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What's wrong with... Divine Power?
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<blockquote data-quote="ruleslawyer" data-source="post: 32972" data-attributes="member: 1757"><p>Hold on.</p><p></p><p>Persistent divine power requires the use of one 8th-level spell and two feats, both of which are highly useful anyway, especially for clerics. (Extend Spell is great with all ability-boosting and resistance-providing spells, as well as GMW and magic vestment; Persistent Spell is worth it almost solely for persistent divine favor).</p><p></p><p>This 15th-level cleric will have:</p><p></p><p>-Persistent divine favor (+5 to combat rolls)</p><p>-Bull's strength (possibly empowered and/or maximized)</p><p>-GMW (+5 bonus on top of other properties, anyone?)</p><p>-Harm (bye-bye hit points)</p><p>-Righteous might (for reach and an extra +4 Strength to boot)</p><p></p><p>This is in addition to all the other stuff this cleric may have due to domain spells and abilities (he could have fly, haste, true strike, smite either by spell or ability, etc etc.). </p><p></p><p>You know what I'll choose on this poll. IMHO, divine power is too strong unless the spell is errata'd to be like 1e/2e Tenser's transformation and prevent spellcasting during its duration. I have no problems with the Persistent Spell feat; it's this one spell that's annoying, precisely because it grants the cleric important fighter class abilities (BAB and extra damage) without costing anything.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 32972, member: 1757"] Hold on. Persistent divine power requires the use of one 8th-level spell and two feats, both of which are highly useful anyway, especially for clerics. (Extend Spell is great with all ability-boosting and resistance-providing spells, as well as GMW and magic vestment; Persistent Spell is worth it almost solely for persistent divine favor). This 15th-level cleric will have: -Persistent divine favor (+5 to combat rolls) -Bull's strength (possibly empowered and/or maximized) -GMW (+5 bonus on top of other properties, anyone?) -Harm (bye-bye hit points) -Righteous might (for reach and an extra +4 Strength to boot) This is in addition to all the other stuff this cleric may have due to domain spells and abilities (he could have fly, haste, true strike, smite either by spell or ability, etc etc.). You know what I'll choose on this poll. IMHO, divine power is too strong unless the spell is errata'd to be like 1e/2e Tenser's transformation and prevent spellcasting during its duration. I have no problems with the Persistent Spell feat; it's this one spell that's annoying, precisely because it grants the cleric important fighter class abilities (BAB and extra damage) without costing anything. [/QUOTE]
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What's wrong with... Divine Power?
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