Diviner

Diviners might be seen as bookworms and scholars, in an endless pursuit of knowledge. This may be true for some, but for most diviners this is exactly what they want people to think of them. In reality, a lot of diviners work in the fields of espionage, infiltration and counter-intelligence, and have undergone extensive combat training.

Statistics

 * Hit Die: d8
 * Alignment: Any
 * Abilities: The Diviner uses Intelligence for spellcasting.
 * Spells per day: As Wizard (Core Rules).
 * Spell Progression: As Wizard (Core Rules).
 * Spell list: School of Knowing.
 * Weapon Proficiencies: Simple and martial weapons.
 * Armor Proficiencies: Light armor.
 * The Diviner casts spells as a Wizard (memorization).
 * Skill points at 1st Level: 6 + Int modifier
 * Skill Points at Each Additional Level: 6 + Int modifier

Special Features
At first level, a diviner knows all 0th and first level spells of the School of Knowing. When reaching a new spell level, the diviner gains access to all spells of that level.

Arcane Balance
A diviner can control arcane energies better than most, and is able to have two active arcane spells (buffs) at the same time. Note that this only applies to the diviner, not his allies.