The Diviner's Toolkit: Essential Items for Pathfinder 2e Diviners

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A diviner in Pathfinder Second Edition is a character class that taps into the arcane magic of divination. As a diviner, a character can perceive hidden truths and glimpse into the future. **They have a unique ability to see beyond the present and gain insight into upcoming events, making them invaluable for gathering information and strategizing during adventures**. One of the defining features of a diviner is their access to a broad range of divination spells. These spells allow them to scry on distant locations, probe the minds of others, and even predict the outcomes of certain events. **Their ability to gather information through divination magic sets them apart from other spellcasters and makes them a valuable asset in any adventuring party**.


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.

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. Diviners are often found in the company of leaders and the military, as their magics allow them to glean information about enemies and discover the presence of spies, assassins, or plots against them.

Diviner in Pathfinder 2e

**Their ability to gather information through divination magic sets them apart from other spellcasters and makes them a valuable asset in any adventuring party**. In addition to their spellcasting abilities, diviners also possess special abilities called **divination powers**. These powers vary depending on the character's level and chosen feats, but they often enhance the character's ability to gather and interpret information.

Doorways & Divination: A Pathfinder 2e Campaign

Join me in two of Paizo's newest Pathfinder Adventure Path, Gatewalkers & Stolen Fate! Gatewalkers (Levels 1-11) You, like many others, lost some time recently during an event people are now calling "the Missing Moment." Some people lost a minute, an hour, maybe a day or two. You lost three months. What's more, ever since you've returned, things have felt. strange. Delve into the occult mysteries behind this strange phenomenon while traveling all around the Inner Sea region (and beyond?) going deeper and deeper into the unknown. What happened when you went through the gate, and what are you willing to do to find out? Stolen Fate (Levels 11-20) After Gatewalkers, we will continue on to Stolen Fate. I don't want to give too much away, but I will be tying the campaigns (and your backstories) together in a variety of ways, large and small. Stolen Fate deals with legendary Harrow cards(Golarion's version of Tarot cards), questions of destiny and free will in the Age of Lost Omens, and more.

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Subterran Dan

he/him LGBTQ+ Queer Neurodivergent

16 years as a TTRPG player

14 years as a Game Master

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Brings Adventure Paths, rulebooks, and custom resources to the table

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Additional Details

How to prepare

All you need to do is show up! That said, if you'd like to get started on character creation before session 0, I would support that decision wholeheartedly, as it will help keep things moving during session 0. Upon sign up I will provide a link to the private discord channel, and will be open to providing any necessary aid in creating your character and backstory. Please note: Some options (archetypes, class feats, magic items, etc) found on Archives of Nethys may contain spoilers for these Adventure Paths. I'm trusting you will do your best to avoid them when you can, and that you will let me know if you do get spoiled.

What I provide

Once you sign up, I will provide you with a link to the discord we will be using, a link to a google drive folder we will use for various things throughout the campaign, and a link to the Foundry table. Once you join the discord, I will do my best to respond to any questions or comments as quickly as I can.

Gameplay details

We will be playing with all first party options available, I will provide you with the player's guide as well as anything else you need (including help with Foundry and/or Discord), and rules and such are available at 2e.aonprd.com. We will finalize character creation during session 0, and take some time to get a feel for each other. You have access to all ancestries and classes at character creation, though I would recommend looking at the player's guides for guidance before making any decisions.

