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General Tabletop Discussion
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Does Divine Might require an action to use?
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<blockquote data-quote="jgsugden" data-source="post: 1140584" data-attributes="member: 2629"><p>We're all agreed that it is a standard action to activate this feat, right? And that it begins to count immediately, as all durations do, so the round of casting counts as 1 rd of the duration ...</p><p></p><p>This is a grossly out of whack feat. A high level paladin that started out with a 14 charisma can easily end up with a 24 charisma. That is 6 rounds of attacking with a +7 to damage on 4 attacker per round: 168 damage. Or, if he goes 2 weapon and devotes some feats and is hasted, it could be 336 extra damage. </p><p></p><p>One fairly good indicator that this feat is too strong is that everyone wants to take it with their paladin/melee cleric. </p><p></p><p>In my games, I tweaked it down. The prerequisites are increased to 16 charisma (as well as the ability to turn undead and a 13 strength) and the effect is changed to a +3 luck bonus to damage (thus it does not stack with divine favor) for 1 rd/point of charisma bonus. The paladin player was sad to see it 'nerfed', but he still took it and still thinks it was worth his time.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 1140584, member: 2629"] We're all agreed that it is a standard action to activate this feat, right? And that it begins to count immediately, as all durations do, so the round of casting counts as 1 rd of the duration ... This is a grossly out of whack feat. A high level paladin that started out with a 14 charisma can easily end up with a 24 charisma. That is 6 rounds of attacking with a +7 to damage on 4 attacker per round: 168 damage. Or, if he goes 2 weapon and devotes some feats and is hasted, it could be 336 extra damage. One fairly good indicator that this feat is too strong is that everyone wants to take it with their paladin/melee cleric. In my games, I tweaked it down. The prerequisites are increased to 16 charisma (as well as the ability to turn undead and a 13 strength) and the effect is changed to a +3 luck bonus to damage (thus it does not stack with divine favor) for 1 rd/point of charisma bonus. The paladin player was sad to see it 'nerfed', but he still took it and still thinks it was worth his time. [/QUOTE]
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Does Divine Might require an action to use?
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