Archivist

The archivist is a seeker and recorder of knowledge. They study forbidden lore and delve into dark dungeons and lost libraries in pursuit of lost repositories of knowledge and esoteric magics. They find pieces of information that pull at the very fabric of reality and their own psyche, then bring that ancient lore to bear on their enemies.

Role: The archivist is a character centered around the application of knowledge and spellcasting and as such is better served as a support character defended by stronger front-line characters.

Alignment: Any. Characters of any alignment may become an archivist. However, the dogged pursuit of knowledge and academics requires some scholarly detachment, and the world shattering eldritch secrets would destroy a less orderly mind. As a result archivists err toward moral relativism with a bent toward orderly record keeping.

Hit Die: d6

Starting Wealth: 2d6 x 10 (70 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The archivist’s class skills are: Appraise (Int), Craft (Int), Diplomacy (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier

Table: The Archivist
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Discoveries, inspiration, practical application, preternatural inspiration, Scribe Scroll, spellcasting tradition
2nd +1 +0 +0 +3 Master of letters
3rd +1 +1 +1 +3 Academic focus, preternatural inspiration
4th +2 +1 +1 +4 Skeptical mind
5th +2 +1 +1 +4 Preternatural inspiration
6th +3 +2 +2 +5 Knack
7th +3 +2 +2 +5 Preternatural inspiration
8th +4 +2 +2 +6 Confident recollection
9th +4 +3 +3 +6 Preternatural inspiration
10th +5 +3 +3 +7 Practical application
11th +5 +3 +3 +7 Academic focus, preternatural inspiration
12th +6 +4 +4 +8 Knack
13th +6 +4 +4 +8 Preternatural inspiration
14th +7 +4 +4 +9 Slippery mind
15th +7 +5 +5 +9 Preternatural inspiration
16th +8 +5 +5 +10 Confident recollection
17th +8 +5 +5 +10 Preternatural inspiration
18th +9 +6 +6 +11 Knack
19th +9 +6 +6 +11 Academic focus, practical application, preternatural inspiration
20th +10 +6 +6 +12 Peerless mind

Class Features

The following are the class features of the archivist.

Weapon and Armor Proficiencies

An archivist is proficient with all simple weapons but no armor.

Spellcasting Tradition

At 1st level, an archivist has a spellcasting area of focus. They must choose one of the following spellcasting traditions which determines which spells are available to them.

Once chosen, the tradition requires a singular focus and cannot be changed. If a spell resides on multiple spell lists available to the archivist by nature of their spellcasting tradition, they follow the same rules as determining the level of a spell-like ability. That is sorcerer/wizard, then cleric/oracle, then druid, bard, paladin, ranger, then other classes. Only consider the classes that are part of your tradition for this purpose. For example, the spell heroism is on the bard, sorcerer, witch and wizard spell lists. However, of a wizard it is 3, so it is considered a 3rd-level spell even though bards may cast it as a 2nd-level spell.

If the spell is from a 4-level spellcasting class, like litany of duty from the paladin spell list, treat it as one spell level higher for the archivist. So that litany of duty, normally a 1st-level paladin spell is considered a 2nd level archivist spell.

  • Arcane The arcane archivist is knowledgeable in the patterns and formulae of arcane spellcasters. They may learn and prepare arcane spells available to bards, sorcerers, witches, and wizards. At 1st-level and when leveling up they may only choose from the sorcerer/wizard spell list. They may learn spells from the other lists by copying scrolls or learning from those other spellcasters. The archivist may not learn or prepare sorcerer bloodline or witch patron spells unless the spell appears on one of the other lists.
  • Divine The divine archivist studies the prayers and supplications of divine spellcasters and may learn and prepare divine spells available to antipaladins, clerics, inquisitors, oracles, and paladins. At 1st-level and when leveling up they may only choose from the cleric/oracle spell list. They may learn spells from the other lists by copying scrolls or learning from those other spellcasters. The archivist may not learn or prepare cleric domain or oracle mystery spells unless the spell appears on one of the other lists.
  • Primal The primal archivist studies the communing and channeling of primal spellcasters and may learn and prepare divine spells available to druids, rangers, and shamans. At 1st-level and when leveling up they may only choose from the druid spell list. They may learn spells from the other lists by copying scrolls or learning from those other spellcasters. The archivist may not learn or prepare druid domain or shaman spirit spells unless the spell appears on one of the other lists.
  • Occult The occult archivist studies the focus and implements of occult spellcasters and may learn and prepare occult spells available to mediums, mesmerists, occultists, psychics, and spiritualists. At 1st-level and when leveling up they may only choose from the psychic spell list. They may learn spells from the other lists by copying scrolls or learning from those other spellcasters.
Table: The Archivist Spells Prepared
Level Spells Prepared
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1
2nd 4 2
3rd 4 2 1
4th 4 3 2
5th 4 3 2 1
6th 4 3 3 2
7th 4 4 3 2 1
8th 4 4 3 3 2
9th 4 4 4 3 2 1
10th 4 4 4 3 3 2
11th 4 4 4 4 3 2 1
12th 4 4 4 4 3 3 2
13th 4 4 4 4 4 3 2 1
14th 4 4 4 4 4 3 3 2
15th 4 4 4 4 4 4 3 2 1
16th 4 4 4 4 4 4 3 3 2
17th 4 4 4 4 4 4 4 3 2 1
18th 4 4 4 4 4 4 4 3 3 2
19th 4 4 4 4 4 4 4 4 3 3
20th 4 4 4 4 4 4 4 4 4 4

