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Paladin dmg
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4834676" data-attributes="member: 35909"><p>Rhino Hide Armor: +2d6, not that sexy</p><p>Impaling Weapon Property (MIC): 3/day as a swift action, next attack is a touch attack. Not more damage per say, but makes full PA with Leap Attack much easier.</p><p>Cavalier prestige class (CW): Your smite damage will stall, but gets to deal x4 charge damage a few times a day, and eventually x5.</p><p>Steadfast boots + Cometary Collision (MIC; PH2): boots let you set vs. charge for double damage with any weapon; feat lets you ready to intercept a charge with one of your own, simple enough. As with many possibilities, debatable if the mount needs the feat as well.</p><p>Elemental weapon crystals (MIC): For you, the least are actually a good deal, since that 1 energy damage x4 is better on average than a lesser crystal's 1d6. It's small, but it's something...</p><p>Leading the Charge stance (ToB:Bo9S): One level dip into Warblade or Crusader or two feats gives you ~ +1/2 HD to your charge damage, as well as all allies within 60 ft. Multiplies, of course. Dipping might be the better option, because...</p><p>Battle Leader's Charge maneuver (ToB:Bo9S): Maneuver adds +10 to your charge damage (multiplies) and you do not provoke AoO's for the movement. Can be had with a level 1 dip, buying it with feats is more of a pain in the ass. Dipping also means you can re-use it in the same combat.</p><p></p><p>I'm sure there's more, but it's late. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>EDIT: I just assume people upgrade by that level, but I noticed you're still using a medium lance. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>MIC, Strongarm Bracers. For a mere 6,000 gp, you can use a large lance, base damage 2d6 (on average, +2.5 damage before the x4 multiplier).</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4834676, member: 35909"] Rhino Hide Armor: +2d6, not that sexy Impaling Weapon Property (MIC): 3/day as a swift action, next attack is a touch attack. Not more damage per say, but makes full PA with Leap Attack much easier. Cavalier prestige class (CW): Your smite damage will stall, but gets to deal x4 charge damage a few times a day, and eventually x5. Steadfast boots + Cometary Collision (MIC; PH2): boots let you set vs. charge for double damage with any weapon; feat lets you ready to intercept a charge with one of your own, simple enough. As with many possibilities, debatable if the mount needs the feat as well. Elemental weapon crystals (MIC): For you, the least are actually a good deal, since that 1 energy damage x4 is better on average than a lesser crystal's 1d6. It's small, but it's something... Leading the Charge stance (ToB:Bo9S): One level dip into Warblade or Crusader or two feats gives you ~ +1/2 HD to your charge damage, as well as all allies within 60 ft. Multiplies, of course. Dipping might be the better option, because... Battle Leader's Charge maneuver (ToB:Bo9S): Maneuver adds +10 to your charge damage (multiplies) and you do not provoke AoO's for the movement. Can be had with a level 1 dip, buying it with feats is more of a pain in the ass. Dipping also means you can re-use it in the same combat. I'm sure there's more, but it's late. :) EDIT: I just assume people upgrade by that level, but I noticed you're still using a medium lance. :) MIC, Strongarm Bracers. For a mere 6,000 gp, you can use a large lance, base damage 2d6 (on average, +2.5 damage before the x4 multiplier). [/QUOTE]
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