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How will character creation work

Characters will start at level 1, following the standard rules for character creation as outlined in the Core Rulebook as well as 2e.aonprd.com (Archives of Nethys), with a few modifications. I think for this AP that, while any build you can come up with would work, playing with a Common or Uncommon Ancestry and one of the Backgrounds from the Player's Guide best serves the plot, telling a story of otherwise ordinary people (by Golarion standards!) exposed to unusual magic and circumstances. That said, as far as level 1 options go I'm not making any hard lines. I ask you run any Rare character options (Ancestry, Background, gear, etc) by me before getting your heart set on them, but all Common and Uncommon options are available, and I am extremely likely to say yes to any Rare options during character creation. I like players to be able to make the concept they want to play, regardless of how wacky it may be. Sometimes the Rare options just fit certain campaigns better than others, and I just want to be sure this is the right campaign for your concept. After level 1 I will be a teensy bit more restrictive in what Rare options you can take, but am always willing to have a conversation about it, and really just want to make sure it makes sense and wouldn't break our canon. You will also gain some strange powers as a result of your Missing Moment experiences. This takes the form of a bonus Deviant feat at 1st level, and some more at a few story points during the game. I also have a few house rules that will give you some bonus Lore skills, skill feats, and/or archetype feats that are best explained on Discord and don't happen at level 1.

Players can expect

  • Combat/Tactics: High
  • Roleplay: High
  • Puzzles: Medium
  • Experience Level: None

Player reviews (8)

Diviner in pathfinder 2e

For example, a diviner may gain the ability to cast certain divination spells more frequently or with greater accuracy. They may also have the ability to sense the presence of hidden traps or detect the alignment of creatures they encounter. **One of the key aspects of playing a diviner is developing a keen sense of intuition and observation**. Diviners rely not only on their magical abilities but also on their sharp senses and keen intellect. They must be constantly alert and observant, always searching for clues and hidden meanings. This requires the player to pay close attention to their surroundings and carefully analyze the information they gather. **Playing a diviner in Pathfinder 2e can be a rewarding and challenging experience**. The ability to gather information and provide insight to the party can greatly contribute to the success of the group. However, it also requires a careful balancing act, as diviners may be tempted to rely too heavily on their abilities and neglect other important aspects of adventuring, such as combat or diplomacy. In conclusion, a diviner in Pathfinder Second Edition is a powerful character class that specializes in divination magic. **Their unique ability to perceive hidden truths and glimpse into the future makes them valuable assets for any adventuring party**. However, playing a diviner also requires keen observation and analytical thinking, as well as a careful balance between relying on magic and engaging in other aspects of adventuring..

Reviews for "The Diviner's Role in Battle: How to Support Your Party in Pathfinder 2e"

1. Thomas - 2/5 - As someone who loves playing spellcasters, I was really excited to try out the Diviner class in Pathfinder 2e. However, I was sorely disappointed. The abilities and spells seemed lackluster and underwhelming. The Divination spells felt like they were just variations of spells from other classes, nothing unique or exciting. Additionally, the class felt very limited in terms of combat abilities and options. Overall, it just didn't live up to my expectations and I quickly switched to a different class.
2. Sarah - 1/5 - I found the Diviner class in Pathfinder 2e to be incredibly boring and uninteresting. The spells and abilities were lackluster and didn't provide any real benefit to the party. The class felt like it was just tacked on as an afterthought, with no clear role or purpose. I quickly grew tired of playing a Diviner and switched to a different class that offered more engaging gameplay and useful abilities.
3. Michael - 2/5 - The Diviner class in Pathfinder 2e was a letdown for me. It felt underpowered and didn't have much impact in combat. The spells and abilities were lackluster and didn't provide any unique utility or versatility. Additionally, the class lacked clear direction and didn't have a defined role in the party. Overall, I found the Diviner to be a lackluster class and didn't enjoy playing it.
4. Emily - 3/5 - While I didn't hate the Diviner class in Pathfinder 2e, I also didn't find it particularly exciting or interesting. The spells and abilities were decent, but nothing stood out as game-changing or unique. I felt like I was just casting the same spells as other spellcasting classes, but with a different name. Additionally, the class lacked clear specialization options, making it feel a bit like a jack-of-all-trades without excelling in any particular area. Overall, it was a decent class, but it didn't leave a lasting impression.

The Diviner's Role in Solving Mysteries and Unearthing Secrets in Pathfinder 2e

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