Advice how to play a Diviner


Advice


I need advice on how to play a diviner. I have to leadership feat and thought it would be cool to have one as a cohort. So after making him and playing him a few sessions I have realized that I'm playing more of a conjurer.

So moreover I like to know how to use Divinations to help the party. I understand that potential for role play situations but what about when we go into that dungeon? Most of the spells are not needed cause we have people to fill those roles (ie Detect Secret Doors, Detect Undead, Identy). People always say that a Diviner can help cause everyone knows what spells to mem. How do I go about this? Anyone give me advice on how I'm suppose to use Prying Eyes?

Any thoughts, tips or advice is welcome


That's why I'm not as big a fan of Diviners. They have amazing school abilities, but I don't find a spellbook filled with Divination spells to be an especially useful spellbook. Though I guess it'd depend on the GM, campaign, and player style.


Bump


As a diviner, your role is to help the party anticipate what they will face, giving you and your friends a better chance of success.

Prying eyes is used to explore an entire dungeon in a few minutes and reveal its dangers and inhabitants. It can also be used to prevent ambush when you are traveling.

When you are in front of the door of the BBEG throne room, Clairvoyance let you know what kind of adversity is expecting you behind.

Scry let you spy your enemies, Detect Thoughts and Locate Object help you for investigation.

Divination spells are to be used before combat mainly. When initiative is rolled, you will use spells from other schools.


Consider how much your DM is going to tell you when you cast your spells. If you know every encounter in advance could get quite frustrating for him. This may lead to his NPC's taking steps to avoid your divinations.

Which would make your character pretty useless.

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Diviner is not a specification I would choose. However you do have a big bonus to your Initiative and you can always act in surprise rounds which is pretty powerful.

I'd focus more on what else you can do as much as you do on your Divinations.

The Exchange

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I take a Diviner every chance get. So many things -

Detect thoughts to check out a room, before you open the door - scan it thru the door to see if there is anything there and what it's thinking of. Detect thought to get information from prisoners -
Diviner "Who sent you to kill us?"
Mook "You'll never make me talk!"
Diviner "Where did you first meet this masked man?"
Mook "huh?"
Diviner "How much did he pay you? and where did you put the money?"
Mook "Hay! that's not fair!"
Diviner "Where were you going to meet him after the job?"
Mook "La-la-la-la, I can't hear you!!"

As the party is being ambushed - the Diviner is told Roll Init (he goes in the surprize round) - he rolls high and beats everyone (even the bad guys), and the DM says "you don't see anything". So he says "We're outta here" and casts Invisibility Sphere, make a bluff check - the bad guys yeah "Where'd they go? Did they teleport?" ... or they just shoot with a 50% miss chance.


As said above this very much depends on your GM. If you're not careful you two could basically get into a counterspell match where you try to thwart his tricks and he makes up stuff to counter yours.

So talk it over with your GM. But remember, just because you know WHERE the Big Bad Evil Guy is hiding you must still get there.

Also, push for circumstancial bonuses, if nothing else.

And, a blind spot can be just as informative as being able to clearly see a room in a dungeon.

The Exchange

I guess the real secret to a Diviner is to have a good selection of non-divination spells as well (so that you can act on the intelligence you've gathered.) Here are some good one-two punches...

Clairvoyance followed up either by hold portal or knock, depending on whether you like what you see on the other side of that door.

See invisibility followed up by glitterdust - faster than trying to grant see invisibility to everybody.

Detect undead... OK, I don't see a lot of uses for detect undead, at least not if your cantrips include disrupt undead.

True strike followed by... well, anything with an attack roll, but it's especially nice to follow it up with a spell like acid arrow that'll keep the damage coming. It's also great for very, very long range crossbow/bow attacks.

Tongues is a good spell for anybody who's scouting enemy territory under invisibility or intends to use Enchantment spells on the enemy (so many of them are language-dependent.)

There's... more, but I think this establishes the pattern.


Pathfinder Maps Subscriber

Does your campaign use APG hero points ? Do the bad guy bosses get hero points too ? If so, the divination spell for you is "Unravel Destiny"

Unravel Destiny:
Unravel Destiny
School divination; Level cleric 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, DF
Range short (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
You utter a dire portent, causing destiny and fate to unravel around the target. This profoundly disturbing effect causes the target to suffer a cumulative –2 penalty on all ability checks, attack rolls, saving throws, and skill checks for every hero point it possesses. The target can reduce this penalty by spending hero points normally, but it takes 2d6 points of damage for each hero point spent while this spell
is in effect.

The Exchange

yeah, having a Diviner in a game is VERY dependent on the Judge. It means he has to do a lot more work, put a lot more thought into the game. Some Judges just really hate that. And the players can be getting mis-information from the Judge.
Say the BBG knows the players will capture the Mook - so be sure he know the "right" information. etc.
"Wheels within wheels" ...

oh, Truestrike - wow. Try it with a whip. Yeah, I'm non-prof. with the whip. -4 +2 to disarm, +20 more. oh, and the bad guy is on the other side of my friend so -4 for cover, so that would be +14 to CMB... did I disarm the bad guy? This is great for a henchman.


