Mordane76 said:
The only one of your trades I'm leery of is the last one, Destil -- anything that allows a character extra damage against the undead is asking for trouble; I think everything else is pretty kosher. I like to use a lot of undead in my campaigns, and hence I'm remiss to grant extra damage to characters against the undead without going for item enhancements.
The last one is clearly borderline, I'm well aware of it. There's a lot of reasoning behind it:
a) Command others of it's kind is better than you may think at first. It can make an even fight between two mounted opponents completely lopsided, for instance. It's usable once per day per two paladin levels. The mount is the one using the spell like ability, giving you a big boost (you can both take a standard action... add in mass haste and...)
b) While I stated that it's traded for the specific command others ability it's also a nod towards the general increase in power over time from a mount.
c) I assumed that the paladin would be
using their war horse quite a bit, as much as a paladin of the church of Aetha will be fighting undead. An extra undead bane weapon in the party (since it's only +1, I suspect it'll be going to other PCs often, an anti-undead paladin should have better by now) will be nothing compared to what a spirited charge with a holy lance could do. Also
magic weapon doesn’t have a very long duration.
d) It's a nice gift to a PC who forgoes the possibility of a full 10 levels in a prestige class in favor of a base class, like a rogue's special abilities.
e) One third level spell per day generally won't do much to balance at 11th level.