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<blockquote data-quote="AdmundfortGeographer" data-source="post: 5257685" data-attributes="member: 4682"><p>Here's a house rule I was considering for the paladin.</p><p></p><p>I am a bit bored, so I 'm building a table comparing Pathfinder classes with their Trailblazer counterpart, ability by ability.</p><p></p><p>I was looking at the Pathfinder paladin's smite and my eyes sort of bugged out reading that it lasts until the target dies. Traditional smite was for a single attack.</p><p></p><p>Now, traditionally you would save that smite for the important encounter for that day's adventure. One swing, and if you missed, you shot your cool power and got a buzzkill.</p><p></p><p>Looks like Pathfinder's fix for it was to let you keep that smite bonus going until that important foe dies. Use it again and again and again. Battles being short (2-3 rounds), that may just be a few swings instead of just one. But still, <em>every</em> attack until target dies even AoOs!</p><p></p><p>Trailblazer changes the iterative attacks so that no character is getting more than 1 extra attack on a full attack (excluding monk's flurrying). But I was thinking of a way to get the TB paladin up to speed with more than a single normal attack. TB's renewed smite mitigates wasting the smite with a miss, so the TB paladin could just swing again until the smite strikes.</p><p></p><p>All that prelude to say I'm thinking of having for the TB paladin's 7th level divine weapon ability to also grant the imbued weapon the ability to smite with each attack until the paladin's next turn. If all smites miss, renewed smite kicks in and the smite is not expended. If one smite hits but the other(s) miss, renewed smites considers the smite used. If both smites miss, but the paladin successfully smites with a triggered AoO before his next turn, renewed smite considers the smite used.</p><p></p><p>Would allow the paladin to potentially get up to two smites on a full attack. Not nearly as crazy smite again and again until target dies.</p></blockquote><p></p>
[QUOTE="AdmundfortGeographer, post: 5257685, member: 4682"] Here's a house rule I was considering for the paladin. I am a bit bored, so I 'm building a table comparing Pathfinder classes with their Trailblazer counterpart, ability by ability. I was looking at the Pathfinder paladin's smite and my eyes sort of bugged out reading that it lasts until the target dies. Traditional smite was for a single attack. Now, traditionally you would save that smite for the important encounter for that day's adventure. One swing, and if you missed, you shot your cool power and got a buzzkill. Looks like Pathfinder's fix for it was to let you keep that smite bonus going until that important foe dies. Use it again and again and again. Battles being short (2-3 rounds), that may just be a few swings instead of just one. But still, [I]every[/I] attack until target dies even AoOs! Trailblazer changes the iterative attacks so that no character is getting more than 1 extra attack on a full attack (excluding monk's flurrying). But I was thinking of a way to get the TB paladin up to speed with more than a single normal attack. TB's renewed smite mitigates wasting the smite with a miss, so the TB paladin could just swing again until the smite strikes. All that prelude to say I'm thinking of having for the TB paladin's 7th level divine weapon ability to also grant the imbued weapon the ability to smite with each attack until the paladin's next turn. If all smites miss, renewed smite kicks in and the smite is not expended. If one smite hits but the other(s) miss, renewed smites considers the smite used. If both smites miss, but the paladin successfully smites with a triggered AoO before his next turn, renewed smite considers the smite used. Would allow the paladin to potentially get up to two smites on a full attack. Not nearly as crazy smite again and again until target dies. [/QUOTE]
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