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  1. - Top - End - #1
    Bugbear in the Playground
     
    Xallace's Avatar

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    Aug 2008
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    Default Righteous Smiting [New Paladin Feats!]

    Hey folks! Back again, and this time with an expanded number of options to make smiting the wicked all the more fun. Some of these feats are rather old, though, and likely require some better wording. I hope you'll forgive me on that. Well, look them over, see what you think! Some of them are quite the odd ducks.

    Now, while many of the feats are geared towards paladins, they can be used by any creature with the ability to make a Smite attack, such as Blackguards, Clerics with the Destruction Domain, and Celestial/Fiendish creatures. When a feat mentions "Smite Attack Bonus," it means Charisma Bonus for Paladins, +4 for Clerics of the Destruction Domain, etc. "Smite Damage Bonus" is essentially your class level in whatever class grants you your Smite ability; each +1 per level, but not any additional d6s from feats for anything.

    Whaler’s Smite [General]
    Through dedicated training, you have learned how to effectively combine the special properties of the harpoon with your divine power.
    Prerequisites: Weapon Focus (Harpoon), Point Blank Shot, Base Attack Bonus +6, Ability to Smite
    Benefit: You may make a Smite attempt as part of a ranged attack with a harpoon. You add your Charisma bonus (if any) to the Reflex save DC for your harpoon to stick into your opponent, but not the bonus damage from your smite.
    Additionally, as long as your harpoon is stuck in an opponent and you are holding the attached rope, you may channel a smite attempt through the rope. Your opponent takes damage equal to the bonus damage inflicted by your Smite, and you add your Charisma bonus (if any) to your Strength checks to control the target for 1 round. Your opponent must be susceptible to your Smite power for this ability to work.

    Reaper’s Smite [General]
    You help harvest souls with your divine power.
    Prerequisites: Weapon Focus (Scythe), Power Attack, Base Attack Bonus +6, Ability to Smite
    Benefit: When you successfully smite a creature with a scythe, that creature takes a penalty on saves against Death effects and Ability Drain equal to ½ your Base Attack Bonus (rounded down) for 1 minute.
    At 10th level and higher, when you successfully smite a creature that is immune to death effects and ability drain, that creature becomes susceptible to these effects for 1 minute. They do not take the penalty on saves that this feat otherwise inflicts.

    Fisherman’s Smite [General]
    Those caught in your net are subject to your divine power.
    Prerequisites: Exotic Weapon Proficiency (Net), Point Blank Shot, BAB +6, Ability to Smite
    Benefit: You may make a Smite attempt when throwing a net. Opponents entangled by your net take the bonus damage inflicted by your smite attack, and you add your Charisma bonus (if any) to the Reflex Save DC to avoid becoming entangled.

    Armored Ice Hunter [General]

    You wear the skin and fur of others as though they were your own.
    Prerequisites: Armor Proficiency (Medium), Swim 5 ranks, BAB +3
    Benefit: You may move at full speed in Hide armor, and you take no armor check penalty on Swim checks while wearing Hide armor. Additionally, you gain a bonus on saves against cold weather and hypothermia equal to the armor bonus provided by your Hide armor.
    Special: A fighter may take Armored Ice Hunter as a fighter bonus feat.

    Severe Smite [General]
    The divine power you wield guides your hand to make devastating attacks.
    Prerequisites: Weapon Focus (Kukri, Scimitar, Rapier, or Falchion), BAB +8, Ability to Smite
    Benefit: When you make a Smite attempt with a kukri, scimitar, rapier, or falchion, add two to your weapon’s threat range. This stacks with other abilities that improve weapon threat range. For example, a paladin smiting with a Keen falchion (normal threat range 15-20) has a critical threat range of 13-20.

    Shielded Smite [General]
    You’ve learned to channel the divine power from you smite attacks to defend yourself.
    Prerequisites: Weapon Focus (Spiked Shield [Light or Heavy]), Improved Shield Bash, BAB +6, Ability to Smite
    Benefit: When you successfully smite using a spiked shield, you gain a deflection bonus to you armor class equal to your Charisma modifier. This benefit lasts for 3 rounds or until you stop touching your shield, whichever comes first.

    Area Smite [General]
    There is so much power in your smites that the energy spills over into other creatures.
    Prerequisites: Charisma 15, Base Attack Bonus +6, Ability to Smite
    Benefit: When you successfully smite a creature, all creatures adjacent to your target that are susceptible to your smite attacks take damage equal to your smite damage bonus (for example, if you are a paladin, the adjacent creatures must be evil to be affected). These creatures may make Reflex saves (DC10 + ½ your character level + your Charisma modifier) for half damage.

