Rashak Mani said:
Sincerely I'm surprised no one is thinking about Divine Vigor once the Paladin has Turn Undead.
Divine Vigor gives you temporary HPs... and +10' speed. Good for attacking or running away if necessary. The Divine Vigor means you get to last longer.
Do people really like Divine Might ? It requires way too much Charisma to be effective.
IIRC, Divine Vigor, Divine Might, and Extra Smiting all have Turning as a prereq. So there is some serious feat competition and you cannot take these to start.
Divine Vigor is solid. Nothing wrong with it
except you might prefer to burn those Turning attempts on Divine Might.
Divine Might directly addresses the primary weakness of the Paladin: a melee focused class that is underequipped to do significant damage except under narrow circumstances (Smite Evil or charging on a warhorse with a lance).
If you are considering a relatively defensive feat like Divine Vigor, one can hardly argue with keeping the Cha very high, yes?
A Paladin is likely to have at least a 16, 18, and 20 Charisma at 1st, 4th, and 8th levels respectively. +4 or +5 damage is nothing to sneeze at, and boosts the Paladin up to a level that is pretty competitive with most Fighters, albeit for merely 7 or 8 rounds per day. But that is plenty in most campaigns to have your time in the spotlight.
My 9th level Paladin has Divine Might and Extra Smiting. I like to cast Eagle's Splendor to boost the Cha to 22. Stacked together I am getting +6 to hit +15 damage, 4 times per day versus evil. That will leave all but the most hyperoptimized Fighter/Barbarian in the dust for a few
glorious rounds. And I am none too shabby for 4 more round per day, although I do pale in comparison with party Half-orc.