Paladin smite evil. How does it interact with critical hits?


Classes: Cleric, Druid, and Paladin


how does the paldins smite worke when he crits. is the extra dmg mulitiplied on crits

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Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

That's actually an interesting question if you're using the revised Paladin from the thread. Generally, anything that adds a straight number (from Strength, Weapon Specialization, weapon magical Enhancement, etc.) is multiplied on a confirmed critical, but now with the Smite Evil doing a d6 per 2 class levels against undead and evil outsiders, I'm not really sure. Extra dice (sneak attack, flaming weapon, etc.) aren't multiplied on a confirmed crit.

Against a regular evil-aligned target it would multiply, but as far as the dice... I would think it actually might multiply, but I could see it going either way on the ruling.


Kvantum wrote:

That's actually an interesting question if you're using the revised Paladin from the thread. Generally, anything that adds a straight number (from Strength, Weapon Specialization, weapon magical Enhancement, etc.) is multiplied on a confirmed critical, but now with the Smite Evil doing a d6 per 2 class levels against undead and evil outsiders, I'm not really sure. Extra dice (sneak attack, flaming weapon, etc.) aren't multiplied on a confirmed crit.

Against a regular evil-aligned target it would multiply, but as far as the dice... I would think it actually might multiply, but I could see it going either way on the ruling.

Sadly, as you say above regarding extra dice, a Smite Evil against an Evil Outsider or Undead gives extra dice (and not a flat value), and so by RAW is a value that cannot be multiplied; there is a huge difference between a Paladin scoring a crit with a 'Vanilla' Smite Evil (let's say, against a Red Dragon) and a Paladin scoring a crit against a Fiend or Undead.

Worse yet, if you count other multipliers like a Spirited Charge, Lance-armed Paladin who uses Smite Evil, damage output is clearly in favor of a 'Vanilla' Evil creature vs. a Fiend.

Paladin 10th, Str 10, Smite Evil Spirited Charge Lance (damage x3)
* vs. generic Evil: 1d8+10 x3 (average 43) - if scoring a crit, 1d8+10 x5 (average 72)
* vs. Fiend: 1d8x3 plus 5d6 (average 31) - if scoring a crit, 1d8x5 plus 5d6 (average 40)

I truly hope that the final version will correct this anomaly (either giving a flat value even for Fiends, only better - let's say +2 for Paladin Level instead of +1 - or allowing the extra dice of Smite Evil to be multiplied - but this could open a debate on allowing OTHER extra dice to be multiplied: 'What, Mr.Two-Goody-Shoes can multiply his Smite? Fine, I want to multiply my Sneak, too !'...)


OK lets compare teh newer version to the older vesrion.

Since you an not always charge I am nto gogin to use charging to base it on, I will hjowever use a scimitar with an enhanced crit range to more favor the crits. I will even assume that the Paladin has increased critical range so he crits on a 15-20. I will also assume that he confirms every crit.

In 20 swings the paladin should get 6 criticals with an average distribution.

His smite damage the old way would be (20 x 14) + (40 x 6) = 280 + 240 = 520

His smite damage the new way will be (20 x (10x3.5)) or 700.

So while when you crit you may do a little less 35 as compared to 40 even weighting your weapons toward criticals you will do more damage with teh newer smites then the old. There is not really a reason to multiply the additional dice ESPECIALLY when you consider that one smite will be lasting for 3 rounds and all of your attacks each round.


The Wraith wrote:

Sadly, as you say above regarding extra dice, a Smite Evil against an Evil Outsider or Undead gives extra dice (and not a flat value), and so by RAW is a value that cannot be multiplied; there is a huge difference between a Paladin scoring a crit with a 'Vanilla' Smite Evil (let's say, against a Red Dragon) and a Paladin scoring a crit against a Fiend or Undead.

Worse yet, if you count other multipliers like a Spirited Charge, Lance-armed Paladin who uses Smite Evil, damage output is clearly in favor of a 'Vanilla' Evil creature vs. a Fiend.

Paladin 10th, Str 10, Smite Evil Spirited Charge Lance (damage x3)
* vs. generic Evil: 1d8+10 x3 (average 43) - if scoring a crit, 1d8+10 x5 (average 72)
* vs. Fiend: 1d8x3 plus 5d6 (average 31) - if scoring a crit, 1d8x5 plus 5d6 (average 40)

OK now lets look at the smite damage over 20 hits in yoru example adn assume that yoru paladin has improved criticla lance so he crost on a 19 or 20.

