Does Divine Might require an action to use?

Hypersmurf said:
Don't forget Shield Charge, and the Lion's Charge spell from DotF, and 3E Rhino Hide, and...

-Hyp.
Yeah and Smite Evil, Power Attack, Power Critical with Scythe, Spirited Charge, True Strike and ... ack, sometimes I really do hate the splatbooks :(
 

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it's gotten really damn hard to get a CHA bonus very high nowadays.
There's umpteen things to up STR (supposedly the best stat in the game), but there's almost nothing for CHA.

Consider a 10th level PC.
IF he started with an 18 CHA (big IF), and put both level-ups into CHA, and sunk most of his wealth into a +6 item, he has a 26 CHA (+8).
That is only 6 more damage than Weapon Specialization, and he had to waste a round activating it, so the damage output comparison is not as easy as many people believe.

If the fighter got off a full-round attack instead of the paladin activating Divine Might (which is only good for 7 rounds of actual use, BTW, since the ticker starts the round he turns it on, but he can't use it that round), than the fight has to last quite a long time for the Paladin with his +8 per attack to equal the Fighter's full-round damage output for one round.
Since I used the best-case Paladin, I think I can assume a good build for the 10th level fighter, and say he'll do 50 damage in a round. Oh, but of course, the fighter WILL have higher STR, since he didn't sink all his money and levelups and statpoints into CHA, so he'll be more likely to hit.
The paladin would have to hit with 7 attacks before he even equals the fighter's damage that the Paladin gave up when having to activate Divine Might. Oh yeah, Divine Might represents HALF of a non-human Paladin's feat resources just to get this questionable of comparison, not to mention ~75% of his wealth.
 

Darklone said:
One thing, Doc Century: The feat does only give a bonus to damage, not to hit!!! (Where do people have this mistake from, it's the fifth time I hear it?)

Gah! You're right!! Darn, with having to spend an action, and only getting the bonus to damage, I might have to rethink my feats! Hmmm...perhaps if it was changed to requiring no action, but you only get the damage bonus on one attack instead of for a number of rounds equal to your charisma. Would that balance out? It would be like a lesser Smite Evil -- you'd get a chance to bump up a single attack, but you wouldn't have to give up an entire round of effectiveness to get the benefit.
 

Yeah, but don't forget the other benefits a paladin has from high Charisma... the saves at first and lay on hands second.

Btw: Lay on hands grants no saving throw to undeads, right :D?
 

reapersaurus said:
it's gotten really damn hard to get a CHA bonus very high nowadays.

Templates or ECL races (Pixie's a good one), Inherent bonuses...

... and if you're playing 3E, you can try and slip DotF's Command Armor past your DM :)

-Hyp.
 

Lay on Hands AND Divine Grace are now at 2nd level.
And the benefits of a high CHA a Paladin gets are in leui of all the feats the Fighter gets.
Collectively, the mainly-defensive abilities the Paladin gets really don't add up to much, compared with combat-rocking feats.

In other words, you can take your Lay on Hands (no save!) and your Aura of Courage & Divine Health, and I'll raise you Improved Trip, or something like that. ;)
 

Hypersmurf said:
Templates or ECL races (Pixie's a good one), Inherent bonuses...

... and if you're playing 3E, you can try and slip DotF's Command Armor past your DM :)
Templates and ECL races are invariably too 'expensive' to make an effective fighter with.
Inherent bonuses are too expensive for anythin below 12th level or so.

And a LOT of people are quick to nerf DotF's Command Armor.
There NEEDS to be more ways to raise your CHA.
Not having as many ways to raise your CHA as there is STR is perpetuating the "Cha is a dump stat" approach/mindset.
 

reapersaurus said:
Templates and ECL races are invariably too 'expensive' to make an effective fighter with.

I'm not certain I agree... you just need to look for the synergies.

Take the Half-Celestial. The Con bonus makes up, over time, for the loss of a few hit dice. The Str bonus helps compensate for the reduced BAB. The Cha bonus makes up for the lower saving throws, for a Paladin.

You are behind on iterative attacks for a while, and that's about it... and in exchange, you get all the SLAs, resistances, wings, and all the benefits a paladin receives from high Wis and Cha...

... plus it's a natural "fit" to have an angelic champion of Goodness :)

Inherent bonuses are too expensive for anythin below 12th level or so.

Well, yeah. Half-Cel Superpals come into their own around 16th-20th.

-Hyp.
 

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