Please rate Divine Might

Rate Divine Might

  • 1 - You should never take this feat

    Votes: 0 0.0%
  • 2- Not very useful

    Votes: 0 0.0%
  • 3- of limited use

    Votes: 7 6.7%
  • 4- below average

    Votes: 0 0.0%
  • 5- Average

    Votes: 4 3.8%
  • 6- above average

    Votes: 3 2.9%
  • 7- above average and cool

    Votes: 15 14.4%
  • 8- good

    Votes: 25 24.0%
  • 9- Very good

    Votes: 42 40.4%
  • 10- Everyone should take this feat

    Votes: 8 7.7%

smetzger

Explorer
Divine Might [Divine]
REQ: Ability to turn/rebuke undead, Cha 13+, Str 13+, Power Attack
Spend one of your turn/rebuke undead attempts, as a free action, to add your charisma bonus to your weapon damage for a number of rounds equal to your charisma bonus. Defenders of the Faith, pg 19.
 
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Very good. I gave it a nine. (Since not everyone should take this feat.)

Also, are we rating the FAQ version (free action), or the Defenders of the Faith version (standard action)?
 

ConcreteBuddha said:
Very good. I gave it a nine. (Since not everyone should take this feat.)

Also, are we rating the FAQ version (free action), or the Defenders of the Faith version (standard action)?

free action, I have edited the description
 

smetzger said:
Divine Might [Divine]
REQ: Ability to turn/rebuke undead, Cha 13+, Str 13+, Power Attack
Spend one of your turn/rebuke undead attempts, as a free action, to add your charisma bonus to your weapon damage for a number of rounds equal to your charisma bonus. Defenders of the Faith, pg 19.
 

I rated it an 8 -- everyone with a +3 or better Charisma Modifier should take this feat. It's kind of a wash with a +2...

I really like the various abilities that let clerics do interesting stuff with their "turning" ability. As a DM, I don't have to feel that I need to throw in the obligatory zombie to make the cleric feel important.

OfficeRonin
 

I am an 8, but maybe you should ignore me because I play a dwarven cleric with a -1 CHA modifier. He is scared of undead, they are too spooky.
 

Free action?!? Man, missed that eratta. As a free it's a 9, a must have for any mid to high Cha palidin (any palidin by mid levels), and many melee type clerics.

(Personaly, I've been allowing it as a move-equivelent in my game, since was too harsh... and my gut reaction would be free is too good. Basicly I've redone all the divine feats
Duration in minuets: standard action
Duration in rounds: move equivelent-action
Duration 1 round: free action

But that's not really here nor there. I'll need to look at the FAQ now and see if any of the weak divine feats were made worth-while)
 
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I voted 8 because not every Paladin or Cleric will have taken Power Attack. But if you have Power attack, this is a must have. My Paladin would have gotten it at lvl 3, had he not drowned.
 

It's a great feat. I've been planning on making a cleric/sorcerer/paladin to take advantage of it for a while now, but I haven't had the chance.
 

I clicked the everyone should take this feat button, but what I really ment was that all paladins (and some clerics) should take this feat. For those who have high cha. and are of a mind to dish out damage, it is a must have.
 

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