Divine Might from Defenders of Faith???

Arcanus

First Post
My question is if Divine might will work with Ranged Weapons.

The spell description says that you infuse your weapon with a bonus to damage equal to your charisma bonus, when you give up one of your turning attempts for the day.

My DM says he didn't see why it wouldn't but the feat requirement was that you also needed power attack, so this makes me wonder.

Also on the Feat Shield Charge its says that while using your shield as a attack while charging you get to do double damage with it on a hit. Is this just double the bashing damage or does this also include strength and other bonuses doubled also. This feat would really be great with Divine Shield and Imp. Shield Bash.

Please if you could list where I can find the rules on this if posted somewhere.
 

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there are absolutely NO rules that I am aware of that deal with this issue other than what was printed in DotF.

And what was printed there states specifically that it grants the bonus to damage to your WEAPON.

So thrown weapons and ranged weapons are OK with Divine Might.

personaly, I am fully expecting it to be errated to only apply to melee weapons, since the prereq is Power Attack.
 


A small caution - don't let yourselves get trapped into thinking that prerequisites are directly related to the feat. For example, Whirlwind Attack requires "Int 13+, Expertise, Dex 13+, Dodge, Mobility, base attack bonus +4 or higher, Spring Attack. " But Dodge and Mobility give bonuses to defense, while Whirlwind Attack has nothing to do with defense at all. And you certainbly cannot "Spring Attack" while doing a Whirlwind Attack.

Thus, the mere fact that Divine Might requires Power Attack does not mean it should be for melee weapons only.
 

Arcanus said:

Also on the Feat Shield Charge its says that while using your shield as a attack while charging you get to do double damage with it on a hit. Is this just double the bashing damage or does this also include strength and other bonuses doubled also. This feat would really be great with Divine Shield and Imp. Shield Bash.

The most consistent interpretation would be the double damage is treated like a crit. So any added straight bonuses would be doubled (like strength and shield enhancement) but added dice (like if it was a flaming shield) would not get doubled. The base damage die (e.g. d6 if you have shield spikes) is doubled of course.

If you then crit, your damage would then be a x3.
 

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