Paladin abilities -- "Smite Points"


New Rules Suggestions

Dark Archive

(I posted this on a couple of threads before realizing that it probably belongs here rather than elsewhere -- my apologies!)

To make paladins more "versatile", I think their class abilities should work just like the barbarian's do (with Rage Points): why wouldn't the paladins get "Smite Points", or whatever you wish to call them. You could activate any of your Paladin Auras, Weapon Bond, Smite Evil, etc. -- why not even Turn Undead/Channel Positive Energy? That would be mechanically consistent, too, because barbarian's abilities work like this, as noted.

By the way, as I already posted on another thread, is it possible to give paladins "Shield Bond", too, so you could channel divine energy into your shield instead of your weapon? (compare to the 3E Feat 'Divine Shield'). Or perhaps there will be Divine Feats which lets you do that, and also give your more Auras to pick from?


I was gonna post this but I looked though the threads first I haven't worked on this much but this is what I have please add to it tear it apart or what ever ya feel is needed I'm looking to add to this and wanted folks here to have a go at it to

Smite Points

At first level you get 4 + CHA mod
Every level there after you gain 2+ CHA mod

Smite works as listed 1 point

Endurance of justice +2 to con based skills for 1 minute 3 points

Holy fire makes 1 weapon flaming[1d6] for 1 attack 3 points

Aura of justice as listed 4 points

Speed of the divine extra 10 feet of moment per 3 points 3 or 6 points

stunning smite stuns the target of a successful smite DC is 10+1/2 paladin level + CHA mod 8 points

Burn the wicked inflicts 2d6 points of holy fire to all evil beings in 10' radius 8 points

Blinding smite inflicts blindness on the target of a successful smite for 3 rounds DC is 10 + 1/2 paladins level + CHA mod


My thought was that smiting could be an application of channeling energy, one that Paladins get at first level while the turning/rebuking option becomes available later. The same could go for the laying on hands ability.


I would call them Faith Points and include smiting and auras into it. Maybe even Turning!

Silver Crusade

seekerofshadowlight wrote:

I was gonna post this but I looked though the threads first I haven't worked on this much but this is what I have please add to it tear it apart or what ever ya feel is needed I'm looking to add to this and wanted folks here to have a go at it to

Smite Points

At first level you get 4 + CHA mod
Every level there after you gain 2+ CHA mod

Smite works as listed 1 point

Endurance of justice +2 to con based skills for 1 minute 3 points

Holy fire makes 1 weapon flaming[1d6] for 1 attack 3 points

Aura of justice as listed 4 points

Speed of the divine extra 10 feet of moment per 3 points 3 or 6 points

stunning smite stuns the target of a successful smite DC is 10+1/2 paladin level + CHA mod 8 points

Burn the wicked inflicts 2d6 points of holy fire to all evil beings in 10' radius 8 points

Blinding smite inflicts blindness on the target of a successful smite for 3 rounds DC is 10 + 1/2 paladins level + CHA mod

Can't believe I am agreeing with you (since your characters are body robbers) but I like the changes you have suggested. Still wish the paladin's weapon would still grow into a true holy avenger though.


Axcalibar wrote:
My thought was that smiting could be an application of channeling energy, one that Paladins get at first level while the turning/rebuking option becomes available later. The same could go for the laying on hands ability.

I'm more apt to agree with a system like this. Most of the new paladin abilities are constant and smite is much more damaging in a single hit then rage is. If smite used the Channeling attempts though it would be usable more often and make the paladin decide between an AoE and a single target strike. The option of perhaps different kinds of smites or uses for channeling could consume some of the need for the channeling divine feats in 3.5 as well.

Dark Archive

DracoDruid wrote:
I would call them Faith Points and include smiting and auras into it. Maybe even Turning!

That's a neat idea, having Clerics and Paladins use 'Faith points' to activate different abilities (depending on their class).

It would also allow for a Paladin to have different effects on different days, depending on how he wants to allot his points. If today's adventure involves killing a crapload of plague zombies, he's gonna be Turning and Smiting all day long. If the next day he's instead attempting to save the villagers from the plague left behind, he can burn those same Faith Points to Remove Disease over and over, saving a half-dozen or more villagers. If a vampire attacks that night, well crud, he's out of Faith Points and can't Turn or Smite it, but that's the way the cookie crumbles!


brent norton wrote:

Can't believe I am agreeing with you (since your characters are body robbers) but I like the changes you have suggested.

