - yay, the first interplanar travel spell!Righteous MightPHB - it's like Enlarge Person, only much betterSpell ResistancePHB - Annoyed by your spells fizzling against outsiders?  Now let them feel your pain.Summon Monster VPHB - some solid SLA's, probably the best choice

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against large groups of mooksTrue SeeingPHB - I really can't emphasize enough how useful this spell is.Wall of StonePHB - good battlefield control, or use it for building your new doom fortressSwift EtherealnessPH2 - pinned in by enemies?  swift action turn ethereal, and then move out of danger.Divine AgilitySpC - it's not a huge improvement over Bite of the Wererat - this really should have been insight instead of enhancement.  But, if you or a party member really need that little extra, it can be useful.RevivifySpC - resurrect a fallen comrade within one round and they don't lose a level.  It's worth carrying around the 1000g in components.Righteous Wrath of the FaithfulSpC - +3 morale bonus to attack and damage rolls + an additional attack on a full attack.Summon Undead VSpC - and the last of the Summon Undead line goes out with a whimper.  1d3 brown bears from SNA V destroys anything on this list.TriadspellSpC - A really great spell.  Cast it during downtime, and effectively triple your lower level spell slots.  Ok, that may be an exaggeration, but it doesn't go away unless you cast the spells, or prepare another spell in the slot.  And there's no limitation on how many slots you can cast it on.Surge of FortuneCC - gain a +2 luck bonus on just about everything - end the spell early to get a natural 20 on a roll.

Non-Cleric:Commune with Nature (DruidPHB)Awaken (DruidPHB) - a neat way to get some additional cohort-like creatures; be sure to clear this with your DM first, though.  It's annoying to spend the xp, and then have the DM say "and then the animal goes on it's merry way without you".Baleful Polymorph (DruidPHB) - turn your enemy into a harmless little bunny.  Hugging, squeezing and calling him "George" are optional.Bite of the Weretiger (DruidSpC) - large Str boot, and Power AttackSummon Nature's Ally V (DruidPHB) - The elemental has some uses, especially if you have Rashemi Elemental Summoning, but for combat, the 1d3 brown bears are probably the best bet.Owl's Insight (DruidSpC) - best Wis buff - insight bonus equal to 1/2 caster levelPhantom Stag (DruidSpC) - a really fast mount with some nice extra abilitiesCloak of the Sea (DruidSpC) - mandatory if there's any underwater action in the campaign.Heart of Fire DruidCM - +10 to land speed, 10 fire resist, and as a swift action can give you flame shield.  If two or more Heart spells are up,

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gain light fortification.  If all four are up, gain heavy fortification.Heal (AdeptPHB) - the most (only?) useful in-combat healing spell.Antilife Shell (BlighterPHB) - keep out all living thingsForbiddance (BlighterPHB) - Permanently seal off a space from planar travel.Find the Path (Nentyar HunterPHB) - never, ever get lost again.

6th Level

Cleric:Greater Dispel MagicPHB - a much higher limit on the caster check; a must have.Heroes' FeastPHB - it's basically a 12 hour version of Aid with immunity to fear added.  It's move of a convenience spell than anything else.  Get it, but at a fairly low priority.Planar AllyPHB - in theory, this can come in handy.  Honestly, I usually pick it up just so I have all the summoning/calling spells; I don't think I've ever used it.  The cost, even with thaumaturgist, is just too bloody high.Summon Monster IVPHB - from here on out, the difference between SM and SNA is basically the same at every level - SM has the better survivability and the better SLAs, SNA has the better beatsticks; especially if you have elemental boosting feats.  It's really handy to have both.Word of RecallPHB - not super important if you have teleport, really nice if you don't.Energy ImmunitySpC - complete immunity from one energy type for 24 hours.Superior ResistanceSpC - +6 to all saving throws for 24 hoursStone BodySpC - gain construct-like immunities and DRSpiritual GuardianCC - either gain a +6 deflection bonus to armor, or have another creature attacking on your side.  A good spell to cast right before going into battle, when you're not sure what's waiting for you.

