Lactantius
2012-06-05, 11:03 AM
I'm building a new character which should fulfill the classic archetype of a loremaster, sage, counselor and typical enchanter/mage/pointy-hat-wanderer.
So, my first pieces for this build would be:
diviner specialist (maybe even focused diviner): diviners "feel" like generalist wizards, IMHO. Maybe that's because the divination school is archetypically bounded on the wizard class.
Anyway, besides the fluff, we have a nice start in a mechanical way: with specializing in divination, we only have to give up one (two for focused diviners) spell schools.
Since I tend to play my mages good-aligned, I like to give up necromancy and enchantment.
The loss does not hurt mechnaically, but it hurts from a fun-point of view. I always liked the "hexes" which are possible with necromancy (all the rays).
But anyway, we must pay a price for our deeper loremastery.
So, I came to the decision which class i would choose.
Firstly, It is a pity that speciaist don't get more powers connected to their choice. The boring +1 slot is just not enough IMHO.
Later 3.5-supplements showed up with more options for specialist. So, seems like WotC cameto the same conclusion.
But since a specialist kit would be homebrewed design, we must stick to the classes, ACFs and feats we get by RAW:
- A plain wizard is out since it's a losing game (comment: plain wuzards should get some advantage vs. prestige classes, but that's another topic).
- prestiges:
to fulfill our sage-like master of divination, foreseeing and lore, we have some sets of PrCs out there:
a) Loremaster
b) Divine Oracle
c) Paranostic Apostle
d) Wizard of High Sorcery (Dragonlance Supplement: Towers of High Sorcery)
a) Loremaster
The Loremaster is a relict of 2E AD&D. We has a speciality kit for priests of oghma, the faerūnian god of knowledge.
WotC tried to flesh it out in the 3.5 for wizards, but IMHO, they failed.
The PrC is poor because it give you boring and non-adequate abilites.
The secrets are a nice idea, but you get boring pluses or strange abilities.
Plus, you can start the Loremaster too late at all.
b) Divine Oracle
Here we get some bette divination abilites.
I like the oracle domain and the divination enhancement.
Evasion and uncanny dodge are mechanically good, but IMHO both don't fit to the theme of a sage or diviner. I don't know, those abilites are purely physical while a Diviner should get abilites based on intelligence and wisdom.
The capstone is very good, but the levels between are just boring. Nothing is happening there.
Plus, I understand that the DO needs a feat tax, but KL Religion is too religious for a wizard class. If it would be skill focus (spellcraft) or KL (arcana), It would be okay.
Lastly, I don't wanna hear tipps about getting to some frog adventuring site to get the entry feat for free. That just sucks, sorry ;)
c) Paragnostic Apostle:
I cant help why this PrC is used so rarely.
What I like at this class:
- you can start at level 6 without any costly prerequisites. The only prerequisities are your ranks in knowledge skills which are connected to the according class feature.
- you get Lore. I like Lore. It gives the DM an option to flesh out, well, "Lore." A nice hook for quests or long-term-stories around the campaign.
And if you want to play a bookish, sage-like diviner, you MUST have lore.
The nice thing is: PA's Lore is better than the Loremasters Lore (a shame, but that's the fact).
A PA gets Lore at ECL 6 while a Loremaster must wait till ECL 8.
Plus, his Lore bonus is double as high as the Loremasters bonus (twice PA levels vs. LM levels).
- you get a nice chassis. Sure, LM gets UMD, but I prefer the set of PA. A Pa gets 4 + INT skill points and a nice set of class skills (search, speak language, spot and decipher script). Those skills are strong mechanically (you can maximize spot and search) and IMHO, dealing with old parchments (decipher script), examining/studying stuff (search) and a good perception (spot) fit much better to the theme of a sage and diviner. plus, you are a kind of polyglot who speaks many languages. Sometimes it's better to do a job on the mundane way so that you don't need tongues.
- signature ability: Knowledge is Power.
Remember how I liked the idea of secrets (LM)?
Here, we have a much better design to get class abilites in a modular way so that you can build up abilites as you like. Plus, you get new abilites instead of boring "Pluses."
I wonder how strong other players would evaluate the class abilites.
Some are circumstancial, but some are no-brainers.
What I like:
Manifest Ethos: sure, it supports blasting and blasting is considered as suboptimal. But, you can blast much better since energy resistance won't help completely against divine power;
Call of Worlds: good for summoners. Since I summon only occasionally, i would skip that.
