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The Diviner Core Specialist Wizard $2.00
Average Rating:4.2 / 5
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The Diviner Core Specialist Wizard
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The Diviner Core Specialist Wizard
Publisher: Misfit Studios
by John L. [Verified Purchaser]
Date Added: 07/07/2011 17:44:57
The Diviner: The Core Specialist Wizard provides a few useful examples of what I call "flavor rules" for playing one of the Specialist Wizards that the players handbook briefly discusses. Ultimately, Diviners aren't normally anything more than "Wizards" with a special knack at scrying or predicting. These Diviners, however, act more like you would expect a diviner in a movie to act.

For instance, you know in movies when a fortune teller tells a main character "There is a great evil watching you, be careful." Or in a book where a mystic says "This room is wrong...there, something is hidden over there!" In D&D, I would expect Diviners to be able to do that, but since there are no rules expressly stating that they can, many GMs won't be keen on just handing that information out to the players. This product gives you some flavorful rules for Diviners so that you have something concrete, on paper, to point at.

It has some other fun elements that make the $2.00 price tag worthwhile, in my opinion. I have a rogue who I know will begin pulling the "Fortune Teller Scam" that they list here. And the magical deck of cards in their magical items section manages to bring the air of whimsy and chance to the game that the Deck of Many Things brings, while at the same time leaving out the horrible consequences to the game should players draw cards that throw the entire story out of balance.

There are one or two problems with the text. A few printing errors here and there, and one of the feats was printed twice in a row for some reason. I also felt that some of the things in the Oracle prestige class would have really been good in the main Diviner class. If not for tiny complaints like that, I would've easily rated this as a four.

In the end, it's a good, solid piece of optional rule variants for you to look over for a reasonable price. Enjoy it, and add some much-needed flavor to your game.

Rating:
[3 of 5 Stars!]
The Diviner Core Specialist Wizard
Publisher: Misfit Studios
by Derek H. [Verified Purchaser]
Date Added: 01/23/2006 00:00:00
As a DM, I enjoy the diviner out of all the different specialists because "knowledge is power." This product just adds more crunchy goodness to my villains or important lackies.

The only issue I have is that the feats provide ESP effects and the diviner based PrC and diviner/monk based PrC view the future. I wish it was the other way around.

QUALITY: Very Good

VALUE: Very Satisfied


Rating:
[5 of 5 Stars!]
The Diviner Core Specialist Wizard
Publisher: Misfit Studios
by Sean H. [Featured Reviewer]
Date Added: 09/28/2005 00:00:00
The author of The Diviner had a tough task as divination has never been a glamourous specialty in D&D. But this is a good attempt, it has new feats (including specialist feats that can only be taken by diviners) and a new skill use, False Prophecy, which is perfect for those who wish to run ?fortune teller? con-games.

The core class itself is interesting, using Wisdom rather than Intelligence as their key attribute, it receives an interesting bag of tricks but perhaps not enough to compensate for the loss of bonus spells per day and three bonus feats (including the amazingly useful Scribe Scroll at 1st level). The prestige classes are the monk-diviner Cosmic Fist and Oracle. Both seem on the upper edge of the power curve but interesting.

A few magic items round out the book. Overall, this is a useful expansion of options for diviners.

LIKED: The 'false prophecy' rules made me smile. And see above.

DISLIKED: Worried about the balance of the classes.

QUALITY: Very Good

VALUE: Satisfied


Rating:
[4 of 5 Stars!]
The Diviner Core Specialist Wizard
Publisher: Misfit Studios
by I. P. [Featured Reviewer]
Date Added: 09/27/2005 00:00:00
The ?The Core Specialist Wizard? series is an interesting concept. It is meant to present specialist wizards as a core, 20 level class. They basically try to ?kick it up a notch? by making the specialists more distinctive than is possible with the core system. In this product, the author focuses on the specialist in the divination school of magic. This school, as you know, focuses on prediction, uncovering secrets and hidden objects, and disrupting spells which attempt to deceive the senses.

I?ve broken the review up to coincide with each content carrying section of this product.

The ?Specialist and Multi-classing? section simply states the rules for multi-classing any character that uses the proposed variant specialist wizard rules. Mostly, this section seems quite well thought out to ensure consistency with a particular campaign, though, as with most things of this nature, the final word will rest to the individual dungeon masters of the world that have a certain ?flavor? they are striving for.

The ?New Skill Uses? section sets out an interesting mechanic for handling the stereotypical ?fortune teller? scenario. The rules establish the procedures, and identify the core mechanics, which affect how difficult it is to convince a mark of the ?false prophecy?. It is fairly involved, in that it involves multiple rolls, and will not appeal to anyone that prefers a quick and easy system. At the same time, the procedure seems logical in the context of the mechanics it relies on. An interesting system that has been deeply pondered.

The ?New Feats? section describes the 10 new feats in the typical feats format. Also included is a table listing the feat name and the prerequisites. Unfortunately, it does not include a short description of the feat?s purpose as can be found in the analogous ?core? table. Nine of the feats are ?specialist? feats which have class restrictions of various levels. For example, a prerequisite of two levels in diviner.

?The Diviner Core Class? section sets out the variant diviner class in the traditional class format. As is true for each of the products in this line that I have reviewed, I would have liked to have seen a brief discussion of the ways in which the variant diviner compares to a core ?specialist?. Obviously, anyone can compare them so I am not asking for a simple list of changes. Rather, a brief explanation of the process by which certain abilities were dropped, why certain abilities were changed, why the new content was adopted in the structure that appears would be quite useful. This would be very useful to everyone that uses this product and, as we know gamers are apt to do, decides that this class can be slightly tweaked to make it perfect. Or need to make an adjustment or two to infuse the class with the flavor they are trying to cultivate in their campaign. This is a very particular concern that could push this series of Specialist Wizards to greater heights, but it does not detract from the value of this product.

Beyond that, the diviner variant presented here is an interesting concept that will prove useful to those of you anxious to explore a different take on a spellcaster focused on the divination school.

?The Cosmic Fist PrC? section sets out this new prestige class in the traditional class format. This prestige class presents an opportunity for everyone that has wanted to combine the monastic training of the monk with a caster of the divination school. I am slightly concerned about the playability of this prestige class as it leans towards the melee monk abilities and away from spellcasting. For example, by not advancing the character?s spellcasting level with every cosmic fist level. It would seem to fit better with a product focused on monks than one focused on the divination school. Regardless, it is an interesting concept.

?The Oracle PrC? section sets out this new prestige class in the traditional class format. This prestige class presents an opportunity for taking an extreme focus on scrying and forecasting the future. This option presents an opportunity clearly in line with the spellcasting focus of this product. Each of the special abilities clearly is related to scrying specifically, or some subset of divination magics.

The ?Magic Items? section sets out one weapon quality relevant to the ?uncovering truth? element of the divination school and four items. Unfortunately, it appears that the last magical item has its description cut short. For example, it is missing information on ?market price? in the notes that generally follow magic item descriptions.

To rousing gaming and ample rewards,
I. Perez

LIKED:
1. The concept of this variant is interesting.
2. The new skill uses are quite imaginative.


DISLIKED:
1. Minor errors.

QUALITY: Very Good

VALUE: Satisfied


Rating:
[4 of 5 Stars!]
Publisher Reply:
Thank you for the review and feedback. All around very useful for the direction future products in this series shall unfold towards. However, with regards to the description of the Seer's Pool being cut short I'd point out that this is not so. The Market Price is listed in the accompanying table, in much the same way as it is for a Crystal Ball.
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