Non-Cleric:Bite of the WerebearSpC Druid - the last of the Bite line, this one is a massive Str and Con and Natural Armor boost.Enveloping CocoonSpC Druid - effectively turns a Fort or Will save into a Reflex save.  Situational usefulness, would be better if it affected creatures over large size.Greater ScryingPHB Druid - longer lasting than Scrying.SpellstaffPHB Druid - unless you're fighting every day, this is effectively an extra spell slot of your highest level.  A must have.Tortoise ShellSpC Druid - a +6 -9 enhancement to natural armor.  Acts

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as heavy armor though =/Summon Nature's Ally VIPHB Druid - Huge Elementals, Large Storm Elementals, Dire Bear for tearing non-grapplers to little bits, OreadFF that can cast earthquake(!) - there's lots to like at this level.Mephit MobSand Druid - summon 2d6 mephits for 10 minutes/level; you choose type.  Transport via PlantsPHB Druid - like word of recall, mostly useful if you haven't learned teleport yet.Greater RestorationPHB Healer - only use to fix permanent level loss; everything else can be taken care of without the xp loss.RegenerationPHB  Healer - again, a rather specialized spell, but really good to have when you need it.AntipathyPHB Blighter - Finger of DeathPHB Blighter - save or die; save vs fort.

7th Level

Cleric:Blasphemy/Holy Word/Dictum/Word of ChaosPHB - a no save area effect spell, with various penalties depending on HD difference.  A great mook killer.  Also banishes outsiders (Will save allowed vs banishing)Ethereal JauntPHB - hop over to the Ethereal Plane either to deal with an ethereal creature or to avoid something on the Material Plane.ResurrectionPHB - even if there's a cleric in the party, it's nice to have this.  Combine it with Cocoon when you get it to have true resurrection one spell level early.RefugePHB - nice for letting the non-casters in the party have a way of teleporting home.DestructionPHB - save or die, and even on a save, the target still takes 10d6.Summon Monster VIIPHB - some nice SLAs here - Wall of Ice at will, Dispel Magic at will, Major Creation (vegetable matter is permanent - lots of ways to abuse that) Greater Consumptive FieldSpC - a nasty spell, but with some pretty huge benefits.  Gain up to half again your CL by killing everything around you with 9 hps or less.  For true Evil Overlord tactics; persist this and walk through towns.Holy StarSpC - a good multi-use spell - gain either spell turning, +6 circumstance bonus to AC, or do 1d6 damage for every 2 levels.  The spell lasts 3 rounds and you can choose which effect each round.Holy TransformationSpC - take on the aspect of a hound archon; you become an outsider and gain several abilities.Greater Plane ShiftSpC - like plane shift, without the random arrival point.

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Fortunate FateSpC - a contingent heal, that goes off if the target is about to die. 

Non-Cleric:Summon Nature's Ally VIIPHB - 1d3 Huge elementals or a huge storm elemental.  Master EarthSpC Druid - druid teleport, without the teleport; which means it's not blocked by the usual anti-teleport measures.  Incredibly useful.Storm TowerSpC Druid - a solid defensive buff, if excessively flashy.Teleport ObjectPHB Shugenja - why carry treasure when you can just send it back to your base?

8th Level

Cleric:Dimensional LockPHB - have this readied when using binding spells on creatures with teleport.Discern LocationPHB - locate any creature or object, the only things that stop it are mind blank and the direct intervention of a deity. Greater Spell ImmunityPHB - now be immune to certain spells of up to 8th level.Cloak of Chaos/Holy Aura/Shield of Law/Unholy AuraPHB - party wide SR 25, along with protection from evil-type effects.  Anyone that lands a melee attack on someone guarded by this spell has to save or be afflicted by a status effect.Greater Planar AllyPHB - still expensive for what you can get with it.Summon Monster VIIIPHB - a whole host of new SLAs to choose fromSummon GiantFrost - repeating this on the list since, while you can technically get it at 4th level, no sane DM would allow that, and this is one of the few summon spells that will do a decent job if you haven't been concentrating on summoning.Mass Death WardSpC

Heat DrainSpC - deal 1d6/level to everyone in a 20' radius, gain 2 temporary hps for every creature effected.StormrageSpC - gain flying and immunity to ranged attacks; every round you can deal 1d6/level lightning damage to a single target with no saving throw. 

Non-Cleric:Summon Nature's Ally VIIIPHB Druid - the elementals continue to be the powerhouse choices. 1d3 greater, or 1 greater storm are the best options.WhirlwindPHB Druid - remove enemies from the fight while dealing damage.

