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Divine Power
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<blockquote data-quote="Crothian" data-source="post: 4913468" data-attributes="member: 232"><p>Divine Power follows in the footsteps of Arcane Power and Martial Power. It offers more options for the divine classes presented so far and expands on their versatility and possibilities. It is the same size and price as the other books and follows the same basic format. It is written by Rob Heinsioo, Richard Baker, Logan Bonner, and Robert Schwalb. </p><p></p><p> I start with given a hearty congratulations to Paladins everywhere. They were seen as possible the weakest class in the Players Handbook and they got what they needed in Divine Power. Paladins get the ability to more damage sometimes at a cost. Although my favorite option for a Paladin in this book is the Paragon Path Gray Guard. The path follows the philosophy of the end justifying the means. These Paladins will go to lengths other will not and they will make the hard choices that others can not. It is a darker version of the Paladin that is rarely seen in a D&D product and I like that. </p><p></p><p> Clerics, Avengers, and Invokers all get additional abilities and class options. One of the nice items that I was not expecting the game to try to do is a pacifist cleric. But there are powers, feats, and other great options to allow for a cleric that does no damage but can be a very good healer as well as give minuses but not injure opponents. Again this is not something one expects to see in D&D as it can be a very combat oriented game. </p><p></p><p> My favorite options in the book though are usable by all divine classes. They are the Divinity and Domain feats. First though the section describes what the domains mean for the gods that have them. This is very good information for fleshing out what it means to be a servants of these gods and varying on what domains of the gods the character wishes to focus on. Then each domain has one divinity feat and one domain feat associated with it. Domain feats grant a constant bonus to a certain skill and an additional bonus to something when one of the associated at wills for the feat is used. There is one at will for each of the four divine classes associated with each domain feat. The Divinity feats grants a new way to Channel Divinity that is in theme with the domain. I like feats like these that combine getting cool powers and help with the over all theme of a character concept. </p><p></p><p> Divine Power offers a lot of cool and useful options to characters of divine classes. It might be a more needed book then it should be because of the issues with the Paladin class the book helped fix.</p></blockquote><p></p>
[QUOTE="Crothian, post: 4913468, member: 232"] Divine Power follows in the footsteps of Arcane Power and Martial Power. It offers more options for the divine classes presented so far and expands on their versatility and possibilities. It is the same size and price as the other books and follows the same basic format. It is written by Rob Heinsioo, Richard Baker, Logan Bonner, and Robert Schwalb. I start with given a hearty congratulations to Paladins everywhere. They were seen as possible the weakest class in the Players Handbook and they got what they needed in Divine Power. Paladins get the ability to more damage sometimes at a cost. Although my favorite option for a Paladin in this book is the Paragon Path Gray Guard. The path follows the philosophy of the end justifying the means. These Paladins will go to lengths other will not and they will make the hard choices that others can not. It is a darker version of the Paladin that is rarely seen in a D&D product and I like that. Clerics, Avengers, and Invokers all get additional abilities and class options. One of the nice items that I was not expecting the game to try to do is a pacifist cleric. But there are powers, feats, and other great options to allow for a cleric that does no damage but can be a very good healer as well as give minuses but not injure opponents. Again this is not something one expects to see in D&D as it can be a very combat oriented game. My favorite options in the book though are usable by all divine classes. They are the Divinity and Domain feats. First though the section describes what the domains mean for the gods that have them. This is very good information for fleshing out what it means to be a servants of these gods and varying on what domains of the gods the character wishes to focus on. Then each domain has one divinity feat and one domain feat associated with it. Domain feats grant a constant bonus to a certain skill and an additional bonus to something when one of the associated at wills for the feat is used. There is one at will for each of the four divine classes associated with each domain feat. The Divinity feats grants a new way to Channel Divinity that is in theme with the domain. I like feats like these that combine getting cool powers and help with the over all theme of a character concept. Divine Power offers a lot of cool and useful options to characters of divine classes. It might be a more needed book then it should be because of the issues with the Paladin class the book helped fix. [/QUOTE]
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