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<blockquote data-quote="Elder-Basilisk" data-source="post: 630559" data-attributes="member: 3146"><p>Odd. What kind of stats do your characters have? Playing Living Greyhawk's 28 point buy for two years, I've played in 4 modules where characters ran out of turning attempts and judged one where that happened. In one of those a cleric with extra turning ran out of turning attempts, in another, we had two clerics and both ran out of turning attempts (of course, one was a half-orc), and in a third, we had a cleric and a paladin who both ran out of turning attempts and then the paladin loaned the cleric his cloak of charisma so he could cheese another turning attempt out of the cloak.</p><p></p><p>Considering that there haven't been more than a half-dozen mods with lots of undead, that's a fair number of undead-heavy modules where extra turning was or would have been useful.</p><p> </p><p></p><p></p><p>Strange. I'd say that Divine Vigor and Divine Vengeance are the only divine feats that are worthwhile for anyone with a 13 or 14 charisma. (Not that either of them are <strong>very</strong> worthwhile, what with Divine Vengeance being a 2 and Divine Vigor being a 4.6 or so (I'm revising my estimate down)). Divine Might is quite a bit better than the rest of the divine feats (especially since it was FAQed to a free action) but it requires a high charisma bonus to be worthwhile.</p><p></p><p>Divine Vigor, OTOH, lasts 1 min/cha bonus which is more than enough for most combats, even on a 13 charisma. Divine Vengeance lasts two rounds and adds 2d6 damage no matter what so charisma is wholly irrelevant. (Except to the number of times/day it's usable).</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 630559, member: 3146"] Odd. What kind of stats do your characters have? Playing Living Greyhawk's 28 point buy for two years, I've played in 4 modules where characters ran out of turning attempts and judged one where that happened. In one of those a cleric with extra turning ran out of turning attempts, in another, we had two clerics and both ran out of turning attempts (of course, one was a half-orc), and in a third, we had a cleric and a paladin who both ran out of turning attempts and then the paladin loaned the cleric his cloak of charisma so he could cheese another turning attempt out of the cloak. Considering that there haven't been more than a half-dozen mods with lots of undead, that's a fair number of undead-heavy modules where extra turning was or would have been useful. [b][/B] Strange. I'd say that Divine Vigor and Divine Vengeance are the only divine feats that are worthwhile for anyone with a 13 or 14 charisma. (Not that either of them are [b]very[/b] worthwhile, what with Divine Vengeance being a 2 and Divine Vigor being a 4.6 or so (I'm revising my estimate down)). Divine Might is quite a bit better than the rest of the divine feats (especially since it was FAQed to a free action) but it requires a high charisma bonus to be worthwhile. Divine Vigor, OTOH, lasts 1 min/cha bonus which is more than enough for most combats, even on a 13 charisma. Divine Vengeance lasts two rounds and adds 2d6 damage no matter what so charisma is wholly irrelevant. (Except to the number of times/day it's usable). [/QUOTE]
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