Nice change to Divine Might coming...

Plane Sailing

Astral Admin - Mwahahaha!
Reading the latest "in the works" column, I was pleased to see the new version of the "Divine Might" feat

Divine Might [Divine]

You can channel energy to increase the damage you deal in combat.

Prerequisites: Ability to turn or rebuke undead, Str 13+, Power Attack.

Benefit: As a free action, spend one of your turn/rebuke undead attempts to add your Charisma bonus on your weapon damage for one full round.

We use the original from defenders of the faith, but I've never been comfortable with it. The free action makes it easy to use, and the limit of only 1 round reduces its otherwise overpowering usefulness.

Sounds like a nice move.
 

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Darklone said:
Woah. Still, the paladin is screwed.

How is he screwed? He takes a feat that allows him to add his high charisma bonus to damage and all he gives up is Turn Undead, something that is consistently ignored and overlooked?
 

Nope, in 3.0 he could take Divine Might at level 3, now he has to wait till level6, while the cleric (munchkinclass) can still take it at first level (if he's human or Ftr/Clr multiclass).... one of the worst changes IMHO.
 

Darklone said:
Nope, in 3.0 he could take Divine Might at level 3, now he has to wait till level6, while the cleric (munchkinclass) can still take it at first level (if he's human or Ftr/Clr multiclass).... one of the worst changes IMHO.

I see what you mean - since he doesn't get turn undead until 4th level now, he misses the 3rd level "feat window", and can't select his next feat until 6th.

Even so, this is an artefact of changes to the paladin class to spread his abilities out a little. The fact that the bonus lasts for a full round means that the paladin starts getting extra use out of it at 6th level because that is when he starts getting two attacks a round.

I still think it is a good deal for the paladin, to be honest.

Cheers
 

Darklone said:
Nope, in 3.0 he could take Divine Might at level 3, now he has to wait till level6, while the cleric (munchkinclass) can still take it at first level (if he's human or Ftr/Clr multiclass).... one of the worst changes IMHO.

Now pray tell me how you can be fighter/cleric on level 1?

I think that even though the cleric can get it earlier, the paladin can get more out of it: He tends to have the higher charisma (it's his ability score #1 or #2 at least, while clerics tend to get Wis and then Str, Dex, or Con, before upping Cha, and many clerics don't get high cha at all), and has the better BAB, and therefore more attacks per use and more uses.
 


Hmm... altho it was a bit too good earlier (if used as a free action, which I think was in some errata), but with only 1 round duration now, it seems hardly worth taking.

Or will those turn attempts really be enough? Considering, how long (or rather short) combats run sometimes... well, maybe! :D

Bye
Thanee
 

Thanee said:
Hmm... altho it was a bit too good earlier (if used as a free action, which I think was in some errata), but with only 1 round duration now, it seems hardly worth taking.

Or will those turn attempts really be enough? Considering, how long (or rather short) combats run sometimes... well, maybe! :D

A typical middling level paladin will have an 18 or 20 Cha. 7 or 8 rounds will give you some good punch for at least 1 or 2 combats, possibly more if you do not have to waste them on mooks.
 

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