Divine might as 'not an action'


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4 Turning attempts sounds like it may be reasonable. That way a barbarian with a similar feat expenditure (extra rage) will out-do them, as it should be.

I still feel that running it this way means that clerics will encroach upon yet another classes speciality. They already compete with fighters, rogues, wizards and druids. I fail to see the reasoning behind giving them yet another ability.
 

Saeviomagy said:
I still feel that running it this way means that clerics will encroach upon yet another classes speciality. They already compete with fighters, rogues, wizards and druids. I fail to see the reasoning behind giving them yet another ability.


It is offered as a solution to a major problem with the cleric. One of their defining features is the ability to channell divine energy. Aka Turn/Rebuke Undead.

However... this ability does not fit all campaign styles. What about games where Undead are incredibly rare to run into or even non-existent? What about campaigns where a cleric's abilities should reflect their deity's portfolio's? Not all deities care about undead. In games like this, the cleric loses a major class feature.

Just a quick summary of why other uses for channeling divine energy are a boon, not a bane. I would just also like to point out that the information in the Splt books is meant as Options, not Canon.
 

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