Originally Posted by
Zoda
I haven't read all the posts, only a few, so I'm not sure if this has been brought up yet or not, but I think it is important to mention. So, I think Divine Might needs some adjustments. As it is now, it almost completely invalidates non strenght builds for melee, as the bonus it provides is way too powerful for the tiny investment it requires, not to mention that splashing paladin/fvs/cleric has other benefits (uber saves/decent +2 to all saves for lvl 1/easy scroll mastery access respectively). If we just take an average example of a character starting 14 CHA, using a + 10 item, +2 insightful, +1 exceptional, +3 tome, +2 ship buff, +2 yugo pot, it is already at 34 CHA, getting 12 STR for a very minimal investment (also getting good UMD, so it even has multiple benefits), while a power gamer can hit 40 CHA without much of a sacrifice. Just for comparison, a pure barbarian, with enhancements gets +11 STR for his lvl 20 rage.
I see 2 possible solutions for this:
a) returning divine might might to be a damage bonus as it used to be (hell, I went crazy looking for +4 cha tome on my pally life back in the day to hit the 20 CHA requirement for DM 4 back in the day for that additional +2 damage)
b) moving it higher up the enhancement tree, it easily has the power level of most tier 5 abilities, but I guess it'd already be fine as tier 3 or 4 (or lvl 12 core), so it won't be so easy to splash for it - as once again, multiclass is the OP, not pure.
The 2nd solution I presented would also make playing a paladin (instead of 2-6 levls splash) more desireable.