    Burst Smite [General]
    You can channel the power usually reserved for smite attacks into explosive power.
    Prerequisites: Charisma 15, Base Attack Bonus +12, Ability to Smite
    Benefit: You may expend a Smite attempt to fill your square and all adjacent squares with divine energy. All enemies within the area must make a Reflex save (DC10 + ½ your character level + your Charisma modifier) or take 1d6 points of damage per 2 points of your smite damage bonus (rounded down). This damage is purely divine power and not subject to energy resistance or damage reduction.

    Merciful Smite [General]
    You exhibit mercy even in your most powerful attacks.
    Prerequisites: Ability to Smite
    Benefit: You take no penalty on attack rolls when dealing non-lethal damage. You may also choose to make your bonus smite damage non-lethal.

    Improved Merciful Smite [General]
    Mercy is second nature to you.
    Prerequisites: Merciful Smite, Ability to Smite
    Benefit: You deal +1d6 points of non-lethal damage to any creature you smite.

    Mercurial Smite [General]
    You can smite with extreme speed.
    Prerequisites: Base Attack Bonus +6, Dodge, Ability to Smite
    Benefit: Once per day, you may make expend a use of your Smite ability to make a melee Smite attack as a swift action. You do not gain the bonus on attack rolls granted by your Smite ability on this attack.

    Smite of Justice [General]
    Your power activates against those that harm you.
    Prerequisites: Charisma 15, Base Attack Bonus +9, Ability to Smite
    Benefit: As an immediate action once per day, when attacked in melee, you may activate this feat. The attacking creature takes damage equal to your smite damage bonus. Additionally, the creature takes a penalty on attack rolls equal to your Charisma modifier for 3 rounds. This feat does not expend a use of your Smite ability.

    Improved Smite of Justice [General]
    Your power activates against those that harm your friends.
    Prerequisites: Charisma 15, Base Attack Bonus +15, Smite of Justice, Ability to Smite
    Benefit: You can use the Smite of Justice Feat one additional time per day. Additionally, you may activate the Smite of Justice feat on any creature that attacks one of your allies within in 30 feet.