Spellcasting

An archivist casts spells drawn from the spells lists determined by their spellcasting tradition (beginning on the previous page). An archivist must choose and prepare his spells ahead of time.

To learn, prepare or cast a spell, the 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 Intelligence modifier.

An archivist can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table 1-2: Archivist Spells Prepared on page 2. In addition, they receive bonus spells per day if they have a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

An archivist may know any number of spells. They must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour studying their spell archive. While studying, the archivist decides which spells to prepare.

Archivists and Scrolls and Wands: The spell list learning possibility allowed to the archivist by their spellcasting tradition does not extend to usage of spell completion or spell trigger items. An archivist may use spell completion and spell trigger items for the main spellcasting list of their spellcasting tradition. For arcane it is the sorcerer/wizard, for divine it is the cleric/oracle, for primal it is the druid, for occult it is the psychic. However, if a spell from another list they have access to is copied in their spell archive (see below), they may use spell completion and spell trigger items for that spell even if it does not appear on their main spell list.

Spell Archive

Like a wizard, an archivist prepares spells from a book full of spells. However, due to the research nature of the archivist’s learning and the diverse sources of the spells, it is an archive of spells. This book has the same statistics as a wizard’s spellbook and is affected by any items, modification or magic that affects a wizard’s spellbook. An archivist cannot prepare any spell not recorded in their spell archive except for read magic, which the archivist can prepare from memory.

An archivist begins play with a spell archive containing all 0-level spells from their main spell list plus three 1st-level spells of their choice. The archivist also selects a number of additional 1stlevel spells equal to their Intelligence modifier to add to the spell archive. At each new archivist level, they gain two new spells of any spell level or levels that they can cast (based on their new archivist level) for their spell archive. The spells added in this way must be from their main spell list (see spellcasting tradition above). At any time, an archivist can also add spells found in scrolls or other books to their spell archive.

Bonus Languages

An archivist may substitute a language from their spellcasting tradition (see below) for one of the bonus languages available to the character because of their race.

  • Arcane Draconic, Giant, or a language tied to an ancient arcane civilization
  • Divine Abyssal, Celestial, or Infernal
  • Primal Druidic, Treant, or Sylvan
  • Occult Aklo, Necril, or Undercommon.

Discoveries (Ex)

An archivist is a master of spellcasting and finding ways to augment their magical capabilities. They may take arcane discoveries instead of feats as wizards do using their archivist class level in place of their wizard level for effects and prerequisites. Additionally, they are considered a Wizard of a level equal to their archivist level for the purposes of prerequisites for other feats and spells.

Inspiration (Ex)

An archivist is not just a scholar with an encyclopedic memory, they also possess keen powers of deduction and reasoning that surpass the abilities of others. The archivist typically uses these powers to aid in recalling salient information, but can also use these flashes in other situations.

An archivist has the ability to augment skill checks and ability checks through their brilliant inspiration. The archivist has an inspiration pool equal to 1/2 their archivist level + their Intelligence modifier (minimum 1). An archivist’s inspiration pool refreshes each day, typically after they get a restful night’s sleep. As a free action, they can expend one use of inspiration from their pool to add 1d6 to the result of that check, including any on which they take 10 or 20. This choice is made after the check is rolled and before the results are revealed. An archivist can only use inspiration once per check or roll. The archivist can use inspiration on any Intelligence-based skill checks without expending a use of inspiration, provided they are trained in the skill.

Unlike with investigators, inspiration cannot be used for attack rolls and saving throws unless they have levels in investigator (or similar class). If the archivist has levels in another class with an inspiration pool, the pools do not stack but they may add their archivist levels to the other levels to determine the pool total.

