Q: Alternate diviner? [Archive] - Wizards Community

Post/Author/DateTimePost
TrueExodite

02-20-04, 05:13 PM
I've gathered that there are some variant rules for specialist Wizards available in the book.

Three abilities for each class, which you give up progressivly more to gain.

For the first you give up your familiar, for the second your bonus feats and for the third your bonus spells.

Correct?

I'm mostly intrested in the abilities the Diviner gets and what they do, though I'm somewhat curious about the others as well.

I'm assuming that since the content is OGL it wouldn't be inappropriate to ask someone, a nice someone, to stat them out here?

Pretty please? :)

Oh, don't worry - I'll buy the book when it gets across the pond, in a month or so. *sigh*
Kastas

02-20-04, 05:28 PM
The specialist wizards are one of my favorite parts of UA. Here are what the diviner gets:

1) For giving up their familiar, the diviner gets something called Enhanced Awareness. This grants the following effects -
-Sense Motive is a class skill
-diviner only has to study objects for 10 minutes when using identify (instead of an hour)
-diviner's arcane eye travels at 20 ft/round when studying surroundings (instead of 10 ft/round)
-character's divination spell DCs increase by +1 (this stacks with Spell Focus and Greater Spell Focus)

2) The diviner doesn't give up their bonus feats completely, but instead gets access to a slightly different list. They can no longer select metamagic feats as bonus feats, but can select any of the following: Alertness, Blind-Fight, Improved Initiative, Lightning Reflexes, or Skill Focus (Spot, Listen, or Sense Motive)

3) For giving up their bonus spells, the diviner gets an ability called Prescience. This allows the diviner to add his or her Intelligence bonus to any attack roll, saving throw, skill check, or level check (declared before the roll is made) 1/day, plus an additional 1/day for every five class levels. Doing so is a free action that can be taken out of turn if needed.
TrueExodite

02-20-04, 05:51 PM
Originally posted by Kastas
1) For giving up their familiar, the diviner gets something called Enhanced Awareness.

Sounds great, maybe a bit strong considering the rather low cost but since the benefits are mostly of convenience rather than power I suppose it works out.
Originally posted by Kastas
2) The diviner doesn't give up their bonus feats completely, but instead gets access to a slightly different list.

Ugh, that's horrible.

I don't suppose you can skip that and go straight to three? :)

Still, if Item Creation feats are still available all is not lost.
Originally posted by Kastas
3) For giving up their bonus spells, the diviner gets an ability called Prescience.

Ah, sorts of like the Moment of Prescience spell but at a lower bonus and several times per day.

I like it, it sounds very powerful without being gamebreaking.

At first I though it were going to be something like the Divine Oracle's ability from DoTF but I think this is better and retains usability even if you multiclass.

Well, going only by the Diviner it seems to me that this system bring more flavor to the specialist Wizards without shifting the power balance in a significant way.

In addition I can finally get something for the fact that I categorically refuse to have a familiar. :)

Many thanks for putting it into print for me!
Kastas

02-20-04, 06:38 PM
Originally posted by TrueExodite
Sounds great, maybe a bit strong considering the rather low cost but since the benefits are mostly of convenience rather than power I suppose it works out.

Ugh, that's horrible.

I don't suppose you can skip that and go straight to three? :)
As a matter of fact, yes you can. You can pick and choose which of the variants you want to use. I'd personally probably just use the first one (I'm not crazy about familiars either), although Prescience is pretty tempting...

Many thanks for putting it into print for me!
No problem.
Fiendish Dire Weasel

02-20-04, 06:59 PM
I love it! This is a great idea, I just can't wait to see the rest, especially Evocers & Necromancers (the two most popular in the games I play in). I'm a diviner fan myself, but depending on the abilities conjurer may have new value added to it.

Waiting the 4-5 days longer for the book just me drive me mad! :D