Diirk said:
On a slight tangent, but does anyone else feel the alternate paladin class feature from PHB2, Charging Smite, is grossly overpowered?
Even at 5th level, a basic mounted charge with a lance will do (normal damage + 15) x 2 with a nice hit bonus from both the charge and the smite. Add in spirited charge and you're already looking at 45 damage BEFORE adding in strength, magic enhancements, base weapon damage etc... Rhino's Rush (Paladin lvl 1 spell) from Spell Compendium takes this up to a x4 multiplier for 60+ damage. Heck, even if you somehow miss, Charging Smite states you don't even lose the smite attempt...
That's pretty disgusting.
In one of my games, we're gestalt characters and the healer/paladin has this variant, getting the mount from her healer class. It can be quite disgusting. She regularly sets and re-sets single hit damage records. I think right now, at level 14, her record is like 182, and that's without using charging smite! Actually, she's hardly used it at all yet. I think it's balanced by the fact that in most games, a paladin who takes it has no special mount, and thus can't combine it with spirited charge. I suppose he could go Mongol-style and take ten horses with him into every battle... As far as buying special mounts and training them, that's a significant expenditure of resources, so I wouldn't mind, though it's easy to say that not having had to deal with it. Of course, it can only be abused on evil creatures, and only a few times a day. A paladin is supposed to be awesome against evil, and the special mount really is a hefty benefit to lose, if you actually chose to use it. That reasoning aside, however, it is quite strong. The real question is: Does this ability make the paladin better against evil enemies than cleric and druid (widely considered most powerful classes in general)? If not, it's definitely fine. If so, as long as it isn't a huge margin of difference, it should still be ok. Thanks for mentioning Rhino's Rush, though. We can add that to her bag of tricks, now!
[sblock]For those who are interested (off-topic), the paladin/healer currently has these factors working in her favor for charges:
1. Spirited Charge + special mount
2. It's a final fantasy-based game, so her mount is a chocobo w/ the mount trait to carry riders the same size as it (medium), thus allowing it to go almost anywhere with her.
3. Rhino Hide. Sooooo Good!
4. Since she's "White Mage," DM houseruled Greater Mighty Whallop on her healer spell list, which she combines w/ Divine Spell Power to have a +4 size category hammer at level 14. (If not for the housrule, one of the two BMs would learn it, but this allows early access to higher size adjustments.)
5. Once again, as WM, DM allowed the BoED feat that gives wis to hit with simple weapons to be modified to give it to hit and damage, but only with the hammer.
6. Game's been in recess for a few weeks and it was a recent addition, but I believe she has a 3/day item to make a successful charge's multiplier increase by 1.[/sblock]