HeroForge Feats [Archive] - Wizards Community

Post/Author/DateTimePost
jokem

03-25-07, 08:33 PM
I saw a Cleric Feat which allowed a Cleric to burn
turning attempts to get short range on touch spells.
This must be prepared in advance.

Can anyone tell me what book it is in and if there
is a version of HeroForge which supports it?
Puggle Halfwine

03-25-07, 08:36 PM
Divine Ward - PHB2. I don't know if there's a version of Heroforge for it.
pedr

03-25-07, 08:49 PM
The latest version of Heroforge has this feat in it.

I've a RSoP who took it once DSP was banned. Very useful!
zoinks69

03-25-07, 11:46 PM
Yes, PHB2. You pray with your teammates for 10 minutes each. For 24 hours, you can burn a turn and change a range: touch into (effectively) a range: short spell when cast on one of your prayer buddies. Extremely handy for keeping the cleric out of combat while keeping your pals healed/buffed/etc. I highly recommend it if you have to convert for 597 or you have a fair number of turns per day (Radiant Servant/anyone with Extra Turning).
AnexCDC

03-26-07, 12:38 AM
I believe you have to pray with each individual in order to make a bond with them. In addition, you have to burn a turn attempt for each person past the first. So creating the bond for the entire party would cost 5 turnings, and 50 minutes.
Maesto

03-26-07, 01:32 AM
Most people who had DMM or DSP changed to take this feat, strangely enough... Are there any better choices, really?
zoinks69

03-26-07, 06:10 AM
I believe you have to pray with each individual in order to make a bond with them. In addition, you have to burn a turn attempt for each person past the first. So creating the bond for the entire party would cost 5 turnings, and 50 minutes.

Ah, interesting catch, though since you don't create one with yourself, at most you'll use 4 turns and 50 minutes.
Evanta

03-26-07, 06:27 AM
Most people who had DMM or DSP changed to take this feat, strangely enough... Are there any better choices, really?

I took domain spontantenity: glory domain.
Lupo

03-26-07, 08:18 AM
Most people who had DMM or DSP changed to take this feat, strangely enough... Are there any better choices, really?

I took domain spontantenity: glory domain.

for my level 4 obad-hai cleric i had the choice, either "domain spontaneity" plus "augmented healing" AND then train away "extra turning" or just save the retraining money and go for "divine ward" plus "augmented healing".

i so far have played him once with the new set of feats, it was quite nice to have the party tanks within easy reach . . . :P

especially at low levels, it isn't only the healing but also a "prot. evil", a "magic weapon", or a "resurgence" that is handy to cast from some distance :).

the text of the spell indicates that the target has to be "willing" when the "link" is established, so you can even deliver the spell to a "dominated" or otherwise "no-longer-wiling" party member ;)

ciao

martin m.
Timlagor

03-26-07, 09:07 AM
Divine Fortune is good too.
gomeztoo

03-26-07, 10:18 AM
My PC never had DMM or DSP, but as she can't actually turn with only one level of cleric, I went for Sacred Vitality (Libris Mortis) when she got access to it.
It can be useful if you are predominantely in melee.
Samwise

03-26-07, 01:53 PM
Most people who had DMM or DSP changed to take this feat, strangely enough... Are there any better choices, really?

Most higher level clerics with DMM also had Extra Turning twice. That is a lot of turn attempts, and little to expect to do with them. Divine Ward requires lots of of turn attempts to be relevant, so it is going to show up as one of the favored switches.
Shandronas

03-26-07, 04:46 PM
If I'm not mistaken, in addition to the initial 'bonding' turn attempt expended, you have to spend an additional turn attempt per level of the spell being effected.
Jay_Ibero_911

03-26-07, 05:48 PM
If I'm not mistaken, in addition to the initial 'bonding' turn attempt expended, you have to spend an additional turn attempt per level of the spell being effected.

Not per level of spell, just per spell. So in a party of 6, you spend 4 turn attempts each morning warding the whole party, then 1 more turn attempt for each spell you send through the ward.
jokem

03-26-07, 06:33 PM
The latest version of Heroforge has this feat in it.

I've a RSoP who took it once DSP was banned. Very useful!

I see now the link had HF v5.0.8, I used HF&SpF.

If that is not the one, then please give me the link.

Thx
mlund

03-26-07, 07:28 PM
It should be the right one. Just keep in mind that HF 5.0.8 is not updated to reflect the CY597 documentation - ergo the "Living Greyhawk" setting in the first tab is not going to give you an accurate filter about what is and is not legal. You'll have to use some custom settings and rely on the LGCS to tell you what you can and can't use, rather than HF.

- Marty Lund
Mithreinmaethor

03-26-07, 07:43 PM
I see now the link had HF v5.0.8, I used HF&SpF.

If that is not the one, then please give me the link.

Thx

If you go to the website for Heroforge. Dont download the HF & SF combo they are just 4.1.1. Download the 5.0.8 HF only version. They are working on the 5.0 SF
LachlarlanIII

03-28-07, 02:33 PM
Ah, interesting catch, though since you don't create one with yourself, at most you'll use 4 turns and 50 minutes.

Why would you need to throw a touch range turned short range spell at yourself?

Couldn't you just touch yourself?
Jay_Ibero_911

03-28-07, 02:39 PM
Why would you need to throw a touch range turned short range spell at yourself?

Couldn't you just touch yourself?

Cleric-No Ward Needed
Party Member 2-Free Ward
Party Member 3-Ward, 1 Turn
Party Member 4-Ward, 1 Turn
Party Member 5-Ward, 1 Turn
Party Member 6-Ward, 1 Turn

So 4 turn attempts needed to ward the party, unless you also want to ward some animals or something....
Divine Dwarf

03-28-07, 07:18 PM
for my level 4 obad-hai cleric i had the choice, either "domain spontaneity" plus "augmented healing" AND then train away "extra turning" or just save the retraining money and go for "divine ward" plus "augmented healing".

especially at low levels, it isn't only the healing but also a "prot. evil", a "magic weapon", or a "resurgence" that is handy to cast from some distance :).
martin m.

would magic weapon work? that's target weapon not person?
/shrug
pedr

03-28-07, 07:32 PM
I convinced my RHoD DM to allow 'spikes' to be cast over the link. I knew (and admitted) that I didn't have a very strong argument, but she was being generous :D It probably shouldn't work, by the text of the RAW, but it was the first game I was playing using the new feat so I wasn't sure.
Lupo

03-28-07, 08:54 PM
would magic weapon work? that's target weapon not person?
/shrug

hm, "magic weapon" and the like are a little grey area, i have to admit :rolleyes:

when in the possession of a character they get the saving throw etc. they are no longer "unattended".

rereading the spell description for "magic weapon" it seems to be against the wording of the divine ward description, unless cast on a monk's unarmed attacks :(

but even then, still nice, and around level 4 all frontliners should have magic weapons anyway, ok, would be handy to "enchant" a secondary weapon, after weapon nr 1 has been sundered etc.

ciao

martin m.