Nice change to Divine Might coming...

Spatula said:
There's nothing that was changed in 3.5 that obsoletes the apprentice-level rules from the 3.0 DMG.

except, of course, that they were removed for the 3.5 DMG, thus suggesting that they are no longer part of the rules set. ;)
 

log in or register to remove this ad


tburdett said:
They are not necessarily obsolete, but they are certainly not part of the core rules.
Yeah, I know these rules were poorly balanced and already halfways optional in the 3.0 DMG, but some guys still use it.
 

darkbard said:
except, of course, that they were removed for the 3.5 DMG, thus suggesting that they are no longer part of the rules set. ;)
The bit about PrCs not counting towards multiclassing penalties was removed as well...

One of the 3.5 designers has commented that the apprentice-level stuff was removed for space reasons.
 

Spatula said:
The bit about PrCs not counting towards multiclassing penalties was removed as well...

One of the 3.5 designers has commented that the apprentice-level stuff was removed for space reasons.
Whatever the reason, it is no longer in the DMG, and thus, no longer part of the core rules. I only re-iterate this because this is the rules forum, it may not apply to your game.
 
Last edited:



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.

That's a good point. A paladin has to wait 'til 6th, which is also the first time he'd be able to take Leadership. So the choice is: Leadership or Divine Might? Wow.

Maybe in D&D 3.7 they'll give paladins this class feature at level 6:

"Bonus Feat
At 6th level, a paladin may select Divine Might or Leadership as a bonus feat."

-z
 

Strange, I just made it a full round action to activate. Gave it the extra prereq of extra turning. Created a holy nimbus around you and your weapon that wasnt useable to read by but visible a long way off in the right circumstances. Used up 2 turnings for the day, and gave +cha (sacred) bonus to attack and damage for rounds = cha bonus. It is very nice and flavorful, but hasnt caused any major problems yet ;)
 

Scion said:
Strange, I just made it a full round action to activate. Gave it the extra prereq of extra turning. Created a holy nimbus around you and your weapon that wasnt useable to read by but visible a long way off in the right circumstances. Used up 2 turnings for the day, and gave +cha (sacred) bonus to attack and damage for rounds = cha bonus. It is very nice and flavorful, but hasnt caused any major problems yet ;)

Oooh, attack and damage? I can imagine giving up the longer action and the extra turn attempt for that.

Although having to take the Extra Turning feat would be annoying :)

-Hyp.
 

Pets & Sidekicks

Remove ads

Top