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FrostfellFrost Druid - area effect save or turn to ice, on a successful save, still take 1d6/level.Leonal's RoarBoED Druid - holy word + damage.CocoonSpC Druid - combine with resurrection to get true resurrection, ie no level/Con loss.Mass HealPHB Healer

9th Level

Cleric:Astral ProjectionPHB Energy DrainPHB

GatePHB the big brother of the planar ally series, this one at least can call creatures big enough to make the xp hit worthwhile.  MiraclePHB - the most versatile spell in the game, like wish but the spell replication costs no xp and there are fewer limitations.  Summon Monster IXPHB - and this may run fairly close behind it; almost 100 SLAs available, and they bring their own beatstick with them.  Summon Elemental MonolithSpC - remember back in the level 3 spells when I told you to get sonorous hum?  Yeah, this spell is why.  Summons a CR17 elemental, requires concentration for as long as it's up.  Greater Visage of the DeitySpC - really good if you can persist it, this spell offers several untyped and racial bonuses.

Non-Cleric:ShapechangePHB Druid - like polymorph on crack, shapechange gives you the extraordinary and supernatural abilities of the form along with the physical stats.  And, you get to still cast spells in quite a few of them.Summon Nature's Ally IXPHB Druid - fairly disappointing; though still not bad for summoning a horde of greater storm elementals TsunamiSpC Druid - 1d6/level every round and huge modifiers for those caught in the wave to do anything.  Anything Huge or smaller is pretty much dead unless they can teleport out.  The component is super-expensive though; best when used as an SLA.  ShamblerPHB Druid - handy to have as guards for the home base, or when you need a few extra disposable bodies.

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THE PARAGNOSTIC ASSEMBLY

“Nothing in this world, or any other, is more worthy of worship or more precious a treasure than knowledge itself.”

—Pallavarta Santalieri, Master of the Unturned Page

The Paragnostic Assembly is sometimes described as a group of religious fanatics with a scholarly bent, and sometimes as an association of knowledge-seekers with faint religious overtones, depending on who you ask. In truth, this organization's members are scholars, as faithful as they are educated and as knowledgeable as they are zealous. They whole-heartedly believe that knowledge is the ultimate prize and the ultimate power—beyond riches, beyond magic, beyond the gods themselves.

JOINING THE PARAGNOSTIC ASSEMBLY

Those who are already devoted to knowledge or to understanding the multiverse most commonly petition for entrance to the Paragnostic Assembly. Such classes include clerics, wizards, archivists™, and the more studious bards and psions. However, members of many other classes, including sorcerers, rogues, and warlocks, make up a significant minority. Even druids, monks, and the occasional canny fighter can be found in the organization's ranks.

ENTRY REQUIREMENTS

Skills: Any two Knowledge skills, 3 ranks each. Special: Intelligence 13 or Wisdom 13.

The Paragnostic Assembly exists to organize and catalog knowledge, to seek out new information and ancient secrets, and to empower its members through the use of that lore. As seekers of truth, its members are both studious and adventurous. They literally worship knowledge, viewing its acquisition as both self-discovery and holy obligation. When

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not studying or sharing information, members of this organization spend their time searching for new knowledge through magical experimentation, historical research, or (in the case of most PCs) adventuring.

AFFILIATION SPECIFICS

The Paragnostic Assembly accepts only those with the brainpower to absorb the knowledge it offers, or the sense to know how to use it.

To advance from one rank to the next, you must petition your superiors and provide evidence (in the form of written works, a recounting of accomplishments, and so forth) to indicate your worthiness. If your superiors agree, you are granted the next rank in a formal ceremony held before other members.

PARAGNOSTIC ASSEMBLY BENEFITS

The Paragnostic Assembly has contacts in most major governments, churches, and guilds, and its various archives contain almost every piece of information imaginable. Members who have gained sufficient rank in the organization can benefit greatly from its connections and holdings. These advantages come at a price, though: You are expected to contribute time and money to furthering the Assembly's aims.

