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Darklone said:
Correct me if I'm wrong, but I think the "uberpower or not" of the paladin class goes with Divine Might or not... without it, he's a little subpar the other melee classes, with it, he'll be better at higher levels, available stat boosters or higher starting attributes.
I don't think Divine Might is necessary to make a Paladin powerful. A Paladin is in no way subpar to the other melee classes, a little less versatile in combat, but great abilities for adventuring.
What benefits does a fighter get?
Feats
Good BAB
Very reliant on equipment.
What benefits does a Paladin get?
Immunity to Fear (Huge advantage.)
Smite evil
Excellent save bonuses dependent on Charisma.
Self healing.
Ability to remove disease
Detect Evil at will. Nice for ferreting out the bad guys.
Very nice spells that allow them to align their weapon to good (
Bless Weapon very good for D&D 3.5), do extra damage (
Divine Sacrifice or
Divine Favor), boost their attack bonus (
Bless), cure themselves, gain energy resistance, ward themselves against death magic or negative energy effects, full heal their mount, and other nifty little things.
Access to wands, scrolls and staves that cast spells from their spell list.
Wand of Divine Favor or
Wand of Cure Light or Moderate Wounds is great for downtime healing.
Access to a mount. The mount can be quite strong if your DM allows a mount other than a horse. My Paladin rides a half-dragon Direlion. He is very tough and helps out alot though I had to wait till 12th level to receive such a mount.
Paladins are very strong. The strongest of the melee classes bar none. A non-evil fighter might beat a Paladin in a one-on-one duel, but a Paladin is better equipped to survive an adventuring career or a duel with a caster.