Pathfinder: Kingmaker

Pathfinder: Kingmaker

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Morthra Mar 27, 2019 @ 8:48pm
I wish Divination could get more love.
There isn't even a divination spell of every level. So if you play a Divination specialist you are SoL at levels 4 , 5, and 7. It's a shame too because the domain power is one of the better ones.
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Showing 1-11 of 11 comments
Shadenuat Mar 28, 2019 @ 1:52am 
I wish Divination spells which do exist like True Seeing would actually work and clear out enemy invisibilty like in BG, break Illusion spells and remove natural concealment too. Most enemies in the game seem to just use natural Stealth so any time you think Divination would help, it does nothing. A simple way of improving this would be adding Arcane bonus to Perception from some of these spells to a caster.

As for now the most useful Divination spell is Metamagic Heighten True Strike all the way.
Last edited by Shadenuat; Mar 28, 2019 @ 2:06am
SmooshieBanana Mar 28, 2019 @ 1:54am 
I also wish Clairaudience/Clairvoyance was a workable thing. Scry rooms ahead before you even go into them.
Morthra Mar 28, 2019 @ 3:52am 
Originally posted by Shadenuat:
I wish Divination spells which do exist like True Seeing would actually work and clear out enemy invisibilty like in BG, break Illusion spells and remove natural concealment too. Most enemies in the game seem to just use natural Stealth so any time you think Divination would help, it does nothing. A simple way of improving this would be adding Arcane bonus to Perception from some of these spells to a caster.

As for now the most useful Divination spell is Metamagic Heighten True Strike all the way.

True Seeing isn't supposed to clear Invisibility or anything. It lets you see invisible targets it makes anyone with an active True Seeing effect ignore miss chances due to concealment or illusion effects. In the PnP it explicitly doesn't work on nonmagical disguises or concealment.

Heighten True Strike is bad if you're playing a Divination wizard that doesn't make many attack rolls though. I wanted to try playing a DC wizard because Diviners get an aura that applies a miscellaneous -2 to all saves to enemies in the area - essentially +2 to my spell DCs. But without any spells in the specialist school it's not really playable. It's a shame too because the bonuses besides that (especially to initiative - half your class level as a bonus, and at level 20 all initiative rolls are treated as nat 20s).


Originally posted by SmooshieBanana:
I also wish Clairaudience/Clairvoyance was a workable thing. Scry rooms ahead before you even go into them.

Arcane Eye could have been a spell. Summons a controllable minion that's naturally invisible and grants you sight as though you were at its location. Maybe Dungeonsight would give you vision of the entire layout of the current map.

I don't know why Named Bullet wasn't added, it is a pretty decent spell (4th level Inquisitor, 3rd level Ranger, 4th level Sorcerer/Wizard Divination spell, makes the target hit touch AC against the target creature or creature type (with a ranged weapon), makes any hit threaten critical, and deal one extra point of damage per CL.)

Not to mention that Assay Spell Resistance could have been added (gain +10 to CL checks to pierce SR against target creature), as could Brain Spider, as could Alter Fortune (which could be huge - force a target to reroll any roll they just made as a swift action).
Jekko Mar 29, 2019 @ 9:52am 
Originally posted by Morthra:
There isn't even a divination spell of every level. So if you play a Divination specialist you are SoL at levels 4 , 5, and 7. It's a shame too because the domain power is one of the better ones.

This!! Give us some kind of spell at 4,5,7
Shadenuat Mar 29, 2019 @ 9:57am 
In the PnP it explicitly doesn't work on nonmagical disguises or concealment.
Undeath to Death doesn't do 100 damage in PnP either, but they fixed it cause in high level gameplay it sucks.

True Seeing was a massive spell in IE games, working as an AoE Illusion dispel made it one of the most useful spells in the game. If you can't make encounters where Divination is useful, then make spells useful against encounters which exist.

makes the target hit touch AC against the target creature or creature type (with a ranged weapon), makes any hit threaten critical, and deal one extra point of damage per CL
Sounds p. op.
Last edited by Shadenuat; Mar 29, 2019 @ 9:59am
Morthra Mar 31, 2019 @ 1:44am 
Named Bullet only applies to one attack. It's basically True Strike on steroids, *and* it only works on ranged attacks.
Shadenuat Mar 31, 2019 @ 5:45am 
Ah ok, you are right then, it would be good addition.
Zhakop Oct 5, 2020 @ 9:56pm 
Kinda late to the discussion, but thing about diviners is that they get 2 points of save debuffs at level 8 that stack with all other save debuffs and and can't be saved against or resisted (afaik). Combine them with priests and lust mages and you have a trio of spellcasters that can apply up to 11 points of save debuffs on pitax guards and various fey by level 8. Dont think that there could be more love than that.
Last edited by Zhakop; Oct 5, 2020 @ 10:00pm
InEffect Oct 5, 2020 @ 10:28pm 
problem with divination is it's a metagame school and most DM's flat out ban it or severely nerf it. Anything that makes divination good is either useless or too good for crpg, same as pnp, but for different reasons as we can just know what's ahead by save/loading and/or playing the game multiple times.
As to where to toss divination slots for a specialist wizard there's always sense vitals, so it's not too bad.
Last edited by InEffect; Oct 5, 2020 @ 10:33pm
Zhakop Oct 6, 2020 @ 2:50am 
For those who might wonder how you can stack 11 points of saving throw penalty (+55% chance to hit save-or-else spells) with diviners, priests and lust mages (lust mages could be substituted by enchanters if you wish): Prayer + Aura of Despair + Foretell reduce saves by whopping 5 points and work on most non-boss enemies that have brains and do not require a saving throw, though they are sorta limited resource. Crushing Despair + Shaken + Archon's Aura can be saved from but reduce saves for longer time allowing to get more milage. The strategy is to turn on the first 3 debuffs for a few rounds to make landing the second 3 debuffs easier. Once you apply the second 3 debuffs you can turn off Aura of Despair and Foretell to save them up for other encounter and start applying your preffered Save-Or-Else spells. Or you can stack all 6 effects for aforementioned 11 points of saving throw penalties. Now add to that spell focus, greater spell focus, DC boosting items, spellcasting attribute modifier, spellcasting attribute boosting items, spell penetration, greater spell penetration, spell penetration boosting items, caster level bonus and some pepper and congratulations! You can go and spook to death endgame dragons (i think they are called lesser jabberwocks) with a Weird spell.

P.S.: Pepper is optional and preferred with broiled tuskwater oysters or whiterose oysters.
Last edited by Zhakop; Oct 6, 2020 @ 10:16am
BlueBangkok Oct 8, 2020 @ 8:02am 
Consider it a toll for having one of the best specialist wizard's unique abilities (Foretell is pretty huge; Forewarned at lvl 20 is absolutely busted in turn-based mode). You can always fill in lvl 4,5,7 slots with meta'd Sense Vitals or play with a mod that adds Divination spells.
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Date Posted: Mar 27, 2019 @ 8:48pm
Posts: 11