D&D 3e (3.0/3.5) Rules
Now that the moons of magic are back, the Orders of High Sorcery are in dire need of new recruits. To facilitate this goal an elven diviner named Vithonis The White set about to create a sub-order whose goal it was to go out into the world and seek out new talent whereever it occurs. The Order of the Diagnostics was born.
A diagnostic is a traveler and a seeker at heart. Venturing out into the land and sea, scanning the masses for the spark of talent necessary for High Sorcery. It is the diagnostic's job to find candidates and enroll them in a Mage School. Higher-level masters are then tasked with training the novice wizard.
Wizards of any robe may join the Order of the Diagnostics. Because of its emphasis on divination and the need to peacefully venture out into the public, most diagnostics are good-aligned white robes. Some black-robed enchanters have had some skill in the work of a diagnostic by using the powers of enchantment to coerce information out of the public. Red robes are the least likely to become diagnostics; most believe that active recruitment could upset the balance. Those few Red Robes who take this path use their skills in deception, subterfuge, and disguise to observe the prospective student.
Base Will Save: +6
The diagnostic's class skills are Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (all) (Int), Profession (Wis), Sense Motive (Wis), Speak Language, and Spellcraft (Int).
Skill Points per Level: 2 + Int modifier.
Familiar: Familiars are useful for covert observations and for "breaking the ice" with new prospective students. As such, a diagnostic's class levels stack with levels of wizard for determining HD and abilities of his/her familiar. If a diagnostic does not currently have a familiar, she may gain one at this time.
Magic of Detection (Sp): At 1st level a diagnostic can cast detect magic as a free action a number of times per day equal to 1 + Int Modifier. These castings are separate from any prepared detect magic spells he might have, which still require a standard action to cast.
Magic of Diplomacy (Sp): At 2nd level a diagnostic automatically adds calm emotions to his spellbook as a 2nd-level arcane spell. In addition, a 2nd level diagnostic can cast calm emotions as a free action a number of times per day equal to 1 + Int Modifier. These castings are separate from any prepared calm emotions spells he might have, which still require a standard action to cast.
Bonus Feat: At 2nd level and again at 4th level, a diagnostic gains a bonus feat. This feat must either be a Spell Focus feat, a metamagic feat, an Item Creation feat, or Investigator, Spell Penetration, or Negotiator.
Magic of Thought (Sp): At 3rd level a diagnostic can cast detect thoughts as a free action a number of times per day equal to 1 + Int Modifier. These castings are separate from any prepared detect thoughts spells he might have, which still require a standard action to cast.
Magic of Communication (Sp): At 4th level a diagnostic can cast tongues as a free action a number of times per day equal to 1 + Int Modifier. These castings are seperate from any prepared tongues spells he might have, which still require a standard action to cast.
Commune with Magic (Ex): At 5th level a diagnostic adds commune to his spellbook as a 5th-level arcance spell. This allows the diagnsotic to commune with his god/goddess about the abilities or a prospective student, as well as the standard functions of the spell.
Enhanced Magic Detection (Ex): A diagnostic's magic detection abilities become more finely tuned at 5th level. At 5th level when using detect magic, the diagnostic gains extra information from concentrating additional rounds. In the 4th round of concentration on an area, he learns if each aura detected is divine or arcane in nature. In the 5th round of concentration on an area, he learns if each aura detected is ambient or focused in nature. For purposes of spell effects, an effect will yield the result appropriate to the caster who created it.
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