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Diviner

Diviners might be seen as bookworms and scholars, in an endless pursuit of knowledge. This may be true for some, but for most diviners this is exactly what they want people to think of them. In reality, a lot of diviners work in the fields of espionage, infiltration and counter-intelligence, and have undergone extensive combat training.

Statistics

  • Hit Die: d8
  • Alignment: Any
  • Abilities: The Diviner uses Intelligence for spellcasting.
  • Spells per day: As Wizard (Core Rules).
  • Spell Progression: As Wizard (Core Rules).
  • Spell list: School of Knowing.
  • Weapon Proficiencies: Simple and martial weapons.
  • Armor Proficiencies: Light armor.
  • The Diviner casts spells as a Wizard (memorization).
  • Skill points at 1st Level: 6 + Int modifier
  • Skill Points at Each Additional Level: 6 + Int modifier

Progression Table

Level BAB Fort Ref Will Special
1 +1 +0 +2 +2 Arcane Balance, Armored Caster
2 +2 +0 +3 +3 Bonus feat
3 +3 +1 +3 +3 Imbue Weapon
4 +4 +1 +4 +4 Bonus feat
5 +5 +1 +4 +4
6 +6/+1 +2 +5 +5 Bonus feat
7 +7/+2 +2 +5 +5
8 +8/+3 +2 +6 +6 Bonus feat
9 +9/+4 +3 +6 +6
10 +10/+5 +3 +7 +7 Bonus feat
11 +11/+6/+1 +3 +7 +7
12 +12/+7/+2 +4 +8 +8
13 +13/+8/+3 +4 +8 +8
14 +14/+9/+4 +4 +9 +9
15 +15/+10/+5 +5 +9 +9 Bonus feat
16 +16/+11/+6/+1 +5 +10 +10
17 +17/+12/+7/+2 +5 +10 +10
18 +18/+13/+8/+3 +6 +11 +11
19 +19/+14/+9/+4 +6 +11 +11
20 +20/+15/+10/+5 +6 +12 +12

Special Features

At first level, a diviner knows all 0th and first level spells of the School of Knowing. When reaching a new spell level, the diviner gains access to all spells of that level.

Arcane Balance

A diviner can control arcane energies better than most, and is able to have two active arcane spells (buffs) at the same time. Note that this only applies to the diviner, not his allies.

Armored Caster

A diviner is able to wear light armor without incurring spell failure.

Imbue Weapon

When the diviner gets this ability, he can choose to sacrifice one of his daily spells to imbue his weapon with magical power. This ability lasts for 1 min per spell level sacrificed, and does not stack with other magical buffs that imbue the weapon (permanent magical weapons bonuses still stack). The weapon must have at least +1 enchantment bonus before you can choose any of the other abilities.

Level 1-2 spells grants +1 enchantment bonus

Level 3-4 spells grants +2 enchantment bonus

Level 5-6 spells grants +3 enchantment bonus

Level 7-8 spells grants +4 enchantment bonus

level 9 spells grants +5 enchantment bonus

Special ability cost:

+1 Bonus: Far shot/Reach, Ghost touch

+2 Bonus: Defending, Endless arrows

+3 Bonus: Dispelling

+4 Bonus: 1 attack each round gets True Strike

+5 Bonus: Brilliant Energy