I truly have no ideal what you are talking about. glad ya liked the ideal however

Dark Archive

seekerofshadowlight wrote:

I was gonna post this but I looked though the threads first I haven't worked on this much but this is what I have please add to it tear it apart or what ever ya feel is needed I'm looking to add to this and wanted folks here to have a go at it to

Smite Points

At first level you get 4 + CHA mod
Every level there after you gain 2+ CHA mod

Smite works as listed 1 point

Endurance of justice +2 to con based skills for 1 minute 3 points

Holy fire makes 1 weapon flaming[1d6] for 1 attack 3 points

Aura of justice as listed 4 points

Speed of the divine extra 10 feet of moment per 3 points 3 or 6 points

stunning smite stuns the target of a successful smite DC is 10+1/2 paladin level + CHA mod 8 points

Burn the wicked inflicts 2d6 points of holy fire to all evil beings in 10' radius 8 points

Blinding smite inflicts blindness on the target of a successful smite for 3 rounds DC is 10 + 1/2 paladins level + CHA mod

Hmmm... maybe there should be two "categories" for Paladin powers: Auras and Smites. The former could include, for example, Aura of Protection (+2 to saving throws to all allies within 10' radius), Aura of Vitality (Fast Healing 1 to all allies within 10' radius) and Aura of Shielding (+2 AC to all allies within 10' radius). You could only activate and maintain a single active Aura at a time with Faith Points, but "switching" between Auras would be a swift action? And, naturally, there would be level prerequisites for all Auras. Your Smite could "upgrade" either with levels (you would inflict more damage and bypass DR more easier) and/or there could be additional effects you could spend Faith Points on (e.g. Stunning Smite, Healing Smite, etc.).

Liberty's Edge

Hey ,
You guys have been reading my mind. I can't carefully read through this thread tonight ,but I do hope to be back soon to read your thoughts on Faith/Smite points. The following is my take so far:
I'd really appreciate your thoughts on it. It is a rough outline to be sure.

The Paladin- this optional system would be used in lieu of spells. That is, a paladin character using Divine Mana points would never be able to cast spells.

Starting at 1st level, a Paladin gains a number
of Divine Mana points equal to 4 + his Charisma modifier.
At each level after 1st, he gains an additional number
of Divine Mana points equal to 2 + his Charisma modifier

Smite -a paladin must spend 1 Divine Mana point to smite a foe ( + Cha to hit /+Lvl to damage). Using these points is a free action , it affects only one attack per round, and works only against a foe who is evil . If used on a foe that is not evil then the smite does not work ,but the Divine Mana is still used.

Powers: As a Paladin gains experience, he learns
to harness his Divine Mana in new ways. Starting at 2nd level, a
Paladin gains one Divine Mana power. He gains an additional
Divine Mana power for every two levels of Paladin attained after
2nd level. A Paladin cannot select an individual power
more than once. Unless otherwise noted, these abilities are
free actions that must be performed on your turn.

Shield Other ( Su) : For 1 round + 1 round per point of his Charisma modifier the paladin may create an effect similar to the cleric spell “shield other” . This gives a +2 deflection bonus to an ally within 10 feet. (5 Divine Mana points)

Shield of the Sacred ( Su): The paladin gains a dodge bonus to his armor class equal to 1/2 his Paladin level (round
down) for one round + 1 round per point of Charisma score modifier against melee attacks. This is only useful against foes that are evil. If used against foes that are not evil the divine mana points are still spent ,but the bonus is not added.
(10 Divine Mana points)

Divine Prescience (Su): A Paladin may re-roll a failed save.
This power is used as an immediate action after the save
is failed. The Paladin must take the second result, even
if it is worse. A Paladin must be at least 8th level before
selecting this power. (10 Divine Mana points)

Divine Resistance( Su):
For 1 round , a paladin gains 10 resistance against any chosen energy type ( chosen from: electricity, fire, cold, acid/sonic) per 5 Divine Mana points spent. The paladin cannot increase this beyond 30 resistance. A paladin must be at least 12th level before selecting this ability.
( 5, 10, or 15 Divine Mana points)

Divine Might ( Su): For 1 round the paladin may add his Charisma modifier to his hit and damage rolls. ( 5 Divine Mana Points )

Holy Vengeance ( Su) : All of the Paladin’s attacks deal an
additional 1d6 points of holy damage for one round. This energy
damage stacks with holy damage dealt by special
weapon abilities even if it is the same type. This power is used as a swift action before any attacks are made. A Paladin must
be 12th level before selecting this power.(15 Divine Mana points)

