Please Rate Divine Cleansing

Rate Divine Cleansing

  • 1 - You should never take this feat

    Votes: 6 11.5%
  • 2- Not very useful

    Votes: 17 32.7%
  • 3- of limited use

    Votes: 9 17.3%
  • 4- below average

    Votes: 3 5.8%
  • 5- Average

    Votes: 7 13.5%
  • 6- above average

    Votes: 5 9.6%
  • 7- above average and cool

    Votes: 4 7.7%
  • 8- good

    Votes: 0 0.0%
  • 9- Very good

    Votes: 1 1.9%
  • 10- Everyone should take this feat

    Votes: 0 0.0%

smetzger

Explorer
Divine Cleansing [Divine]
REQ: Ability to turn/rebuke undead, Cha 13+, Extra Turning
Spend one of your turn/rebuke undead attempts to grant all allies within a 60’ burst (including yourself) a +2 bonus on Fortitude saving throws for a number of rounds equal to your charisma modifier. Defenders of the Faith, pg 19.
 

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smetzger said:
Divine Cleansing [Divine]
REQ: Ability to turn/rebuke undead, Cha 13+, Extra Turning
Spend one of your turn/rebuke undead attempts to grant all allies within a 60’ burst (including yourself) a +2 bonus on Fortitude saving throws for a number of rounds equal to your charisma modifier. Defenders of the Faith, pg 19.

Ah, finally getting to the divine feats!!

I'd say this is one of the better divine feats. While its not divine might, the +2 to fort saves can come in very handy, especially against things paladins and clerics fight against like demons and devils. And the 60 foot burst is usually enough to get the whole party.

If the character is willing to help in this kind of support fashion, I'd rate it above average.
 

Not as good as divine might or divine shield. I think spending a feat to give a +2 Fortitude save for a couple of rounds is rather harsh. Now if it were +cha mod to all saves for a number of rounds equal to cha mod, that would be more reasonable and have more utility. I think more players would take it as a feat if that were the case.
 

A cleric has to take 2 feats, and spend an action and a turning attempt to give allies +2 to fort saves. There are many spells that will give better bonuses than that and require no feats, much less two. I'd rather the cleric cast recitation and give me and everyone else a +2 to attack rolls and ALL saving throws (or even +3 if we follow the same diety) while at the same time the enemy takes -2 to all attacks and saving throws. And it's in the same 60' burst. And requires no feats. :)

Even a paladin has hand of divinity for +2 sacred bonus to ALL saves for a minute per level.

Feats are very limited for clerics and paladins, the limited duration, the fact that it's limited to one save, and the fact that it's got a useless prereq feat (if you are going to be using divine feats, it's more economical and effective to raise your charisma (and thus your number of turns per day) then to take extra turning), all lead me to rate this as a useless feat.
 

NEVER take this feat

Useless, utterly useless.

This feat has a much too short duration to be worthwhile. Spending an action during combat for a small bonus is foolish. Casting a Prayer or Dispel Magic almost certain to be more effective.

Furthermore, nasty Fort-based AoEs are rather rare so the large radius of effect won't be very useful in real play. You will feel like an idiot if you spend an action with this feat only to see the Demon hit the entire party with Fear.

Feats are too precious to Paladins and Clerics to waste on this.

I think it deserves a '1' without even considering the prereqs.
 

It's the prereq.s that get me. Having to take Extra Turning means this is usually a feat only available at higher levels. By that time the cleric has far better things to do with his action.

And of course the duration is going to be only 2 rounds at most for most clerics. After all, how many clerics do you know that have maxed out their Cha?

A rating of 3 (out of 10), at best.
 

Most divine feats would be fine as is, if clerics and paladins got a bonus divine feat every other level like a fighter. All the feats are trade-offs, not bonuses EXCEPT for divine might and divine shield.

I have considered lumping them all together into a single feat activated as a free action.
 

I'm looking at creating an alt.paladin who uses only turning feats and gets bonus feats to compensate for the loss of spellcasting.

When looking at this feat I'm thinking it should work closer to the name of the feat. 'Divine cleansing' sounds like it should help throw off already acquired penalties rather than vaccinate against ill effects. So, I will use it as statted but also allow all effected targets to make an additional saving throw against already failed fortitude saves. Makes the feat juuuust a bit more useful.
 

If you time it right, this has applications outside of combat, though. Like follow-up saves vs. poison, saves against weird environmental conditions (poisonous air, etc.), and so on. Even so, I have to give this one a pretty low rating because there's very little call for this instead of a heal check (to treat poison) and the like; however, if you already tried your heal to treat poison and rolled crap, this could be handy.

Eh, not too good overall.
 

Extra turning has a lot of other uses and the feat is available to human clerics at first level so the prereqs aren't high but this feat still doesn't cut the mustard.

+2 to fortitude saves? for 1 rnd/point of charisma bonus? That's a measly benefit for a pathetic duration. Even at first level, a cleric will have something better to do with his action nine times out of ten. For instance, half of the creatures who cause large numbers of fort saves at low level (ghouls, ghasts, giant vermin, and troglodytes off the top of my head) can be turned and consequently this feat is a waste when facing them. At higher levels, the "fight is occuring in two rounds" buffing routine would leave absolutely no time for this ability to be used.
 

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