New Divine Might [WOTC boards]

Shadeus

First Post
In the preview to the Complete Warrior book (from the "In the Works" section) on the WotC website:

Divine Might [Divine]

You can channel energy to increase the damage you deal in combat.

Prerequisites: Ability to turn or rebuke undead, Str 13+, Power Attack.

Benefit: As a free action, spend one of your turn/rebuke undead attempts to add your Charisma bonus on your weapon damage for one full round.

As the player of a paladin who has this feat, I feel shafted. One round? That's it? For one round it should be both to hit and damage.

Thoughts?

Edit: Here's the link. http://www.wizards.com/default.asp?x=dnd/iw/20031116a
 
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Actually, I used it last night and I thought it was fine- much more balanced than before.

It was a 16th level paladin/hunter of the dead with a cha 18 (+4 damage potentially on four attacks). Seemed to work fine. However, as a dm, if a player had the feat and wanted to trade it out because of the new rules for it, I'd certainly allow it.
 


I think the new version is fine.

The Standard action was too burdensome, and the Free Action FAQ everyone admitted was wrong.

Most combats are only in doubt for a round or two anyways. After that, the outcome is clear.
 

It seems far better in terms of balance, though some paladins/clerics may still benefit from it too much. For some characters with a high charisma, they'll be able to add this damage to every round of physical combat.

Huh. It doesn't limit it to melee combat, does it? An archer could use this feat now ...
 

It does seem pretty weak to me. It takes up your resources for a very small gain. If it had the same effect, but instead said "You may use this for a number of rounds per day equal to your charisma bonus +3, and the rounds don't need to be sequential", then I think it would be ok. But taking up your turning? It should be better. I think to hit and damage would be a good compromise. It would be like a mini smite evil.

-The Souljourner
 
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The Souljourner said:
It does seem pretty weak to me. ....
But Souljourner, concider:
Turning is weak for paladins. Now, the paladin can use a nearly worthless ability and add damage to every blow - and it's a free action!

Moreover, concider, as jgsugden did, it's use with a missile weapon. Full attack, first round of combat, everyone is flat-footed, unnamed damage bonus that stacks...... Ouch!
 
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Also, bear in mind: you might not run into any undead, in which case turn undead is even less useful. This at least gives some benefit.
 

Hunter of the dead I guess gets a revamping in the Complete Warrior. I'm really looking forward to that...no turn progression sucks. It works well with that character because of the bonus Extra Turning feats.

I have to agree it was very powerful as it was before. But one round? That's brutal.
 

I think it's OK. As a paladin (or blackguard), you won't use turning in its original usage, anyway, but will get a lot of bonus damage due to your high charisma and high BAB (which means many attacks). A cleric also has a nice option for his turning if he isn't cleansing yet another crypt of the walking dead.

A bonus to attack is too much if you ask me (and also if not). Particularly for paladins (blackguards), this would mean you get your two highest ability scores to both attack and damage. That would be just plain sick.
 

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