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General Tabletop Discussion
*Pathfinder & Starfinder
Improving the Diviner
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<blockquote data-quote="Terath Ninir" data-source="post: 2201991" data-attributes="member: 47"><p>One of my favourite specialists to play is the diviner. Why? No one else plays them. However, there's a darn good reason no one plays them. They suck. The divination spells available to wizarads are *terrible*. I can't even count the number of times the rest of the party has asked me, "Well, do you have a spell we can use to figure out this puzzle? No? Darn it all to heck!"</p><p></p><p>Many of the best divination spells are available only to clerics: augury, divination, commune, and speak with dead especially. Sure, if your DM allows it, divine oracle is *the* prestige class for diviners and gives you access to the first three. However, I think you shouldn't have to take a prestige class to make a base class effective.</p><p></p><p>The existing spells that diviners have are somewhat less than inspiring. True strike? Lovely for all those warriors who take one level of sorcerer -- not so inspiring for a dedicated diviner. The worst one by far, though, is legend lore. Gah! It is *much less* effective than a knowledge skill. After hours, days, or weeks, all you get is some useless riddle that you have to then waste time decyphering. And they call that worth a 5th level slot? I think not. not to mention the other end: if you're the DM, you have to come up with the dumb riddle, which is even more annoying.</p><p></p><p>There are some flavour changes I'd like to make on the diviner to make them a little more fun. Giving them the bardic lore ability, for one -- it's not that powerful, but it's right up their alley. But the big problem is the spell list. Diviners need spells that they can actually use to solve puzzles. I don't want to steal the cleric spells; clerics have few enough interesting things they can do.</p><p></p><p>My other problem is my bad memory. Every time we play, with me as player or as a DM over a diviner, we come across a situation where we could use a spell. Invariably, I don't make any notes on it, so I lose all the best ideas.</p><p></p><p>So I'm making a shout out for ideas. Spells you think diviners should have. If you know of good published spells, I'm open to that, too. I don't own everything, but I own a lot of books.</p><p></p><p>The main thing is that diviners should have a core of spells that help them figure out puzzles, and help figure out what to do next in an adventure.</p></blockquote><p></p>
[QUOTE="Terath Ninir, post: 2201991, member: 47"] One of my favourite specialists to play is the diviner. Why? No one else plays them. However, there's a darn good reason no one plays them. They suck. The divination spells available to wizarads are *terrible*. I can't even count the number of times the rest of the party has asked me, "Well, do you have a spell we can use to figure out this puzzle? No? Darn it all to heck!" Many of the best divination spells are available only to clerics: augury, divination, commune, and speak with dead especially. Sure, if your DM allows it, divine oracle is *the* prestige class for diviners and gives you access to the first three. However, I think you shouldn't have to take a prestige class to make a base class effective. The existing spells that diviners have are somewhat less than inspiring. True strike? Lovely for all those warriors who take one level of sorcerer -- not so inspiring for a dedicated diviner. The worst one by far, though, is legend lore. Gah! It is *much less* effective than a knowledge skill. After hours, days, or weeks, all you get is some useless riddle that you have to then waste time decyphering. And they call that worth a 5th level slot? I think not. not to mention the other end: if you're the DM, you have to come up with the dumb riddle, which is even more annoying. There are some flavour changes I'd like to make on the diviner to make them a little more fun. Giving them the bardic lore ability, for one -- it's not that powerful, but it's right up their alley. But the big problem is the spell list. Diviners need spells that they can actually use to solve puzzles. I don't want to steal the cleric spells; clerics have few enough interesting things they can do. My other problem is my bad memory. Every time we play, with me as player or as a DM over a diviner, we come across a situation where we could use a spell. Invariably, I don't make any notes on it, so I lose all the best ideas. So I'm making a shout out for ideas. Spells you think diviners should have. If you know of good published spells, I'm open to that, too. I don't own everything, but I own a lot of books. The main thing is that diviners should have a core of spells that help them figure out puzzles, and help figure out what to do next in an adventure. [/QUOTE]
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