Please rate Divine Resistance

Rate Divine Resistance

  • 1 - You should never take this feat

    Votes: 24 42.1%
  • 2- Not very useful

    Votes: 20 35.1%
  • 3- of limited use

    Votes: 10 17.5%
  • 4- below average

    Votes: 2 3.5%
  • 5- Average

    Votes: 0 0.0%
  • 6- above average

    Votes: 0 0.0%
  • 7- above average and cool

    Votes: 1 1.8%
  • 8- good

    Votes: 0 0.0%
  • 9- Very good

    Votes: 0 0.0%
  • 10- Everyone should take this feat

    Votes: 0 0.0%

smetzger

Explorer
Divine Resistance [Divine]
REQ: Ability to turn/rebuke undead, Extra Turning, Divine Cleansing
Spend one of your turn/rebuke undead attempts to imbue all allies within a 60’ burst (including yourself) with resistance to fire, cold, and electricity resistance 5. This resistance does not stack with similar resistances, such as those granted by spells or special abilities. The protection lasts until the end of your next turn. Defenders of the Faith, pg 19.
 

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I gave it a 1. Its limited duration and lack of stacking are too big of a drawback.

Whats up with giving it an unnamed bonus but then saying it doesn't stack with similare bonuses? Someone really droped the ball there, should have just said it was an enhancement bonus and left it at that.
 

smetzger said:
Whats up with giving it an unnamed bonus but then saying it doesn't stack with similare bonuses? Someone really droped the ball there, should have just said it was an enhancement bonus and left it at that.

Elemental resistance is not a "bonus", in the 3E technical sense of the word. Basically the wording is just repeating the rules for how spells like endure elements, resist elements, prot. elements etc work.
 

hong said:


Elemental resistance is not a "bonus", in the 3E technical sense of the word. Basically the wording is just repeating the rules for how spells like endure elements, resist elements, prot. elements etc work.
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Ah, thanks for clearing that up. I think they should have made it a bonus for the spells.
 

I don't think the un-stacking of the effect is an important drawback, you probably haven't buffed already all your allies with energy protection spells.

But the duration of 1 round makes it of very little use: you must know in advance that the enemy spellcaster is throwing a fireball at your party, or that the red dragon is breathing fire during his next turn. You can use the feat with a ready action, or simply keep on using it during the whole encounter with the dragon, essentially wasting both all your standard actions and your turning attempts, for a small protection.

I think the fact that gives fire, cold AND electricity resistance at the same time is rarely useful (well... you don't always meet spellcasters with energy admixture, do you?). If it was just one of the three, but for 3 rounds, then it would be much more useful.

Btw, it's not anyway a bad idea for a Divine feat to give elemental resistance, IMHO :)
 

My problem with it is the problem of most of the divine feats -- the requirement for Extra Turning. This is seldom taken and seldom used IMC. Most clerics tend to have at least a 14 charisma, maybe even 16. Paladins may be even higher. So that's already 5-6 turning attempts per day. So extra turning (unless you are fighting undead constantly) is almost a wasted feat.

Now you might think that having these divine feats would make ET more attractive. Not so. Clerics are not fighters, and feats are rare and precious things. Requireing ET makes them less and less attractive.
 


A 1. 1 round. 1 ROUND!!!!! The resistance isn't that great, doesn't even stack, and takes extra turning, and divine cleansing-which most people think is crap in itself. Probably one of the worst feats there is.
 


There's a psionic version that lasts 10 rounds instead :D

I've asked about Eagle Claw before... I've really got to buy S&F just for laughs.

This is a bit off-topic, but what do people think of Turn Undead? Is it too weak or complicated?

I was thinking of making it a d20 + Cha + level check vs a 1d20 + the undead's HD + Wis modifier check. Undead that fail their save are turned. There is no HD limit (a 15th-level cleric could turn dozens of 2 HD zombies) but the limit of times used per day still applies.
 

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