Fair replacement for Smite Evil


Homebrew and House Rules


If I were trying to homebrew recreate a more 3.5-ish single big hit Smite Evil, without sacrificing too much power, how would I go about it? Would a bonus to damage that scales with the expected number of attacks be sufficient? Would application of status effects such as stun, stagger, blind, sicken, etc. be effective? Would I apply a charisma penalty to hit on all the target's attacks? Would I increase uses per day to be more like CHA+level, and allow it 1/round as a free action? Any idea?


Eehhh.... To keep a similar power level to an "until it dies" ability, well, it would likely create quite a swingy ability. Sort of like a save or die effect.

You could model it after finger of death.
The one attack gets a rider effect of 10 damage per paladin level, save (DC 10 + half paladin level + Cha) to only take 1 damage per paladin level.
Make it 5 dmg per level if you start adding a scaling rider effect that lasts for rounds.


Why do you want to change the ability?

If you want the ability to bestow a condition - even temporarily - allow the paladin to choose one of the conditions he normally heals with his mercies.


If you want to change it, then make it only apply to one attack, but make it a free action to activate.
You should also let him use it by spending two lay on hands.
His number of smite uses per day can instead be turned into a defensive buff, retaining the deflection bonus to AC.

Grand Lodge

It's going in a bit of the opposite direction than what you want, but I've had great success with my house rule for smite evil: Instead of a X/day power that adds a bunch of math, it just allows the paladin to ignore the DR of all creatures with the evil subtype, evil dragons, and undead. It's a constant power now, always on, and requires no action to activate.


A fair replacement for Smite Evil?

SMITE GOOD! :)

*Insert Antipaladin evil laugh here*

@Headfirst
I really liked that idea.
It's useful on when you decide to bring justice to a bunch of undeads on the same day.


Would it be fair to make it (monk fist damage) * level?

Level and average damage:

1 -- 3.5 (1d6/level, same scaling as shocking grasp)
2 -- 7
3 -- 10.5
4 -- 18 (1d8/level, same scaling as detonate)
5 -- 22.5
6 -- 27
7 -- 31.5
8 -- 44 (1d10/level)
9 -- 49.5
10 - 55
11 - 60.5
12 - 84 (2d6/level, same scaling as disintegrate)
13 - 91
14 - 98
15 - 105
16 - 144 (2d8/level)
17 - 153
18 - 162
19 - 171
20 - 220 (2d10/level)


Anybody care to weigh in?


I think it could be cool if half the damage (as per My Self's table) was just the same kind of damage as the weapon used to make the attack, while the other half was pure holy damage a la flame strike, except obviously only ignoring the DR of evil targets.

Just an idea. I think the table looks fine, otherwise, if it's for a single attack. If it seems a bit much, possibly go 1d4 (1-3) to 1d6 (4-7) to 1d8 (8-11) to 1d10 (12-15) to 1d12 (16-19) to, I dunno, 1d20 per level at 20th? I've always wanted an ability that deals damage in d20s, for some childish reason...

Cheers,
- Gears

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