Mouseferatu
Hero
Lord Pendragon said:As others have mentioned, paladins are feat-starved. To make good use of the Special Mount, they need Mounted Combat, Ride-By Attack and if at all possible, Spirited Charge. To make use of their high cha and turning attempts (which will rarely be useful for actual turning, starting out at cleric level -3), they need Divine Might (which requires Power Attack) and Divine Shield. Plus there are any number of other attractive feats for a melee combatant in general. (Oh, Improved Critical, how I want thee!) With all of these feats on a paladin's wish-list, it's hard to justify spending one on two extra smites. Yes, smiting is very nice, but spending a feat on the ability seems wasteful, and more than one feat quite mad.
Best way around that, IME? Focus your paladin. It's simply not feasible to play someone who's an expert at mounted combat and a master of divine energies and a melee fighter/evil smasher supreme. Decide which one fits your character concept best and run with it.
My minotaur mentioned above? Doesn't worry about divine feats, and in fact I've made exactly two attempts to turn undead in 11 levels of play. I have no mounted feats, and in fact, I don't have a mount. What he is designed to be is a warrior against evil, focus on "warrior." He doesn't even have spells, having gone with the non-spell-using variant in Complete Warrior. In fact, with DM approval, I traded out my ability to ever call a mount in exchange for an extra smite per day and a very minor stat bump. Yes, he's a combat monster; that's what most fit this particular character concept.
Because paladins have almost always been portrayed as the cavalier/knight-in-shining-armor type--which is a fun character, but not the be-all and end-all of the class--I've noticed that a lot of people seem to feel they should be perfect at all aspects of it. IMO, paladins are just like fighters in that regard; they have to pick a direction or two out of several that are available, and stick with it.