Changes to Divine Feats

Stalker0

Legend
I for one find some of the divine feats too strong, while others too weak. Here are some changes I'm proposing to see what you all think.

Note: I am under the assumption that divine feats are a standard action to cast, I think that sage ruling about divine might was bunk.


1) First, make the bonuses for divine might and divine vigor sacred bonuses. This one decreases divine might a tad since now it wouldn't stack with everything, and make vigor a little better, since it will stack with buff spells now.

2) Allow divine resistance to stack with other energy barrier spells, and allow it a duration of rounds per charisma mod. As written, it is painfully weak to me.

3) Give Divine Vengence a duration of rounds per charisma mod. This is my most tentative change, since it could become an extremely powerful feat, but as is its situational (although not too bad since undead are usually common in games) and the one round use is really weak.

What do you all think?
 

log in or register to remove this ad

1) Most likely a good idea.

2) I've both considered making it stack AND increasing the duration to minuits / level. As is it's woefully weak for a a feat with two prerequesites. I've also considered making the resistance gratned equal to 5 + Cha bonus...

3)Personaly, my own change was to modify how long it took to invoke all divine feats by compairing their durations: Thoes that have a duration of minuits are activated as a standard action. Thoes that last rounds are a move equivelent action. Thoes that last 1 round (or less, should I add something that only works for a single attack, for instance) are a free action to use.
 
Last edited:

Remove ads

Top