Preternatural Inspiration (Ex)

The archivist is able to take their education, study and understanding to brush at the very edges and inner workings of reality. This allows them to perform feats normally outside the realm of possibility, though, if they push too far beyond the edges of existence, it can fray the fabric of their mind and eventually drive them mad. At 1st level and every odd level thereafter, the archivist gains a special ability to use with their inspiration, with the cost (IP) listed next to the name.

The ability also has an option, under Preternatural for gaining additional benefit at the cost of the archivist’s sanity. The cost for the additional benefit is additional inspiration cost (IP) and Wisdom damage. The additional IP cost is in addition to the basic benefit’s cost unless otherwise stated. If the cumulative Wisdom damage from this ability exceeds 5, then half of it becomes Wisdom drain and half of any further Wisdom damage is converted to drain. If using sanity rules from Pathfinder Horror Adventures, use the sanity damage entry in lieu of the Wisdom damage or drain. Prerequisites, if any, will be listed in its own line. The preternatural benefit can be added at any time by spending the inspiration and taking the damage as a free action, however, the extra benefit only lasts as long as the original ability unless otherwise stated.

You can have as many preternatural inspirations active as you wish to spend the inspiration for, however, the bonuses do not stack. For example, if you used the tactics ability, it would not double if you activated it for all of the goblins in the area and on the shaman of the tribe based upon their class.

However, using tactics and puissance would combine in that instance.

If the effects of the ability are determined by the number of skill ranks, you use only the skill with the highest skill ranks to determine the number.

For example, to determine the duration and bonus to Perception provided by third eye, you would use the greater of your Knowledge (arcana) and Knowledge (planes) ranks, not a combination of the two.

While this Wisdom damage or sanity damage is technically a mind-affecting effect, you are willingly exposing your mind to the ravages of this glimpse beyond your reality and are thus able to apply any immunity, saving throws, or abilities to prevent or reduce this damage.

The following are the abilities you may learn with preternatural inspiration. They are ordered by the number of ranks required then by alphabetical order.

Artifact Knack (0 IP, 1 rank)

Prerequisite(s) Knowledge (arcana), Knowledge (nature), Knowledge (religion), or magic-related Lore depending on the nature of the magic item.

Benefit(s) You can use a requisite Knowledge skill in place of Use Magic Device to activate a magic item as long as you have at least 1 rank in the requisite skill. Knowledge (arcana) is for arcane and occult items, Knowledge (religion) is for items created by divine casters excluding druids, rangers and shamans, and Knowledge (nature) is for the rest. A Lore skill that directly deals with the item in question also qualifies. For example, if you have a Lore skill dealing with an ancient civilization and the magic item is created by a member of that ancient civilization, you could use that Lore skill.

Preternatural (1 IP, 1 Wisdom damage, 2 sanity damage) You forcibly insert your will and power into the magic item losing a bit of yourself. When activating a magic item you can use your caster level and spell save DC instead of the item s. If the spell is on your spell list but you have not learned it, the Wisdom damage increases to 1d2 and the sanity damage increases to 1d4+1. If the spell is not on your spell list, the Wisdom damage increases to 1d3+1 and the sanity damage increases to 1d6+2.

Helpful Knowledge (0 IP, 1 rank)

Prerequisite(s) Rank in the skill you are providing aid another for or the applicable practical application.

Benefit(s) When providing aid another, you may grant an inspiration die instead of the normal aid another to a skill check, though with a minimum bonus of +2. If the skill check would require an expenditure of inspiration, this aid another attempt also requires an expenditure of inspiration.

Preternatural (1 IP, 1d2Wisdom damage, 1d4+1 sanity damage) You get a peek into the myriad of actions your ally might take and which ones will succeed and which ones will fail. You may aid another as an immediate action and apply your inspiration to any action aid another may affect. You do not need to roll the aid another check, but you do not gain the minimum +2 bonus.

Split Soul (0 IP, 1 rank)

Prerequisite(s) Knowledge (arcana)

Benefit(s) You have learned the techniques of transferring some of your essence into another being. You gain a familiar as the arcane bond wizard class feature. However, instead of using class levels to determine the abilities and statistics of the familiar, you use your ranks in Knowledge (arcana). If you receive a familiar from another class, your ranks in Knowledge (arcana) stack with the class levels of that class, however the effective level for the familiar cannot exceed your HD.

Preternatural (1 IP, 1d2Wisdom damage, 1d4+1 sanity damage) You instill your familiar with more of your power and manipulate its body and soul, and thus part of your body and soul. For 1 minute per rank in Knowledge (arcana) you possess, you may transform your familiar into an eidolon as per the unchained summoner. Use your ranks in Knowledge (arcana) as your effective unchained summoner level for determining the eidolon’s statistics, abilities and evolutions. If you possess an eidolon from another class, you are unable to use this preternatural ability.