Pathfinder Adventure Path Subscriber

The diviner really starts to shine around level 9. By the time they hit level 13, they are the most powerful wizard in the game. Their 9th level spell selection is terrible, but greater scry with their scrying familiarity bonus is nearly unsavable, and with the right feats you are seeing through your sensor with darkvision all the time and can use detect magic, message and tongues to be a real know-it all. The key is knowing what spells to take to back up your knowledgeability. Movement spells (teleporting options) and battle field control spells are great because you will be going first almost always, and your anti-scry game is the best of any class out there. Watch out for illusions. True seeing won't work through your sensors and most DMs will say it is pretty tough to interact with an illusion when your scrying sensor will be tethered to a place or person you don't control. If the enemy comes to expect they are being scried on, they can use illusions to really send you in the wrong direction. Arcane eye is an exception and exceptional spell but the casting time on it means it takes some planing to use well.


Divination... Necromancy... Same thing.


pretty sure the people from 6 years ago don't really need this info.


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Pathfinder Roleplaying Game Superscriber

And no one else could possibly ever read this thread, so we just should never add anything to it ever? Why not? Is the only legitimate purpose of posting to respond to the original poster?

The prejudice against addressing old threads doesn't make any sense.


Tarondor wrote:

And no one else could possibly ever read this thread, so we just should never add anything to it ever? Why not? Is the only legitimate purpose of posting to respond to the original poster?

The prejudice against addressing old threads doesn't make any sense.

it's that in the 6 years since the thread was alive the game has changed very much, and likely a vast majority of what people said probably isn't relevant.


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Also someone recommended knock.

Who the heck actually uses knock?!


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Pathfinder Roleplaying Game Superscriber

What's wrong with knock? I haven't seen a party with a rogue in it for years.


Tarondor wrote:
What's wrong with knock? I haven't seen a party with a rogue in it for years.

I like knock too but at lower levels an adamantium short sword will cover most locks.

At higher levels when the DM gets annoyed and puts a bug ass adamantium door in the way I'm a fan of disintegrate.

Yeah you could passwal and such, but disintegrate sends the right message ...


Pathfinder Adventure Path Subscriber
AlastarOG wrote:
Tarondor wrote:
What's wrong with knock? I haven't seen a party with a rogue in it for years.

I like knock too but at lower levels an adamantium short sword will cover most locks.

At higher levels when the DM gets annoyed and puts a bug ass adamantium door in the way I'm a fan of disintegrate.

Yeah you could passwal and such, but disintegrate sends the right message ...

Baah, let them keep their doors and their locks. Use divination magic to find out the history of who is using the lock, where they sleep, who their next of kin is, what they are thinking about, what their goals are, what will stop them without them even realizing that anyone was paying them any attention. And if all else fails, and they are out to cause the world harm, find a paladin to teleport in next to them, smite them, and leave them dead before they knew what hit them.

Of course at lower levels, the diviner is pretty underwhelming, hiding behind a crossbow and the Big stupid fighter in the front, but acid orb is a pretty effective way to slowly destroy a lock without burning through real resources and is a lot cheaper than Adamantine.


Unicore wrote:
AlastarOG wrote:
Tarondor wrote:
What's wrong with knock? I haven't seen a party with a rogue in it for years.

I like knock too but at lower levels an adamantium short sword will cover most locks.

At higher levels when the DM gets annoyed and puts a bug ass adamantium door in the way I'm a fan of disintegrate.

Yeah you could passwal and such, but disintegrate sends the right message ...

Baah, let them keep their doors and their locks. Use divination magic to find out the history of who is using the lock, where they sleep, who their next of kin is, what they are thinking about, what their goals are, what will stop them without them even realizing that anyone was paying them any attention. And if all else fails, and they are out to cause the world harm, find a paladin to teleport in next to them, smite them, and leave them dead before they knew what hit them.

Of course at lower levels, the diviner is pretty underwhelming, hiding behind a crossbow and the Big stupid fighter in the front, but acid orb is a pretty effective way to slowly destroy a lock without burning through real resources and is a lot cheaper than Adamantine.

I agree that divination is especially useful in the information gathering and planning stages. It's generally less useful in direct confrontation, though spells like true seeing are gems.

Excepting school spell slots, I suspect that many who play Diviners do so specifically for the school powers (specifically Forewarned). The combo of a high initiative and "can always act in the surprise round" is very powerful.

As an aside:

Acid Splash:
Many GMs would not allow Acid Splash to eat through a lock, since it deals half damage and thus can't overcome the lock's hardness. (CRB: pp. 173-174)


Pathfinder Adventure Path Subscriber
Cheburn wrote:


I agree that divination is especially useful in the information gathering and planning stages. It's generally less useful in direct confrontation, though spells like true seeing are gems.

Excepting school spell slots, I suspect that many who play Diviners do so specifically for the school powers (specifically Forewarned). The combo of a high initiative and "can always act in the surprise round" is very powerful.

Cheburn wrote:
The combo of a high initiative and "can always act in the surprise round" is very powerful.

I made you say that again because I cannot agree more.

I ran a diviner though carrion crown, in a 3 player party, and at higher levels (14-16), with a paladin and a cleric at my side, I found that dimensional door and haste were all the offensive magic my diviner needed to put the obscene amount of information gathering to effective use. Diviner's touch gets overlooked by folks because it is not amazing at lower levels, but that smiting paladin will not complain about getting a +6,7, and then 8 insight bonus to all attacks in the round.

Cheburn wrote:
As an aside:** spoiler omitted **

I stand fully corrected. I would not allow it either. I often forget that hardness does not work like damage reduction. I fail to see why any wizard would prefer to be an evoker to a diviner.

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