Divine Vigor good ?

Scion said:
is complete warrior ogl?
No it ain't. I spotted it too. But I didn't want to be the spoilsport pointing it out (I have reached my spoilsport limit this week in the DND/Christianism thread that was locked by Pirate Cat :p )

Hah ! Scion is the spoilsport ! *points*

Scharlata, what we're trying to say is that you can't retype what's in the books unless they are OGL.

But, hey, I wouldn't have said anything if it wouldn't have been for SCION !

:D ;)
 

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Tranz would rather you got in trouble by the powers that be, I'd rather help you out and have you change it yourself instead ;)
 

Scion said:
Tranz would rather you got in trouble by the powers that be, I'd rather help you out and have you change it yourself instead ;)
Touché ! :lol:

Like I said, I don't want to be viewed as a neener-neener on the boards, as I feel lately that I might have pushed the envelope a tad. I assumed a gentleman and a scholar would be kind enough to do it for me.

And you have.

*bows*
 

I was wondering if you could "activate" Divine Vigor before the older one ends... since it does last Cha minutes.

You basically have 2 hps/lvl several times a day. Better than lay on hands since you can get it up before combat.
 

Do multiple uses of divine vigor within the duration really stack like this? I suppose Aid (1d8 temp HP) cast more than once also stacks?

I'm currently playing a Cleric with Subduing Strike (subdual damage with out penalty if desired - Exalted Deeds) & Divine Vigor feats (great when in that heavy armor, I can move 30! woohoo! I can outrun the dwarves now no prob :p ) and the temp HPs are really nice. Not to mention the ability to use the Turn Undead ability when not fighting actual undead.
 
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What if the character with Divine Vigor has a 0 CHA modifier (10 or 11 CHA)? Somewhere I seem to recall a rule that something like this would last a minimum of one minute, but that may just be wishful thinking on my part.
 

JoeBlank said:
What if the character with Divine Vigor has a 0 CHA modifier (10 or 11 CHA)? Somewhere I seem to recall a rule that something like this would last a minimum of one minute, but that may just be wishful thinking on my part.

Good Question... but a Cleric/Paladin with no Charism should be punished somehow ! :)

Nah... 1 min... or 5 rounds at worst seems reasonable.
 

Liquidsabre said:
Do multiple uses of divine vigor within the duration really stack like this? I suppose Aid (1d8 temp HP) cast more than once also stacks?

Temporary hit points from different sources (such as two applications of Divine Vigor or two Aid spells) don't stack.

However, notice that in the example above, he didn't actually activate a second Divine Vigor until all his temporary hit points were gone. Temporary hit points are lost first, before real hit points...

If he'd activated the feat a second time in round 2 (when he still had 8 temp hit points remaining), it wouldn't have boosted up to 28; it would have essentially 'refreshed' back up to 20.

-Hyp.
 
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jgsugden said:
*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 ...

Does this work? I didn't think bonuses of a like nature stacked. Longstrider and Haste provide enhancement bonuses to your speed. I don't have CW in front of me, but I'm guessing it is an enhancement bonus as well. I'm not familiar with the quickness trait, so I'm guessing that's legit.

Even if it doesn't, a 80' move is nothing to sneeze at!
 

Shadeus said:
Does this work? I didn't think bonuses of a like nature stacked. Longstrider and Haste provide enhancement bonuses to your speed. I don't have CW in front of me, but I'm guessing it is an enhancement bonus as well.

Divine Vigor isn't an enhancement bonus; your speed just "increases".

He's not stacking Longstrider and Haste; Longstrider provides a 10' enhancement bonus, and Haste doubles his base move as an enhancement bonus.

So with a 40' base move plus Longstrider (+10' enhancement) and quickness (+10'), he moves 60'; with a 40' base move plus Haste (+40' enhancement) and quickness (+10'), he moves 90'.

Divine Vigor would bump it up to 100', since the unnamed "increase" will stack with an enhancement bonus.

... all assuming that Quickness is not an enhancement bonus - I'm not familiar with it either.

-Hyp.
 

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