Tactics (1 IP, 1 rank)

Prerequisite(s) Knowledge (history), a Knowledge that identifies a creature’s abilities, or any Lore related to combat or military tactics.

Benefit(s) You gain an understanding of the tactics and capabilities of your opponents through intense study of combat tactics. If you have successfully identified a creature or their capabilities using a skill for which you have ranks, you can, as a swift action, grant yourself and your allies within 60 feet a +1 insight bonus to AC, CMD, attack rolls, and combat maneuver checks against that creature type for 1 minute. At 6 ranks in the skill that identifies the target or its abilities and every 6 ranks thereafter, the bonus granted increases by 1. This benefit applies to all creatures of the same type or character class.

For example, you could affect all the ghouls in the combat but not the vampire leading them.

Preternatural (1 IP, 1 Wisdom damage, 2 sanity damage) You see beyond the likely movements and tactics of your enemies and instead see the actual choices and outcomes of the enemy. The myriad of possibilities and the shifting outcomes can be difficult for the mind to bear. Once per round as an immediate action, you can grant an ally a reroll on an attack or combat maneuver against a target creature, allowing them to take the higher of the two rolls or, force a target creature to reroll an attack roll or combat maneuver and take the lower result.

Expert Crafter (0 IP, 3 ranks)

Prerequisite(s) Craft corresponding to the item being created, Knowledge corresponding to the spellcasting tradition required to make the item, or Spellcraft, see below.

Benefit(s) You craft all magic items 10% faster so long as you have at least 3 ranks a prerequisite skill that corresponds to the item. For example making a ring of protection you could have Craft (jewelry) or Knowledge (religion) since the shield of faith spell is a cleric spell. If the magic item has no spell requirement, use Spellcraft. For every 3 ranks you have in a requisite skill this % increases by 5.

This ability stacks and is added to any ability, feat or arcane discovery that has a similar impact on items. For example, if you have the Arcane Builder arcane discovery and the item being made meets all the prerequisites, you would craft the item 35% faster.

Preternatural (see text) While crafting an item, your mind blanks and when you come to, the item is miraculously further along than you expected but your mind was it a price? When crafting a magic item, you can reduce the time required by 1 day by expending 1 IP and taking 1d2 Wisdom damage or 1d4+1 sanity damage. You can reduce the time required by multiple days at a time, taking the costs all at one time. You can also reduce the time anytime during the creation process. So, if you are 5 days into creating an item but you need to leave on an adventure, but have 2 days remaining, you can spend 2 IP and take 2d2 Wisdom damage or 2d4+2 sanity damage and finish up the item.

Power Modulation (1 IP, 3 ranks)

Prerequisite(s) The Knowledge skill tied to the spellcasting tradition you are manipulating a spell from.

Benefit(s) You may expend inspiration as a free action to increase the DC or the caster level of a spell you are casting by 1. You can only use this once per spell. At 9 ranks and every 6 ranks thereafter, the bonus to the spell’s DC or CL increases by 1.

Preternatural (1 IP, 1d2Wisdom damage, 1d4+1 sanity damage) You open yourself to the magical energies flowing around you and as such have insight into a spell being cast by an enemy and are able to draw some power away from it. This exposure to the raw magical power is trying on your mind. As an immediate action, you can reduce the caster level or the DC of a spell by 1. At 9 ranks and every 6 ranks thereafter, the penalty to the spell’s DC or CL increases by 1. This expenditure of IP of this preternatural use is separate from the basic benefit.

Inspired Subterfuge (0 IP, 3 ranks)

Prerequisite(s) Bluff, Diplomacy, Disguise, and/or Intimidate, whichever is being used.

Benefit(s) You may apply your inspiration die to Bluff, Diplomacy, Disguise, and/or Intimidate checks without spending Inspiration so long as you have at least 3 ranks in the skill.

Preternatural (1 IP, 1d2Wisdom damage, 1d4+1 sanity damage) You can focus your mind on the target and see exactly which words or details will subvert their behavior. The multitude of options and outcomes are taxing upon the mind, however.

You add your Intelligence bonus in addition to your Charisma bonus on the Bluff, Diplomacy, Disguise, and/or Intimidate skill check made. You must have 3 ranks in the skill to gain this benefit.

Puissance (1 IP, 3 ranks)

Prerequisite(s) Knowledge (arcana), Knowledge (religion), Knowledge (nature), or any Lore that deals with magic or supernatural abilities.