Holy Awe ( Su): The purity and holiness of the paladin’s faith is unleashed in a visible display of holy light radiating out to 3o feet from the Paladin. This act is a standard action that causes all evil enemies within the affected area to make a Will save (DC equal to 10 + 1/2 the Paladin’s level + the Paladin’s Charisma modifier) or be dazed for 1d4+1 rounds.
Once an enemy has made a save versus Holy Awe (successful or not) it is immune to this power for 24 hours.
A Paladin must be at least 8th level before selecting this
power. (15 Divine Mana points)

Penance Stare ( Su):
The Paladin stares down one adjacent evil foe and can make an Intimidate check as a free action. If the Paladin successfully demoralizes his opponent, the foe is shaken for 2d6 rounds due to seeing its own wickedness. (10 Divine Mana points)

Blessed Strike (Su): The Paladin automatically
confirms a critical hit on an evil opponent. This power is used as a swift action once a critical threat has been determined. A Paladin must be at least 8th level before selecting this power.
(15 Divine Mana points)

Shed the Light ( Su):
The Paladin gains True Seeing 60 feet for one round. A paladin must be 12th level to use this ability. ( 5 Divine Mana Points)

Divine Vigor ( Su ):
The Paladin invoke this power to gain 3 temporary hit points per Divine Mana Point spent up to a maximum number of points equal to his level. The duration of these temporary hit points is 1 round + 1 round per point of Charisma modifier.
( Up to max of 1 Divine Mana point per level )
Blessed Defense ( Su ) :
The Paladin gains DR 1/- per 5 points of Divine Mana spent for one round. The maximum amount of Divine Mana points that can be spent on this power is 50 and a Paladin may not take this power until they reach 12th level.
( 5 Divine Mana Points per 1 point of DR to a maximum of 50 )

Strength of the Faithful ( Su ) :
For one round the Paladin may call upon the strength of all the faithful of his religion to perform a miraculous act of strength. The Paladin gains +8 to his strength for the round. The Paladin may not take this power until he reaches 8th level.
( 10 Divine Mana points )

Sacrifice of the Martyr ( Su):
The Paladin uses this power to protect an ally within 20 feet by taking half of all damage they receive for 1 round. The paladin may not take this power until he reaches 12th level.
( 15 Divine Mana Points )

Sacred Mantle ( Su ) :
The Paladin gains SR = 12 + Paladin Level for 1 round versus spells cast by evil casters. This power may be activated as a swift action. The Paladin may not take this until 12th level.
( 15 Divine Mana points )

Hand of Glory ( Su):
This power allows mimics the Paladin’s touch to restore d4 ability damage as per Lesser Restoration. This power may not be taken until 8th level.
( 10 Divine Mana points )

Divine Touch ( Su):
To choose this power the Paladin must first have Hand of Glory. Then with the use of this power, his touch mimics the Restoration spell.
( 15 Divine Mana points )


I'm not fond of this, but I guess its because I see a difference between why barbarians get rage points and why paladins should just get straight abilities, and obviously, others might disagree.

Barbarians were pretty much a one trick pony. You rage. Even when you get DR, its a passive ability that doesn't take anything to activate. The rage points take a simple mechanic (you rage), and add some options to it. You can still just rage if you want to.

Paladins are a more complex class. Many of their abilities are "active" abilities that they have to choose to use, and I'm not sure that lumping all of their abilities into a point pool would have the same effect on the paladin as adding extra options to the barbarian rage at the cost of shortening the rage.

The closest thing I can see to this is perhaps adding another ability or two along the lines of the "aura of justice," where spending multiple smites allows for a different variation on smiting.

Dark Archive

This is my "upgraded" version of Shekaka's wonderful list. I *did* remove some of the powers I felt were not thematically or mechanically fitting to the paladin. I have also added some powers and auras of my own, too, and I have modified some of the power descriptions and some names a bit. :)

NOTE: All the paladin abilities in PF Alpha 2 should also be included in this list (so these "powers" are not supposed to replace them). In addition to this, I removed any references to “Divine Mana�, because I feel that’s a bit misleading concept. I prefer Faith Points, personally, but Divine Points would work, too. Also, I haven’t compared the point cost to the barbarian’s list, so I’m not sure if most powers costing 10-15 points would be too much?

I would separate three categories of paladin abilities: Auras, Smite “upgrades� and other class features (such as Divine Grace and Divine Bond). Paladin must choose his Smite and Aura powers as he progresses in levels. These abilities replace the paladin’s spellcasting abilities.

