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DMM-Persisting Divine Power - what am I missing
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<blockquote data-quote="Empirate" data-source="post: 5658328" data-attributes="member: 78958"><p>So, just like what I suggested. Nice to find some approval! <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p></p><p></p><p>It was indeed. What do you think of the idea?</p><p></p><p></p><p></p><p>On a different note:</p><p><strong>Some people should really re-read how Persistent Spell works</strong>. It <em>doesn't</em> work with Bless, Haste and any other spell that doesn't have a fixed range (other than touch) or a range of personal.</p><p>Even if it would work, a 9th level slot for Persistent Haste? No. Nonono. I'll just cast my Gate or Shapechange and be done breaking the game. Those simply don't compare to "+1 AB and AC, +1 attack on a full attack, +30' movement".</p><p></p><p>Turn attempts in 3.5 are <em>not </em>useful for turning actual undead beyond the first few levels - and who cares about making monsters run away, so you have to find them and kill them later, anyway? TU is very, very good for a plethora of other things, though. Divine Feats get pretty good, and Devotion Feats are simply great. Some PrCs offer great options to spend turn attempts on (Ruby Knight Vindicator, Ordained Champion...). And then there's DMM. So turn attempts are a useful, even precious resource. However, persisting spells is still a very, very good use for them.</p></blockquote><p></p>
[QUOTE="Empirate, post: 5658328, member: 78958"] So, just like what I suggested. Nice to find some approval! :lol: It was indeed. What do you think of the idea? On a different note: [B]Some people should really re-read how Persistent Spell works[/B]. It [I]doesn't[/I] work with Bless, Haste and any other spell that doesn't have a fixed range (other than touch) or a range of personal. Even if it would work, a 9th level slot for Persistent Haste? No. Nonono. I'll just cast my Gate or Shapechange and be done breaking the game. Those simply don't compare to "+1 AB and AC, +1 attack on a full attack, +30' movement". Turn attempts in 3.5 are [I]not [/I]useful for turning actual undead beyond the first few levels - and who cares about making monsters run away, so you have to find them and kill them later, anyway? TU is very, very good for a plethora of other things, though. Divine Feats get pretty good, and Devotion Feats are simply great. Some PrCs offer great options to spend turn attempts on (Ruby Knight Vindicator, Ordained Champion...). And then there's DMM. So turn attempts are a useful, even precious resource. However, persisting spells is still a very, very good use for them. [/QUOTE]
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DMM-Persisting Divine Power - what am I missing
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