Benefit(s) You gain a deep understanding of the workings of magic, the supernatural, and even physics to a degree. As a swift action, you may grant you and your allies within 30 feet a +2 insight bonus on saving throws against spells and abilities of a selected set of enemies for 1 minute.

You must have 3 ranks in a qualifying skill that can identify the abilities to be used and have identified the creatures and its capabilities or have experienced an ability it can employ that requires a saving throw. At 6 ranks in the skill that identifies the creature’s abilities and every 3 ranks thereafter, this bonus increases by 1. This benefit applies to all creatures of the same type or character class. For example, it would work against the wizard casting enchantment spells on the party, but not against the cleric preparing an unholy spell.

Preternatural (1 IP, 1d2Wisdom damage, 1d4+1 sanity damage) You look beyond the veneer of reality to see the levers and pulleys that move such magical and supernatural abilities along. Once per round as an immediate action, you can pull a string of reality around an effect created by a qualifying creature that requires a saving throw.

You must make a check (1d20 + your archivist level) vs a DC of 11 + the caster level of the spell or 10 + the qualifying hit dice of the supernatural or extraordinary ability. If the check succeeds, the ability is negated.

Divided Preparations (1 IP, 5 ranks)

Prerequisite(s) The Knowledge skill tied to the spellcasting tradition you are preparing spells from.

Benefit(s) You can spend 1 IP to prepare two spells in one of your open spell slots of two levels higher.

For example, you could prepare two different 1st level spells in a 3rd level spell slot. For all purposes, the spells prepared are treated as their original spell level. If you prepare cantrips in a 2nd level spell slot, they act as normal cantrips. You can do this as many times as you wish to spend the inspiration while you are preparing spells. You cannot split a slot you created by splitting a higher level slot.

Preternatural (1 IP, 1 Wisdom damage, 2 sanity damage) When casting a spell from a split slot, you can push your mental and magical powers into the spell and cast it as if it were under the effects of the metamagic feat Heighten Spell. This increases the DCs of the spells up to the level of the slot that was split.

For example, if you did this with the 1st level spell in a 3rd level slot, its DCs would be calculated as if it were a 3rd level spell. This does not increase the casting time of the spell and would stack with the Heighten Spell metamagic feat if applicable.

Insightful Empathy (0/1 IP, 5 ranks)

Prerequisite(s) Sense Motive

Benefit(s) You can add an inspiration die to Sense Motive checks without needing to expend inspiration. Additionally, you can spend a point of inspiration to roll your Sense Motive check and inspiration die twice and take the higher results of both dice.

Preternatural (1 IP, 1d2Wisdom damage, 1d4+1 sanity damage) You can open your mind to detect the thoughts of a creature within range as a standard action. However, in doing so your mind is open to all the thoughts in the area and sometimes from other places. The target creature must make a Will save DC 10 + 1/2 your class level + your Intelligence modifier. If they fail, they are affected as if you had concentrated on them for 3 rounds using detect thoughts. If the target fails their Will save, you may continue to detect surface thoughts of the target for a number of rounds equal to your class level. If the target is normally immune to mind-affecting effects, they are not immune to this detection of thoughts unless they are mindless.

However, using this ability on creatures normally immune can be taxing and you take 1 additional Wisdom damage or 2 sanity damage. This preternatural use and IP cost is separate from the ability’s basic benefit but can be used concurrently.

Quick Study (1 IP, 5 ranks)

Prerequisite(s) The Knowledge skill corresponding to the spellcasting tradition you are preparing a spell from.

Benefit(s) You can exchange a prepared spell with another spell from your spell archive as a full-round action that provokes attacks of opportunity. You must be able to reference your spell archive when using this ability. The spell prepared must be of the same level as the spell being replaced. If you have 10 ranks in the corresponding skill, the action is reduced to a standard action. At 15 ranks, the action is reduced to a move action and at 20 ranks, the action is reduced to a swift action and no longer provokes attacks of opportunity.

Preternatural (1 IP, 1d2Wisdom damage, 1d4+1 sanity damage) You are able to pull knowledge of magic from sources beyond your comprehension.

This operates as the basic benefit of this ability, however you can prepare a spell without having access to your spell archive or a spell from your spell list you have not learned yet. You can prepare a spell not on your spell list but the Wisdom damage increases to 1d3+1 and the sanity damage increases to 1d6+2.

Revelation (1 IP, 5 ranks)

Prerequisite(s) Any Knowledge or Lore that would allow you to know or learn a target’s background.

This is preternatural knowledge, so Knowledge skills that can identify the creature would qualify.

