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What if you could activate all Divine Feats at once?
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<blockquote data-quote="Elder-Basilisk" data-source="post: 147863" data-attributes="member: 3146"><p>On the other hand, extra turning is a useful enough feat (depending upon the campaign of course) that I've seen a number of characters take it without shooting for divine feats.</p><p></p><p>My take on the Divine Feats and prerequisites:</p><p></p><p>Divine Might: Essentially free--what non-mounted melee focussed paladin or cleric doesn't have power attack and cleave? (Other than the kind that doesn't have enough free feats yet).</p><p></p><p>Divine Shield: A bit more costly, but worth it if you have a good charisma bonus and want to focus your character that way. This is one of the few ways to attain a +7 or higher bonus to a weapon before sixth level. (20 cha Aasmar pal or clr with a good roll on Eagle's Splendor). As an added benefit, it boosts your AC as well. The prereqs also are very useful for any character who intends to fight with his shield.</p><p></p><p>Divine Vigor: As I said, extra turning is useful enough that a number of characters take it even if they've no intention of taking Divine Feats. For any character who faces significant numbers of undead encounters, this is a lifesaver.</p><p></p><p>None of the other divine feats are too impressive though. . . .</p><p></p><p>As for the usefulness of the feats themselves, Divine Might can be quite useful--it's probably the best of the bunch.</p><p></p><p>Divine Shield is only worth it if you really want to commit the character to fighting with his shield. But if you have a good cha, it's one of the best feats available in terms of cost/benefit.</p><p></p><p>Divine Vigor: This is probably more of a marginal feat. Still, it's one of the few ways for a heavily armored paladin to keep up with his light-armored companions. The extra hit points aren't too useful but a point of fort. save never hurts. Divine Vigor is best used in a campaign where characters often start encounters at a distance from their enemies. In that event, the extra movement it grants can compensate for the standard action it requires to activate it. (That action probably would've been used for movement anyway).</p><p></p><p>As to making them a free action, that's probably not unbalancing within the confines of quicken turning (extra feat required, double turn attempt cost). Without the quicken turning feat, it would probably make Divine Might a bit too good (Would you allow a feat that gave paladins +2 (low powered campaign at low levels) to +10 to damage with any weapon against every foe in every combat that's likely to take place for the game?). Divine Shield would become useful outside of smackdown characters specifically constructed to exploit it but would be even more advantageous to those characters. I can't really see Divine Vigor being unbalanced though. . . .</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 147863, member: 3146"] On the other hand, extra turning is a useful enough feat (depending upon the campaign of course) that I've seen a number of characters take it without shooting for divine feats. My take on the Divine Feats and prerequisites: Divine Might: Essentially free--what non-mounted melee focussed paladin or cleric doesn't have power attack and cleave? (Other than the kind that doesn't have enough free feats yet). Divine Shield: A bit more costly, but worth it if you have a good charisma bonus and want to focus your character that way. This is one of the few ways to attain a +7 or higher bonus to a weapon before sixth level. (20 cha Aasmar pal or clr with a good roll on Eagle's Splendor). As an added benefit, it boosts your AC as well. The prereqs also are very useful for any character who intends to fight with his shield. Divine Vigor: As I said, extra turning is useful enough that a number of characters take it even if they've no intention of taking Divine Feats. For any character who faces significant numbers of undead encounters, this is a lifesaver. None of the other divine feats are too impressive though. . . . As for the usefulness of the feats themselves, Divine Might can be quite useful--it's probably the best of the bunch. Divine Shield is only worth it if you really want to commit the character to fighting with his shield. But if you have a good cha, it's one of the best feats available in terms of cost/benefit. Divine Vigor: This is probably more of a marginal feat. Still, it's one of the few ways for a heavily armored paladin to keep up with his light-armored companions. The extra hit points aren't too useful but a point of fort. save never hurts. Divine Vigor is best used in a campaign where characters often start encounters at a distance from their enemies. In that event, the extra movement it grants can compensate for the standard action it requires to activate it. (That action probably would've been used for movement anyway). As to making them a free action, that's probably not unbalancing within the confines of quicken turning (extra feat required, double turn attempt cost). Without the quicken turning feat, it would probably make Divine Might a bit too good (Would you allow a feat that gave paladins +2 (low powered campaign at low levels) to +10 to damage with any weapon against every foe in every combat that's likely to take place for the game?). Divine Shield would become useful outside of smackdown characters specifically constructed to exploit it but would be even more advantageous to those characters. I can't really see Divine Vigor being unbalanced though. . . . [/QUOTE]
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What if you could activate all Divine Feats at once?
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