Question about "quicken turning" & "sacred boost".


3.5/d20/OGL

Liberty's Edge

Hi everybody,

"Quicken turning" (from "complete divine") allows you to turn undeads as a free action instead of a standard action.

"Sacred boost" (also from CD IIRC) allows you to use a turn undead slot (a standard action) and have your healing spells maximized until "the end of your next turn".

If you have both those feats, what will happen during the first round ?
Will you channel your divine energy to turn undead as a free action, then be able to cast a maximized healing spell ?

Or will you have to spent the channeling of divine energy as a standard action anyway (it is not a real "turn" action) ?

thanks !!


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Going by the descriptions:

Quicken Turning

Benefit: You can turn or rebuke undead as a free action. You may still make only one turning attempt per round.

Sacred Boost

Benefit: You spend a turn attempt as a standard action to place an aura of positive energy upon each creature within a 60-ft. burst. Any cure spell cast on one of these creatures before the end of your next turn is automatically maximized, with no adjustment to the spell's level or casting time.

Since feats are specific in nature, being able to turn undead as a free action does not mean you are able to use Sacred Boost as a free action. However, there is nothing against creating a Quicken Boost feat that would allow someone to use either Profane or Sacred Boost as a free action.

Liberty's Edge

Thanks for your answer !

Does everybody understands this also ??
Thanks for any other answer...

Dark Archive RPG Superstar 2013 Top 32

Dragonchess Player wrote:
However, there is nothing against creating a Quicken Boost feat that would allow someone to use either Profane or Sacred Boost as a free action.

I would be cautious in doing such a thing, however. Imagine a party with both a cleric AND a paladin (it happens). The paladin knows he doesn't really need his turn attempts for much else, so he goes for the Sacred Boost and Quicken Boost feats. Maybe he takes Extra Turning too.

The cleric declares that he will hold action until after the paladin's turn. On the paladin's turn, he does whatever he would normally do AND pops out a free-action Sacred Boost. Then, on the cleric's turn, he gets his healing spells maximized for free (as long as his subject was in the area of effect). If the cleric goes before the paladin's action next round, creatures are STILL under the effects of the Boost and the cleric gets MORE maximized healing. So, for the price of a couple feats, the paladin keeps all of his combat viability and amplifies the effectiveness of the party cleric ten-fold.

Some would say that this is just "sound tactical maneuvering" but others may think it borders on being overpowered, ESPECIALLY if your bad guys start using this (though, bad guys are unlikely to channel positive energy).


Fatespinner wrote:
Dragonchess Player wrote:
However, there is nothing against creating a Quicken Boost feat that would allow someone to use either Profane or Sacred Boost as a free action.

I would be cautious in doing such a thing, however. Imagine a party with both a cleric AND a paladin (it happens). The paladin knows he doesn't really need his turn attempts for much else, so he goes for the Sacred Boost and Quicken Boost feats. Maybe he takes Extra Turning too.

The cleric declares that he will hold action until after the paladin's turn. On the paladin's turn, he does whatever he would normally do AND pops out a free-action Sacred Boost. Then, on the cleric's turn, he gets his healing spells maximized for free (as long as his subject was in the area of effect). If the cleric goes before the paladin's action next round, creatures are STILL under the effects of the Boost and the cleric gets MORE maximized healing. So, for the price of a couple feats, the paladin keeps all of his combat viability and amplifies the effectiveness of the party cleric ten-fold.

Some would say that this is just "sound tactical maneuvering" but others may think it borders on being overpowered, ESPECIALLY if your bad guys start using this (though, bad guys are unlikely to channel positive energy).

What's to stop a Paladin (or cleric) with the first initiative to delay his action to the end of the next initiative to give his entire party 2 rounds of Sacred Boost, free action or no? That's overpowered and taking advantage of the "end of your next turn" rule. I would rule that the effect ends where it started. In the above case, if the paladin were to delay his action, the Sacred Boost would end at the beginning of the next in line AFTER the paladin's turn.

Dark Archive RPG Superstar 2013 Top 32

TheDrone wrote:
What's to stop a Paladin (or cleric) with the first initiative to delay his action to the end of the next initiative to give his entire party 2 rounds of Sacred Boost, free action or no? That's overpowered and taking advantage of the "end of your next turn" rule.

But the entire idea is that you CAN do these kind of things. I don't see any reason to hamstring this facet of the power. Sure, the paladin can delay his action so that he goes last in order to give the party more Sacred Boost time, but he's sacrificed the ability to, say, intercept the charging ogre who is going to relentlessly pummel the cleric. Is it really worth it? I dunno, that's up to the player to decide.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Fatespinner wrote:
I would be cautious in doing such a thing, however. Imagine a party with both a cleric AND a paladin (it happens). The paladin knows he doesn't really need his turn attempts for much else, so he goes for the Sacred Boost and Quicken Boost feats. Maybe he takes Extra Turning too.

But to do this, he has to burn two or three feats on something that grants him no direct combat benefits. A paladin doesn't have many feats to spare. Besides, the earliest the paladin can pick both feats is 9th level (12th if all three are taken). A cleric (Pelor) 6/Radiant Servant 6 can cast any healing spell prepared in a domain spell slot as if it were maximized (without it taking up a higher level, requiring a use of turn undead, or taking any feats).

Going by the description of Sacred Boost and the (non-abused) mechanics of initiative, only the user of a Quickened Sacred Boost would be able to gain the benefit two maximized healing spells per use. Eveyone else gets only one. A cleric with these feats becomes a superb healer, although the lack of feats for a cleric also keeps it somewhat balanced.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Fatespinner wrote:
Some would say that this is just "sound tactical maneuvering" but others may think it borders on being overpowered, ESPECIALLY if your bad guys start using this (though, bad guys are unlikely to channel positive energy).

Picture this scenario:

Blackguard with Profane Boost and Quicken Boost (ranger 1/fighter 6/blackguard 5) and three evil clerics. The blackguard pops off a Quickened Profane Boost and casts inflict serious wounds. The three evil clerics cast/spontaneously cast their highest level inflict spell. The blackguard pops off another Quickened Profane Boost and full attacks anyone left standing. The three evil clerics again cast/spontaneously cast their highest level inflict spell. Rinse, repeat. Note that this is very powerful when used with spell storing weapons.

Dark Archive RPG Superstar 2013 Top 32

Dragonchess Player wrote:

Picture this scenario:

That's exactly what I was thinking when I made the warning. >:)

This encounter might happen to some of my unfortunate players.....

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