Herobizkit
Adventurer
So it looks like our first team will have a Fighter, Ranger, Wizard, and Archivist...
Hoo boy. At least I can heal a bit, but traps are gonna kill us good.
To our beloved DM @airwalkrr :
After reading the Archivists Handbook over at brilliantgameologists, it appears that my spellcasting ability will depend directly on what sources I have available from which to draw spells... essentially, I'm a divine caster that learns/casts spells like a wizard.
So, cut and pasted from that site, I have this question:
Q: 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 like that in your party can be a valuable asset to your Archivist.
• Any non-core divine casting class – Shugenja, Favoured Soul, Healer, and Spirit Shaman for example.
• Divine Prestige Classes that add more spells to the class’s spell list.
• Any Domains – According to Sage Advice, divine spells from domains are fine. (see below)
Also, for my back-up concept, I'm thinking Warlock with a heavy bent to Rogue-like abilities.
Hoo boy. At least I can heal a bit, but traps are gonna kill us good.
To our beloved DM @airwalkrr :
After reading the Archivists Handbook over at brilliantgameologists, it appears that my spellcasting ability will depend directly on what sources I have available from which to draw spells... essentially, I'm a divine caster that learns/casts spells like a wizard.
So, cut and pasted from that site, I have this question:
Q: 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 like that in your party can be a valuable asset to your Archivist.
• Any non-core divine casting class – Shugenja, Favoured Soul, Healer, and Spirit Shaman for example.
• Divine Prestige Classes that add more spells to the class’s spell list.
• Any Domains – According to Sage Advice, divine spells from domains are fine. (see below)
Also, for my back-up concept, I'm thinking Warlock with a heavy bent to Rogue-like abilities.