Divinity Feat Power Ideas

Post/Author/DateTimePost
#1

marius4

Jun 16, 2008 15:40:14
What with all the tinkerers and mad geniuses around here, I can't believe I didn't find a thread on this since the 4e books were released. (Well, I found one on the core evil gods: http://forums.gleemax.com/showthread.php?t=1041386&highlight=divinity+feat .) So let's see some ideas for FR divinity feats if you've got 'em!

Edit for clarity
ASSUMED. All of the powers here have the Encounter Power and Divine keywords. They are also all feat powers requiring the Channel Divinity class feature, worship of the appropriate deity, and the feat itself.

EXAMPLE FORMAT.
Channel Divinity: Torm's Truth
Torm smiles on your party as you walk boldly in his footsteps.
Minor Action, Ranged 10
Target: You and an ally in range, or two allies in range.
Effect: When one target attacks an enemy, the second target can spend a healing surge to add 1d6 + your Wisdom modifier to the damage.
#2

lord_karsus

Jun 16, 2008 16:48:52
-Personally speaking, Divine feats were one of the worst things 3e introduced. Deities shouldn't (and aren't) really buffed up characters. Detailing every little nuance about what they can and can not do, what is in their league and what isn't, and so on, causes deities to lose their mystique. In a theoretical game, when I theoretically say that Bane conjures a wave of energy that kills you, no save, I don't want a player to say, "Well, according to the Divine Blast feat in Faiths and Pantheons, Bane has a one in nineteen chance that..."
#3

zaeshir

Jun 16, 2008 17:33:52
-Personally speaking, Divine feats were one of the worst things 3e introduced. Deities shouldn't (and aren't) really buffed up characters. Detailing every little nuance about what they can and can not do, what is in their league and what isn't, and so on, causes deities to lose their mystique. In a theoretical game, when I theoretically say that Bane conjures a wave of energy that kills you, no save, I don't want a player to say, "Well, according to the Divine Blast feat in Faiths and Pantheons, Bane has a one in nineteen chance that..."

I agree, though luckily for me my players have never decided to try to kill a god
#4

markustay63

Jun 16, 2008 17:46:52
According to the Merriam-Webster dictionary -

1: act, deed
2 a: a deed notable especially for courage b: an act or product of skill, endurance, or ingenuity

So, if a 'feat' is doing something extraordinary, and gods are impossibly powerful immortal beings, what, if anything, would be considered extraodinary if one of them did it?

Porfolio-based 'powers', giving them some sort of control over the concepts they are in charge of, would be more apt. It may only be a matter of wordage, but sometimes that's important to retain some flavor, and gods are just too... epic... to nail down in any quantifiable way.
#5

suin_bahhar_02

Jun 16, 2008 18:06:41
The OP means converting the 4e cleric characters channel divinity feat for each of Fearuns gods.
#6

zaeshir

Jun 16, 2008 18:10:08
The OP means converting the 4e cleric characters channel divinity feat for each of Fearuns gods.

Hehe. Yeah I figured that out after I followed the link in his post. I'm so poor with houserulling that sort of thing. I feel like anything I do will ultimately be unbalanced and I'm the sort that likes balance.

I'd imagine that those feats will show up in the Player's Guide to the Realms though, which is out in September (and which I've preordered from Amazon) .
#7

lord_karsus

Jun 16, 2008 20:49:45
The OP means converting the 4e cleric characters channel divinity feat for each of Fearuns gods.

-Oh. Don't even know what that is, then. I thought he meant the 3e Divine Feats, as found in Faiths and Pantheons.
#8

mula

Jun 16, 2008 23:43:46
LK, I think you're thinking of Divine Salient Abilities. Divine feats are feats that tend to use turn/rebuke undead uses.
#9

Diffan

Jun 17, 2008 1:06:23
Ya, I like my Divine Feats thank-you-very-much! Using those turn attempts for something useful was what basically made the cleric shine. Divine Salient Abilities on the other hand could've been done away with along with statting out deities in the first place.
#10

valgard

Jun 17, 2008 2:34:17
I think not only in that they're a good idea, but also they are completely necessary. I hope that the FRPG has those feats regarding Faerûnian gods because THAT'S THE ONLY THING THAT MAKES 4E CLERICS OF DIFFERENT FAITHS DIFFERENT FROM EACH OTHER!!
#11

gomeztoo

Jun 17, 2008 2:49:26
To get this thread rolling, here is one idea:

LOVIATAR's WHIP [DIVINITY]
Prerequisites: Channel Divinity class feature, must worship Loviatar.
Benefit: You gain proficiency with flails. You can invoke the power of your deity to use Loviatar's Whip
Channel Divinity: Loviatar's Whip Feat Power
You know how to crack a whip and make it hurt by exposing yourself.
Encounter * Divine
Minor Action Personal
Effect: Until the end of your next turn, you gain a feat bonus to damage with flails equal to your Wis modifier, but grant combat advantage to those you attack.
Special: You must take the Loviatar's Whip feat to use this power.

