Author Topic: The Archivist Handbook v2  (Read 4108 times)

Mooncrow

  • Newbie
  • *
  • Posts: 13
    • View Profile
The Archivist Handbook v2
« on: June 17, 2017, 02:59:13 AM »
3.5 Archivist Handbook

Temporary Note:  This is a super busy weekend for me, so excuse the rush job, I'll be back to tidy things up later :p


This guide is a remake of Phaxi's original Archivist Handbook and the format is modeled on After Crecent's Cleric Handbook  This is very much a work in progress, and I am open to comments, criticisms, and suggestions.

Table of Contents

    Post 1: Introduction and Party Role
    Post 2: Attributes and Races
    Post 3: Class Features
    Post 4: Feats and Skills/Skill Tricks
    Post 5: Spells
    Post 6: More Spells (and how to get them)
    Post 7: Equipment
    Post 8: Multiclassing, Dips, and Prestige Classes
    Post 9: Sample Builds
    Post 10: Debatable Tactics/Tricks and Credits


Introduction

Lore-wise, the archivist is the seeker of buried secrets and forgotten lore.  They seek out both obscure divine spells and knowledge about the creatures of the darkness.
Archivists are the divine versions of wizards; they're intelligence based, they have a spellbook (called a prayerbook), and they learn spells as a wizard does, either from scrolls, or off other archivists prayerbooks.  Now, that may not sound very strong, compared to a cleric that automatically has access to their entire list, and can also turn undead, and has access to domains, but the archivist can learn any divine spell: cleric, druid, adept, shugenja, domain spells, you name it - if it can be cast as a divine spell or written as a divine scroll, archivists can learn it.  They also get a few more nifty abilities related to knowledge skills that can buff the entire party, or daze/stun the enemy.  They can even, with the right PrC dips, have the option of using Divine Metamagic and/or access to Domains.  Overall, they are potentially one of the most versatile casters in the game, and I think, the most fun to play.

    Pros
    • You can cast any divine spell in the game!
    • Light and medium armor proficiency.
    • Better hit dice than a wizard
    • More spells per day than a wizard
    • Dark Knowledge
    • Only two levels where you don’t gain some sort of special ability
    • More skill points than you know what to do with
    • Two good saves
    • Bonus feats
    • All knowledge skills are class skills


    Cons
    • Worst BAB available (Fixable with a DMM persistent Divine Power)
    • Bad reflex saves.
    • Only d6 HP / level makes them relatively fragile.
    • No familiar
    • No undead turning (without prestige classing)
    • Potential MAD
    • No heavy armor or shield proficiencies
    • Dependency on a prayer book.
    • The DM directly controls how powerful you are (see below)


Talking to your DM
The archivist is not a class to spring on your DM without talking to them first.  The archivist has great potential, but in the wrong campaign, it's going to be a disaster.  Find out the following before deciding to play this class:
What material will be allowed in this campaign?

    An archivist, more than almost any other class, has a power level that is directly proportional to how many options are allowed in the campaign. The more divine spells there are, the wider your spell list is. Here are a list of thing that if allowed, will affect your power:
    • Adepts – This NPC class gives access to some divine spells earlier than most PC classes.
    • Any sort of cheap trick to get any Sorcerer/Wizard spell as a divine spell – I’m not talking about domains that grant wizard spells as divine spells, but class features that allow virtually any Sorcerer/Wizard spell as a divine spell. Some examples of this include Divine Magician variant, Hexer PrC, and Favored Souls of Bahamut/Tiamat.
    • Divine Bard – This variant found in Unearthed Arcana or the online SRD allows you to add any bard spell to the spell list.
    • Warlock or Pre-errata Artificers – Level 12 Warlocks or Pre-errata Artificers can create any divine spell in the game. A PC, or cohort like that in your party can be a valuable asset to your Archivist.
    • Any non-core divine casting class – Shugenja for example.
    • Divine Prestige Classes that add more spells to the class’s spell list. (Malconvoker, Hathran, etc)

How easy is it to purchase divine scrolls?  Even obscure ones?
Will there be NPC archivists that you can pay to learn from their prayerbook?

