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First Look at the Complete Divine

Well, when wizards with a single level dip in Sacred Exorcist, power up a persistant Shapechange, let me know if you still think it's very well balanced. :)

You just know they were going to be using those turn attempts against undead, right?

The fact that this feat allows you to apply the persistant spell feat to spells which which normally were impossible to make persistant under 3.5 rules, seems to be a bit of an oversight on the designer's part.

I mean, how many level 15 spells does your typical wizard have prepared each day?
 
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Kwyn said:
I think the Church Inquisitor looks very nice.

I can't compare it to the original, but they get full spell progression and some really nice class abilities like Pierce Illusion, charm immunity, compulsion immunity, possession immunity and tha ability to force shapechange.

They get 4 skill points per level, which is unusual. They don't gain turning and they only have good Will saves. Must be Lawful Good.

and what is the BAB and skill requirements?

LAWFUL GOOD only? Guess that eliminates Torquemada from any D&D world..DAMN D&D morality....
 

nahualt said:
and what is the BAB and skill requirements?

LAWFUL GOOD only? Guess that eliminates Torquemada from any D&D world..DAMN D&D morality....

Correction: LG or LN

Cleric BAB
Arcana 4
Religion 4
Spellcraft 4
Able to cast Zone Of Truth as a divine spell
Will is the only good save
 

EnderTheElder said:
I saw where someone asked about the Contemplative but didn't see anything else posted about it. Did I miss it? If not could somebody please let us know if it has changed since DotF?

Hasn't changed a lick, other than to require the ability to cast 1st level Divine Spells. So no more free becoming a CLR.
 

Actually, one other change: the Divine Soul ability grants SR of 15 + class level instead of 10 + class level, so it isn't entirely useless like it was before (whee, SR 20 at 20th level...).

Overall, I'm rather unimpressed with it. Lots of errors (including missing material like the spells Vine Mine and Embrace the Wild, even though they are referenced elsewhere) and lots of information with little or even ZERO changes. Also, some of the updates are just poorly thought out, IMO. Ex: The new requirements for Divine Oracle require Skill Focus (Knowledge: Religion). Why not Spell Focus: Divination?

Bill
 

Spikes is exactly the same as in the 3.0 splat books, +2 enhancement bonus, +1/lvl damage, doubles threat range, and lasts 1 hour/lvl. With the new Divine Metamagic feat, they brought back into play the cleric uber-fighter who will again put the fighters to shame in terms of damage.

Example, a 7th lvl cleric using a maul with Extra Turning can cast persistent Divine Power (7 turn attempts) and Spikes (lasts 7 hours). This cleric will have fighter BAB, a really high STR (DP is +6 to STR), more HP's, and have a weapon that deals (assuming the CLR had a base STR of 16) 1d10 + 16 damage with a 19-20 (x3) threat range. Wow.
 
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Anyone notice what Tharisdun's favored weapon is?

It says "check toee", which I assume means check temple of elemental evil, a publishers note never corrected
 
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Madriver said:
Spikes is exactly the same as in the 3.0 splat books, +2 enhancement bonus, +1/lvl damage, doubles threat range, and lasts 1 hour/lvl. With the new Divine Metamagic feat, they brought back into play the cleric uber-fighter who will again put the fighters to shame in terms of damage.

Example, a 7th lvl cleric using a maul with Extra Turning can cast persistent Divine Power (7 turn attempts) and Spikes (lasts 7 hours). This cleric will have fighter BAB, a really high STR (DP is +6 to STR), more HP's, and have a weapon that deals (assuming the CLR had a base STR of 16) 1d10 + 16 damage with a 19-20 (x3) threat range. Wow.

A maul won't work with Spikes because the damage dealing end is made out of metal.

Club, Nunchaku, Q-Staff, Great Club... all Spikes worthy weapons.

I'm a bit surprised the spell kept it's duration of 1 hr per level myself.
 
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Madriver said:
Spikes is exactly the same as in the 3.0 splat books, +2 enhancement bonus, +1/lvl damage, doubles threat range, and lasts 1 hour/lvl. With the new Divine Metamagic feat, they brought back into play the cleric uber-fighter who will again put the fighters to shame in terms of damage.

Example, a 7th lvl cleric using a maul with Extra Turning can cast persistent Divine Power (7 turn attempts) and Spikes (lasts 7 hours). This cleric will have fighter BAB, a really high STR (DP is +6 to STR), more HP's, and have a weapon that deals (assuming the CLR had a base STR of 16) 1d10 + 16 damage with a 19-20 (x3) threat range. Wow.
Even without all the Persistent craziness, that spell is just wrong. Especially for its level. Ah well, house rule time.
 

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