- Class Skills
- Class Features
- Weapon and Armor Proficiencies
- Divination Specialization
- Detect Weakness (Su)
- Improved Uncanny Dodge (Ex)
- Eyes of the Hawk (Ex)
- Scribe Scroll
- Forewarned (Su)
- Detect Expertise
- Detection Spells
- Uncanny Dodge (Ex)
- Improved Detect Weakness
- Evasion (Ex)
- Know Phantasm (Ex)
- Improved Evasion (Ex)
- Perfect Scrying
- Diviner Favored Class Bonuses
Diviners are seekers after lost or hidden things, men and women who know that knowledge can be as powerful as any spell. No secret can be long concealed from a diviner’s eyes, and even the most clever lies and potent illusions will fail under their scrutiny.
Role: The diviner specializes in spells and abilities that allow them to see hidden threats and predict enemy movements, making them an excellent scout in a party of adventurers.
Hit die: d8
Skill Ranks Per Level: 2 + Int modifier.
|Class Level||BAB||Fort Save||Reflex Save||Will Save||Special|
|1||+0||+0||+2||+2||Cantrips, divination specialization, scribe scroll, sense danger|
|2||+1||+0||+3||+3||Detect expertise, detection spells|
|8||+6/+1||+2||+6||+6||Improved uncanny dodge|
|10||+7/+2||+3||+7||+7||Eyes of the hawk|
|12||+9/+4||+4||+8||+8||Improved detect weakness|
Weapon and Armor Proficiencies
The diviner is proficient with all one-handed simple weapons, lantern staves, and the light crossbow, but not with any type of armor or shield. Armor interferes with the diviner’s movements, which can cause their spells with somatic components to fail.
The diviner casts arcane spells drawn from the sorcerer/wizard spell list which must be from the abjuration, divination, transmutation, or universal schools. Spells from other schools are not considered to be on the diviner’s spell list. The diviner must choose and prepare their spells ahead of time.
To learn, prepare, or cast a spell, the diviner must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against the diviner’s spell is 10 + the spell level + the diviner’s Intelligence modifier.
The diviner can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: Specialist Spells Per Day. In addition, they receive bonus spells per day if they have a high Intelligence score.
The diviner may know any number of spells. They must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour studying their spellbook. While studying, the diviner decides which spells to prepare.
Cantrips: Diviners can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Specialist Spells Per Day. These spells are cast like any other spell, but they are not expended when cast and may be used again. An diviner can learn and prepare a cantrip from any school, but cantrips not of the abjuration, divination, transmutation, or universal schools use up two of his available slots.
The diviner gains two bonus spell slots for each level of wizard spell they can cast, from 1st on up. The diviner can only prepare a spell from the divination school in that slot. This spell must be in the diviner’s spellbook. An diviner can select a spell modified by a metamagic feat to prepare in this slot, but it uses up a higher-level spell slot as normal.
The diviner can still lose their Dexterity bonus to AC if an opponent successfully uses the feint action against them. If a diviner already has uncanny dodge from a different class, they automatically gain improved uncanny dodge instead.
Detect Weakness (Su)
A diviner of at least 6th level gains the ability to find a foe’s weakness. As a move action, the diviner chooses one creature within 30 feet whom he has line of sight to; that creature takes a penalty to its AC and saving throws against the diviner’s spells and attacks equal to half the diviner’s class level for one round. The diviner can use this ability a number of times per day equal to 3 + his Intelligence modifier.
Improved Uncanny Dodge (Ex)
A diviner of 8th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the diviner by flanking him, unless the attacker has at least four more rogue levels than the diviner’s class levels. If the diviner already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the diviner.
Eyes of the Hawk (Ex)
By 10th level, the diviner has learned that sometimes the naked eye can see things that even magic can miss, and has trained their visual acuity to an almost unparalleled edge. The diviner gains a competence bonus to Perception checks equal to ½ their class level.
At 1st level, a diviner gains Scribe Scroll as a bonus feat.
Starting at 1st level the diviner can always act in the surprise round even if they fail to make a Perception roll to notice a foe, but they are still considered flat-footed until they take an action. In addition, the diviner receives a bonus on initiative checks equal to ½ their diviner level (minimum 1).
The diviner gains the Detect Expertise feat as a bonus feat at 2nd level.
At 2nd level, the diviner adds the spells detect aberration, detect chaos/evil/good/law, detect snares and pits, and detect undead to their spell list and their spells known. Whenever the diviner casts a spell with detect in its name, they treat their caster level as 2 higher when determining its duration and effects.
Uncanny Dodge (Ex)
Starting at 4th level, the diviner can react to danger before their senses would normally allow them to do so. They cannot be caught flat-footed, nor do they lose their Dexterity bonus to AC if the attacker is invisible.
They still lose their Dexterity bonus to AC if immobilized.
Improved Detect Weakness
When they reach 14th level, the diviner’s preternatural sense allow them to avoid even magical and unusual attacks with uncanny ease. If they succeed at a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the diviner is wearing light armor or no armor. A helpless diviner does not gain the benefit of evasion. If the diviner already has evasion from another class, they instead gain improved evasion.
Know Phantasm (Ex)
Diviners of 16th level have developed their senses to such a keen edge that not even their own mind can fool them. Diviners of this level automatically succeed on Will saving throws against phantasm) spells and effects and gain a +5 insight bonus on Will saving throws to disbelieve any other illusion effect they come within 60 feet of.
Improved Evasion (Ex)
At 18th level, the diviner’s evasion improves. This ability works like evasion, except that while the diviner still takes no damage on a successful Reflex saving throw against attacks, they henceforth take only half damage on a failed save. A helpless diviner does not gain the benefit of improved evasion.
At 20th level the diviner’s scrying spells have been carefully perfected and are incredibly difficult to defeat or detect. Lead sheeting can no longer block the diviner’s scrying spells and effects, and the DC to detect or dispel his scrying sensors increases by 5. In addition, whenever a diviner casts the scrying or greater scrying spells, he is always treated as having firsthand knowledge of the target of his spell.
Diviner Favored Class Bonuses
The following favored class options are available to all characters of the listed race who have diviner as their favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Favored class bonuses that grant a bonus spell always grant a spell of 1 level lower than the highest level spell you can cast (minimum 1st).
- Dwarf: You may use your detect weakness ability +1/4 additional times per day.
- Elf: The DC to sense or detect your scrying spells increases by +1.
- Gnome: Gain a +1/4 bonus on all Perception checks.
- Halfling: Gain a +1/2 bonus on Perception checks made to detect traps or hidden creatures.
- Human: Divination spells you cast with a duration of at least 1 round per level last for +1 additional round.
- Orc: Whenever you are benefiting from an active divination spell, you deal +1/2 points of precision damage with your spells and manufactured weapon attacks.
RGGP: The Grimoire Arcane – Book of Eight Schools, © 2019, Rogue Genius Games LLC., Author: Michael Sayer; Developer, Publisher, and Ring-side Towel Boy: Owen K.C. “El Grande” Stephens.