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Subject: Paladin Smites!!

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Wraithborne
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West Virginia

11/30/2007 12:35 PM  

Smite -- since before 900 CE this word or some very similar Old or Middle English ancestor has meant, "That's going to leave a mark." In the first two editions of Dungeons & Dragons, smite was merely an interesting word used by folks laying down the smack. In my formative gaming years, a player of mine named Erol used to call his halfling paladin's reversed cure light wounds, smites. (Actually he was just a post-Unearthed Arcana fighter/cleric, but he called the character a paladin -- I was not farsighted enough just to let him play a paladin.) I think he just liked yelling "I smite the foul beast!" in that annoying high-pitched kid voice he used to play Sir Lore. (Yes, that's Erol's own name spelled backward in true high-Gygaxian fashion).

With the release of 3rd Edition, Erol's wildest dreams came true. Not only were halflings allowed to be true paladins, smite officially entered the paladin's toolbox. Sure, it was once a day. Sure, it wasn't nearly as good as you wanted it to be sometimes, but smites were promoted from verb to mechanic.

In 4th Edition, D&D smites really come into their own. Now a subset of the paladin's renewable (read, encounter-recharge) powers, smites allow a paladin to deliver a powerful blow with the character's weapon of choice, while layering on some divine effect (and I mean that in both meanings of the word) on allies or enemies. A divine defender, much of the paladin's smites are all about kicking the crap out of those they find anathema while ensuring that foes who want to hurt enemies have a harder time at it. Take, as exhibit one, safeguard smite:

Safeguard Smite
Paladin 1
Encounter • Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2x[W] + Cha.
Hit or Miss: An ally within 5 squares gains a bonus to AC equal to your Wisdom modifier until the end of your next turn.

This basic, entry-level smite has all the things a growing paladin needs to fulfill its role and lay down some hurt. A Charisma attack against the target's Armor Class, safeguard smite deals double her base weapon's damage plus her Charisma modifier in damage (paladins are a force of personality, after all), and grants a quick boost to an ally in trouble (including, in a pinch, the paladin herself). And there you have it. Your first smite -- simple, serviceable, and fun.

As your paladin progresses as a defender of the faith, smites, like all of your abilities, grow in power and utility. But unlike its defender cousin, the fighter, a paladin is more than just the guy who kicks butt and makes sure enemies focus (or want to focus) on him. Paladins have always been able to heal in some way and the 4th Edition variety is no different. Though this splash of leader flavor into the paladin's defender role comes in many forms, one of the more active and interesting ways that your paladin can come to the aid of a companion while fighting is our second example of a smite:

Renewing Smite
Paladin 13
Encounter • Healing, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2x[W] + Cha damage and ally within 5 heals 10 + your Wisdom modifier damage.

You'll no doubt see the pattern between these two smites. They mix a fair portion of damage (scaled up by level, but not necessarily the amount of dice) while giving an ally a much needed boost of hit points at the most opportune moments. Selfish paladins (typically those who serve more self-centered gods or just the occasional egoist who venerates Pelor) can even heal themselves with the strike, as you're considered your own ally unless the effect of a power states otherwise.

Let's move on to smites that inhabit the levels over 20. Binding smite is another flavor of defender smite -- and as its high level demands, does the defender job more effectively, and thus more powerfully than the simple safeguard smite does.

Binding Smite
Paladin 27
Encounter • Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 2x[W] + Wis damage and target cannot gain line of effect to anyone but you until the end of your next turn.

In binding smite you can see an example of how the effect of a smite goes up with level, while the numbers in their base form seem similar when not taking into account the accuracy and damage boosts that merely gaining levels (and having better weapons) affords. It just gets … well, better. Heck, it's epic, after all, so it has to be good, and you don't have to have 4th Edition books in front of you to realize line of effect denial is good. When you're fighting balor, ancient blue dragons, and sorrowsworn, it had better be good -- those critters don't fool around!

There you have it; just a small taste of what your paladin smites will look like in 4th Edition. While I have lost touch with Erol over the years, I hope that come this summer, somewhere out there, Sir Lore will return – a halfling with a high-pitched voice, yelling, "I smite thee, foul miscreant." I imagine his DM will just wince and sigh, just like I did all those years ago.


Hey Woman, Hey Woman!! Listen here. Since your ol' man ain't got no heart, maybe you'd like to see a real man. I bet you stay up late every night dreamin' you had a real man, don't ya'? I tell you what, bring your pretty little self over to my apartment tonight and I'll show you a real man!

Ghouls: 1 Player Characters: 0

Wraithborne
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11/30/2007 12:41 PM  
paladins needed something, but I'm not sure this is it. I dunno, seems a bit goofy to me.
"I smite you with the Wrath of Mighty Pelor[tm]..........and my buddy on the other side of the room gets +7 AC."

Hey Woman, Hey Woman!! Listen here. Since your ol' man ain't got no heart, maybe you'd like to see a real man. I bet you stay up late every night dreamin' you had a real man, don't ya'? I tell you what, bring your pretty little self over to my apartment tonight and I'll show you a real man!

Ghouls: 1 Player Characters: 0

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11/30/2007 12:50 PM  
i like it

The ROCK layeth the smacketh down. Long live Farscape
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wicked cool
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11/30/2007 12:57 PM  
i think we are going to see more of this. wont wizards and clerics get similar abilites. the paladina, ranger, bard had a lot of useless abilites and need to be reworked to make them more effective. Most of the prestige class's alos had the same problems. Flavor is nice but effectiveness gets the job done. Thanks for the information this is positive news. The ally that gets that boost will thank you

The ROCK layeth the smacketh down. Long live Farscape
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VFults
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12/02/2007 1:17 PM  
This is soooo World of Warcraft; I can almost see the Aura and Blessings icons on a bar on the character sheet, lol.

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V

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12/02/2007 5:31 PM  
Perhaps they are gearing up for a new online massive multi-player game, and this will be the easiest translation...


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Wolfgang
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Milton, Ontario Canada

12/02/2007 7:39 PM  
paladins needed something, but I'm not sure this is it. I dunno, seems a bit goofy to me.
"I smite you with the Wrath of Mighty Pelor[tm]..........and my buddy on the other side of the room gets +7 AC."


seems odd to me too

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Red Hill PA

12/03/2007 6:55 AM  
Reminds me of the Marshal aura ability but short lived.
I do like the "once per encounter" mechanic I hope they do the same thing for "buff spells" durations.

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12/03/2007 11:24 AM  
I'm hoping some of these play out better than they read. Adjacent would make more sense.

"I call upon the might of pelor, may his radiance bathe the just and smite the unrighteous"

Oops, sorry party rogue.

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12/03/2007 11:36 AM  
Posted By VFults on 12/02/2007 1:17 PM
This is soooo World of Warcraft; I can almost see the Aura and Blessings icons on a bar on the character sheet, lol.
Yup. Sounds pretty apt.

I wonder if the PH2 will need to nerf Warlocks and improve Hunters?


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