(Yes, evil deity, not much use for most PCs. Not a very powerful power too, but you DO also get proficiency with flails...).
#12

Kurama_Youko

Jun 17, 2008 5:26:47
Feats a little overpowered, as it grants proficiency which is pretty powerful in 4e as well as that second ability you added.
#13

gomeztoo

Jun 17, 2008 7:33:40
Feats a little overpowered, as it grants proficiency which is pretty powerful in 4e as well as that second ability you added.

Not compared to some feats which grant proficiency with (for instance) hammers and axes, or longswords and spears, as well as add +2 to damage - always, and without cost of a minor action.
Compared to those (racial) feats, this is pretty tame: proficiency with flails and once/encounter a bonus to damage at a cost. Granted, the bonus can get reasonably high, but - again - once per encounter, and you are putting yourself open to sneak attacks and more.
#14

lord_karsus

Jun 17, 2008 8:09:00
LK, I think you're thinking of Divine Salient Abilities. Divine feats are feats that tend to use turn/rebuke undead uses.

-Yeah, you're right.

-I recently got access to Complete Divine, and have only played 1 Cleric since getting access to it, but I liked all of those feats that allowed me to turn those Turning chances into something else. Especially since Improved Turning was a requirement for the PrC I had (Morninglord), and we never encountered any Undead.
#15

valgard

Jun 17, 2008 8:51:26
LOVIATAR's WHIP

Just a little comment I want to share with everyone... The whip's not in the Player's Handbook!

(I'm not trying to discredit Gomez's feat)
#16

gomeztoo

Jun 17, 2008 9:05:22
Yes, I noticed. Neither is the scourge, weapon of preference by any Pain.
I guess either could be emulated with the spiked chain stats. It is possible that this is why they were omitted (also since the original whip stats caused all kinds of issues).
(Btw this is where the proficiency for flails kicks in...)
#17

Kurama_Youko

Jun 17, 2008 9:46:28
Not compared to some feats which grant proficiency with (for instance) hammers and axes, or longswords and spears, as well as add +2 to damage - always, and without cost of a minor action.
Compared to those (racial) feats, this is pretty tame: proficiency with flails and once/encounter a bonus to damage at a cost. Granted, the bonus can get reasonably high, but - again - once per encounter, and you are putting yourself open to sneak attacks and more.

Racial are Racial feats they are designed to enhance the already considerable good benefits of a race, you cannot compare a divine feat with a racial feat, because one is based entirely on a mechanic thats already given. Divine Feats are just other options that build off of nothing... the old saying of Comparin Apples and Oranges basically sums this up.

It would be far more reasonable to just look at the divine feats and use those as a bases. Notice that none of those grant you two abilities in one feat and I don't personally see any reason why a divine feat which is the channeling of you're deities power would all of a sudden make you proficient with a weapon.

Just create weapons in you're campaign and leave the second part of your feat in tacked. 4e provides so many feats that even non humans have feats left over to spend on concept ideas.
#18

marius4

Jun 17, 2008 13:52:57
The OP means converting the 4e cleric characters channel divinity feat for each of Fearuns gods.

Thanks! ;)
To get this thread rolling, here is one idea:

LOVIATAR's WHIP [DIVINITY]
Prerequisites: Channel Divinity class feature, must worship Loviatar.
Benefit: You gain proficiency with flails. You can invoke the power of your deity to use Loviatar's Whip
Channel Divinity: Loviatar's Whip Feat Power
You know how to crack a whip and make it hurt by exposing yourself.
Encounter * Divine
Minor Action Personal
Effect: Until the end of your next turn, you gain a feat bonus to damage with flails equal to your Wis modifier, but grant combat advantage to those you attack.
Special: You must take the Loviatar's Whip feat to use this power.

(Yes, evil deity, not much use for most PCs. Not a very powerful power too, but you DO also get proficiency with flails...).

I really like the concept! As Kurama Youko said, though, granting proficiency is too powerful. I wrote up some of these for DragonLance last night and kept finding myself having to nerf them. :P
I think simplicity would fix the problem. Just ignore the type of weapon. Much easier mechanically, and fluff-wise...I'm sure Loviatans can make you hurt with anything. ;)

Also, to simplify formatting stuff on this thread, let's assume the following: All of the powers here have the Encounter Power and Divine keywords. They are also all feat powers requiring the Channel Divinity class feature, worship of the appropriate deity, and the feat itself.

EDIT: I added this info to the first post.
#19

gomeztoo

Jun 17, 2008 14:07:16
Racial are Racial feats they are designed to enhance the already considerable good benefits of a race, you cannot compare a divine feat with a racial feat, because one is based entirely on a mechanic thats already given.

The dwarven feat gives you proficiency with two types of weapon that you didn't have, and +2 to damage on those weapons. I don't see how it enhances a mechanic, the only reason it is racial seems to be flavor.
So I don't think it is unbalanced as a feat - not with the penalty added.

I don't personally see any reason why a divine feat which is the channeling of you're deities power would all of a sudden make you proficient with a weapon.