If the DM is clearly reluctant to let you have access to a wide selection of spells, I would advise picking a different class, or being prepared to re-roll.  An archivist that can only learn their two spells per level is just kind of terrible.  But, honestly, I've never had a problem when I've sat down to talk to a DM beforehand.  Find out how he handles wizards learning new spells, then talk about the archivist.  Walk him through the class if he doesn't know it, and explain what ever your goals are.  I've found that usually some agreement can be reached.

Role in a Party
Here are some of the potential roles that the archivist could fill - I find it's best to choose a primary role and focus on that first; most of the really powerful tricks require heavy feat and PrC level investment.  However, the archivist is still more than capable of filling any of these roles as a secondary function with minimal investment.

Healer: The archivist has access to every heal spell in the game, several earlier than the cleric or druid.  So, if that's what you really want to do, the archivist makes a great healer.  That said, like many members of this board, I consider healing to be a sub-par role.  Even without any feats devoted to it, you'll still be able to do the job when needed.  Have a heal or two memorized for emergencies, and call it good.

Buffer: Here's an area that the archivist can really shine.  With access to almost every worthwhile buff in the game, and the ability to use Divine Metamagic to Persist or Quicken your buffs, you can either start the day off by throwing up a bunch of 24 hours buffs, or quickly put them up once engaged in battle.  Add in your Dark Knowledge class feature to give them +hit, +damage, and +saves with Move Actions, and the party will love you.

Summoner:  This is my favorite role to play, and another real strength of the archivist.  With access to both Summon Nature's Ally and the Summon Monster Series (and the Summon Undead series), along with the Planar Ally/Binding lines, the archivist is an unparalleled summoner.  SNA gives you heavy combat types, while SM gives you utility and a host of supernatural abilities.  Use Rapid Spell and Divine Metamagic Twin Spell for quick deployment, and consider PrCs like the Thaumaturgist or Malconvoker for some decent boosts.

Battlefield Control: starting out with the old standby of entangle, you have all the tools for the job: divide up your enemies and conquer.

Blaster: the archivist isn't quite as good at this as you might think; sure they have access to a lot of the good blasting spells, especially from the druid list, but most of the really good blasting PrCs are arcane-only.  Still, blasting is a crappy job anyway; it's never a bad idea to have a good damage spell or two available as a last resort, but if you have to use them, something has gone horribly wrong.

Other Roles:
Melee:  The archivist can gish it up if need be; DMM Persist of Divine Power and other tricks come in handy, but it's probably going to take several levels to come online.  Still, it's certainly doable - if anyone has any suggestions for tips/tricks/builds, please let me know.
Ranged:  The cleric archer is a standby on these boards, and with good reason: Zen Archery makes clerics very very good.  Sadly, it doesn't really work for archivists.  Archivists run off int more than wis (completely off int with the right feats) and so most archivists will be dumping wis.  So I'm going to say "just say 'no' to ranged archivist builds". (though, if there's a counter argument out there, I'm open to hearing it)

Color Code:
Blue = great option, highly recommended.
Green = a good option, though either less powerful or more limited than a blue
Black = an average option, not terrible, but either of very limited use or very weak.
Red = a bad option, do not take.
To be continued...
« Last Edit: June 17, 2017, 03:43:34 AM by Mooncrow »

Mooncrow

  • Newbie
  • *
  • Posts: 13
    • View Profile
Re: The Archivist Handbook v2
« Reply #1 on: June 17, 2017, 03:03:59 AM »
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 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.

Races

LA +0
(click to show/hide)

Mooncrow

  • Newbie
  • *
  • Posts: 13
    • View Profile
Re: The Archivist Handbook v2
« Reply #2 on: June 17, 2017, 03:06:57 AM »
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.  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.

