Help me put together a Forgotten Realms Diviner

Creamsteak

Explorer
I am working on playing a few sessions with an FR group. They are mildly experienced in 3rd edition, but are more adapted to other editions and games. I have decided to play a Diviner to make full use of myself as the Party Utility belt. What I don't know, is where would a Diviner be trained in the Forgotten Realms? The location of my training, and the people that supply it would be useful to me for the purpose of having a realistic character in the campaign setting.

Let's just say I'm burdened with the duty to prove myself as a sufficiently fun player to be with. I'm stuck a little, because not only will I be the youngest player, but also the most well educated about all rules. I rolled pretty good, with no negative scores, so I'm in pretty good condition to make a good character.

I likely will focus on developing craft item feats and providing as much support as I can with my Divination skills. My character goals will include the study of magic items and religion, so I need to know a good location to go for study. I also would like a little bit of info on Mystara (sp) and the setting's explanation of magic. The more the better. Obviously my religion will be heavily magical, so it would help to know who I should pray to.

Other than that, I have a good idea about my wife and kids for my character, and my professional career as a Diviner. My focus will be on being the least adventurous member of the group, but my relations to my friends prevent me from ever quiting the dangerous career. More or less, I'll have a very protector type attitude. My allignment hasn't been decided yet (Lawful Neutral, Neutral Good, True Neutral all come to mind).

Please help!

Ebrius Cymbium (Latin: Drunk Tuna)
Human Diviner (Prohibited School: Necromancy)
Hit Dice: 1d4+1 (5 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft.
AC: 14 (+2 dex +2 Leather Armor)
Attacks: 2 daggers +2 melee; or 2 daggers +2 ranged
Damage: daggers (melee) 1d4+2, daggers (ranged) 1d4+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Summon familiar
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 14, Dex 14, Con 12, Int 16, Wis 13, Cha 13
Skills: +7 alchemy (Int), +5 concentration (Con), +7 Knowledge Arcana (Int), +7 Knowledge Religion (Int), +7 Scry (Int), +7 Spellcraft (Int)
Feats: Scribe Scroll (wizard bonus), Ambidexterity (human bonus), Two-Weapon Fighting (normal)

Languages Known: Common, Dwarven, Elven, Gnome

Possessions (Value: 70 gp)
20 Throwing Daggers (40 gp)
Leather Armor (10 gp)
Cold Weather Outfit (8 gp)
Backpack (2 gp)
Bedroll (1 sp)
Belt Pouch (1 gp)
8 gold pieces
5 silver pieces
40 copper pieces

Spells Prepared (3/2+1)
Detect Magic (Cantrip)
Detect Magic (Cantrip)
Detect Magic (Cantrip)
True Strike (1st)
True Strike (1st)
True Strike (1st)

Spells in Spellbook
Cantrips - (All)
1st Level - Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, Magic Weapon, True Strike
 
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I'd recomend Candlekeep; that has a very scholarly influence. As far as religion goes, Azuth, Mystra, Savras the All-Seeing, or Oghma might be good choices.
 

This is a nit-picking technicality, but you need a Dex of 15+ to take Ambidexterity.

On a more role-playing note, why would a dedicated family man, a professional Diviner and the least adventurous member of the group take the feats Ambidexterity and Two-weapon fighting?

I second Hammerhead's deity choices and his suggestion of coming from Candlekeep.
 

I would min/max a bit more. Nothing wrong with what you did, other than the Ambidexterity thing pointed out above.

I would

- put the 12 into Strength, and a 14 into Con, if you're allowed to.
- go with Point Blank Shot instead of Ambidexterity
- go with Precise Shot instead of Two-Weapon Fighting
- get a light crossbow (or stick with throwing daggers if you prefer style over substance.. :) )

As a 1st level wizard, in melee you'll get creamed, so ignore that route. Go with ranged attacks and stay back.
Later, with a good magical crossbow, enhanced bolts, (all of which you should be able to make) and true strike, you can cause lots of damage at a very long range.
 
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Oh, and another thing: Resist the urge to use up all of your spell slots. Keep one 1st level one open, then if you need to prepare detect secret doors or some other spell that won't be used all the time, all you need is 15 minutes.

Explanation: Since you have 6 spells per day, leaving one spell slot open would cause you to take 15 minutes to prepare it. The time needed is 60 minutes / number of spell slots , with a minimum of 15 minutes. See page 154 of the PHB.

This is the strength of the wizard over the sorcerer. You have a larger spell list, so make certain you can use some of those specialized spells. It's a risk, of course. You might really need three true strikes in one fight. But most of the time being able to prepare a different spell in a short time is more important, especially at higher levels, and especially when you're a diviner and should have an idea of what's coming up. (later on, of course)

edit: fixed formula, had it backwards.
 