Benefit(s) You can speak aloud a lesser known or damning secret about the target creature as a standard action. The target must make a Will save (DC 10 + 1/2 your class level + your Intelligence modifier) or be stunned for 1 round. At 10 ranks and every 5 ranks thereafter, the duration increases by 1d4 rounds. The creature is allowed a Will save each round to end the effect. If the creature is normally immune to stunning, they are dazed instead for the same duration.

Preternatural (2 IP, 1d3 Wisdom damage, 1d6+1 sanity damage) You are able to glimpse into the truth of the creature that is even hidden from yourself. Such a delve is taxing on the mind but it is even more so on the mind of the target. In addition to the stunning or dazing effect, the target is dealt Wisdom damage equal to the duration of the stunning, or if using sanity damage rules, sanity damage equal to double the duration of the stunning. A successful initial Will save, halves this damage. If the target fails their saving throw by 10 or more, they must make a Fortitude saving throw at the same DC or die. If they succeed, they are still stunned or dazed and dealt mental damage as normal. While this is a mind-affecting effect typically, this transcends immunity to mind-affecting effects.

Incredible Knowledge (0 IP, 7 ranks)

Prerequisite(s) The skill you are applying this ability to.

Benefit(s) You have incredible flashes of insight into what you re doing. When rolling inspiration, you use d8s instead of d6s. At 20th level, you roll 2d8 instead of 2d6.

Preternatural (0 IP, 1d2Wisdom damage, 1d4+1 sanity damage) You are able to reach beyond normal capabilities and pull upon knowledge of a situation beyond what your mind should be able to hold. When rolling inspiration, you roll d10s instead of d8s or d6s.

Magical Tinkering (see text, 7 ranks)

Prerequisite(s) The Knowledge skill tied to the spellcasting tradition you are preparing spells from.

Benefit(s) When preparing your spells you can find ways to tinker with the spells without increasing their required power output. For every point of inspiration you spend when preparing spells, you can reduce the metamagic level cost on one spell by 1. However, each level above 1 requires you to have one additional rank in the requisite skill. For example, If you are preparing bear’s endurance with Extend Spell, you may spend 1 IP to prepare it as a 2nd level spell. As another example, if you are preparing an empowered magic missile you can prepare it in a 2nd level slot using 1 IP, or, if you have 8 ranks in Knowledge (arcana) you can spend 2 IP to prepare it as a 1st-level spell. This reduction reduces the total level increase, not the individual feats. So if you were preparing bless with Extend Spell and Widen Spell, 1 IP would reduce the total level increase to 3. You still must be able to cast the level of spell that would be created by the increased spell level. So to cast that extended, widened bless, you must be able to cast 5th level spells even if you don’t use a 5th level slot for the spell.

Preternatural (see text) When casting a spell in desperation you reach for powers beyond your mortal kenning to grant you additional power. You can apply a metamagic feat to a spell without preparing ahead of time, increasing its spell level or the time to cast it. To do so you must expend 1 IP per level increase and take 1d2 Wisdom damage or 1d4+1 sanity damage per level increase. You must expend all the required IP and take the damage to reduce the level increase of the feat to 0. Otherwise, this acts as the basic benefit.

Third Eye (1 IP, 7 ranks)

Prerequisite(s) Knowledge (arcana) or Knowledge (planes).

Benefit(s) As a standard action, you can focus your magical energies to manifest a glowing third eye on your forehead. For 1 round per rank in a qualifying skill you cast all divination spells with a +1 caster level, darkvision 60 feet, a constant detect magic spell effect and a bonus equal to your qualifying skill ranks on Perception checks to notice invisible creatures.

Preternatural (1 IP, 1d2Wisdom damage, 1d4+1 sanity damage) You open yourself and your mind up further through your third eye exposing your psyche to the energies of the universe. For the duration you also gain the benefits of true seeing.

However, when this preternatural effect is activated, the remaining duration of the third eye is halved (minimum 1 round).

Time Mastery (0 IP, 9 ranks)

Prerequisite(s) Knowledge (nature) or Knowledge (planes)

Benefit(s) There is never enough time, there is so much to learn but you are limited by your mortal shell. Perhaps if you could learn to manipulate time and its changes wrought upon the body. You are treated as one step lower on the aging track for the purposes of the penalties to your physical attributes, to a minimum of adulthood. You still die when you reach your maximum age and you still gain the bonuses to your mental stats as you age. At 13 ranks in the requisite skill, you are treated as two steps lower for this purpose, and at 17 ranks you are treated as three steps lower. If you have 20 ranks in the requisite skill, you suffer no penalties to your physical stats and you are considered immortal and will not die from aging.