Mooncrow

  • Newbie
  • *
  • Posts: 13
    • View Profile
Re: The Archivist Handbook v2
« Reply #3 on: June 17, 2017, 03:23:45 AM »
Feats

General Purpose
:
(click to show/hide)


Summoning:
(click to show/hide)

Metamagic:
(click to show/hide)

Healing:
(click to show/hide)

Devotion Feats:
(click to show/hide)


Skills
(click to show/hide)
« Last Edit: June 17, 2017, 03:39:21 AM by Mooncrow »

Mooncrow

  • Newbie
  • *
  • Posts: 13
    • View Profile
Re: The Archivist Handbook v2
« Reply #4 on: June 17, 2017, 03:24:00 AM »
Spells

Temporary Note: formatting will have to wait until Father's Day weekend is over :p

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
(click to show/hide)

1st Level
(click to show/hide)


2nd Level
(click to show/hide)


3rd Level
(click to show/hide)


4th Level
(click to show/hide)


5th Level
(click to show/hide)


6th Level
(click to show/hide)


7th Level
(click to show/hide)


8th Level
(click to show/hide)
Mass HealPHB Healer


9th Level
(click to show/hide)
« Last Edit: June 18, 2017, 04:00:01 AM by Mooncrow »

Mooncrow

  • Newbie
  • *
  • Posts: 13
    • View Profile
Re: The Archivist Handbook v2
« Reply #5 on: June 17, 2017, 03:25:46 AM »
Ways of getting non-cleric divine spells:

If you're in a "Magic-Mart" kind of world, then it may be as easy as tossing down your money for any scroll you want.

Find a member of the class in question and pay them to help you scribe a scroll (barely cheaper than just buying a scroll)

Find an archivist NPC to trade spells with or pay to borrow his prayerbook (50g x spell level) + (100 x spell level to scribe into the spell book)

12th level+ Warlock can scribe divine scrolls of any divine spell after making a DC 25 + spell level UMD check.

A Chameleon can prepare spells and therefore make scrolls from any divine list up to 6th level.

Research: First of all, let's just accept that spell research in 3.5 is poorly written and ill-defined and move past that.  What we want to do as an archivist is research existing spells, and since we're pointed to the wizard section on learning new spells, and wizards can research existing spells, we should be able to as well.  With me so far?  Good.  So, the only rules for researching existing spells are given on page 198 of the DMG - it takes one day and costs (10 x spell level x caster level x2), so about a 20% savings over buying a scroll, before we count scribing the spell into the prayerbook.

No matter what method you use, expect to spend at least half of your WBL on getting new spells.  Flexibility comes at a price.

Sources for non-divine spells as divine:


Domain Spells - all domain spells are fair game; and with the huge number of domains throughout the books, that's a large percentage of the sorc/wiz list right there.

Divine Bard (UA Variant) - if these exist, that's the entire bard list as divine.

Divine Magician (CM acf) - can get all divination, necromancy, and abjuration sorc/wiz spells as divine.

Various Initiate-type feats add spells to divine lists.

Hexer (MotW PrC) - a 3.0 class, but not updated so should still be fair game.  Can learn any sorc/wiz spell as divine.

Favored Soul of Bahamut/Tiamat (DrM acf) - can learn any sorc/wiz spell up to 6th level as divine.

Southern Magician (RoF feat) - allows any arcane spell to be cast as divine (and vice versa).  It is slightly questionable how useful this one is, since it technically says nothing about scroll creation, and as far as research goes, it explicitly doesn't change the underlying spell.  So this one is kind of in the DM's hands. - This (and the Alternate Spell Source feat below) is one of the few ways to get access to the Wu Jen's spell list, and other more obscure arcane lists.

Alternate Spell Source (Dragon 325 feat) - Similar to Southern Magician, but much more explicit in it's use.   

