Divine Vigor good ?

Rashak Mani

First Post
Checking out some feats for my Paladin... and noticed I hadn't given Divine Vigor much attention before. 2 HPs per lvl is neat. The speed can be very helpful too.

I used the "search" engine (using thread title) and there wasn't a single thread about Divine Vigor !

Opinions ? Ideas ?
 

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*Very* good.

People tend to ignore it, but I think it is a must have for power gamers.

Speed kills. I have a nezumi (40' base speed) ranger archer with the quickness trait (+10' movement). When he casts longstrider (+10' movement), he gets going up to 60'. I'm thinking of taking a level of cleric (or a prestige class that allows turning undead) to get this feat to increase that up to 70', though his charisma is only a 12. When hasted, that would bump up to 90'.

Even when he runs around at 'just' 60' movement, he is a difficult enemy for foes to handle. He can pop around to appropriate vantage points and get a clear shot on foes. He can track at incredible speeds. When foes with a 60' movement want to attack him in melee in an open space, he can just move away from them 60' and stay out of the range of their charge attacks.

D&D is dominated by melee attacks. If you can stay away from most of your foes and use missile weapons at will, you can do wonderous things ...

Plus, as an added bonus, the fastest guy is usually the first to the treasure ...
 


The original feat in DotF was okay. The new one is outstanding. You still gain the bonus movement which, as jgsugden has said, is useful in a number of ways. More importantly, it bestows temporary hit points (as opposed to the Con boost from DotF). Watch this:

Round 1: Clr-10 uses Divine Vigor to gain 20 temporary hit points.
Round 2: Clr-10 is hit for 12 points of damage (all from the temp hp).
Round 3: Clr-10 is hit for another 15 points of damage (he's only taken 7 actual). Uses Divine Vigor again to gain another 20 temp hp.

Rinse and Repeat as needed.
 

Sir Whiskers said:
The original feat in DotF was okay. The new one is outstanding.
Since I only have access to DotF, could someone tell me what the Prerequisites are for the new version of the feat?
 


Azazu said:
Same Pre-Reqs.

Ability to turn undead.

Later
The DotF version had extra turning as a pre-req. I was mostly wondering if that pre-req was removed. If it was, I'll probably take it for my Paladin's next feat. If the pre-req remains, it is out of reach and I won't be able to spend a feat on extra turning and also get divine vigor before we retire our characters.
 

Lamoni said:
The DotF version had extra turning as a pre-req. I was mostly wondering if that pre-req was removed. If it was, I'll probably take it for my Paladin's next feat. If the pre-req remains, it is out of reach and I won't be able to spend a feat on extra turning and also get divine vigor before we retire our characters.

If I may help out :)

Complete Warrior, page 108
DIVINE VIGOR [DIVINE]
You can channel energy to increase your speed and durability.
Prerequisites: Turn or rebuke undead ability.
Benefit: As a standard action, spend one of your turn or rebuke undead attempts to increase your base speed by 10 feet and gain +2 temporary hit points per character level. These effects last a number of minutes equal to your Charisma modifier.

As player and master I consider Divine Vigor a "must have".

Kind regards
 
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I would SO give away paladin spell casting abilities for bonus Divine or Exalted feats at levels 1, 5, 10, 15, 20 (like a wizard). Oh, while you're at it, take my weekly cure disease and pokemount.

That would make such a great alternate Paladin, one I feel is closer to what I envision as a Paladin. A Holy warrior, with Holy fighting abilities.

MAN.
 


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