    Metasmite [General]
    Through dedicated training, meditation, and experimentation, you have unlocked additional power that manifests through your smites.
    Prerequisites: Ability to Smite
    Benefit: Choose one of the following abilities. The ability activates whenever you successfully smite. You may only choose an ability based on alignment if your alignment matches the ability.
    Air: You may make a special Bull Rush attempt against the target. Instead of using your Strength modifier, you use the bonus on attack rolls provided by your smite ability. You do not move with your target.
    At 10th level and higher, you also gain the effects of a Wind Wall spell (CL equals your character level) for 1 round after any successful Smite attempt. The wind wall is only effective in square adjacent to you. The effect moves with you.
    Animal: Your target becomes marked as an enemy of nature. All creatures of the Animal or Magical Beast type instantly become hostile towards the target, including animal companions, familiars, and other creatures normally loyal to the target. This effect lasts for a number of rounds equal to the attack bonus provided by your Smite ability.
    At 10th level and higher, you and all creatures of the Animal and Magical beast type that attacks your target while he is marked (see above) gain a +4 bonus on attack and damage rolls against the target creature.
    Chaos: Roll 1d4. If you roll an odd number, the number is applied as a penalty to your target’s attack rolls. If you roll an even number, the number is applied as a penalty to your target’s armor class. Re-roll each round, on your turn; the penalties do not stack, only take the most recent roll. This effect lasts for a number of rounds equal to the bonus on attack rolls granted by your smite ability.
    At 10th level and higher, roll 1d8 instead.
    Death: If your target is reduced below -1 hit points by your smite attempt, the target instead is reduced to -10 hit points and dies. This is not a death effect.
    At 10th level and higher, you regain a number of hit points equal to the bonus on attack rolls granted by your smite ability.
    Destruction: Your weapon attacks ignore hardness and DR/Adamantine for a number of rounds equal to the attack bonus granted by your smite ability.
    At 10th level and higher, your smite ignores armor bonuses and shield bonuses to armor class.
    Earth: If your target is touching the ground at the time it is affected by your smite attempt, it becomes stuck. The target may only move at half speed and may not jump or fly for a number of rounds equal to the attack bonus granted by your smite ability.
    At 10th level and higher, you may move up to your land speed as a free action after the smite attempt is resolved, as long as the length of your move is completely on the ground.
    Evil: Your target takes an additional 1d6 points of damage per round for a number of rounds equal to the attack bonus granted by your Smite ability.
    At 10th level and higher, your target takes a -2 penalty to Will Saves for every 4 points of damage inflicted by this feat. This penalty lasts for 1 minute after the effect ends.
    Fire: All enemies adjacent to your target take fire damage equal to the bonus damage inflicted by your Smite ability.
    At 10th level and higher, any creature striking you within (1 + the attack bonus granted by your smite ability) rounds after your smite attempt takes 1d6 points of fire damage, and must make a Reflex save (DC10 + ½ your character level + your Smite Attack Bonus) or catch on fire.
    Good: You gain damage reduction 5/- for a number of rounds equal to the bonus on attack rolls granted by your Smite ability.
    At 10th level and higher, you and all allies within 30 feet gain immunity to fear, ability drain, and death effects for a number of rounds equal to the attack bonus granted by your Smite Ability.
    Healing: You heal 1d6 points of damage per round, for a number of rounds equal to the bonus on attack rolls granted by your Smite ability.
    At 10th level and higher, all allies within 10 feet of you gain the same benefit.
    Knowledge: When you successfully smite a creature, you gain a flash of insight about the creature’s fighting habits; you gain an insight bonus on attack rolls and damage rolls against the creature equal to the bonus on attack rolls granted by your Smite ability. These bonuses last for one minute.
    At 10th level, you also gain an insight bonus to your AC and Saving Throws, equal to the bonus on attack rolls granted by your Smite Ability, for the same duration.
    Law: The creature struck must make a Will Save (DC10 + ½ your character level + Your Smite Attack Bonus) or become entangled for a number of rounds equal to the bonus on attack rolls granted by your Smite ability.
    At 10th level, you may choose to Dominate (as the spell) the target instead. The Caster Level is equal to your character level.
    Luck: You may re-roll one Saving Throw a round, for a number of rounds equal to the attack bonus granted by your Smite ability. You may only re-roll before learning the final outcome of the saving throw, and you must take the second roll, even if it is worse.
    At 10th level, you may also re-roll attack rolls and critical confirmation rolls.
    Magic: You gain Spell Resistance equal to 10 + Your Smite Damage Bonus, for a number of rounds equal to the attack bonus granted by your Smite ability.
    At 10th level, if you have the ability to cast spells, you may Quicken (as the feat) one spell per round, without any adjustment to the casting time or spell level. This benefit lasts for a number of rounds equal to the attack bonus granted by your Smite ability.
    Plant: You gain an enhancement bonus to your natural armor equal to the bonus on attack rolls granted by your Smite ability. This benefit lasts for one minute.
    At 10th level and higher, you gain Fast Healing equal to the bonus on attack rolls granted by your Smite ability, as long as you are in natural terrain and do not move more than 10 feet in a round. This benefit lasts for one minute.
    Protection: You and all allies within 20 feet of you gain a bonus to Armor Class equal to the bonus on attack rolls granted by your Smite ability. This benefit lasts for one minute.
    At 10th level, you and all allies within 20 feet gain a bonus on saving throws equal to the AC bonus granted by this feat. This benefit lasts for one minute.
    Strength Domain: You gain a divine bonus to your Strength score equal to your character level. This benefit activates before the smite attempt is resolved, and the improved Strength adds to your attack and damage rolls, if applicable. This benefit lasts for a number of rounds equal to the bonus on attack rolls granted by your Smite ability.
    At 10th level, you are considered one size category larger for the purpose of any opposed checks, as long as being larger would benefit you. This benefit lasts for a number of rounds equal to the bonus on attack rolls granted by your Smite ability.
    Sun: You glow as the Daylight spell (Caster Level equals your character level) for a number of rounds equal to the bonus on attack rolls granted by your Smite ability. This affects creature harmed or otherwise affected by light as though it were natural sunlight.
    At 10th level and higher, the power of the Sun fills for your weapon when you strike undead creatures. For each +1 point of bonus damage normally dealt by your smite ability, you deal 1d4 points of damage instead.
    Travel: You gain an enhancement bonus to your land speed equal to 10 x the bonus on attack rolls granted by your Smite ability. This benefit lasts for 3 rounds.
    At 10th level, your target is instantly teleported 1d4x10 feet in a direction chosen by you. The square it lands in must be unoccupied.
    Trickery: The target takes a penalty on Will Saves and Sense Motive checks equal to ½ your character level, for a number of rounds equal to the bonus on attack rolls granted by your Smite ability.
    At 10th level and higher, you may use the Flee the Scene invocation (see Complete Arcane) as an immediate action after striking your target, at a caster level equal to your character level.
    War: You and all allies gain a bonus on attack and damage rolls against the target equal to the bonus on attack rolls granted by your Smite ability. This benefit lasts for one minute.
    At 10th level and higher, you ignore any armor check penalty and speed penalty from medium or heavy armor. This benefit lasts for one minute.
    Water: You may make a special Bull Rush attempt against the target. Instead of using your Strength modifier, you use the bonus on attack rolls provided by your smite ability. You do not move with your target.
    At 10th level and higher, your target must succeed on a Fortitude save (DC10 + ½ your character level + the bonus on attack rolls granted by your Smite ability) or begin to drown.



