The Major Differences Between D&D and Pathfinder: Paladins Explained

The Major Differences Between D&D and Pathfinder: Paladins Explained

In the realms of Dungeons and Dragons (D&D) and Pathfinder, Paladins are often portrayed as the quintessential heroes—valiant knights clad in heavy armor, wielding swords and shields. Traditionally, these noble warriors embody the spirit of frontline defense. However, since the inception of Pathfinder in 2009, Paizo has redefined the Paladin archetype, challenging the notion of these characters being limited to mere defenders. A pivotal change was made with the reworking of the Smite Evil ability, which allowed for its activation at any distance, unlike D&D’s Divine Smite. This adjustment has led many Pathfinder Paladins to explore roles beyond melee, diving into archery, spellcasting, or even diplomatic approaches to conflicts.

Recent revisions to D&D, particularly the updates slated for 2024, have introduced new options for Paladins, including the ability to adopt the archery fighting style. Despite these advancements, the evolution of Paladin traits has remained largely stagnant for nearly five decades. This delay in innovation is particularly evident in existing D&D content like Baldur’s Gate 3 and characters such as Xenk Yender from Dungeons and Dragons: Honor Among Thieves, where traditional Paladin motifs persist.

Dungeons & Dragons’ Melee Divine Smite Limits Archery Options for Paladins

You Can Wield a Bow, But a Sword Still Reigns Supreme

Paladin Seelah with bow in Pathfinder Wraith of the Righteous

Rooted in the open gaming license from D&D, Paizo’s Pathfinder was developed utilizing the framework of D&D 3rd Edition rules, albeit with significant modifications. This included a notable overhaul of the Smite Evil ability. Originally, this power enabled Paladins to call upon divine strength once per day to enhance their attacks against evil foes.

This empowered smite lasts until the targeted enemy is defeated or the Paladin completes a rest, representing a substantial improvement over previous iterations. Unlike its D&D counterpart, Pathfinder’s Smite Evil transcended the boundaries of melee combat, adapting to ranged weapons like bows and crossbows.

As D&D progressed into its 5th edition, the disparity between the versions continued to grow. D&D retained a melee requirement for Smite, which now consumed spell slots, forcing players to make a choice between spell-casting abilities or augmenting melee damage output. The recent 2024 rules allow Paladins to utilize the Archery Fighting Style, but this development does not synergize well with the core mechanic of Divine Smite.

2024 Rules: A Challenge in Changing Class Stereotypes

Players Tend to Emulate Familiar Archetypes

Xenk from Dungeons and Dragons: Honor Among Thieves
Minthara in Baldur's Gate 3
Eric from Dungeons and Dragons

As Wizards of the Coast begins to indicate potential for Paladins to explore non-melee roles in the 2024 updates, Paizo has already been pioneering this path for over a decade. Early in Pathfinder’s existence, they introduced the Divine Hunter—a Paladin specializing in precise ranged attacks and utilizing abilities like Lay on Hands from a distance.

Further innovations by Paizo have highlighted various Paladin types, such as the Holy Archer who maximizes Smite Evil with ranged attacks while utilizing cover. Iconic figures like Ollysta Zadrain of the Silver Crusade, who wielded both longswords and bows, epitomize this flexibility. Smite mechanics have been integrated into popular Pathfinder games, including Kingmaker and Wrath of the Righteous.

In stark contrast, the portrayal of Paladins in D&D media over the past 40 years has consistently favored traditional melee combat. Characters like Piergeiron Paladinson from Waterdeep are well-known for their valorous swordsmanship. The Baldur’s Gate series has introduced Paladins who primarily engage in melee, using bows only as secondary options.

Notably, even the D&D animated series failed to include a Paladin; characters like Eric, who utilize shields, are categorized as Fighters instead. To inspire players to create iconic Paladin Archers, it is crucial for Wizards of the Coast to introduce a memorable character within high-profile media—whether it be in games, films, or streaming campaigns led by renowned figures like those from Critical Role, Vin Diesel, or Anderson Cooper.

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