CriterionAffiliation Score Modifier

One-Time

Character level 1/2 level [7] Knowledge (any) 5-9 ranks +1/skill [5] Knowledge (any) 10 or more ranks +2/skill [10] Skill Focus (Knowledge [any]) +1 [1]

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Has levels in a class that has at least three Knowledge skills as class skills +1 [1]

Can cast 3rd-level or higher divination spells +3 [3] Is a devout and actively practicing worshiper of Aureon,

Boccob,or knowledge as a principle +1

Has at least one level in the Paragnostic apostle or Paragnostic initiate prestige class +1

Has been a member of the Paragnostic +1, +1 for every

Assembly for at least 5 years additional year after 5,

Multiple Use

Has suffered serious injury or other threat on an expedition solely to gather new Lore and Information +Is a high-ranking member of a prestigious university, arcanists' guild, sages' guild, or similar organization (other than the Paragnostic Assembly) +1 Provides the Paragnostic Assembly with a detailed account and analysis of a monster or culture unknown to other members +1

Provides the Paragnostic Assembly with a spell unknown to other members +1

Fails to share a new spell or bit of lore discovered* -8 Fails to pay monthly dues- -2 Fails to turn over the appropriate percentage of treasure to the Assembly* -4 * If one of these events occurs, the character is expelled unless she offers a very convincing explanation and makes proper restitution. The affiliation score modifier applies only if the character manages to retain membership.

Affiliation Rank Score Titles: Benefits and Duties

3 or lower None. 4-10 Paragnostic Scholar: Gain +1 bonus on Appraise,

Decipher Script, any Knowledge skill, Spellcraft, or per hour spent researching (maximum +5); see text.

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11-15 Sage of Worldly Matters: Gain a +2 bonus on Diplomacy checks under certain circumstances; see text.

16-22 Seeker of Unseen Words: Add one of Appraise, Decipher Script, any Knowledge skill, Psicraft, or Spellcraft to class skill list; see text

23-29 Master of the Unturned Page: Gain +1 bonus on Appraise, Decipher Script, any Knowledge skill, Spellcraft, per hour spent researching (maximum+10); see text.

30 or higher Exalted Philosopher of Paragnostic Truths: Gain mastery of Knowledge skills; see text.

At ranks 1 though 3, you must donate 5% of all treasure gained from adventuring to the Assembly and devote at least 1 month per year to quests it assigns to you. At ranks 4 and 5, this amount increases to 10%, and you must quest for at least 2 months per year. You also must donate 20% of any treasure gained on assigned quests to the organization. Furthermore, you must pay a monthly membership fee equal to 10 gold pieces per character level.

Paragnostic Scholar: You can gain a bonus equal to +1 per hour spent in research (maximum +5) on your choice of one of the following skill checks: Appraise, Decipher Script, any Knowledge skill, Spellcraft. Each time you perform research, you can choose a different skill to which to add the bonus.

Many of the church's clerics members worship specific deities of knowledge, but some empower themselves through the worship of knowledge itself. If you are a cleric, you can choose from the Knowledge, Magic, Trickery domains.

Sage of Worldly Matters: At this rank, you gain a +2 circumstance bonus on Diplomacy checks made when dealing with a guild or government official, or with a priest of the Church of Odinea, Artisis, or knowledge.

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Seeker of Unseen Words: At this rank, you can choose anyone of the skills on the Paragnostic Scholar list that does not appear on your class list. As long as you remain a member in good standing, that skill is treated as a class skill for you, regardless of which class you are advancing in.

Master of the Unturned Page: Because you now have access to restricted works, the maximum bonus on skill checks that you can obtain on research using skills from the Paragnostic Scholar list increases to +10. You can also use these works to reduce the time and cost involved in researching new spells by 10%.

Exalted Philosopher of Paragnostic Truths: The breadth of your learning is awe-inspiring. You can take 10 on any Knowledge skill, even if stress or distraction would normally prevent you from doing so.

PLAYING A PARAGNOSTIC ASSEMBLY MEMBER

You are a devoted student—indeed, a worshiper of knowledge. No pursuit is more important than learning new information, clarifying little-understood topics, or rediscovering old secrets. You appreciate the power that knowledge brings, but the search is its own reward. You might use your learning to help others, or you might hoard lore, using it only to empower yourself and your comrades. You never miss an opportunity to display your erudition, which makes you seem arrogant or condescending to others, but you're simply taking advantage of what you know.

Combat

Knowledge is your greatest weapon. In combat, focus on the types of creatures you have studied (as represented by your Knowledge skills), or guide your allies in dealing with them. By the same token, ignorance is your greatest weakness, so try to avoid combat with creatures that are unfamiliar to you. You aren't a coward, and you shouldn't abandon a

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friend or a goal, but it's often wiser to retreat and come back after doing research than to be unprepared for a fight.