Old way he adds (18x10) + (2x50) = 280 damage.
New way he adds (20 x (5 x 3.5)) = 350 damage.

The paladin STILL is doing more damage with the new rules if you look at his total damage as compared to just his crits. Why ask to nerf yoruself?


Ughbash wrote:

OK now lets look at the smite damage over 20 hits in yoru example adn assume that yoru paladin has improved criticla lance so he crost on a 19 or 20.
Old way he adds (18x10) + (2x50) = 280 damage.
New way he adds (20 x (5 x 3.5)) = 350 damage.

Actually, it's more like:

Old way (18x30) + (2x50) = 640 damage
New way (20 x (5 x 3.5)) = 350 damage

The 'flat' Smite is multiplied by 3 90% of the times, and by 5 the restant 10% of the times; Spirited Charge allows you to always do double damage when charging against a foe, or always do triple damage when charging with a Lance (and a Lance-mounted Paladin is a pretty iconic character, IMHO...); if you score a crit, you triple the base damage with a Lance (by multiplying rules, a x3 (from Spirited Charge) and a x3 (from Critical) results in a x5)

Even without Imp Critical, the Smite damage over 20 hits would be ((19x30) + 50) = 620 damage - almost double than the new way

If we reach 20th level, the difference is even greater:
Old way (without Imp Critical): (19x60)+100 = 1240
New way: (20 x (10 x 3.5)) = 700

This is a build most of my players take when doing a Paladin - but currently, it's suboptimal against one of the foes they should oppose better...

Scarab Sages

How about still dealing bonus dice, but with the old flat (+1/level) bonus as a minimum?

And/or allowing the player to choose to take 'bonus dice or multipliable flat level bonus' when rolling for damage (after confirming the threat, of course)?


Snorter wrote:

How about still dealing bonus dice, but with the old flat (+1/level) bonus as a minimum?

And/or allowing the player to choose to take 'bonus dice or multipliable flat level bonus' when rolling for damage (after confirming the threat, of course)?

This is a good suggestion.

I truly like the new 'Alternative' Smite Evil - it gives a bonus to AC when active, it lasts for the full round (or more rounds at high levels), and bypasses the DR on Fiends and Undead. However, the 'd6 every two levels' becomes easily a trap: a 20th level Paladin, for example, has (currently) a value which is either a fixed +20 or a range between 10 and 60 (average 35), which is only slightly better overall.

A fixed value on top of the d6 portion, a random roll with a 'fixed' minimum value (as suggested by Snorter - however, this could still be difficult to judge regarding the 'critical' or 'spirited charge' examples above, since we should assume a flat value that does get multiplied), a choice among a fixed value or a random roll (again, as suggested by Snorter), or simply a fixed higher value (+2 per level against such creatures instead of +1) would fix this issue, IMHO.

Scarab Sages

A fixed higher value, vs favoured types (fiends, undead, maybe evil divine casters, all the ones that give a bigger 'bleep' on Detect Evil) would resolve both issues, of needing to shine more against these traditional foes, and still contributing to the damage on a crit.

It trades some of the anticipation and potential high score of the die roll, for guaranteed, solid, dependable damage. It could be argued that these dependable qualities are admirable for a class that is a paragon of Lawful Good.

It's just that +1/level, or +2/level isn't all that good. If you only get it for one round/day, it needs to be a proper whack. The dilemma is how to make it worthwile at low level, without it being considered 'too good' at higher levels.


Snorter wrote:

It's just that +1/level, or +2/level isn't all that good. If you only get it for one round/day, it needs to be a proper whack. The dilemma is how to make it worthwile at low level, without it being considered 'too good' at higher levels.

Perhaps we could combine the mechanics of Smite Evil with those of Lay on Hands, uniforming the 'Faith Points' concept discussed here; maybe giving the Paladin a number of Faith Points that can be used either to:

1) use Lay on Hands (and all the improved abilities derived from it, like Break Enchantment and Heal)
2) use Channel Energy
3) use Smite Evil

A slightly higher number of Faith Points could be easily used for all the features of the Paladin (IMHO), allowing for a greater customization: would you want to use your Paladin as a 'Mass-healer' ? Burn your Faith Points to use Lay on Hands or Channel Energy. Want to break some (Evil) bones? Use you F.P to Smite them until they bleed (no more).

Just my 2c.

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