Mind over Matter: not bad. Although wizards shouldnt focus too much on AC, the synergy with greater mage armor (gets to +8) or even greater luminour armor (gets to +10) is nice. The hardness boost could be good for walls of stone and fabricate. Or if you cast hardening on the party fighter's sword. Depends: does the DM play with hardness and structure rules?
Penetrating Insight: IMHO, the most powerful ability (though, it's a boring "plus 1): you get a +1 bonus on dispel AND spell resistance checks. IMHO, priceless and always useful.
Spatial Awareness: boosts teleportation range, # of teleported people (maybe) and spells like haste or fly.
Weeeell...
can anyone enlighten me why not to play this class?
Okay, if you like more powerful classes like the Incantatrix, then you have no room for the PA.
Or if you look for a powerful capstone.
But here, we get a set of versatile abilites which underline the theme of sages and diviners.
d) Lastly, we have the wizard of high sorcery.
Not many people know this class. Maybe because it's hidden so well?
What I really, really like on this class is the approach:
they use the magic schools not only for boring specialist purpose, they give the schools a theme for themselves.
In the campaing world Krynn, there are black robes (evil mages), red robes (neutral) and white robes (good).
Associated schools are:
black: enchantment, necromancy;
red: transmutation, illusion
white: abjuration, divination
Evocation and conjuration are considered "general magic" and not associated to any robe color.
So well, what does this PrC do?
We get a 10-classes-PrC with early entry (EVL 4) which reminds me on the master specialist.
Depending on our alignment/robe, we get magic secrets. Those secrets function similiar to the loremasters / PAs secrets, but I like them even more since they are connected to the philosophy and magic schools (and in our case, to abjuration and divination for a white robe).
Here an overview:
Wizard of High Sorcery
class details edited out.
- check yourself for this PrC since it's non-OGL-material -
Okay, what I really like at this PrC is the perfect mix of fluff and crunch. The class consists of a magic philosophy and not only of RAW magic schools.
White Robes mesh the philosophy of abjuration (protect and undo) with the ideas of divination (foresee and counsel).
The Magic of X are the correspondent secrets. Although they are written poorly (for example, where should a wizard apply empower spell to abjurations?), I like the idea to connect the "secet" with the spell/school theme.
Now, that was much stuff.
What do you guys think is a good solution for a diviner?
So, my first pieces for this build would be:
diviner specialist (maybe even focused diviner): diviners "feel" like generalist wizards, IMHO. Maybe that's because the divination school is archetypically bounded on the wizard class.
Anyway, besides the fluff, we have a nice start in a mechanical way: with specializing in divination, we only have to give up one (two for focused diviners) spell schools.
Since I tend to play my mages good-aligned, I like to give up necromancy and enchantment.
The loss does not hurt mechnaically, but it hurts from a fun-point of view. I always liked the "hexes" which are possible with necromancy (all the rays).
But anyway, we must pay a price for our deeper loremastery.
So, I came to the decision which class i would choose.
Firstly, It is a pity that speciaist don't get more powers connected to their choice. The boring +1 slot is just not enough IMHO.
Later 3.5-supplements showed up with more options for specialist. So, seems like WotC cameto the same conclusion.
But since a specialist kit would be homebrewed design, we must stick to the classes, ACFs and feats we get by RAW:
- A plain wizard is out since it's a losing game (comment: plain wuzards should get some advantage vs. prestige classes, but that's another topic).
- prestiges:
to fulfill our sage-like master of divination, foreseeing and lore, we have some sets of PrCs out there:
a) Loremaster
b) Divine Oracle
c) Paranostic Apostle
d) Wizard of High Sorcery (Dragonlance Supplement: Towers of High Sorcery)
a) Loremaster
The Loremaster is a relict of 2E AD&D. We has a speciality kit for priests of oghma, the faerūnian god of knowledge.
WotC tried to flesh it out in the 3.5 for wizards, but IMHO, they failed.
The PrC is poor because it give you boring and non-adequate abilites.
The secrets are a nice idea, but you get boring pluses or strange abilities.
Plus, you can start the Loremaster too late at all.
b) Divine Oracle
Here we get some bette divination abilites.
I like the oracle domain and the divination enhancement.
Evasion and uncanny dodge are mechanically good, but IMHO both don't fit to the theme of a sage or diviner. I don't know, those abilites are purely physical while a Diviner should get abilites based on intelligence and wisdom.
