| Tarondor |
The wizard class with the diviner school has some awesome abilities, but the cleric can divination or commune which are far superior to arcane spells contact other plane.
So what's the best divination build if I want to be able to know things, foresee thing, protect myself from scrying, and use "scry-and-die" tactics?
| Paradozen |
GM is the absolute best for scry and fry.
Player-wise, Diviner is the best, and I understand Foresight subschool is popular.. With improved familiar you can pick up Commune, and with a Succint UMD you can use scrolls of divination. Arcanist can do this too, but is better with School Savant to pick up diviner powers at-level. Razmiran Priest Sorcerer isn't too shabby either.
The wizard gets more spells/day to prevent scrying than the others, and gets them faster. It also gets to take full turns in surprise rounds, which can really help leverage the advantage this tactic gives.
Make sure your GM is okay with this though, as it can cause problems at the table. Unless you are the GM, which can get the best use by using this to give teleport-heavy monsters more than one turn before an optimized and cooperative party eliminates it.
| Abraham spalding |
Witch has most the spells you'll want, with class abilities that lend well to the theme too (evil eye, misfortune, fortune to name the easy ones).
If it was me I would go with a cartomancer witch with VMC wizard (foresight school) and for the wizard's familiar I would take the emissary familiar archetype (if not an improved familiar).
For the emissary domain ability I would recommend either the normal luck domain (bit of luck is amazing granting a reroll on a d20s for a round) or arcane subdomain of the magic domain (your familiar can either add 1 to your caster level checks or your spell DCs both of which are great abilities).
You get the harrower flavor, witch ability flavor, foresight school flavor and of course a familiar that grants luck or improves your spell casting as well.
At that point the only real choice (in my opinion) for race is Halfling with the Halfling jinx ability and the malicious eye feat. At that point bolster Jinx and sluggish jinx are nice follow ups (bolster jinx will increase the penalty on save throws by 2 for a total of -3, and sluggish jinx applies the penalty to initiative and attack rolls as well). With bolster jinx applied to will saves and sluggish jinx you can evil eye attack rolls and give a -3 penalty to attack rolls (-5 at 8th level), give a -3 penalty to will saves and a -1 penalty to all other saves all at the same time.
Witch has both the scrying and teleport spells. The one point the witch falls down on is protecting from scry and fry; the only spell the witch has to help is mind blank. Mind blank is a great spell but at 8th level it's a bit late in the game.
| Vatras |
This might be a case where the Mystic Theurge can be of use. With Cleric 3/Wizard 7/ MT10 he would have access to all relevant divination , abjuration and transport spells.
Although the others prefer the standard casters, I would go with a sorcerer, if I built a focused caster. When you look at it, it's not that many spells you need, but you would have to use them more often. Given that the sorcerer is good at UMD he could use the occasional scroll for what he lacks.