I’m not sure whether all of these abilities actually should be Faith Powers or not, because some of them probably should work together at the same time (and I definitely would limit the use of any Faith Powers to one power/round). Having said that, I might consider separating Smite from Faith Powers altogether, but all Smite “upgrades� are still in this list. And maybe some Powers (in addition to those that already do) should require other Powers as prerequisites?

* * *

Starting at 1st level, a Paladin gains a number of Faith Points equal to 4 + his Charisma modifier. At each level after 1st, he gains an additional number of Divine Mana points equal to 2 + his Charisma modifier. These points are restored at the rate of 1*your paladin level per hour (e.g. 10 Faith Points/hour for a 10th level paladin).

FAITH POWERS:

As the paladin gains experience, he learns to channel his divine abilities in new ways. Starting at 2nd level, the paladin gains one Faith Power. He gains an additional Faith Power for every two levels of paladin attained after 2nd level. The paladin cannot select an individual Faith Power more than once. Unless otherwise noted, these abilities are free actions that must be performed on your turn. The paladin counts as his own ally for all purposes of these powers.

Shield Other ( Su): For 1 round + 1 round per point of his Charisma modifier the paladin may create an effect similar to the cleric spell Shield Other . This gives a +2 deflection bonus to an ally within 10 feet. (5 points)

Divine Reflexes ( Su): The paladin gains a dodge bonus to his armor class equal to 1/2 his Paladin level (rounded down) for one round + 1 round per his Charisma Bonus Modifier against melee attacks. (10 points)

Divine Shield (Su): The paladin gains a sacred bonus to his armor class equal to ½ his paladin level (rounded down) for one round + 1 round per his Charisma Bonus Modifier. The paladin must be wearing a shield to use this power. This bonus stacks with any enhancement or armor bonus the shield already has. (10 points)

Divine Persistence (Su): The paladin may re-roll a failed saving throw. This power is used as an immediate action after the saving throw is failed. The paladin must take the second result, even if it is worse than the first result. The paladin must be at least 8th level before selecting this power. (10 points)

Divine Presence (Su): The paladin may add +4 Sacred Bonus to all his Diplomacy, Bluff and Intimidate checks for the duration of one round + 1 round per his Charisma Bonus Modifier. In addition to this, for the duration of the effect, the paladin may use any Diplomacy, Bluff and Intimidate skill check as a Swift Action. (5 points)

Divine Resistance( Su): For the duration of one round , the paladin gains Resistance 10 against any chosen energy type ( electricity, fire, cold, acid or sonic) per 5 Divine Mana points spent. The paladin cannot increase this beyond 30 resistance. A paladin must be at least 12th level before selecting this ability. ( 5, 10, or 15 points)

Divine Might ( Su): For the duration of one round the paladin may add his Charisma modifier to his hit and damage rolls. ( 5 Points )

Divine Glory ( Su): As a standard action, the paladin can unleash a burst of radiant divine energy that dazes all evil beings within 30 feet radius who fail their Will saving throw versus DC 10 + ½ the paladin’s level + the paladin’s Charisma Modifier. This duration of this effect lasts for one round plus 1 round per the paladin’s Charisma Modifier (if any). Whether this saving throw was successful or not, each enemy caught within the burst is immune to this power for 24 hours. A Paladin must be at least 12th level before selecting this power and he must have taken Stunning Smite. (15 points)

Divine Vigor ( Su ): The paladin may invoke this power to gain 3 temporary hit points per Faith Point spent up to the maximum number of points equal to his level. All damage to the paladin is first These hit points last until duration of these temporary hit points is one round + 1 round per his Charisma Modifier. ( Up to the maximum of 1 point per paladin level )

Mirror of Penance ( Su): The paladin chooses one adjacent evil and intelligent foe and as a free action can make an Intimidate check against him. If the Paladin successfully demoralizes his enemy, the foe is shaken for 2d6 rounds due to seeing a reflection of its own evil soul in the paladin’s eyes. (10 points)

Blessed Strike (Su): The paladin automatically confirms a critical hit on an evil enemy. This power is used as a swift action once a critical threat has been determined. A Paladin must be at least 8th level before selecting this power. (10 points)

Sacrifice of the Martyr ( Su): The paladin uses this power to protect an ally within 20 feet by taking half of all damage the chosen ally receives for 1 round. The paladin may not take this power until he reaches 8th level. ( 15 Points )

Sacred Mantle ( Su ): The paladin gains SR = 12 + Paladin Level for 1 round versus all spells or spell-like abilities from evil casters. This power may be activated as a swift action. The Paladin may not take this until 12th level. ( 15 points )

Hand of Glory ( Su): This power allows the paladin to touch an ally to restore 1d4 ability damage as per Lesser Restoration. This power may not be taken until 8th level. ( 10 points)