Advancement

The Paragnostic Assembly is not a secretive group. You might have come into contact with it through the Church of Artisis or Odinena, or perhaps through a wizards' guild or university. Alternatively, perhaps you became fascinated with the notion of knowledge itself as a guiding principle. The Paragnostic Assembly, recognizing your skills and attitudes, might have contacted you.

Since joining the Assembly, you've come to understand even more that life is all about learning. Whether you have a regular job or are a full-time adventurer, you pay attention to the world around you and seek to learn from all that you do. You spend much of your time in the organization's libraries reading, researching, or conversing and debating with your fellow scholars. The Paragnostic Assembly also offers formal classes on a wide range of topics, and you might attend some of these as well.

Throughout your career, you should maximize your ranks in Knowledge and other Intelligence-based skills to represent this continuous learning process. You need not do so at the expense of your combat abilities, though; the proper Knowledge skill can improve your effectiveness against a particular enemy. Take the opportunity to use your skills whenever possible. If you're a spellcaster, consider learning more esoteric spells to broaden your range beyond those of less worldly compatriots. Never be afraid to admit that you don't know something, but then make every reasonable effort to correct that gap in your education. If a problem stumps you, there is no shame in consulting the nearest Assembly archives, as long as doing so is a reasonable course of action.

Missions

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The Paragnostic Assembly sends all its adventuring members on occasional quests to retrieve ancient lore or to study distant lands and creatures. You must spend a certain amount of time each year questing on behalf of the organization, whether on a single long adventure or several shorter assignments. You might be a chronicler, a guide, or simply a caravan guard, but you are expected to participate fully and to take careful note of everything you observe.

You must turn over detailed logs of your annual quests to the Assembly's librarians, as well as reports on every other adventure you undertake. In addition, you must share every new spell you learn, every piece of information or lore you discover, and every tale you hear with the Paragnostic Assembly—no matter how seemingly trivial. Failure to do so can result in expulsion.

Resources

The Paragnostic Assembly offers its members access to information of all sorts. As a member, you can utilize its archives at any time, with the help of docents who are expert in their use. The organization pours most of its resources into building and maintaining libraries and archives, but it also sponsors missions to acquire new knowledge. When you undertake such a mission, you can request the loan of magic items and other needed materials within reason (as determined by the DM). You are expected to return such items in good condition or replace them within 3 months of the end of your quest.

THE PARAGNOSTIC ASSEMBLY IN THE WORLD

The Paragnostic Assembly is one of the greatest scholarly organizations in the world in terms of lore collected, if not in the size of its membership. Because it has satellite repositories in many major cities, the organization is easy to introduce almost anywhere in a campaign. Assembly

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members might offer resources to the PCs, or be either allies or rivals on quests to acquire forgotten secrets.

Structure

Ironically, this organization that is so devoted to knowledge has no verifiable record of how it began. Members know that some followers of various knowledge-oriented deities originally formed the Paragnostic Assembly to share information and combine resources for research. Unfortunately, its first library was raided and destroyed by Cultists, and the records of when and how it transformed into an independent organization have been lost.

The Assembly rigidly divides its members into specific ranks, and promotion is based on a complex system of accomplishment and seniority. Unranked members are called Paragnostic entrants. Within a given rank, seniority determines authority.

THE PARAGNOSTIC ASSEMBLY IN THE WORLD“I hate know-it-alls. Especially when they actually do seem to know it all.”—Lidda, adventuring rogue

The Paragnostic Assembly is one of the greatest scholarly organizations in the world in terms of lore collected, if not in the size of its membership. Because it has satellite repositories in many major cities, the organization is easy to introduce almost anywhere in a campaign. Assembly members might offer resources to the PCs, or be either allies or rivals on quests to acquire forgotten secrets.

Structu eIronically, this organization that is so devoted to knowledge has no verifi able record of how it began. Members know that some followers of various knowledge-oriented deities originally formed the Paragnostic Assembly to share information and combine resources for research. Unfortunately, its first library was raided and destroyed by cultists of Vecna, and the records of when and how it transformed into an independent organization have been lost.

The Assembly rigidly divides its members into specific ranks, and promotion is based on a complex system of accomplishment and seniority. Unranked members are called paragnostic entrants. Within a given rank, seniority determines authority.

