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%


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I voted a 9. For a PC that meets the prerequisites for this feat, the only reason I can see for not taking it is if it doesn't fit the character concept.
 

As a free action, its a 9.5. I consider it practically must have for any paladin, and great for many clerics.

But just to start a rant, the FAQ is dead dead wrong on the issue. The book clearly states the feats are standard actions. DOTF pg. 19 under divine feats:

"Since turning or rebuking is a standard action, activating ANY of these feats is also a standard action."

If the FAQ wanted to make an errata change it should have made that clear.

As a standard action, I still think its a good feat, considering the first round is often spent with a charge, using that first standard action (or partial for surprise rounds) to often gain a +3-5 to attack and damage is still well worth it.
 


I put a 9.

A very good feat in my opinion, considering that many of the feats in DoF that allow a character to use their daily "turn" attempts for something else require the Greater Turning feat as a prerequisite.

I just realized that my character qualifies for this feat. I just have to wait for 3 more levels, but I am definately going to pick this feat.
 

This is really a 9. As long as a character has a 14+ charisma it's a no brainer. The standard action version is a great feat for a character with 18+ charisma. Since it was FAQed to a free action, I'd even think of taking it for my 12 charisma cleric (although it's probably not worthwhile unless he gets a cloak of charisma and that's a big investment for little return unless he takes a paladin level).
 

Elder-Basilisk said:
This is really a 9. As long as a character has a 14+ charisma it's a no brainer. The standard action version is a great feat for a character with 18+ charisma. Since it was FAQed to a free action, I'd even think of taking it for my 12 charisma cleric (although it's probably not worthwhile unless he gets a cloak of charisma and that's a big investment for little return unless he takes a paladin level).
The problem, as I see it, with all of these divine feats is the prereq of Extra turning. Feats for clerics and paladins are scarce.......

If the bonus to attack was a sacred bonus, and lasted 1 round plus 1 round per charisma mod.....then I'd think about it. (Although I hadn't seen that "free action" errata.)
 

Nail said:

The problem, as I see it, with all of these divine feats is the prereq of Extra turning. Feats for clerics and paladins are scarce.......

If the bonus to attack was a sacred bonus, and lasted 1 round plus 1 round per charisma mod.....then I'd think about it. (Although I hadn't seen that "free action" errata.)

Who needs 'sacred' when you have an unnamed bonus.
 

Nail said:

The problem, as I see it, with all of these divine feats is the prereq of Extra turning. Feats for clerics and paladins are scarce.......

If the bonus to attack was a sacred bonus, and lasted 1 round plus 1 round per charisma mod.....then I'd think about it. (Although I hadn't seen that "free action" errata.)

Ahhh, but need extra turning for divine might, you do not.

sorry I didn't mean to wax yoda on you.
 

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