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Of course, once you get enough money, you could scribe a lot of first level scrolls.

I'd drop Ambidexterity and Two-Weapon Fighting. A good replacement might be Skill Focus in Knowledge. Especially since the Loremaster prestige screams diviner.
 

Hammerhead said:
Of course, once you get enough money, you could scribe a lot of first level scrolls.

Very true. I tend to forget this option, since I keep my player characters so poor (and hardly give them time to create items.)

Must remember to give them a break...of course the last time I did that, they took it upon themselves to start a war, and didn't even finish creating the items they started...
 

FireLance said:
This is a nit-picking technicality, but you need a Dex of 15+ to take Ambidexterity.

On a more role-playing note, why would a dedicated family man, a professional Diviner and the least adventurous member of the group take the feats Ambidexterity and Two-weapon fighting?

I second Hammerhead's deity choices and his suggestion of coming from Candlekeep.

Looks like the pre-req slipped my mind :).

Gargoyle said:
I would min/max a bit more. Nothing wrong with what you did, other than the Ambidexterity thing pointed out above.

I would

- put the 12 into Strength, and a 14 into Con, if you're allowed to.
- go with Point Blank Shot instead of Ambidexterity
- go with Precise Shot instead of Two-Weapon Fighting
- get a light crossbow (or stick with throwing daggers if you prefer style over substance.. :) )

As a 1st level wizard, in melee you'll get creamed, so ignore that route. Go with ranged attacks and stay back.
Later, with a good magical crossbow, enhanced bolts, (all of which you should be able to make) and true strike, you can cause lots of damage at a very long range.

This isn't what I asked for :).

Hammerhead said:
Of course, once you get enough money, you could scribe a lot of first level scrolls.

I'd drop Ambidexterity and Two-Weapon Fighting. A good replacement might be Skill Focus in Knowledge. Especially since the Loremaster prestige screams diviner.

Same as above.

Now... I want to know about this Candlekeep and the dieties listed before (Azuth, Mystra, Savras the All-Seeing, or Oghma). Maybe I didn't mention it, but I know literally nothing about FR other than in the 3rd IR Toril was run by Forrester. And FR people probably don't know what I'm talking about :).
 
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creamsteak said:
Now... I want to know about this Candlekeep and the dieties listed before (Azuth, Mystra, Savras the All-Seeing, or Oghma).

Deities (from the 3E Forgotten Realms Campaign Setting):

  • Azuth: Patron of Mages, Lord of Spells.
    Portfolio: Wizards, mages, spellcasters. The deity of arcane spellcasters rather than magic itself.
    Description: His church embraces the use of magic for constructive purposes, sponsors magefairs, tries to curb the use of destructive or decietful magic.
    Dogma: Reason is the best way to approach magic. Use the Art wisely, and always be mindful of when it is best not to use magic.
  • Mystra: The Mother of All Magic, Lady of Mysteries.
    Portfolio: Magic, spells, The Weave. Essentially, Mystra is the Weave (the conduit that allows spellcasters to safely access the raw force that is magic).
    Description: Mystra's church preserves magical lore in hidden places so that magic will always continue to survive. Her faithful are encouraged to always explore magical theory and create new spells.
    Dogma: Love magic for itself. Use the Art deftly and efficiently, not carelessly and recklessly. Seek always to learn and create new magic.
  • Oghma: The Lord of Knowledge, The Binder
    Portfolio: Knowledge, invention, inspiration, bards
    Description: His church is responsible for the accumulation and distribution of books, scrolls, knowledge, and lore.
    Dogma: Knowledge, particularly the raw knowledge of ideas, is supreme. Knowledge is power and must be used with care, but hiding it away from others is never a good thing.

Deities (from the 2E Powers and Pantheons):

  • Savras: The All-Seeing, The Diviner
    Portfolio: Divinations, divination magic, diviners, truth
    Dogma: Search for the truth in all things great and small and conceal nothing. Speak only the truth, for lies and misdirection, even for benign motives, are the root of all sorrow.

Candlekeep: A fortified keep containing one of the greatest centers of learning in the Realms. The monks of Candlekeep preserve the predictions of Alaundo the Seer among its huge library of writings. The grounds house a temple to Oghma, and shrines to Denier, Gond, Milil, and Savras.

Hope that all helps,
 

Explanation: Since you have 6 spells per day, leaving one spell slot open would cause you to take 15 minutes to prepare it. The time needed is the number of spell slots / 1 hour , with a minimum of 15 minutes. See page 154 of the PHB.

Woah! Thats genius! I definately have to check this out when I get home. If I get to play my L9 wizzie again I'll have to do this for sure... utility spells are great and all, but it is easy to mem the wrong one
 

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