The capstone is very good, but the levels between are just boring. Nothing is happening there.
Plus, I understand that the DO needs a feat tax, but KL Religion is too religious for a wizard class. If it would be skill focus (spellcraft) or KL (arcana), It would be okay.
Lastly, I don't wanna hear tipps about getting to some frog adventuring site to get the entry feat for free. That just sucks, sorry ;)
c) Paragnostic Apostle:
I cant help why this PrC is used so rarely.
What I like at this class:
- you can start at level 6 without any costly prerequisites. The only prerequisities are your ranks in knowledge skills which are connected to the according class feature.
- you get Lore. I like Lore. It gives the DM an option to flesh out, well, "Lore." A nice hook for quests or long-term-stories around the campaign.
And if you want to play a bookish, sage-like diviner, you MUST have lore.
The nice thing is: PA's Lore is better than the Loremasters Lore (a shame, but that's the fact).
A PA gets Lore at ECL 6 while a Loremaster must wait till ECL 8.
Plus, his Lore bonus is double as high as the Loremasters bonus (twice PA levels vs. LM levels).
- you get a nice chassis. Sure, LM gets UMD, but I prefer the set of PA. A Pa gets 4 + INT skill points and a nice set of class skills (search, speak language, spot and decipher script). Those skills are strong mechanically (you can maximize spot and search) and IMHO, dealing with old parchments (decipher script), examining/studying stuff (search) and a good perception (spot) fit much better to the theme of a sage and diviner. plus, you are a kind of polyglot who speaks many languages. Sometimes it's better to do a job on the mundane way so that you don't need tongues.
- signature ability: Knowledge is Power.
Remember how I liked the idea of secrets (LM)?
Here, we have a much better design to get class abilites in a modular way so that you can build up abilites as you like. Plus, you get new abilites instead of boring "Pluses."
I wonder how strong other players would evaluate the class abilites.
Some are circumstancial, but some are no-brainers.
What I like:
Manifest Ethos: sure, it supports blasting and blasting is considered as suboptimal. But, you can blast much better since energy resistance won't help completely against divine power;
Call of Worlds: good for summoners. Since I summon only occasionally, i would skip that.
Mind over Matter: not bad. Although wizards shouldnt focus too much on AC, the synergy with greater mage armor (gets to +8) or even greater luminour armor (gets to +10) is nice. The hardness boost could be good for walls of stone and fabricate. Or if you cast hardening on the party fighter's sword. Depends: does the DM play with hardness and structure rules?
Penetrating Insight: IMHO, the most powerful ability (though, it's a boring "plus 1): you get a +1 bonus on dispel AND spell resistance checks. IMHO, priceless and always useful.
Spatial Awareness: boosts teleportation range, # of teleported people (maybe) and spells like haste or fly.
Weeeell...
can anyone enlighten me why not to play this class?
Okay, if you like more powerful classes like the Incantatrix, then you have no room for the PA.
Or if you look for a powerful capstone.
But here, we get a set of versatile abilites which underline the theme of sages and diviners.
d) Lastly, we have the wizard of high sorcery.
Not many people know this class. Maybe because it's hidden so well?
What I really, really like on this class is the approach:
they use the magic schools not only for boring specialist purpose, they give the schools a theme for themselves.
In the campaing world Krynn, there are black robes (evil mages), red robes (neutral) and white robes (good).
Associated schools are:
black: enchantment, necromancy;
red: transmutation, illusion
white: abjuration, divination
Evocation and conjuration are considered "general magic" and not associated to any robe color.
So well, what does this PrC do?
We get a 10-classes-PrC with early entry (EVL 4) which reminds me on the master specialist.
Depending on our alignment/robe, we get magic secrets. Those secrets function similiar to the loremasters / PAs secrets, but I like them even more since they are connected to the philosophy and magic schools (and in our case, to abjuration and divination for a white robe).
Here an overview:
Wizard of High Sorcery
class details edited out.
- check yourself for this PrC since it's non-OGL-material -
Okay, what I really like at this PrC is the perfect mix of fluff and crunch. The class consists of a magic philosophy and not only of RAW magic schools.
White Robes mesh the philosophy of abjuration (protect and undo) with the ideas of divination (foresee and counsel).
The Magic of X are the correspondent secrets. Although they are written poorly (for example, where should a wizard apply empower spell to abjurations?), I like the idea to connect the "secet" with the spell/school theme.
Now, that was much stuff.
What do you guys think is a good solution for a diviner?