Could also consider more 'mundane' geomancy.
I spent about 40 hours doing research into Torilian astrology before I really set off with Aeili again back when I returned in 2014. You don't have to expend that much effort, but the more you do the stronger your concept can be in actual RP.
Diviner Power Word Specialist
- Tsidkenu
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Re: Think tank: What makes a good Diviner?
VAULT WIPED BY REQUEST
Former Player of
Mae yr Machshikhah
Araphella
Acorn
Schezalle (UD)
Aeili Azenci
Former Player of
Mae yr Machshikhah
Araphella
Acorn
Schezalle (UD)
Aeili Azenci
- RamenKing
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Re: Think tank: What makes a good Diviner?
40 hoursTsidkenu wrote:Could also consider more 'mundane' geomancy.
I spent about 40 hours doing research into Torilian astrology before I really set off with Aeili again back when I returned in 2014. You don't have to expend that much effort, but the more you do the stronger your concept can be in actual RP.
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Im going to have to try to rework the build. A negative wisdom modifier just doesnt sit right with me for a PC that can gain all sorts of secrets and information.
I hate building
- aaron22
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Re: Think tank: What makes a good Diviner?
i have a card reader and i generally just use the same tactics that our real world counterparts use. The great thing about being this is that without any set future all your readings have a very good chance to be accurate. as long as you do not be so incredibly specific that you back the reading into a tight window. I love doing it and the RP is most often very good. The thing that does come up a bit is the modern skepticism attitudes that often live inside some of the players. it would be quite uncommon to have such beliefs in that period. but this is not the only example of modern attitudes arising in an ancient time. anyway.. it is a fun idea and can make for some great RP for you and those that wish to participate with you.
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley
- RamenKing
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Re: Think tank: What makes a good Diviner?
I am a little worried about this part. A small reasoning behind having a different RP angle for my diviner than this. Thank you for your input. Seems I have much research to doaaron22 wrote: The thing that does come up a bit is the modern skepticism attitudes that often live inside some of the players.
- RamenKing
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Re: Diviner Power Word Specialist
So here is my take on my potential Diviner: http://nwn2db.com/build/?254610. Hopefully the numbers are correct.
Build focuses around Words of Power (or Truename as he'll call it IG).
High CL along with a Spell Penetration item to beat SR since Power Words are blocked by SR, with no save. A few spell combo's to play with: Avasculate, Ilhundyl's Primer, Anthilar's Bane to help with lowering HP (besides regular damage dealing spells). Foresight and Battle Precognition should function pretty well as well with DC and high concentration from gnome.
I was pleased to get wisdom to 14 as it represents some spiritual growth through contact with higher powers. I used the Combat Awareness and Combat Focus feats to be able to see the current HP levels of the enemies for Power Words usage.
Archmage Spellpowers I, II, III plus either Arcane Fire (to utilized unused spells) or Premonition because Diviner.
I like the usage of Blood Magus as inspired by Storm's diviner...blood divination. Blood Magus also fits with negative charisma. Stopped it at 3 levels representing him ceasing further research into that magic (will be reflected in his bio)
The multi class penalty with cleric bites but it also gives access to Blood Vision, Omen of Peril and Augury. Would have loved to increase the cleric level to 9 for access to Commune (and for Blood of the Martyr which can be linked to Blood Magus) but did not think it worth the loss of CL.
Cleric gives armor and shield so I took Still Spell for the Auto Stills, effectively transforming all spells into more "Words of Power". Although I know there are rare -0ASF Mithril Chain Mail out there, I am not entirely sure how common they are.
Would have loved to have chosen a gnome deity but ironically, none grant Darkness and Earth together (Blind Fight needed for Combat Awareness and Toughness needed for Blood Magus.) But wanted to an earth based deity because he's a gnome and for another divination avenue: Stone Tell RP.
Lack of metamagic bites so he'll have to conserve his spells carefully (or find some sort of constant damage to help in parties).
Any thoughts for improvement? Some things I am unsure of:
-Do they sell 0 ASF Mithril Chain Mail anywhere on the server? That could save me 1 pre epic and 3 epic feats.
-I don't think Combat Focus and Awareness are entirely necessary but it's a unique use for it I think. Could be swapped out.
-Elf would've been better but I wanted the gnome RP.
-Think Generalist might be better. Itll lose the 1 DC and extra spells but not sure what other school could be dropped. Maybe Evocation? This guy will need all the schools he can get
Advise?
Build focuses around Words of Power (or Truename as he'll call it IG).
High CL along with a Spell Penetration item to beat SR since Power Words are blocked by SR, with no save. A few spell combo's to play with: Avasculate, Ilhundyl's Primer, Anthilar's Bane to help with lowering HP (besides regular damage dealing spells). Foresight and Battle Precognition should function pretty well as well with DC and high concentration from gnome.
I was pleased to get wisdom to 14 as it represents some spiritual growth through contact with higher powers. I used the Combat Awareness and Combat Focus feats to be able to see the current HP levels of the enemies for Power Words usage.
Archmage Spellpowers I, II, III plus either Arcane Fire (to utilized unused spells) or Premonition because Diviner.
I like the usage of Blood Magus as inspired by Storm's diviner...blood divination. Blood Magus also fits with negative charisma. Stopped it at 3 levels representing him ceasing further research into that magic (will be reflected in his bio)
The multi class penalty with cleric bites but it also gives access to Blood Vision, Omen of Peril and Augury. Would have loved to increase the cleric level to 9 for access to Commune (and for Blood of the Martyr which can be linked to Blood Magus) but did not think it worth the loss of CL.
Cleric gives armor and shield so I took Still Spell for the Auto Stills, effectively transforming all spells into more "Words of Power". Although I know there are rare -0ASF Mithril Chain Mail out there, I am not entirely sure how common they are.
Would have loved to have chosen a gnome deity but ironically, none grant Darkness and Earth together (Blind Fight needed for Combat Awareness and Toughness needed for Blood Magus.) But wanted to an earth based deity because he's a gnome and for another divination avenue: Stone Tell RP.
Lack of metamagic bites so he'll have to conserve his spells carefully (or find some sort of constant damage to help in parties).
Any thoughts for improvement? Some things I am unsure of:
-Do they sell 0 ASF Mithril Chain Mail anywhere on the server? That could save me 1 pre epic and 3 epic feats.
-I don't think Combat Focus and Awareness are entirely necessary but it's a unique use for it I think. Could be swapped out.
-Elf would've been better but I wanted the gnome RP.
-Think Generalist might be better. Itll lose the 1 DC and extra spells but not sure what other school could be dropped. Maybe Evocation? This guy will need all the schools he can get
Advise?