Well, that is fair criticism. I based it on how how 3rd ed clerics could get proficiency with the weapon of their diety through the War domain. So I don't think it is all that unfitting, but it is true that it isn't tied to channeling per se.

However, if I would remove the proficiency, then I also need to remove the penalty, otherwise it simply isn't a benefit. So it would become:

LOVIATAR's PAIN TOUCH
Prerequisites: Channel Divinity class feature, must worship Loviatar.
Benefit: You can invoke the power of your deity to use Loviatar's Pain Touch

Channel Divinity: Loviatar's Pain Touch Feat Power
You know how to make it hurt
Minor Action Personal
Effect: Until the end of your next turn, you gain a feat bonus to damage equal to your Wis modifier.
Special: You must take the Loviatar's Pain Touch feat to use this power.
#20

marius4

Jun 17, 2008 14:07:52
Channel Divinity: Torm's Truth
Torm smiles on your party as you walk boldly in his footsteps.
Minor Action, Ranged 10
Target: You and an ally in range, or two allies in range.
Effect: When one target attacks an enemy, the second target can spend a healing surge to add 1d6 + your Wisdom modifier to the damage.

EDIT: I added this to the first post for clarification.
#21

marius4

Jun 17, 2008 14:27:47
However, if I would remove the proficiency, then I also need to remove the penalty, otherwise it simply isn't a benefit.

Gomez, don't take away the combat advantage!! That added lots of flavor b/c the Loviatan has to endure pain in order to dish it out. Take away the proficiency and the requirement for a specific weapon altogether. Grant Wis mod to damage + a status effect for the additional pain inflicted. Dazed or stunned would work, but weakened til the end of your next turn would be awesome. Have to think about the relative strengths of all those though.
#22

gomeztoo

Jun 17, 2008 14:31:40
Ok, next version:

LOVIATAR'S PAIN TOUCH
Prerequisites: Channel Divinity class feature, must worship Loviatar.
Benefit: You can invoke the power of your deity to use Loviatar's Pain Touch

Channel Divinity: Loviatar's Pain Touch Feat Power
You know how to make it hurt.
Minor Action Personal
Effect: Until the end of your next turn, you gain a feat bonus to damage equal to your Wis modifier, but grant combat advantage to those you attack. In addition, those you hit are weakened by the pain until the end of your next turn.
Special: You must take the Loviatar's Pain Touch feat to use this power.
#23

marius4

Jun 17, 2008 14:46:10
Ok, next version:

LOVIATAR'S PAIN TOUCH
Prerequisites: Channel Divinity class feature, must worship Loviatar.
Benefit: You can invoke the power of your deity to use Loviatar's Pain Touch

Channel Divinity: Loviatar's Pain Touch Feat Power
You know how to make it hurt.
Minor Action Personal
Effect: Until the end of your next turn, you gain a feat bonus to damage equal to your Wis modifier, but grant combat advantage to those you attack. In addition, those you hit are weakened by the pain until the end of your next turn.
Special: You must take the Loviatar's Pain Touch feat to use this power.

Sweet!! I like it. Sigh. It may be a smidge strong in the end, but hey, it's still pretty cool. (I wasn't lying when I told you I was having to NERF like crazy last night!)

Regarding the name change...I like that too, especially cause the "pain touch" has precedence from the specialty priest power . I also like the first name. When I read that one I imagined an attack with a disembodied whip sound echoing all around.....like the goddess came down and whipped your enemy as you hit them. Both nice choices.

Good job! I like your feat power!
#24

marius4

Jun 17, 2008 16:46:44
Channel Divinity: Kelemvor's Accord
Kelemvor agrees: It is not your time.
Immediate Reaction, Range 10
Trigger: You or any creature within range fails a death saving throw.
Effect: Turn the failure into a result of "no change."
Special: This power triggers automatically on you if you fall in combat but have not yet used your channel divinity encounter power.

4e Realms spoiler
Just for giggles...
Channel Divinity: Mytra's Demise
Mystra's exploding essence floods the multiverse.
Immediate Interrupt
Trigger: You were just getting the hang of things.
Effect: Spend a healing surge. Instead of gaining hit points, you lose that many hit points.
Special: A new set of core books appears on the ground before you. Oh yeah, and the ground looks totally different.
;)
#25

gomeztoo

Jun 18, 2008 2:09:51
4e Realms spoiler
Just for giggles...
Channel Divinity: Mytra's Demise
Mystra's exploding essence floods the multiverse.
Immediate Interrupt
Trigger: You were just getting the hang of things.
Effect: Spend a healing surge. Instead of gaining hit points, you lose that many hit points.
Special: A new set of core books appears on the ground before you. Oh yeah, and the ground looks totally different.
;)
#26

valgard

Jun 18, 2008 2:32:18
4e Realms spoiler
Just for giggles...
Channel Divinity: Mytra's Demise
Mystra's exploding essence floods the multiverse.
Immediate Interrupt
Trigger: You were just getting the hang of things.
Effect: Spend a healing surge. Instead of gaining hit points, you lose that many hit points.
Special: A new set of core books appears on the ground before you. Oh yeah, and the ground looks totally different.
;)