Power of the Divination Wizard


Advice

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On summoning, lantern archons are very useful summoned in packs, because they have a ranged touch attack that hits pretty easily and very fast good flight movement. So it's sometimes well worth blowing a summon IV or summon V to get a mini-horde of them.


True, lantern archons are very nice. But they are especially nice in a low number party (4 or less). In a party with many (3 or more) melee types, you are better off casting buff spells (haste, fly, strength, snake's swiftness, etc.) Especially, like haste, the ones that buff all. As far as the aid, they have 3 cleric types, prayer should be one of the first things cast.
It's just that summoning spells basically add more melee types, and the one thing they've got a lot of is melee types. Even slow, to debuff the opponents can help a lot. A diviner with snake's swiftness (or better, mass ss), can really do things for the party. Since they get to attack when he casts the spell, and he almost always goes first, (the diviner in our party is currently +17 on init), it gives the entire party attacks before the combat really starts. This has taken a few tough fights and turned them into laughers.


james maissen wrote:
Jamesblonde wrote:

I've recently made a thread about my indecision between choosing a Sorcerer, or a Wizard, for a Kingmaker campaign that I'm joining. I chose Wizard.

What sources can you take from?

You're starting at 4th level, how fast and to what degree does that campaign look to go?

-James

I'm not sure how fast I will be leveling in the group, I live more than an hour away from where they hold the meet-ups.. but the group is going once a week, I believe.


Jamesblonde wrote:


I'm not sure how fast I will be leveling in the group, I live more than an hour away from where they hold the meet-ups.. but the group is going once a week, I believe.

What sources are you allowed to take from in making the PC?

-James


james maissen wrote:
Jamesblonde wrote:


I'm not sure how fast I will be leveling in the group, I live more than an hour away from where they hold the meet-ups.. but the group is going once a week, I believe.

What sources are you allowed to take from in making the PC?

-James

I assume only Core, and Advanced Player's Guide.


Pathfinder Roleplaying Game Superscriber

Let's expand this discussion beyond just Jamesblonde's character.

What are some good ways to leverage the abilities of a diviner wizard? What are some good ways to use his abilities in and out of combat? Anyone have advice on diviner tricks of the trade?

I'm running a level 7 diviner with the "Scryer" subschool. I've gotten some mileage at lower levels with combining obscuring mist and sense thoughts to know when the enemy is coming through the mist.

I also always keep create treasure map handy.

But unlike my previous wizard summoners and wizard abjurers, I'm not really familiar with any good diviner combinations. Suggestions for the mid and upper levels?

Liberty's Edge

Buffs and terrain control is great. Since you almost always go first, sometimes in the surprise round when no one else does, anything that can defend your party from sneak attacks, or any buffs that you need up should be on your spell list. Invisibility sphere, for example, is a great one, since you can poof your whole party as you are about to be attacked, really screwing over most things that might be attacking you.
True strike disarm is hilarious, and one I look forward to trying.
Blast spells are a little more likely to be useful, but even better are probably things like spiked pit, that is if you have spells left over from casting haste.


blashimov wrote:

Buffs and terrain control is great. Since you almost always go first, sometimes in the surprise round when no one else does, anything that can defend your party from sneak attacks, or any buffs that you need up should be on your spell list. Invisibility sphere, for example, is a great one, since you can poof your whole party as you are about to be attacked, really screwing over most things that might be attacking you.

True strike disarm is hilarious, and one I look forward to trying.
Blast spells are a little more likely to be useful, but even better are probably things like spiked pit, that is if you have spells left over from casting haste.

Does that mean that there is alway a surprise round even if no one sneaks out on anyone else?


To be honest I play my currently 7th level Diviner almost as if he was a conjurer or transmuter, tossing around battlefield control and buffs. There are not many divination spells with direct combat utility, unfortunately - but everyone loves Haste in the surprise round.

If you are frustrated by having all those situational Divination spells occupying precious spell slots at all levels, consider getting either Preferred Spell or Greater Spell Specialization. As far as I can see, there's nothing that stops you from burning your divination slots to cast your preferred spell - so pick something generally useful, and then you always have something to fall back on in case a particular day turns out to be combat-heavy and investigation-light.

As for actual Divination spells, See Invisibility has obvious utility, and detect thoughts can be very useful in investigation-type scenarios. Especially if one of your allies talk to the subject while you scan him, so you make sure the right thoughts "surface".
Blood Biography from the APG is also awesome for investigation, in the right campaign. And Clairvoyance is almost the iconic Diviner spell, of course.

True Strike is also quite useful at all levels - and as mentioned it works with CMD checks, also the kinds made with your spells. Good as a prelude to Hydraulic Push, Telekinesis or other manoeuver spells.


Corlindale wrote:

To be honest I play my currently 7th level Diviner almost as if he was a conjurer or transmuter, tossing around battlefield control and buffs. There are not many divination spells with direct combat utility, unfortunately - but everyone loves Haste in the surprise round.

If you are frustrated by having all those situational Divination spells occupying precious spell slots at all levels...etc.

Playing a diviner as a conjurer or transmuter in combat is only natural; you're right in that not many divinations are of superb combat utility. Additionally, there's a lot of overlap between many of the divination spells. That's the tradeoff for the incredible specialist abilities you get.

Your advice on burning the bonus slots to cast a preferred spell sounds good to me, in a combat heavy adventuring day, but I'd also propose the following:

Simply leave your bonus spell slot open at most levels. Combined with Fast Study, you can always have the perfect divination on hand for the situation in a single minute.

The times when you'd be casting a divination, you've almost always got a minute to spare (or even 10 minutes if you don't have/want fast study).


fictionfan wrote:


Does that mean that there is alway a surprise round even if no one sneaks out on anyone else?

And no, there'd still only be a surprise round if some combatants were aware of the threat while others were not, allowing those who are aware (i.e. passed their perception checks) to act during the surprise round.

The diviner wizard gets to act even if he failed his check and would otherwise be unaware of the ambush. Combined with the lookout teamwork feat, the diviner's friends don't need to be aware either in order to act.

If all parties are aware of one another, there is no surprise round and initiative is rolled as normal.

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