First Look at the Complete Divine

Thanee said:
Does that spontaneous cure feat (which allows druids to spontaneously cast cure spells like clerics) have any feat requirements? Or any harsh requirements at all?

Bye
Thanee

they call the feat Spontaneous Healer (general) .. benefit: you can use your spell casting ability to spontaneously cast cure spells (from your class list) just as a cleric can. You may use this ability a total number of times per day equal to your wisdom modifier.
requirements are know- relgiion - 4 ranks, non evil and can cast cure spells

Spontaneous wounder works the same but be non-good and can cast inflict wounds

Spontaneous Summoner (wis-13, Knowledge nature -4ranks, and nuetral alignment and can cast summon nature ally spells.

The summoner seems like a big waste .. could help maybe a ranger bit but I am sure someone can figure out the power game usage of the summoner.

one other cool feat - Divine Spell Power (divine feat) - expend a turn attempt as a free action and the next spell you cast before your turn you may increase or decrease the caster level depending on what you roll on the turn table. (you get all your mdofiers with an additional bonus of +3). Does not work for arcane spells.
 

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Westwind said:
The Shugenja looks pretty similar to the OA version without the OA nuance. There are orders/families your character can belong to but in terms of mechanics I can't see an immediate difference (Elemental Focus is only +1, but that's in line with the 3.5 changes).

But what spells does a Shugenja cast in this book (OA or vanilla)?
 

Psion said:
Do you consider Power Critical "reasonable nerfing"?

We're definitely getting a bit off-topic, but yes I do indeed consider it reasonable. The old "big nuke attack" version was unwieldy to say the least. I used to be able to nail an opponent for 200 or so points of damage with a swing once a day with that feat (and that was without taking a level of sorcerer so I could make it a sure thing with a true strike as I've seen other players do). Pretty impressive output, as it single-handedly allowed me to tear apart foes designed to challenge the entire group. Of course, then my wad was shot, but other warriors started to get in on the act and milk the same damage machine and suddenly everybody was packing a big nuke attack. Made things heck for the DM trying to design encounters with BBEG's that weren't immune to crits (which in turn started to get rough for us players). Eventually, Power Critical was declared off-limits and the party was over. Now, I can still get that kind of damage mileage out of it, just not rolled up into one attack. I've seen a couple of folks besides myself take the new version and be quite satisfied with the results, but not everybody's taking it. Good nerf.
 
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Omand said:
Thanks for that, I don't play in Forgotten Realms, so I had not picked up the PGTF. I suppose it would be too much to ask for the revised domain to appear in a core product. :(

Cheers :)

The Repose domain's granted power is still death touch, as per the Death domain power. The 1st level domain spell, deathwatch, was swapped with hide from undead. Otherwise the domain is the same.

You mentioned the Artifice domain earlier. AFAIK, it was not updated in the 3.5 update booklet for Deities and Demigods.
 


Several cool monk feats from OA are in CW, and reduced in power. For instance, Flying Kick is in, but instead of double damage it does an extra 1d12. Earth's Embrace, likewise, does +1d12 now instead of what it did before.

I think that the worse nerfing of feats has been Fists of Iron :( Yes, increased damage but now instead of its own uses per day you have to spend stunning attacks (and it counts against the limit of one stun attempt per round) :( Our group has just ignored the updated version and we keep using the one in OA.
 

Speaks said:
they call the feat Spontaneous Healer (general) .. benefit: you can use your spell casting ability to spontaneously cast cure spells (from your class list) just as a cleric can. You may use this ability a total number of times per day equal to your wisdom modifier.
requirements are know- relgiion - 4 ranks, non evil and can cast cure spells

Ah, so it's a bit limited still... but nice enough for a druid. :D

The summoner seems like a big waste .. could help maybe a ranger bit but I am sure someone can figure out the power game usage of the summoner.

*LOL*

Yeah... if it was summon monster also, but noone besides druids can use summon nature's ally anyways, since those spells are only really effective at the highest possible level, which rangers simply do not have at any time.

Bye
Thanee
 

Thanee said:
Yeah... if it was summon monster also, but noone besides druids can use summon nature's ally anyways, since those spells are only really effective at the highest possible level, which rangers simply do not have at any time.

I wonder if it could be applied to domain spells. Not that it would be much of an advantage, you would prepar the other domain spell as default and could drop it for a SM, but not the regular spells.
 

Li Shenron said:
I wonder if it could be applied to domain spells. Not that it would be much of an advantage, you would prepar the other domain spell as default and could drop it for a SM, but not the regular spells.

edit: also it could be geared towards the Spirit Shaman if he has SM spells but doesn't have that spontaneous casting
 

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