Several PrCs add spells to divine lists:
Hathran
Malconvoker
(more to add here)

Practical Guide to Prayerbook Expansion:
Adding spells to your prayerbook is mostly going to be limited by three things: 1. Money, 2. Availability, and 3. Time.  So, let's look at ways that we can minimize the impact of each one.

Money
So, now you've looked at the list of recommended spells and are going "how the %^&$ am I going to afford that?".  And, yeah, it's expensive being an archivist, let's just get that out of the way; be prepared to drop some cash.  First of all, craft as many scrolls as you can yourself.  The xp loss is laughable compared to the power increase you get from more spells and/or more wealth.  Craft them as archivist-only and (some skill)-only to reduce the base cost by 37%.  You'll still have to buy some full price most likely, but this should at least ease the cost considerably.  Secondly, if you have a DM that strictly enforces the spellbook scribing rules, that's going to be painful. It costs 25g for a 1st level scroll, it cost 100g to scribe into the spellbook.  So, at first, go easy on the scroll making/purchasing, until you can afford to get an Aureon's Spellshard or Boccob's Blessed Book.  Either of those will turn scribing costs from 100/level to 12.5/level.  Be sure to scribe all of your old spells into your new prayerbook (for free) and then sell the old one to recoup some of the loss.

Availability
But that money saved doesn't do much if you can't get access to the spells you need.  Thankfully, you only need to find someone who has access to the spell list you need, and they can provide the spell for you to craft the scroll.

Relevant section (DMG 215):
(click to show/hide)

So, you just need to find a source to supply the spells.  Now, the ideal method for this is access to a 12th+ level warlock who can emulate any divine spell in existence for the purpose of item creation.  It's completely worth taking Leadership just for that purpose.  But, this method isn't available until later, so what to do until then?  Well, you can get help from any other divine casters in the group, of course.  But if that's not an option, there are a few other tricks you can pull.  One of my favorites, is to planar bind an outsider with full spellcasting and making the deal for them to hang around for a few days making scrolls with you.  The first day, you're stuck with whatever they have listed as memorized, but after that, just have them prepare whatever spells you want to learn.  A completely safe task, very limited; it should even give a bonus to the charisma check.  (you can even fluff it with "I need this to smite the forces of evil, blah blah blah".  If spells are in really short supply, it's probably worth it even to buy a scroll of planar binding earlier than you could cast it, although obviously the risks are greater.  And that's an easy way to get access to the cleric list; the druid list is a bit harder though.  You can do it, but it requires using a spell line from Oriental Adventures called spirit ally.  It's like the planar ally line, except instead of an xp and gold cost, you exchange favors.  One of the options for calling with that line is a nymph, who has full druid spell casting as a 7th level druid.  Don't bother paying an NPC to cast for you to create scrolls though, you end up paying almost full scroll price + the xp.

Also, Holt Warden + any Domain + domain substitution gives you access to a lot of domain spells (how many, is, of course up to your DM) and an excellent argument for not choosing a particular deity.

Time
The biggest pain in the ass for scribing scrolls and learning spells is the time, though.  For the scrolls, there are a few tricks to use - the Quill of Scribing from Complete Mage can scribe for you while you do other things.  Also, the time listed to craft a scroll is 1 day per 1000g - so what you want to do at lower levels, is make scrolls with several spells on it at once.  On the other hand, the rules for learning spells and scribing it into your spellbook suck.  (granted they are better than they were in 3.0, but still...)  Sadly, I don't know of anyway to speed that part of it up.

