Ability Scores: Dexterity, +2 Intelligence
WIZARD:
Scribe Scroll
Arcane Bond: Bonded object, Bracelet, cast any spell in spell book
ARCANE SCHOOL: Divination (Prophecy)
Opposition: Necromancy. Enchantment
Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Inspiring Prediction (Su)
A number of times per day equal to 3 + your Intelligence modifier, you can predict an ally’s success, bolstering others’ resolve. As a swift action, you can shout an inspiring prediction, granting each ally within 50 feet who can hear you a +4 luck bonus on her next attack roll, saving throw, or skill check.
Diviner’s Fortune (Sp)
When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
In Accordance with Prophecy (Su)
At 8th level, a number of tiimes per day equal to your Intelligence modifier, you can publicly declare that your next spell is guided by prophecy. When you do, the next spell you cast has a 20% chance of fizzling (1–20 on a d%). If the spell does not fail, treat the spell as if it had been modified by the Empower Spell feat, even if you do not have that feat. At 12th level, the chance that the spell fizzles is reduced to 15% (1–15 on a d%). At 16th level, the chance is reduced to 10% (1–10 on a d%).