I've been sizing up the various feats, and at first i didn't look at divine initiate as anything special. Then i realized the power of the guidance cantrip.
Guidance is an at will ability that gives you a d4 to any ability check. Now having played 4e i saw the deva in action, and even though that +1d6 to checks ability could only be used once per 5 minutes, it was still amazing just how many checks you can milk out of it. Effectively guidance gives you a d4 on pretty much any skill outside of combat.
So with divine initiative you get the rogue's starting expertise dice on the vast majority of skill checks. And of course, you get another cantrip and a 1st level spell on top of the deal.
For a player going for skills, this strangely enough seems the best way to go about it.
Thoughts? Does that seem strange to anyone else?
Guidance is an at will ability that gives you a d4 to any ability check. Now having played 4e i saw the deva in action, and even though that +1d6 to checks ability could only be used once per 5 minutes, it was still amazing just how many checks you can milk out of it. Effectively guidance gives you a d4 on pretty much any skill outside of combat.
So with divine initiative you get the rogue's starting expertise dice on the vast majority of skill checks. And of course, you get another cantrip and a 1st level spell on top of the deal.
For a player going for skills, this strangely enough seems the best way to go about it.
Thoughts? Does that seem strange to anyone else?