What Good is Corellon's Grace?

Hardhead

Explorer
Looking at the Channel Divinity feats, Corellon's Grace seems kinda sucky. What good is being able to move when someone else spends an action point? Especially since creatures don't usually have them?
 

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It's a very good feat. When an ALLY or enemy spends an action point to do something you get a free move action outside of the normal turn order.

Party members should be spending action points pretty regularly.
 

Your allies do, though, and Corellon's Grace is triggered when a creature spends an Action Point. Creature includes allies and enemies. It's also an immediate interrupt, meaning it happens before the triggering action--so, for example, if your rogue buddy spends an AP for an extra attack, you could move to flank and give hm Combat Advantage and sneak attack.
 


Even if they spend them regularly, you can only do it once a round since it's a Divinity feat, right? There are just so few move actions... flanking seems the only good use. Compared to trading places with an ally in danger or turning a critical hit into a normal one or an extra healing surge or many of the Channel Divinity feats it just seems weak.
 

Hardhead said:
Even if they spend them regularly, you can only do it once a round since it's a Divinity feat, right? There are just so few move actions... flanking seems the only good use. Compared to trading places with an ally in danger or turning a critical hit into a normal one or an extra healing surge or many of the Channel Divinity feats it just seems weak.

You can flank, you can escape an enemy (useful if a brute goes before you in the initiative order), you can stand up if knocked down and not waste any of your actions on your turn, you can use a move-action power (useful for multiclass cleric/rangers or cleric/rogues, for example)...it's very situational, yes, but it can be quite useful nonetheless.
 

Kordeth said:
You can flank, you can escape an enemy (useful if a brute goes before you in the initiative order),
You can't spend action points outside of your turn can you? So if a Brute is about to beat on you, and if your allies have action points they're willing to spend to give you a move, you still can't use it if it's an enemy's turn.

you can stand up if knocked down and not waste any of your actions on your turn,

Again, you're not only spending your Channel Divinity action, but another player is having to spend their action point, most likely at a sub-optimal time. Is standing up worth that? I doubt it.
 

Seems like a weak use of a feat. Players should be using an action point every other encounter. If you have 4-5 PCs... that means around 2 action points per encounter and therefore 2 extra moves per encounter.

You can use the move to shift 1 square and then when its your turn move away. Still unless you need a lot of move actions suddenly it doesn't seem that useful.
 

Rashak Mani said:
Seems like a weak use of a feat. Players should be using an action point every other encounter. If you have 4-5 PCs... that means around 2 action points per encounter and therefore 2 extra moves per encounter.

You can use the move to shift 1 square and then when its your turn move away. Still unless you need a lot of move actions suddenly it doesn't seem that useful.

I should point out that channel divinity feats can only be used once per encounter, and prevent you from using your other channel divinity powers for that encounter.

With that being said, if a hydra moves up to you and attacks you 8 times and spends an action point to attack you 8 more times.....moving out of the way is pretty damn strong :).
 

FadedC said:
With that being said, if a hydra moves up to you and attacks you 8 times and spends an action point to attack you 8 more times.....moving out of the way is pretty damn strong :).
Hey! I was going to use that example ;)
Glad I updated before posting
 

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