Chobbly |
Hi there.
I'm working on a new mechanic to replace the paladin's Smite Evil ability. It is called Divine Assault, and can be used once per combat engagement (encounter). It lasts a number of rounds, depending on the paladin level, and gives a bonus to hit and damage against a particular target if certain conditions are met. The x/day of Smite Evil is totally gone, making it simpler to use/look after.
Anyway, enough babbling...
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Divine Assault (Su): Once per combat engagement, a paladin may launch a divine assault against a particular foe. A combat engagement is defined as the period in-between initiative rolls, no matter the duration. In effect, when the paladin makes an initiative roll and so begins combat she regains the ability (if previously spent) to initiate a divine assault.
The length of a divine assault increases as the paladin progresses. When first gained, a divine assault only lasts a single round. A divine assault at 4th level lasts for 2 rounds and a divine assault at 7th level can last for 3 rounds. The possible duration of the divine assault increases by 1 round every three paladin levels, all the way up to 18th level where the maximum potential length of a divine assault in a combat engagement is 7 rounds.
To initiate a divine assault, the paladin must target an adjacent foe as a free action. If the paladin accidentally targets a creature with this ability that is not evil, the divine assault has no effect, but the divine assault is still considered spent for that particular encounter.
While divine assault is active, as long as the paladin continues to (or tries to) engage the targeted creature she adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of divine damage per paladin level against the target creature. The Divine Assault effect will cease at the end of the turn if one of these conditions is met:
• The duration of the divine assault (as specified) ends.
• The paladin is unconscious, or the targeted creature is unconscious.
• The paladin is reduced to negative hit points, or the targeted creature is reduced to negative hit points.
• If able to do so, the paladin does not either move towards or initiate an attack against the targeted creature.
When an assault has begun against an evil foe, a paladin can be impossible to stop. The paladin is a swirling, continual maelstrom of focused destruction, the power of the divine rushing through every fibre of her being. To represent this state of righteous fury, whilst in a divine assault the paladin gains a bonus equal to his Charisma modifier to resist any bull rush, disarm, grapple or trip attempts.
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For Pathfinder, whilst in a divine assault the DC for a combat maneuver against the paladin would be 15 + the paladin's CMB + the paladin's charisma modifier. Whilst infused with the power of her deity (indeed, you could say that this is the reason for the paladin to exist, to smite her enemies) the paladin is much harder to waylay or stop.
What do you think? If this isn't of interest (and it probably won't be, as Pathfinder is shaping up really well on its own) I will be using this mechanic in my own games/resources and reserve the right, yada yada, yada.
We now return you to your regular programming.
Chobbly