Feat: Divine Armor

Steven

First Post
First a little bit about the prerequisite Channel Positive Energy Feat. This is a feat from the Kalamar Player's Guide and it allows those who can turn undead to do something different in place of turning. The exact difference depends on the deity but some examples include: Opening any doors and breaking any bonds within 30', causing disease in an area, resisting elements and more.

Divine Armor

Prerequisite: Ability to cast divine spells. Channel Positive Energy Feat. Ability to Turn Undead.

Benefit: By using 1 of your turning undead attempts per day you may increase your armor class by +2 for a number of rounds equal to your Chr Modifier with a minimum of 1. This +2 is a deflection bonus. Using this feat is a standard action.
 

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Too restrictive.

Divine Armor [divine]

Prereq.: Ability to Turn/Rebuke Undead, Cha 13+

Benefit: Spend one of your Turn/Rebuke Undead checks to gain a +2 deflection bonus to AC for a number of rounds equal to your cha mod.
 
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AGGEMAN, concur on restrictiveness - your prereqs seem good.

Not sure about +2 Def for Cha*rounds, though. This doesn't seem to contrast well with Divine Shield. +Cha Def would be too strong altogether, +3 too powerful at low levels.

Hmm. Actually, considering Shield of Faith, maybe +Cha would be alright - that's only going to be +3 for 3 rounds for a 6th level Paladin, which is comparable to SoF - the probable +8 for 8 rounds isn't completely unbalancing for a high level character, considering it's a round to "power up".
 

On another note, maybe def bonus isn't right since that wouldn't stack with Prot/evil/good.

How about an unnamed bonus ? Seems better to me !

With cha bonus for cha bonus rounds it really need another prereq otherwise it's too powerful.

How about adding Extra Turning to the prereq list in that case ?
 
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If it's going to be unnamed, then +cha is too high, obviously. I'd suggest using Sacred/Profane, in this case.

OTOH, if it's a Deflection bonus, then +cha won't be game-breaking - Clerics with a +2 bonus are rare, and Paladins have to wait until 6th level to pick this sort of thing up, at which point Rings of Protection are showing up (not to mention Shield of Faith, Prot. Evil, etc.).
 

I concur with the sacred or profane bonus, there aren't many of those. Personally, I'd rather see this as a free action. For a standard, my cleric can cast all sorts of things that give me more bang for the buck and don't cost a feat.
 

Stalker0 said:
Personally, I'd rather see this as a free action.

It is! All the Divine feats that is based on cha bonus rounds are free actions just as divine might is.

Don't believe me? Look in the D&D FAQ!
 
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This thing never stops being useful. From the Sage:
<< In the Defenders of the Faith FAQ, there is a ruling on the Divine Might feat that changes its activation time from a standard action (which is the time listed in Defenders of the Faith and the Epic Level Handbook) to not an action. <<

Wow! You actully *read* the answer (most folks wonder out loud why it has become a *free* action, which it has not.)

>> Should this ruling be taken as a change to divine feats in general,<<

No.

>> or as a change to Divine Might only? >>

Yes.

The *truly* correct answer is that activating the feat takes a standard action, and using the damage bonus requires no action at all (so long as the bonus lasts). But WotC has insisted on the one in the FAQ.
 

However. The reason 'cha bonus rounds' feat are not an action is that if you have cha bonus +1 the feat will be useless unless you're hasted. (and not even then in the revised).
 

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