The organization maintains a close working relationship with most churches of knowledge deities, and members of one group are often members of the other as well. One particular god of knowledge, however, is a bitter enemy of the Paragnostic Assembly—Vecna. His followers see the Assembly as both a threat to be destroyed and a treasurehouse to be plundered. Assembly members consider Vecna’s worshipers as vile betrayers of the very essence of learning, selfish fools who would make all

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lore secret and corrupt it for their own purposes. Though it is not normally a militant group, the Paragnostic Assembly does occasionally dispatch its champions to destroy a faction of Vecna’s church.

NPC ReactionsMost individuals have no strong opinions about the Paragnostic Assembly. The faculty of universities, members of cholastic or arcane guilds, and church leaders devoted to most deities of knowledge begin with an attitude no worse than indifferent. Members of Vecna’s church, however, are automatically unfriendly at best.

PARAGNOSTIC ASSEMBLY LORECharacters who have ranks in Knowledge (history) or Knowledge (religion) can research the Paragnostic Assembly to learn more about it. When a character succeeds on a skill check,the following lore is revealed, including the information from lower DCs.DC 10: The Paragnostic Assembly is made up of worshipers and seekers of knowledge who have access to immense quantities of ancient lore.DC 15: Some of the organization’s members worship knowledge itself, rather than any god. They have developed various techniques of applying knowledge to improve their mystical and combat abilities. The Assembly’s extensive records are kept in local repositories.DC 20: The Paragnostic Assembly and the followers of Vecna are bitter enemies.Contacting the organization is usually a simple matter of locating the local repository (usually a matter of an appropriate Knowledge check, or a DC 20 Gather Information check). If that is not possible for some reason, the PCs can likely obtain directions from the clergy of a church dedicated to a deity of knowledge other than Vecna.

THE PARAGNOSTIC REPOSITORIESThe Paragnostic Assembly does not have a central headquarters; rather, it maintains institutions in many major cities. These Paragnostic Repositories, as they are known, serve as chapterhouses for members, shrines to knowledge and the various deities thereof, and libraries for archived lore. Every repository boasts a substantial amount of information about most topics, but each specializes in one or two subjects. For instance, the Paragnostic Repository in Greyhawk focuses on religious and military history, while the one in Dragonport (Cityscape 15) specializes in the lore of the sea and its creatures.

Each repository has a catalog detailing which branches focus on which topics, so a researcher can readily find out where to obtain specific information.

THE PARAGNOSTIC ASSEMBLY IN THE GAMEBecause the Paragnostic Assembly is active on both the political level and the adventuring level, it can appear in almost any campaign. Some members seek treasure or positions of authority for their own sake, but most seek the knowledge and understanding that such acquisitions can provide.Portray NPC members as both highly knowledgeable and highly curious. Nothing fascinates such a scholar as much as something she doesn’t already know. The Assembly interacts frequently with adventurers. In addition to sending its own members on quests, its leaders often hire freelance explorers, or buy lore from adventurers returning from an expedition. The organization might hirethe PCs to explore a particular area or ruin, or trade temporary access to a repository for a specific service.

AdaptationIf a large, knowledge-based organization of this sort doesn’t fi t into your campaign world, consider making the ParagnosticAssembly a faction of one particular faith, such as that of Boccob. It can remain widespread, or you might limit it to a single city or community. With only slight modifications, the Paragnostic Assembly could be altered to focus on some other area of study, such

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as psionics.

Aureon

The Sovereign of Law and Lore, Aureon is the patron of wizards and a figure venerated by scholars and librarians. He is the god of magic as a tool for mortals to use. Although all members of the Host are considered equal it is typically written that the Host follows Aureon's guidance due to his vast wisdom.

Long ago, Aureon bound all the evil in his soul and banished it from his personage. This monster became known as the Shadow. It is said that Eberron will come to an end when he and his shadow rejoin. Aureon is the brother of Onatar and the husband of Boldrei. Aureon is portrayed as a gnome or human wizard and occasionally as a bluedragon. The legendary blue dragon Ourelonastrix brought the secrets of magic the giants of Xen'Drik ultimately leading to their destruction. This event is known as kurash Ourelonastrix or Aureon's folly.

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Zen Archery

You can use your Wisdom modifier instead of your

Dexterity modifier when making a ranged attack roll

Complete Warrior

Insightful Reflexes

Int instead of Wis on Reflex saves