Please rate Divine Vengeance

Rate Divine Vengeance

  • 1 - You should never take this feat

    Votes: 1 1.8%
  • 2- Not very useful

    Votes: 11 19.3%
  • 3- of limited use

    Votes: 22 38.6%
  • 4- below average

    Votes: 5 8.8%
  • 5- Average

    Votes: 6 10.5%
  • 6- above average

    Votes: 6 10.5%
  • 7- above average and cool

    Votes: 4 7.0%
  • 8- good

    Votes: 2 3.5%
  • 9- Very good

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

    Votes: 0 0.0%

smetzger

Explorer
Divine Vengeance [Divine]
You can channel energy to deal additional damage against undead in melee.
Prerequisites: Ability to turn undead, Extra Turning.
Benefit: Spend one of your turn undead attempts to add 2d6 points of sacred energy damage to all your successful melee attacks against undead until the end of your next action. Defenders of the Faith p.20
 

log in or register to remove this ad

Since it really only works against Undead, its of limited use. Now if you fight a lot of undead, it's of course above average, few undead it could be near worthless.

Of course in the game this saturday, it could be very useful, since we will be fighting a hoard of undead
 

Doing an extra 7 pts of damage per attack is a fairly substantial increase. If you wanted to do 2d6 bonus damage to all evil creatures you would have to be epic level. Holy strike would stack with divine vengeance also. If every 3rd creature you fight is undead then this feat is better than weapon specialization. Each activation is good for 2 rounds so its doubtful you would run out of turning attempts. Undead with regeneration (rare) can't regenerate sacred damage.

Paladins have a lot of turning attempts but they aren't very powerful at level -2 so being able to do extra damage against undead is a handy ability. If you are a sacred exorcist you are getting extra turning feats for free.
 



THis is a perfectly fine feat. Turn undead is only useful agianst undead, so this feat is no more limited then the orginal abilitiy. However, against moer powerful undead Turn has a smaller chance of working, so instead of taking a chance on that you can do a bunch more damage. A Cleric can get be built to get quit a few attacks, as many as a fighter with the right multi classing, so 3 hits out of 4 is an extra 6d6 damage, not to shappy. And with the proper buff spells we all know clerics have, they should hit 3 out of 4 times.
 

What sort of action does it take to activate?

Is it a free action, standard action, or "Not an Action" action to activate this feat?

I know the D&D FAQ has ruled Divine Might to be a free action but to my knowledge makes no reference to the other divine feats.
 


Re: What sort of action does it take to activate?

Benben said:
Is it a free action, standard action, or "Not an Action" action to activate this feat?

I know the D&D FAQ has ruled Divine Might to be a free action but to my knowledge makes no reference to the other divine feats.

1) This is a Divine Feat
2) DoF says all Divine feats require a standard action to activate.
3) FAQ, says Divine Mightdoes not require an action to activate.
4) There is nothing in the errata or FAQ to indicate that all Divine feats have been changed to 'not an action'.

Therefore Divine Vengeance take a standard action to activate.
 


Remove ads

Top