Preternatural (1 IP, 1d2Wisdom damage, 1d4+1 sanity damage) You have gained a glimpse into the passage of time that allows you to circumvent the passage of time briefly in a way beyond your mortal comprehension. This ability acts as the spell time stop, except it lasts 1 round per 5 ranks in the requisite skill you possess.

Weak Spot (1 IP, 9 ranks)

Prerequisite(s) Any Knowledge or Lore that can identify a creature type.

Benefit(s) You have studied creatures and have memorized all of their resistances and more importantly, their weak points. As a swift action, you may grant you and your allies within 30 feet 1d6 extra damage against creatures of a chosen type for 1 minute. The creature must be identified by a Knowledge skill for which you have at least 9 ranks. This damage increases by an additional 1d6 at 13 ranks and every 4 ranks thereafter. Creatures immune to precision damage are immune to this ability and this damage is not multiplied on a critical hit. This bonus damage affects all creatures of the chosen type, for example, it would work against the dire wolves attacking your party, but not the massive winter wolf leading them.

Preternatural (2 IP, 1d4Wisdom damage, 2d4 sanity damage) You can see the underpinnings of what creates the creature’s being. When activating this preternatural aspect, you may alter the resistances, immunities and weaknesses of creatures affected by this ability. You may reduce a resistance, or cause the creature to take extra damage from a damage type equal to the number of ranks in the skill to identify them you have. For this purpose, immunity is considered a resistance of 30 and is no longer considered an immunity. If a resistance is reduced below 0, or the creature has no resistance against the chosen damage type, the creature takes the difference in extra damage from such effects. For example, if you alter a morhg’s resistance to fire, for which it has none, it takes extra fire damage equal to your ranks in the skill to identify it.

Blood Casting (1 IP, 11 ranks)

Prerequisite(s) The Knowledge skill tied to the spellcasting tradition you are preparing spells from.

Benefit(s) You have studied the power of blood and know how to use your own blood to empower your spellcasting. You can use inspiration as a free action to cast a spell without expending a spell slot.

To do so you take 1 Constitution damage per spell level of the spell. This can be paired with any other preternatural inspiration ability that affects your spellcasting. If the cumulative Constitution damage from this ability exceeds 5, then half of it becomes Constitution drain and half of any further Constitution damage is converted to drain.

Preternatural (see text) You can put your mind into the state of reality in which you can pull from different parts of your body to empower your spellcasting, enervating your muscles or dulling your reflexes. As part of using your lifeblood to cast spells above you can forcibly shift where that power is coming from. At the cost of 1 Wisdom damage or 2 sanity damage per ability damage shifted, you may move some or all of the cost of this ability to Strength or Dexterity. The same accumulation resulting in drain rule applies to this damage as it does to your Constitution.

True Name (1 IP [see text], 11 ranks)

Prerequisite(s) The Knowledge skill tied to identifying the creature called.

Benefit(s) When calling a creature with a conjuration (calling) spell like planar ally or planar binding or drawing the attention of a creature like with the spell contact entity, you can expend 1 point of inspiration as a swift action to learn the true name of the creature. Going forward when using the appropriate spell to call them, you ignore distance between you and the creature as long as you are on the same plane and you need not expend a material component to pay for their services, nor do you need to use a magic circle or forcibly compel them to obey you. Additionally, you can expend a point of inspiration to cast contact other plane as a spell-like ability, using your requisite Knowledge ranks as its caster level, to seek answers from the creature even if they are not planar. Creatures with 1-5 HD are considered to be from the astral plane for purposes of the accuracy of answers. Creatures from 6-10 HD are considered to be a demigod, 11-15 HD are considered to be a lesser deity, 16-20 HD are considered an intermediate deity and those of 21+ HD are greater deities. Regardless of the answer category, the DC to prevent Int/Cha decrease is 10.

Preternatural (see text) Once you know the true name of an entity, you can alter reality with your mind to bring them to you through a rift. This acts as the spell planar binding except it calls the creature you know the name of, it does not get a Will save to resist your control and there is no HD restriction. However, the cost for calling the creature is as follows:

Step Through Reality (1 IP, 13 ranks)

Prerequisite(s) Knowledge (planes) if planar location, Knowledge (local/geography) if above ground location on the material plane, Knowledge (dungeoneering) is underground location on the material plane.

Benefit(s) When casting a conjuration (teleportation) spell, you can spend IP as a free action to teleport exactly to the intended location without any displacement or any chance of a mishap.

