Divine feats modification?

Scion

First Post
Just had a thought, how would this be for a change to the divine feats?

Whenever you use one of these feats you make a turning check (just like for normal turning of undead) whatever the bonus is on this check is what you gain for the use. Its duration is equal to the hd of the undead turned.

I thought that this might fix most of the problems with the feat.. as far as I see them at least.

What do people think? either way of course, and suggestions?

Also, please list any/all divine feats that you know of if you will. If they are not ogc then the name and where it came from will work. Otherwise I am hopeing to get a full compilation for an npc that I have planned. Thanks! ;)
 

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Scion said:
Whenever you use one of these feats you make a turning check (just like for normal turning of undead) whatever the bonus is on this check is what you gain for the use. Its duration is equal to the hd of the undead turned.

I'm not sure what you mean by this.

DC
 

not sure how to say it more clearly. Divine feats require turn use to activate.

There is a very specific way to turn undead. You make a turning check, it tells you a certain modifier to your level. You then roll to see how many hd of undead you effect.

So this change makes the range for the divine feats go from +0 - +4 for a duration of 2d6 + cleric level + cha modifier.

In effect this would make them last much longer, but be much less powerful for that time. I've seen a lot of people say that the feats are too strong for their own good and other such complaits so this seems like a way to fix that easily.

If there are other suggestions I would like to hear them. Along with any and all divine feats that are out there
 

Scion are you going by the old version of the feats or the new one that came out in Complete Warrior?

I have heard some say that the revised version of some of these feats are not powerful as before.
 

Thats 3.5 right? chances of my getting it is not very good, but I've seen one that was debated on here, I guess it came out of that. Effectively what it was changed to was a free action to activate, but only lasts until the end of that round. I feel that completely kills the whole purpose of the feat, so I'm trying to come up with something that actually works properly ;)
 

It rather depends upon how you handle them. IMO, the CWH Divine Might, Divine Vigor, and Sacred Vengeance feats are all worth taking and using. (A mid-level paladin could easily add 6 points to damage for all attacks on nine rounds per day--7 (average) if he's using Sacred Vengeance against undead). Divine Might isn't as good as the FAQed 3.0 version but it's still worthwhile for characters with Cha 14+.

OTOH, your suggestion would do alright on duration but the need to make a turning check would give them something like a 50% chance of doing nothing at all. (cleric level -4 to +0). That's not a very attractive option for using a standard action. Furthermore, it does nothing for Divine Feats other than Divine Might. Sacred Vengeance? It's already got variable damage that is almost always better than what you're offering. Divine Vigor? Randomizing the con and movement bonus? You must be kidding. Divine Cleansing/Divine Resistance? You won't make them any better.

If you want to make 3.5 divine feats better, making Divine Cleansing and Divine Resistance free actions and making their effectiveness scale with level (perhaps the bonus to fort saves=max HD turned or the resistance scales like the Resist Energy spell (max HD 1-6 resist 10, max HD 7-11 resist 20, max HD 12-20 resist 30) would be a good way to start.

Scion said:
Thats 3.5 right? chances of my getting it is not very good, but I've seen one that was debated on here, I guess it came out of that. Effectively what it was changed to was a free action to activate, but only lasts until the end of that round. I feel that completely kills the whole purpose of the feat, so I'm trying to come up with something that actually works properly ;)
 

I am not incredibly familiar with most of the divine feats you listed. Hence why I asked people to list the ones they know and where they come from ;) All of the ones I know of are cha bonus in rounds and magnitude of ability. Whichever you mentioned that already has dice I just dont know of.

The ones I know of use the following:

Attack/damage (with a restriction), DR, AC, energy resistance, immunities.. and thats about it. Mainly someone saw one of them somewhere, and made up a bunch of others. But they look very similar to others I've seen at places.

You are right about them being ineffective half of the time, perhaps the result +1 to a min of 1 instead?
 

Scion said:
I am not incredibly familiar with most of the divine feats you listed. Hence why I asked people to list the ones they know and where they come from ;) All of the ones I know of are cha bonus in rounds and magnitude of ability. Whichever you mentioned that already has dice I just dont know of.

AFAIK, they all come from Defenders of the Faith. Four or five of them are reprinted or revised in the Complete Warrior.

The ones I know of use the following:

Attack/damage (with a restriction), DR, AC, energy resistance, immunities.. and thats about it. Mainly someone saw one of them somewhere, and made up a bunch of others. But they look very similar to others I've seen at places.

You are right about them being ineffective half of the time, perhaps the result +1 to a min of 1 instead?

Nah. +1 for a standard action is pretty much junk. If you wanted to introduce variability to it, I'd use the +1-4/-1--4 as a modifier to the charisma bonus instead of replacing it.
 

Most of the ones I've seen were in the large book of feats or whatever, I glanced through it awhile ago as I dont actually own it. Wherever they may have come from origionally I dont know.

+1 for a standard action is junk to a certain degree that is true, but it is over a long period of time, and I'm just trying to think of a better way to do it than what is currently there.

Currently the feats increase at an incredible rate, someone with only a 1 point difference show a very large difference in power, and a difference of 2 or more is simply laughable. I havent seen differences that huge anywhere else, not even with two handed weapons, strength bonus and power attack (in either edition).

If you have a +2 then it goes for two rounds at a bonus of two, obviously, at +3 is a big jump. I've seen it happen myself. Personally I have no huge problem with it, but I can see the potential for it and am just testing the waters for changes just in case.

+1 - +4 isnt a whole lot that is true, but getting a +8 isnt incredibly hard by 12th level or so. +8 for 8 rounds is probably too much. I've seen a min/maxed character with +10, but not actualy in action. Sounds scary though ;)

ahh well.. I'm just ranmbling now.. will try to think of a better solution at some point ;/ Thanks for the comments
 

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