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View Full Version : Paladin Love- TOB Smite effects



Angelus_dead
04-15-2008, 12:32 PM
It's no secret that the D&D "Tome of Battle (http://www.wizards.com/default.asp?x=dnd/ex/20060802a) - Book of Nine Swords" is designed to replace core melee classes with more powerful and versatile characters who are closer to balanced with spellcasters. Instead of Fighter, it has Warblade (http://www.wizards.com/default.asp?x=dnd/ex/20060802a&page=2). In place of Monk is Swordsage. And for Paladins they have Crusaders.

So, it's not inappropriate to mine Crusader abilities for features a Paladin could be given. The following suggested enhancements for DDO Paladins are derived from the special attacks open to a TOB Crusader (Devoted Spirit). They are copied quite directly from the book, with little modification for DDO balance- I'm really just listing them for ideas. Note that Crusaders can repeat their abilities unlimited times per day, with a refresh period between them, which is quite similar to the new Smite Evil system in DDO.

Also bear in mind that the 4th edition D&D Paladins (and even Clerics) will be derived heavily from TOB Crusader strikes.

In all entries below, the listed effect only works against evil targets, unless otherwise noted, and the effect is wasted if the attack roll misses. If no attack roll is made, then there is no charge used or cooldown delay. Also note that any of these abilities which heal damage will apply bonuses from Devotion/Potency enhancements and items.


Crusader's Strike- 1 AP, req Paladin 1
Activate this ability to make a Smite Evil attack with the additional effect of healing yourself 1d6 + Paladin level (max 5).

Revitalizing Strike- 1 AP, req Paladin 5 and Crusader's Strike
Activate this ability to make a Smite Evil attack with the additional effect of healing yourself 3d6 + Paladin level (max 10).

Rallying Strike- 1 AP, req Paladin 11 and Revitalizing Strike
Activate this ability to make a Smite Evil attack with the additional effect of healing yourself and all allies within 30 feet 3d6 + Paladin level (max 15).

Strike of Righetous Vitality- 1 AP, req Paladin 17 and Rallying Strike
Activate this ability to make a Smite Evil attack with the additional effect of applying a Heal spell to yourself (caster level = your HD)


Vanguard Strike- 1 AP, req Paladin 1
Activate this ability to make a Smite Evil attack with the additional effect of reducing the target's AC by 4 for 20 seconds.

Entangling Blade- 1 AP, req Paladin 7
Activate this ability to make a Smite Evil attack with the additional effect of slowing the target's movement 50% for 20 seconds.

Daunting Strike- 1 AP, req Paladin 9
Activate this ability to make a Smite Evil attack with the additional effect of making the target shaken for 60 seconds. A Will save (DC = damage done) negates that penalty.

Castigating Strike- 2 AP, req Paladin 13
Activate this ability to make a Smite Evil attack with the additional effect of +8d6 damage and releasing a 30 foot burst of energy. Enemies within that blast take 5d6 damage and -2 on attack rolls for 60 seconds (Fortitude DC 17 + cha for half damage and no penalty).


Foehammer- 1 AP, req Paladin 3
Activate this ability to make a Smite Evil attack with the additional effect of bypassing all damage reduction and +2d6 damage.

Divine Surge- 1 AP, req Paladin 7
Activate this ability to make a Smite Evil attack with an additional 8d8 damage.

Law Bearer- 1 AP, req Paladin 9
Activate this ability to make a single attack with +8 to hit and +4d6 damage against chaotic targets. If the attack hits, you gain +5 AC and saves for 15 seconds. Consumes a use of Smite Evil.

Radiant Charge- 1 AP, req Paladin 9
Activate this ability to make a Smite Evil attack with the additional effect of +6d6 damage and you gain DR 10/- for 15 seconds.

Greater Divine Surge- 1 AP, req Paladin 15 and Divine Surge
Activate this ability to make a Smite Evil attack with the additional effect of +4 to hit and +10d8 damage, but you take 2 constitution damage.

Yaga_Nub
04-15-2008, 01:46 PM
These don't look that bad but the devs have posted what they are going to do. We know that Mod 7 is at least partly in QA testing so why not make suggestion about the actual enhancements that are going in rather than making suggestions now that have no hope of going in. These will just lost in the shuffle.