Divine Touch ( Su): To choose this power the Paladin must first have taken the Hand of Glory power. This power allows the paladin to touch an ally which functions as the Restoration spell. ( 15 points )

Sacred Vow (Su): The paladin may swear a sacred vow to his deity that he is going to defeat a certain enemy in combat. The paladin receives +2 morale bonus to all his attacks, damage and saving throws against this enemy for the number of rounds equal to one round + 1 round per his Charisma Modifier Bonus (if any). If the paladin fails to defeat that foe during this time, he immediately receives -2 to all rolls for the next 24 hours (the paladin must must deal the final blow to that enemy). (5 points)

Vengeful Smite ( Su): All of the Paladin’s attacks deal an additional 1d6 points of sacred damage against evil enemies for one round. This damage stacks with any sacred or holy damage dealt by special weapon abilities even if it is the same type. This power is used as a swift action before any attacks are made. A Paladin must be 12th level before selecting this power.(15 points)

Smite Infidel (Su): The paladin may smite any being who is not a worshipper of his or her deity. A paladin must be 8th level before selecting this power. (10 points)

Healing Smite (Su): When the paladin smites, he heals hit point damage equal to half the damage his smite inflicts on the target creature. The paladin must be 4th level before selecting this power. (10 points)

Martyr’s Smite (Su): As he smites, the paladin may sacrifice any number of hit points to gain extra damage dice for this attack. For every 5 hit points he sacrifices this way, he may roll an additional +1d6 sacred damage. The paladin must declare that he is using this ability before he attacks. The paladin must be 12th level before taking this power. (15 points)

Stunning Smite (Su): As he smites, the paladin channels divine energy through his weapon, stunning his enemy for 1d4+1 rounds unless he succeeds in a Will saving throw versus DC 10 + ½ the paladin’s level + the paladin’s Charisma Modifier. Even if this saving throw is successful, the enemy is dazed for one round.

Glorious Smite (Su): As he smites, the paladin may also Channel Positive Energy through his weapon, healing all allies and damaging all evil undead in a 30 feet radius. Using this power also uses up one of his Turn Undead attempts for the day (if he hasn’t any left, he cannot use this power). The paladin must be 16th level before taking this power, and he must have taken Vengeful Smite. (20 points)

Banishing Smite (Su): As he smites, the paladin may choose not to do any damage to the target enemy. Instead, that enemy is targeted as per the Banishment spell with the paladin’s character level as the caster level. The paladin must be 16th level before taking this power. (20 points)

Aura of Blessing (Su): The paladin uses this power to bolster the saving throws and attacks of all allies within 10 feet radius. This effect is identical to the Bless spell, with the paladin’s character level as the caster level. (5 points per round)

Aura of Consecration (Su): All evil enemies within 10 feet radius of the paladin receive -1 morale penalty to their attack rolls again the paladin’s allies. (5 points per round)

Aura of Light (Su): The paladin sheds light as a Daylight spell within 10 feet radius, and all beings vulnerable to daylight are affected as per the spell. (5 points per round)

Aura of Protection (Su): The paladin may use this power to grant +2 sacred bonus on all saving throws to all his allies within 10 feet radius. (5 points per round)

Aura of Vitality (Su): The paladin may use this power to grant Fast Healing 1 to all his allies within 10 feet radius. The paladin must be 4th level before taking this power. (5 points per round)

Aura of Shielding (Su): The paladin may use this power to grant +2 sacred bonus on AC to all his allies within 10 feet radius. The paladin must be 4th level before taking this power. (10 points per round)

Aura of Vengeance (Su): Any melee attacks against the paladin that deal damage inflict 1d6 sacred damage to whoever attacked the paladin, if that being is within 10 feet radius of the paladin. The paladin must be 8th level before taking this power. (10 points per round)

Aura of Truth (Su): All allies within 10 feet radius of the paladin receive the benefits of True Seeing. The paladin must be 16th level before taking this power. (20 points per round)

Aura of the Martyr (Su): The paladin uses this power to protect all allies within 20 feet by taking half of all damage they receive. The paladin may not take this power until he reaches 12th level and he must have taken Sacrifice of the Martyr. (10 points per round)

* * *

Feel free to give feedback on this list.

Dark Archive

Jason, if the abilities listed on this thread won't end up as Paladin powers, would it be possible to have at least some of them as Divine Feats in PF? I liked them in 3E, and I think it would allow you to (either by using up your Smite or Turn Undead to activate them) "customize" your paladin nicely. :)

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