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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Divine feats modification?
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<blockquote data-quote="Elder-Basilisk" data-source="post: 1235967" data-attributes="member: 3146"><p>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+.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1235967, member: 3146"] 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. [/QUOTE]
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