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Need Help - Divine Vigor
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<blockquote data-quote="Ridley's Cohort" data-source="post: 1863077" data-attributes="member: 545"><p>The balancing factor is the Standard Action to use. This is the biggy.</p><p></p><p>In the campaign in which I play an 8th level Paladin, on average I get ~1 round to prep before combat. Sometimes it is 0 rounds of preps, sometimes 2,... You get my drift.</p><p></p><p>Without Divine Vigor, I already have the following options on that precious one round to prepare (spells are either prepped or from scroll): </p><p>(1) Cast Bless Weapon</p><p>(2) Cast Protection from Evil</p><p>(3) Cast Divine Favor</p><p>(4) Cast Bull's Strength</p><p>(5) Cast Resist Energy</p><p>(6) Drink some other potion</p><p>(7) Call my Mount (if he is not already with me)</p><p>(8) Double Move to a better tactical position</p><p>(9) Lay on Hands (if someone needs healing)</p><p>(10) CLW from a wand (if someone needs healing)</p><p>(11) Ready an Action</p><p>(12) Share Spell with mount</p><p>(13) Use a miscellaneous magic item...</p><p></p><p>So, to my mind, the bug question is not whether Divine Vigor is sometimes useful. Obviously, it is.</p><p></p><p>The real question is whether adding <em>one more option that requires a Standard Action</em> to that long list is worth the expenditure of a precious Feat?</p><p></p><p>For my paladin, the answer is No.</p><p></p><p>What also factors in there is I have Divine Might. I really do not have lots of extra Turning attempts going to waste. I use them plenty. Paladins who have Power Attack + Divine Might are not going to find Divine Vigor particularly attractive. Paladins usually need offensive punch.</p><p></p><p>For a cleric, the list of prep options is <em>huge</em>. Does a cleric really need another prep option? The ones who benefit the most from the extra HPs are going to want to cast Divine Power, Righteous Might, or BOTH.</p><p></p><p>In conclusion, I think that Divine Vigor is a good feat, but it is not so attractive to typical Paladins or Clerics as to be a no-brainer because these characters already have a number of similarly useful abilities at their disposal.</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 1863077, member: 545"] The balancing factor is the Standard Action to use. This is the biggy. In the campaign in which I play an 8th level Paladin, on average I get ~1 round to prep before combat. Sometimes it is 0 rounds of preps, sometimes 2,... You get my drift. Without Divine Vigor, I already have the following options on that precious one round to prepare (spells are either prepped or from scroll): (1) Cast Bless Weapon (2) Cast Protection from Evil (3) Cast Divine Favor (4) Cast Bull's Strength (5) Cast Resist Energy (6) Drink some other potion (7) Call my Mount (if he is not already with me) (8) Double Move to a better tactical position (9) Lay on Hands (if someone needs healing) (10) CLW from a wand (if someone needs healing) (11) Ready an Action (12) Share Spell with mount (13) Use a miscellaneous magic item... So, to my mind, the bug question is not whether Divine Vigor is sometimes useful. Obviously, it is. The real question is whether adding [i]one more option that requires a Standard Action[/i] to that long list is worth the expenditure of a precious Feat? For my paladin, the answer is No. What also factors in there is I have Divine Might. I really do not have lots of extra Turning attempts going to waste. I use them plenty. Paladins who have Power Attack + Divine Might are not going to find Divine Vigor particularly attractive. Paladins usually need offensive punch. For a cleric, the list of prep options is [i]huge[/i]. Does a cleric really need another prep option? The ones who benefit the most from the extra HPs are going to want to cast Divine Power, Righteous Might, or BOTH. In conclusion, I think that Divine Vigor is a good feat, but it is not so attractive to typical Paladins or Clerics as to be a no-brainer because these characters already have a number of similarly useful abilities at their disposal. [/QUOTE]
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