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%


log in or register to remove this ad

reapersaurus said:
I find it interesting that many, many people bemoan the "CHA as dump stat" aspect of 3E, yet the second CHA becomes useful (Divine Might),

... to two classes for which Cha is _not_ a dump stat.
 

Iku Rex said:
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.

Even as a standard action Divine might has been very useful, and since it is round dependent rather than action dependent, it will be that much more enjoyed when my paladin gets more than one more attack per round. Plus, if you can scrape up some boots of speed or some similar item, it will be that much better.

Iku Rex said:
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.

For a paladin, at any rate, Cha will get you bonuses to lay hands, saves, to hit (with smite), damage (Div. Might), and AC (Div. Shield). For a Paladin, Cha. is a bonus to anything, and all of the other stats are gravy. Keep in mind most of the prereqs for the Div. Feats ensure that it will be a Paladin or Cleric that takes them. Few others will have access to Smite Evil or Trun/Rebuke.

Edit: Brain Cramp
 
Last edited:

DotF, page 19, under Divine Feats, end of 2nd paragraph:
...Since turning or rebuking is a standard action, activating any of these feats is also a standard action.

No ambiguity there. We have a clear, well reasoned rule that applies to all divine feats.

The Sage's ruling makes sense if you only refer to the text of the Divine Might feat. I suspect he forgot to double check for other limitations/rules for divine feats in general. Really that is a matter of poor organization of the rules. Other feats are not written this way.

An understandable mistake, IMO. Nonetheless, a mistake.

This feat is a '5' if you use the rules as written. It is a '9' if you use the 'errataed' version. Because smetzger is explicitly rating the 'free' version, I will vote '9'.
 
Last edited:

reapersaurus said:
I find it interesting that many, many people bemoan the "CHA as dump stat" aspect of 3E, yet the second CHA becomes useful (Divine Might), they cry foul.

I don't think that is the what is going on. The problem is the rules are completely clear against the 'free action' ruling.

I don't think anyone here has said it would be too powerful as a free action. Paladins can use the help IMO.
 

Ki Ryn said:


Your completely missing my point.

But I can live with that.

I think I understand your point, but do you agree with my point that how you define the action type of divine feats seriously changes their power scale.
 

Having to activate a divine feat with a standard action rather than at any time drops the score of a divine feat in a poll about 3 ranks. Divine might would probably rate around a 5 if it took a standard action to activate instead of 8.75 which is currently enjoys. Divine resistance might rate a 3 instead of 1.8 if was activated at any time such as when a fireball was going off or a lightning bolt was cast. Divine shield will rate a poor 3-4 instead of a respectable 7 because it officially takes a standard action.
 

Stalker0 said:

do you agree with my point that how you define the action type of divine feats seriously changes their power scale.
You bet, and I agree that a "not=an-action" action is very different than a free action.

(Ya know, this being WotC, I think they should have called those "interrupts" :) )
 


Ki Ryn said:
You bet, and I agree that a "not=an-action" action is very different than a free action.

(Ya know, this being WotC, I think they should have called those "interrupts" :) )

Note that "not an action" does not mean "activate at any time, even when not your turn." It does mean that you are not limited in how many you can do per round, though, unlike free actions which are limited by whatever the DM feels is reasonable - often only one is allowed.

Not an Action: Some activities are not even considered free actions. They literally don't take any time at all to do and are considered an inherent part of doing something else.

Something like Divine Might can only be activated when you attack - though an AoO would do for a "not an action" type of action.

I suppose that if Divine Restistancve worked the same way then you could activate it whenever a spell was cast at you.
 

Remove ads

Top