ConcreteBuddha said:
We know that.
And we think it is utter BS. Compare it to Weapon Specialization, and you will understand what we are talking about. The FAQ is not completely official. Definitely more official than say, The New York Times, but not the end all be all of discussion on the matter. It is the electronic equivalent to Sage Advice.
In this matter, the FAQ is wrong. Simple.
Kind of like "Halfling outriders do not have BABs."![]()
Gizzard said:One thing thats always important to clarify in these discussions is, "What level Paladin are we talking about?"
At low levels they seem pretty darn strong; that CHA bonus to saves mean you probably have better saves than the Monk; D-Evil is a fine, useful power. Things like Resist Disease and Immunity to Fear are very nice at low levels where every rat seems to have some disgusting disease and every evil Shaman seems to have prepared Cause Fear. Its never wrong to be able to throw out a couple points of healing. The BAB is good, you can wear armor and wield a serious weapon and you get a D10.
Haven't played them at high levels, but this should get you to level 6 in good shape.
A player in the game I DM presented the spell like that, but I don't read it that way.
"The weapon negates the damage reduction of evil creatures and is capable of striking evil incorporeal creatures as if it had a +1 enchantment bonus."
Some read it as "The weapon negates the damage reduction of evil creatures. The weapon is capable of striking evil incorporeal creatures as if it had a +1 enchantment bonus."
I read it as "The weapon negates the damage reduction of of evil creatures as if it had a +1 enchantment bonus. The weapon is capable of striking evil incorporeal creatures as if it had a +1 enchantment bonus."
Ah well.
Eridanis said:Errataing Divine Might was a very good idea; I hadn't used it since 6th level or so, as that standard action was much more useful in moving towards the target, casting protection from evil, or some other thing. And getting an extra 3 damage per hit isn't that unbalancing now that we're fighting really nasty stuff; it's a nice bonus.
Zerth said:
IMO, Divine Might is certainly too powerful, if it's used as a free action.
Eridanis said:
cloak of charisma +2 to boost my CHA to 18, and we're a 13th -14th level party.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.