Changes

Potential Changes

Paladin is a tough class to improve since it's weighted for level 1 dips (Divine Grace). The need to have both good combat stats in strength, constitution and also a spellcasting stat in Wisdom with Charisma also being used for their abilities Divine Grace and Lay on Hands and Smite Evil.

They also have basically a much better fighting based prestige class to move into: Overhaul Classes - Divine Champion - which gets a lot more abilities and improves the Smite Evil ability.

Overhaul Buffs

Spells

Paladins does get the unique spell Holy sword (Level 4 spell (at paladin level 14/15) - Holy Avenger item property on a whim) but that's it, so adding more unique Paladin only spells adds some progression of abilities up to level 15.

Some additional spells that could be added:

Could also copy a few spells in from other classes. Key ones might be Raise Dead (again helping the party) and some of the stat buffing spells (charisma, wisdom at least). Then any new Cleric spells which overlap Paladin are preferred.

Other potential changes

Some potential changes to boost the class: (Some ideas here)

If we get further changes to feats or whatever in the game could consider adding some capstone or changes to Smite Evil that then apply bonuses. Could actually maybe do this in the OnPhysicalAttacked of creatures allowing these to be detected on the attack however you can't tell if they hit.

Other aspects: New feats. Turn Undead based:

Yes Clerics also get them but they are more feat starved with the bonus feats Paladin now gets (could also up the bonus feats Paladins now get).

Overhaul Description

Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test - an opportunity to demonstrate bravery, to learn tactics, and to do good in the world. Divine power protects these warriors of virtue, warding off harm, protecting them from disease, healing them and their allies, and guarding against fear. Divine power also guides their sword arms, making them among the most effective warriors against undead and evil outsiders. Many of the paladin's special abilities also benefit from a high Charisma score.

WARNING: To cast a spell, a paladin must have a Wisdom score of 10 + the spell's level. For example, to cast a 2nd-level spell, a paladin must have a Wisdom of 12.

- Alignment Restrictions: Lawful good only.
- Hit Die: d10.
- Proficiencies: All simple and martial weapons, all armor, and shields.
- Skill Points (*4 at 1st level): 2 + Int Modifier.
- Class Skills: Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Heal, Lore, Parry, Persuade, Ride, Taunt.
- Primary saving throw(s): Fortitude.
- Base attack bonus: High (+1 per level).
- Spellcasting: Paladin Spells. Divine (Wisdom-based, all spells are known, spell slots must be filled with specific spells, spell failure from armor is ignored).
- Ex-Paladins: A paladin that is no longer lawful good cannot gain levels until their alignment is lawful good again.

ABILITIES:

1: Divine Grace - The paladin adds their charisma bonus (if positive) to all saving throws.
 Divine Health - The paladin is immune to disease.
 Lay on Hands - The paladin can heal a creature, or damage undead, depending on their level and charisma modifier. The uses of this increase every odd number levels up to 10 uses at level 19.
2: Aura of Courage - The paladin is immune to fear.
 Smite Evil - The paladin can make a special attack against evil creatures twice a day, and applies their charisma modifier to their attack roll, and their class level to the damage delivered.
3: Turn Undead - the cleric can force undead to flee in terror. This ability may be activated three times per day, plus the character's charisma modifier. The character's level and charisma are used to determine how many undead are turned.
 Remove Disease - The paladin may remove disease once per day. Uses of this increase every 3 levels thereafter (6, 9, etc.) up to 6 uses at level 18.
5: Summon Mount - Summons to the paladin a faithful, magical beast — a warhorse mount. NOTE: Mounts require module support.
10: Extra Smiting - The paladin may now smite evil a total of 5 times per day.
11: Bonus Feat - The paladin may choose a bonus feat from this list: Combat Casting, Divine Might, Divine Shield, Empower Spell, Extend Spell, Extra Turning, Greater Spell Focus, Maximize Spell, Quicken Spell, Silent Spell, Spell Focus, Still Spell
19: Bonus Feat

EPIC LEVELS:

You, the epic paladin, stand at the forefront of the battle against chaos and evil in the world. You shine as a beacon of hope to all who fight the good fight.

Hit Die: d10.
Skill Points at Each Additional Level: 2 + Int Modifier.
Bonus Feats: The epic paladin gains a bonus feat every three levels after 20th.

Epic Paladin Bonus Feats List:
Armor Skin, Devastating Critical, Epic Toughness, Epic Weapon Focus, Epic Prowess, Epic Reputation, Great Smiting, Improved Combat Casting, Overwhelming Critical, Perfect Health, Planar Turning.