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General Tabletop Discussion
*Pathfinder & Starfinder
Do Diviners make sense as PCs?
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<blockquote data-quote="irishfast" data-source="post: 3147126" data-attributes="member: 40543"><p>one of the largest problems i have found with the diviner (and most other wizards) is knowing ahead of time what spells you'll need. this problem is even more profound with a diviner, because while their spells tend to be more useful than spells from other schools, they are usually more dependent on being used at the right times.</p><p></p><p>i played a rog/diviner, and i still think that that is the best combo for a PC diviner that's going to on the battlefield. you use your rogue skills to bump up your listen, spot, hide, move silently, and maybe disable device or open locks, or face skills, depending on your party makeup. when possible, you use move silently and hide to scout ahead and see first hand what's going on. an amulet of nondetection helps a great deal, here. when you can't sneak about, casting spells is your next option. also, the 1st level spell True Strike is vital for the battlefield rog/diviner, as it allows him to utilize his meager selection of offensive spells to great effect (scorching ray, for example).</p><p></p><p>if your party has another rogue, work out between the two of you who is going to beef up their techincal skills and who will go to town on their face skills. the two rogues do well up front, using steath and spells to hide themselves and find out what's ahead. having good face skills also lets you rely less on spells that allow a save when dealing with situations out of combat. having good technical skills lets you find and defeat traps, locks, and other mechanical devices, thereby saving your spells for later use.</p><p></p><p>with a little tweaking, and a lot of patience, the battlefield rog/diviner can be one of the most powerful support characters in the game, letting everyone know what's coming and how to deal with it. DMs are often unprepared for this, and if they don't think ahead, it's their loss.</p></blockquote><p></p>
[QUOTE="irishfast, post: 3147126, member: 40543"] one of the largest problems i have found with the diviner (and most other wizards) is knowing ahead of time what spells you'll need. this problem is even more profound with a diviner, because while their spells tend to be more useful than spells from other schools, they are usually more dependent on being used at the right times. i played a rog/diviner, and i still think that that is the best combo for a PC diviner that's going to on the battlefield. you use your rogue skills to bump up your listen, spot, hide, move silently, and maybe disable device or open locks, or face skills, depending on your party makeup. when possible, you use move silently and hide to scout ahead and see first hand what's going on. an amulet of nondetection helps a great deal, here. when you can't sneak about, casting spells is your next option. also, the 1st level spell True Strike is vital for the battlefield rog/diviner, as it allows him to utilize his meager selection of offensive spells to great effect (scorching ray, for example). if your party has another rogue, work out between the two of you who is going to beef up their techincal skills and who will go to town on their face skills. the two rogues do well up front, using steath and spells to hide themselves and find out what's ahead. having good face skills also lets you rely less on spells that allow a save when dealing with situations out of combat. having good technical skills lets you find and defeat traps, locks, and other mechanical devices, thereby saving your spells for later use. with a little tweaking, and a lot of patience, the battlefield rog/diviner can be one of the most powerful support characters in the game, letting everyone know what's coming and how to deal with it. DMs are often unprepared for this, and if they don't think ahead, it's their loss. [/QUOTE]
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