As content potentially moves away from Evil Outsiders, the Knight of the Chalice PRE will see much of it's usefulness disappear. This basically just leaves Knight of the Chalice paladins with a few extra smites. (Hunter of the Dead has similar issues, but gets a large benefit from decreased negative energy damage, and more healing amplification.)

So, I would like to post a few changes that I hope the developers would be willing to pursue.

1. Separate the extra damage into two types. Light Damage and Bane Damage. The light damage will affect all monsters, while the bane damage has the previous restrictions to only Evil Outsiders.

For Example:

KOTC I: Adds 1d4 light damage against all monsters, and 1d4 bane damage against Evil Outsiders.
KOTC II: Adds 1d6 light damage and 1d6 bane damage.
KOTC III: Adds 2d6 light damage and 2d6 bane damage.


2. Introduce a reduction in the cooldown for smites to regenerate. As it stands, the 90 seconds typically means if you use up all your smites, you'll be waiting a very long time have several to burn again. This is especially true with the reduced cooldown from Exalted Smite. I believe a 15 second reduction for each Knight of the Chalice enhancement would be sufficient. That would bring the Smite Evil regeneration to 1 per 45 seconds, which is more palatable. Alternatively, add this as a separate enhancement line that reduces the cooldown of smite to 30 seconds.

3. For all Paladins, I would like to see Divine Might to change to a percentage damage increase, like the new Action Boosts. 10% for Divine Might I, and +5% for each additional tier.


Feel free to add your own suggestions as well.