Mooncrow

  • Newbie
  • *
  • Posts: 13
    • View Profile
Re: The Archivist Handbook v2
« Reply #6 on: June 17, 2017, 03:30:39 AM »
Equipment

Armor
(click to show/hide)

Shields
(click to show/hide)

Weapons
(click to show/hide)

Arms
(click to show/hide)

Body
(click to show/hide)

Face
(click to show/hide)

Feet
(click to show/hide)


Hands
(click to show/hide)


Head
(click to show/hide)


Rings
(click to show/hide)

Shoulders
(click to show/hide)

Throat
(click to show/hide)

Torso
(click to show/hide)

Waist
(click to show/hide)

Relic
(click to show/hide)

Other
(click to show/hide)


Magic/Legendary Locations
(click to show/hide)

Mooncrow

  • Newbie
  • *
  • Posts: 13
    • View Profile
Re: The Archivist Handbook v2
« Reply #7 on: June 17, 2017, 03:35:18 AM »
When multi-classing with an archivist, there are a few common opt-out points - 1, 8 and 11.
At first level, you really have the core of what makes the archivist great, the spell list.  If you're not interested in anything else, get out as soon as you qualify for something else.
By 8th, you have the best party-wide Dark Knowledges and enough daily uses to be fine.  This is probably the most common point to leave.
11th level isn't bad either, you get a bonus feat and the very nice no-save stun ability of Dread Secret.  After 11 though, there's nothing worth hanging around for.

Single level dips
BinderToM - necessary if you're going for Anima Mage (Divine Variant) and it has some interesting abilities on it's own.

Cloistered ClericUA - if you're really hot and heavy into DMM, this will give an extra pool of turning/rebuking attempts.  That + the 3 domain powers makes it one of the few classes I would consider almost worth dipping.

Dread NecromancerHoH - if you need some arcane spellcasting for a PrC (like dweomerkeeper), it can help to grab one that comes with DMM fuel.

Prestige Classes

Sacred ExorcistCD - the entry into the beauty of DMM.  Requires a good alignment, and the ability to cast dismissal or dispel evil.  Hit dice bump up to d8, fort save drops to poor.  Earliest Entry - 8

Holt Warden
CC - if you want to mess around with domains, I highly recommend this class.  At first level, you gain bonus domain spell slots just as a cleric does for the Plant Domain.  If your DM allows other rebuke/turning to fuel DMM, grab the second level as well for the rebuke plants ability.  After that, it's just a handful of druid abilities and some divination until level 7, where you get the ability to allow every divine caster around you, as well as yourself, to get 1d4 spell levels per day back after casting them.  Earliest Entry - 6

MoonspeakerRoE - a good summoning PrC, though you do have to be a shifter to qualify.  The first four levels give you free Augment Summoning, Extended Summoning, and an expanded SNA list, including some nice utility.  But the real interesting ability comes at 5th level, where you gain Wild Shape, making this one of the few ways for a non-druid to qualify for Planar Shepard.  Earliest Entry - 9

Planar Shepard
FoE - even with delayed entry, this class is still disgustingly good.  You can't pull off some off some of the usual tricks, like Efreeti wild shape, but you can still get planar bubble for some 10 rounds for every 1 of the enemy silliness.  Earliest Entry - 15

Thaumaturgist
DMG - Ok, back to classes that I would really play; thaumaturgist is really nice, over four levels it gives you Augment Summoning, Extended Summoning, and best of all, Contingent Conjuration.  Take 10 minutes between battles to set it up to trigger on "when I'm attacked" or something similar, and open every fight with an extra summoning.  The fifth level gives you a planar cohort, which honestly, I've never really looked at.  Earliest Entry - 8

MalconvokerCS - another summoner PrC, you lose a level of casting on this one, but gain all sorts of nice abilities when summoning evil creatures.  The first 5 levels mostly boost the Summon Monster line, with the level 5 ability allowing you to summon in an extra copy of evil creatures.  The last four levels mostly boost the Planar Binding line (which are added into your prayerbook automatically)  For more info, check out Treantmonk20's Mastering the Malconvoker.  Earliest Entry - 6

Anima Mage (divine adaptation)ToM - One of the very few dual casting classes that are worth anything. You only need one level of Binder and one feat, so you don't fall far behind in your casting. In exchange, you gain a host of really useful abilities (really, too many to list here.  But, along with the Binder abilities, you also get extra spell slots, and starting at 5th level, you can spontaneously add any metamagic you know to a spell on the fly.  Earliest Entry - 5  (you will need to clear the divine adaptation with your DM first though)

DweomerkeeperCD (web) - a full casting PrC - it adds more spontaneous casting, allows you to cast spells as SLAs, and the capstone reduces the cost of all metamagic by 1.  Incredible class for the non-summoner.

