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Seekers of knowledge, hoarders of lore, and master spies, diviners are perhaps the most underrated specialist wizards. Because they must give up access to only one other school of magic, they are also the most versatile specialists. More than any other specialists, diviners excel at gathering information, and an adventuring party that includes a diviner is much more likely to prepare properly for an adventure.
Many campaigns benefit from featuring more than one type of divination specialist, and diviners can play important parts in any game revolving around information gathering. Campaigns that feature mysteries and detective-style adventures, themes of prophecy and oracles, or large amounts of social interaction and espionageall make excellent forums for a diviner's powers. In campaigns that feature variant diviners with different class abilities, one simple way to add more variety is to make each distinct group of specialists experts in and proponents of a different form of divination. In game terms, this divergence is represented by altering the material components for some divination spells. For example, one group of diviners might favor osteomancy and require a collection of bones to use as components for their spells.
A diviner using this variant adds Sense Motive to her list of class skills. In addition, she gains minor benefits when casting certain divination spells.
She needs only to study an item for ten minutes (rather than 1 hour) when casting identify.
An arcane eye cast by the diviner travels at 20 feet per round when studying its surroundings (rather than 10 feet per round).
A diviner using this variant permanently gives up the ability to obtain a familiar.
Bonus feat list
A diviner using this variant gradually grows in awareness and perceptive ability, but at the expense of the metamagic capabilities. The diviner may not select a metamagic feat as a wizard bonus feat(that is, those feats gained at 5th, 10th, 15h and 20th level). However, the following feats are added to the list of bonus feats available to her at those levels: Alertness, Blind-Fight, Improved Initiative, Lightning Reflexes, and Skill Focus (Spot, Listen, or Sense Motive only).
Gifted with extraordinary insight and perceptive abilities, a diviner using this variant can add an insight bonus equal to her Intelligence modifier to any attack roll, saving throw, skill check, or level check she makes. The diviner can use this ability once per day, plus one additional time per day for every five levels attained. Using this ability is a free action that can be taken out of turn if needed, but the character must choose to use this ability before the die roll is made.
A diviner using this variant does not gain additional spells per day for being a specialist wizard.