Preternatural (3 IP, 1d3 Wisdom damage, 1d6+1 sanity damage) Separate from the basic benefit of this ability, you can spend inspiration as a full-round action to alter reality to change where you and your companions are. This acts as the spell greater teleport or plane shift, though you must meet the Knowledge skill prerequisite for the location to which you are teleporting. You still need to know the location to teleport there.

Practical Application (Ex)

At 1st level, the archivist has an extensive study into various fields and sometimes those studies can extend into the practical applications thereon or tips and tricks on other topics of study. They can use their bonus in a particular Knowledge skill in place of their bonus in the associated skills. When substituting in this way, the archivist uses their total Knowledge skill bonus, including the class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. Unlike the base Knowledge check, the archivist must expend a point of Inspiration to add inspiration die to this skill check. At 10th and 19th levels, the archivist may select an additional type of Knowledge to substitute.

Scribe Scroll

Archivists gain Scribe Scroll as a bonus feat.

Master of Letters At 2nd level, an archivist gains a bonus on Linguistics check equal to 1/2 their level for their exposure to various languages both modern and ancient. Additionally, they gain one additional language for each rank they have in the skill.

Academic Focus An archivist continues to become experts on their specific areas of study. At 3rd, 11th and 19th levels, the archivist gains a bonus feat. The bonus feat must be Skill Focus or Signature Skill for a Knowledge skill, Linguistics or Spellcraft. The archivist must meet the prerequisites of the bonus feat chosen.

Skeptical Mind (Ex)

At 4th level, an archivist may add their inspiration die to saves against enchantment or illusion spells and effects. This does not require an expenditure of inspiration.

Creature Called HD IP 1-5 HD 1 IP Wisdom/Sanity Damage1 Wisdom/2 sanity damage6-10 HD 2 IP 1d2+1 Wis/1d3+2 sanity damage11-15 HD 3 IP 1d3+2 Wis/1d4+3 sanity damage16-20 HD 4 IP 1d4+3 Wis/1d6+4 sanity damage21+ HD 5 IP 1d6+4 Wis/1d8+5 sanity damage

Knack (Ex)

At 6th level, an archivist gains a knack from one of their areas of expertise. They may choose one of the below. They gain an additional knack at 12th and 18th levels. Each one of the uses of a knack requires a Knowledge check and an expenditure of 1 point of inspiration. You add your inspiration die to this check without expending additional inspiration.

  • Arcana You may identify the magical properties of an item with Knowledge (arcana) without requiring any divination spell use.
  • Dungeoneering You may use a Knowledge (dungeoneering) check in lieu of a Perception check to detect traps or secret doors.
  • Engineering You may use a Knowledge (engineering) check in lieu of a Strength check to break or burst an object.
  • Geography You may use a Knowledge (geography) check to resist weather effects or checks for a hard march.
  • History You automatically succeed on an appraise check for any item with historical significance.
  • Local You may gather information using Knowledge (local) in lieu of a Diplomacy check.
  • Nature You may improve the attitude of an animal or magical beast as if using Wild Empathy, using a Knowledge (nature) check.
  • Nobility You may use Knowledge (nobility) to improve the disposition of a humanoid as if using Diplomacy.
  • Planes You may use Knowledge (planes) for saves and ability checks to resist the detrimental effects of the planes.
  • Religion You may identify the magical properties of an item with Knowledge (religion) without requiring any divination spell use.

Confident Recollection (Ex)

At 8th level, the archivist becomes so confident in their knowledge of certain areas of study that they could recall information in stressful circumstances. The archivist can choose 3 of the Knowledge skills or Linguistics. When making a skill check with these skills, they may take 10 even if stress and distractions would normally prevent them from doing so. At 16th level, you gain an additional 3 skills to receive this benefit. This confident recollection cannot be used on Knowledge checks for the practical application ability.

Slippery Mind (Ex)

At 14th level, the archivist’s mental control allows them to wrest control of their mind from the influence of others. If the archivist fails their saving throw and is affected by an enchantment or other mind-affecting spell or effect, they may attempt the save again 1 round later at the same DC. They get only this one extra chance to succeed on their saving throw.

Peerless Mind

At 20th level, the archivist may take 20 with skills chosen by confident recollection and it does not take any additional time. The archivist can also take 20 on the other Knowledge or Linguistic checks but it takes 1 hour as they dig through their books.

Additionally, they are immune to mind-affecting effects and their inspiration die increases to 2d6.

The archivist may choose to accept a mind-affecting effect if they wish.

Section 15: Copyright Notice

Breath of Life: The Archivist, Copyright 2023, Orphaned Bookworm Productions, LLC, Authors: Connor Bates and Norman Mitchell Jr.

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