Archivist 1st - Starting Prayerbook [Archive] - Wizards Community

Post/Author/DateTimePost
Michigan

10-30-06, 08:41 PM
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.

My Archivist is beginning play with an Intelligence of 18, and a Wisdom of 16. Level adjustments, over time, will bump that to Wis 18 and Int 20 (plus any magic items I find/make). However, this does put me in an interesting spot, I can only pick seven spells to start with.

Due to personal preference, I want to keep my starting spell list restricted to the PHB only. Now, when playing a Cleric, there isn't ever a worry about spells known.... and when I play a Wizard, I always specialize.... but as an Archivist I need to choose carefully. Here are my options.... My choices are in bold.


1st-Level Cleric Spells
Bane: Enemies take -1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect (Align.): Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes -2 on attack rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from (Align.): +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Calls extraplanar creature to fight for you.


Cure Light Wounds is vital. I'm not certain if their will be a "proper" Cleric in the party mix, if their is that simply means I need to prepare this spell in fewer slots. I need to have it in my prayerbook anyway - those wands and scrolls I'll be crafting gotta start somewhere, right? Inflict is just plain fun. ("No Mr. Anti-Paladin, let me lay hands on you! Haha! I love being Lawful Neutral!")

Bless is great when combined with Dark Knowledge (tactics)... At 1st level, I should be hitting my Knowledge checks about 3/4 of the time. With DK and Bless my allies get a +2 to hit. That's like handing out free damage to the power-attacking warriors.

The ones I'm not too sure of are Divine Favor, Magic Weapon, or Summon Monster I.
Endarire

10-30-06, 09:25 PM
What are the allowed sources? This list (http://boards1.wizards.com/showthread.php?t=515321) does wonders for archivists.

-EE
PhoenixInferno

10-30-06, 09:38 PM
I would rather have Obscuring Mist than Inflict Light Wounds.
Yorath_theWolf

10-30-06, 09:43 PM
Summon Monster spells don't really start getting worthwhile till Summon Monster III, so personally I'd skip it. Entropic Warding though, well heck unless it's just personal is great though, still good if personal, but not as widely helpfull. after all, less of a chance getting hit is always good.
Michigan

10-30-06, 09:51 PM
What are the allowed sources?

Um... Like I said: "Due to personal preference, I want to keep my starting spell list restricted to the PHB only."
HelloRaptor

10-31-06, 12:16 AM
That's unfortunate. Honestly, I don't think the Archivist is worth it without access to the Spell Compendium.

Anyway... will your DM let you take Collegiate Archivist (as per Collegiate Wizard, from Complete Arcane)? It'd let you start with more spells in your book at lvl 1, and then 4 new spells per level at each new level after that instead of the usual 2.
Tikael

10-31-06, 12:26 AM
Sanctuary or Entropic shield are good choices. Depends on your play style though.

it's a little off topic but if you are playing a lawful neutral character then the sudden cure or sudden inflict feats might make both those spells much better choices. Im pretty sure an archivist could qualify. they allow you to swap cure/inflict spells for ones you already have prepared, just like a good/evil cleric can. I think these are from complete divine. This would make you a more effective healer if your party does not have one and allow you to prepare other spells and sacrifice those if you need to cure something.
Endarire

10-31-06, 12:30 AM
Sudden inflicting works best with a necromancer.

-EE
Michigan

10-31-06, 07:35 AM
That's unfortunate. Honestly, I don't think the Archivist is worth it without access to the Spell Compendium.

Anyway... will your DM let you take Collegiate Archivist (as per Collegiate Wizard, from Complete Arcane)? It'd let you start with more spells in your book at lvl 1, and then 4 new spells per level at each new level after that instead of the usual 2.

I fully plan on exploiting... er... exploring the Archivist's ability tocast from the Rng, Pal, Drd, and Domain lists. But the ability specifically requires that
these spells come from "outside" sources, so I see no way to justify a starting level character having them in his spellbook. Likewise, I won't have any scrolls prepared.

Now, after the first session, you better beleive I plan to beg, borrow, and steal every divine spell on the Prime Material Plane. :D

(Besides... I won't own the Spell Compendium until next payday.)