Charwoman Gene said:
He is human.
I forgot my mounted combat feat, which I never use... I hardly ever pull out the mount inn combat, but it is tied in with a lot of our plots.
You really need to start pulling out your mount all the time and get that Ride skill up. I didn't realize until playing a paladin just how powerful a class ability the mount is.
The mount gives you incredible mobility on the battlefield, and when you charge with a lance while mounted all of your damage is doubled! If you have the Spirited Charge feat, your damage is tripled. Say that you charge with a lance while power attacking for a modest 5 and smiting, while using Spirited Charge.
That's 1d8 + 15 (strength bonus) +45 (smite) + 15 (power attack) = 1d8 + 75. On one attack. And that's just for a plain old ordinary lance. Using a modest magical lance (say +2) and that's another +6 damage. Have Divine Favor active, and you're talking another +3. Any source of additional damage is hideously magnified.
A good charging paladin build can open a battle with a truly impressive bang.
I'd suggest:
Power Attack (keep)
Cleave (keep)
Mounted COmbat (keep)
Great Cleave (Change for Ride-by attack)
Divine Might (keep)
Weapon Focus (Longsword) (keep)
15th level feat (take spirited charge)
And that's just the damage side. Remember battlefield mobility? A warhorse has a base speed of 50. Being your mount gets it +10 for 60. Get the (only 6000 gp) Horseshoes of a Zephyr, and you can charge across even unstable or broken ground. Don't want to stay in close to an enemy? Use Ride-By attack to smack him with your lance without pausing to take a full attack.
Also, little known fact, but warhorses have Scent and can allow you to locate invisible enemies.
Mounted Combat is the way.