ContemplativeCD - a full casting PrC that a one level dip in will get you a bonus domain (any available by deity or alignment) and immunity to disease.  If you stay in, you get a second bonus domain at 6th, and immunities to poison and aging, and also gets SR of class level +15 and DR 10/magic.  Not terrible as a one level dip, but I think there are better choices.  Earliest Entry - 11

Mystic WandererMoF - It's a bummer that with all the amazing buffs and spells that you have access to, you still can't get a familiar to share it with... oh wait, yes you can!   Mystic Wander is a full casting PrC that gives you a familiar at second level.  The entrance requirements are kind of crappy (Iron Will, and some wasted skill points) but easy, and when you're not wearing armor, you get a sacred bonus to AC equal to your charisma bonus.  The rest of the class is kind of shitty though (centers on potion making and gem magic, with some minor SLAs), grab the familiar and get out.  Earliest Entry - 6

Knight of the Raven - an interesting option for the more gish oriented archivist.  This is a 9/10 casting class (lost level is 1st) with full BAB, grants undead turning, the Sun Domain (unlike other Domain adding PrCs, this one specifically adds the spells to your normal spells known if you don't have domain spell slots), and a familiar-like companion.  Earliest Entry - 9 (for the straight archivist; you need +4 BAB to qualify)


More to come...

Mooncrow

  • Newbie
  • *
  • Posts: 13
    • View Profile
Re: The Archivist Handbook v2
« Reply #8 on: June 17, 2017, 03:36:02 AM »
The Summoner: Archivist 7/Sacred Exorcist 1/Thaumaturgist 4/Archivist +1/Holt Warden 1/Contemplative 1/Archivist +3/Paragnostic Apostle 2

The Malconvoker:  Archivist 5/Malconvoker 5/Thuamaturgist 4/Archivist +6

The Dweomerkeeper: Cloistered Cleric 1 (Rebuke Dragon ACFDM)/Archivist 5/Dweomerkeeper 2/Sacred Exorcist 1/Dweomerkeeper +8/Anything 3

"The JaronK Special":  Binder 1/Archivist 3/Anima Mage 10/Tainted Sorcerer 1/Tenebrous Apostate 5

Mooncrow

  • Newbie
  • *
  • Posts: 13
    • View Profile
Re: The Archivist Handbook v2
« Reply #9 on: June 17, 2017, 03:36:24 AM »
Credits:

Thanks to Phaxi for the original guide; I know it helped me out the first time I ran an archivist.  Hopefully my guide can do the same.
Thanks to After Crescent for the formatting of his excellent cleric guide; it was a big help in organizing mine.
Colm_l and DM_Awaken_Golem for their work on the lowest level spell lists

Everyone that originally contributed to the old archivist threads both here and on the WotC boards.
Everyone that posts in this thread - your comments are much appreciated!

Still to do:
More sample builds and tactics
Fleshing out the spell lists, and ranking spells
Finishing the equipment section
Guide to Scroll making
Also, races, feats, and 100 other things, I'm sure

Most importantly, my complete list of divine spells by level and source; but that is going to continue to be on the back burner for a little bit.