    Dread Knight [General]
    You have learned to strike a balance between the positive and negative forces that flow through your form.
    Prerequisite: Lay on Hands class feature, Charnel Touch class feature
    Benefit: You may freely multiclass between the Paladin and Dread Necromancer classes. However, you must retain a Lawful Good Alignment and cannot cast any spells with the [Evil] descriptor.
    Any of the spells on your Dread Necromancer spell list that animate, create, or summon undead instead create creatures of the Undying type. They gain the [Good] Descriptor. The creatures created are of Good alignment and of the Undying type, but are otherwise the same.
    You no longer gain the ability to Rebuke Undead from your Dread Necromancer class levels. Instead, you gain the ability to Turn/Destroy Undead. Levels of Dread Necromancer stack with levels of Paladin for the purpose of Number and HD of Undead that you can Turn or Destroy.
    Your Charnel Touch ability no longer heals undead. However, it still harms living creatures; Charnel touch now uses pure divine energy instead of Negative energy. Both your Paladin levels and your Dread Necromancer levels stack for the purpose of determining the damage bonus on your Charnel Touch ability.
    Your Negative Energy Burst ability now deals positive energy damage. This means that it heals living creatures in the area, but harms undead. It is otherwise unchanged.
    You no longer gain the Undead type at 20th level of Dread Necromancer. Instead, you gain the Outsider type, Darkvision out to 60 feet, and immunity to Electricity and Petrification. Unlike most creatures of the Outsider type, you retain a soul separate from your body, allowing you to be raised and resurrected normally.
    Your Paladin Levels and Dread Necromancer levels stack for the purposes of Smite bonus damage and how much you can heal with your Lay on Hands ability. When you reach 7th level in Dread Necromancer, you do not gain the ability to summon a familiar; instead, your Paladin and Dread Necromancer levels stack for the purpose of special abilities and bonus HD for your Special Mount class feature. You do not gain the ability to summon a Special Mount unless you are a 5th level Paladin.

    Undying Mount [General]

    Your mount is a creature of positive energy: an Undying.
    Prerequisites: Special Mount class feature, Charnel Touch class feature, Dread Knight
    Benefit: Your mount gains all of the benefits of the Undying type. It loses its Constitution Score, but all of its HD and bonus HD are d12s. Base Attack Bonus, Skill Points, and Saves remain the same as the original creature type.
    Extended Homebrew Signature

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    Coplantor's Official Second-In-Command 2.0. It's alot like being Will Riker, but still with less alien women and also pirates.

    Quote Originally Posted by Avatars
    "Epic Abjurer" avatar by the astounding Fayt!
    "The-Fantastic-Protectimaton-MK-VIII" avatar by the wondrous KingGolem!
    "You-Know-You-Want-It" Paladin MD avatar by the mighty thelizard!
    "Eat-Steel-Vile-Flu" Paladin MD avatar by the sexier-than-I Dr. Bath!

  2. - Top - End - #2
    Firbolg in the Playground
     
    AstralFire's Avatar

    Join Date
    Oct 2007
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    Female

    Default Re: Righteous Smiting [New Paladin Feats!]

    ...Tag for later.

    Smiting harpoons? Exploding smites? Fiery smites? Dang, Xallace, I love you like the Master Chief loves shotguns.
    Last edited by AstralFire; 2008-10-14 at 09:10 AM.

  3. - Top - End - #3
    Titan in the Playground
     
    afroakuma's Avatar

    Join Date
    Apr 2008

    Default Re: Righteous Smiting [New Paladin Feats!]

    FoeHammer's gonna love this, what with the smite-heavy Hospitaller PrC I just gave him.

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