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 said:


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

Right: DM talking there. As a DM, I dislike unnamed bonuses. Throws off the balance.

Re: Cygnus's Yoda impression
O.K., it's been proven: I can't read. Oopps.
 
Last edited:

log in or register to remove this ad

Stalker0 said:
As a free action, its a 9.5. ...(snip).....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.

Wow, yer paladins have high CHa mods. Remind me to roll up PC in your games.
 

Nail, don't sweat it man. I have done similar things plenty of times.
:cool:
As to the high Cha. comment—

Especially with the advent of DoF, a Paladin's highest stat should be Cha. when you can get extra damage for a no. of extra rounds, save bonuses, and healing bonuses, it is my priority stat for a paladin. I had one that I created before DoF and assigned the 18 to Str 15 to Cha and 14 to Wis (rest below 11). If I knew then what I know now, that beautiful and rare creature, the 18, would go to Cha. If only I could find a way to switch them. ;)
 

Nail said:


Wow, yer paladins have high CHa mods. Remind me to roll up PC in your games.

Whaaaaa? I thought that was quite low. Cha is the paladins primary stat. All the Paladins i've seen start with, at minimum, a 14 Cha. Usually a 16 and once I saw an 18. A mid level paladin can easily have a +6 Cha mod with items and ability increases.

The DMG paladin with crappy "Default Array" (which is equivalent to 25 point buy :rolleyes: ) starts with a Charisma of 15.
 

Roland Delacroix said:


Whaaaaa? I thought that was quite low. Cha is the paladins primary stat. All the Paladins i've seen start with, at minimum, a 14 Cha. Usually a 16 and once I saw an 18. A mid level paladin can easily have a +6 Cha mod with items and ability increases.

The DMG paladin with crappy "Default Array" (which is equivalent to 25 point buy :rolleyes: ) starts with a Charisma of 15.

Yeah, I was being conservative. Its not hard for palys to get 24 charismas, especially considering with this feat strength isn't as important, and char gives you bonuses to all saves.
 

Ok, so I can see that the FAQ clearly states that this is free to activate (in direct contradiction to DoF). My questions is "Why"? Even as a standard action, it is better than all of the other "turning" feats! What do you think made them change it to a free action? My guess? Ignorance on the author's part (in other words, I think they just made a mistake). Can anyone think of a real reason that a sane person would have purposefully changed this?
 


Ki Ryn said:
Ok, so I can see that the FAQ clearly states that this is free to activate (in direct contradiction to DoF). My questions is "Why"? Even as a standard action, it is better than all of the other "turning" feats! What do you think made them change it to a free action? My guess? Ignorance on the author's part (in other words, I think they just made a mistake). Can anyone think of a real reason that a sane person would have purposefully changed this?
Misinterpretation. Alternately psychic warrior envy.
 

Cygnus said:
Especially with the advent of DoF, a Paladin's highest stat should be Cha.

I admit the Cha should be higher than nothing...but the highest stat? I guess I'm out-voted. I've always seen the paladin played as a holy warrior, with the emphasis on warrior. I guess I'll have to look over this again.

Aren't most of the paladin's combat abilities one-shot-wonders, only good against evil?

...anyway, OT.
 

Ki Ryn said:
Ok, so I can see that the FAQ clearly states that this is free to activate (in direct contradiction to DoF). My questions is "Why"? Even as a standard action, it is better than all of the other "turning" feats! What do you think made them change it to a free action? My guess? Ignorance on the author's part (in other words, I think they just made a mistake). Can anyone think of a real reason that a sane person would have purposefully changed this?
Divine might was one of the best divine feats before, true, but the divine feats were not very good in general. As a free action, divine might actually becomes useful for characters without godlike stats. The one round "wasted" on activating divine might was/is not insignificant by any means.

I consider it unlikely that the question was "frequently" asked (DotF is pretty clear). I consider it unlikely that a mistake like that passed the "rules council" I've heard about (?). I also consider it unlikely that the DotF designers weren't consulted, or that they didn't check (and correct) the FAQ entries concerning their work.

(Guess who's playing a character with divine might. :))

I voted "above average and cool", since it's an excellent feat for certain clerics and paladins, but the need for a high Cha makes it very stat dependant. Improving Str over Cha gets you bonuses on both attacks and damage, and if you use ranged weapons Dex will improve both attacks, initiative, reflex saves and AC.
 
Last edited:

Remove ads

Top