Mooncrow

  • Newbie
  • *
  • Posts: 13
    • View Profile
Re: The Archivist Handbook v2
« Reply #10 on: June 17, 2017, 03:36:45 AM »
Build #1 - The Summoner (non-Malconvoker)

Archivist 7/Sacred Exorcist 1/Thaumaturgist 4/Archivist +1/Holt Warden 1/Contemplative 1/Archivist +3/Paragnostic Apostle 2

Race: Human
Feats
Human - Academic Priest
1st - Spell Focus: Conjuration
3rd - Rapid Spell
6th - Twin Spell
9th - Divine Metamagic: Twin Spell
12th - Metamagic School Focus: Conjuration
15th - Rashemi Elemental Summoning
Archivist Bonus - Quicken Spell
18th - Divine Metamagic Quicken

Playing:
One of the nice things about a summoner build is that it takes relatively few spells to make work, and having the options of both the summon monster and the summon nature's ally lines makes the archivist summoner a powerful, versatile force even before adding in the other powers of the build.

Level 1-3: the painful levels.  Break out the light crossbow and stay out of the way.  Use Dark Knowledge and party-wide buffs like bless to make your teammates more effective, and use battlefield controls like entangle and sleep to divide and conquer.
4-8: by this point, your summons stick around long enough to be useful.  For now, mostly stick to the SNA lines, since it offers the superior combatants, and the summon monster spells don't have anything to make up for their poorer choices.
9-13: this is where the build really comes online.  With Twin Spell and then Contingent Conjuration (I like to just key mine to a command phrase) you can open combat with up to three summons in the first round.  Pouncers really become a strong option with Dark Knowledge: Foe adding 2-3d6 to every attack's damage.  And with buffs like animal growth available, you can really sit back and let your summons take care of the combat, while you focus on battlefield control.
14-18: Now we start to add a little more diversity into the mix.  By picking up domain spell slots and an actual domain, now we can play shenanigans with spells like substitute domain and anyspell to diversify the options.  Summoning-wise, elementals begin to really shine for combat, and the summon monster line starts to bring really useful SLA's to the table.
19+: at this point, your archivist should really be able to do anything.

Mooncrow

  • Newbie
  • *
  • Posts: 13
    • View Profile
Re: The Archivist Handbook v2
« Reply #11 on: June 17, 2017, 03:37:00 AM »
Build #2 The Malconvoker

Archivist 5/Malconvoker 5/Thuamaturgist 4/Archivist +6

Race: Human
Feats
Human: Academic Priest
1st: Spell Focus: Conjuration
3rd: Augment Summoning (if retraining is allowed, retrain this after getting it from Thaumaturgist)
6th: Practiced Spellcaster
9th: Rapid Spell
12th: Metamagic School Focus: Conjuration
12th: Retrain Augment -> Leadership
15th: Summon Elemental (Reserve)
18th: Planar Touchstone
Archivist Bonus: Sudden Maximize

This is my usual build when I can't play with divine metamagic.  It plays very similarly to Build #1, but you have to be more careful with money, since you rely more on magic items to apply non-level adjusting metamagic.

Mooncrow

  • Newbie
  • *
  • Posts: 13
    • View Profile
Re: The Archivist Handbook v2
« Reply #12 on: June 17, 2017, 03:37:14 AM »
Build #3 - The Dweomerkeeper

Cloistered Cleric 1 (Rebuke Dragon ACFDM)/Archivist 5/Dweomerkeeper 2/Sacred Exorcist 1/Dweomerkeeper +8/Anything 3

Race: Human
Domains: Magic, Planning
Feats:
Human: Practiced Spellcaster
1st: Academic Priest
3rd: Southern Magician
6th: Persist Spell, Travel Devotion
9th: DMM Persist
12th: Twin Spell
15th: DMM Twin Spell
18th: Quicken Spell

The master of divine metamagics, you're all about persisting insanely powerful buffs, and using potent Save or Lose spells.  Cast them as SLAs against enemies with SR, or Twin Spell against anyone else.  With flaws you can grab DMM persist early on, and be a powerhouse from the word "go"  - thanks to OblivionSmurf83 for the build change suggestions.