The biggest problem is that it gives out leniency in following your stupid code instead of giving real abilities. So since you could have gotten basically equivalent power and a very equivalent schtick by just being a Ranger, it ends up being a very sucky prestige class.
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Of course, the very idea of being "not good" in order to pursue the "greater good" exposes the bare underbelly of the fact that alignment doesn't make any sense. After all, the argument for beating orcs to death with a sharpened rod of steel is that you are doing "good" in the larger sense by preventing them from doing more "evil." But of course, you
are killing a sapient creature by chopping it up with an inhumane and archaic weapon. Out of context you'd be hard pressed to call those actions "good" or even "not-evil" so Paladins are basically created with the assumption that they can do bad things for the greater good. Indeed, they
must do that in order to keep their code.
The Paladin Code isn't generally concerned over much with preventing the Paladins from doing "evil" - most of the requirements are completely arbitrary. So the idea of a character who dedicates himself more explicitly to the big picture and no longer has to concern himself with not telling lies is perfectly feasable. It just isn't worth actual class features.
Edit: I should probably give a specific review.
At first level you get "Sacrament of Trust" and "Lay on Hands" That sounds like two abilities, but actually it's
negative two abilities, because you already
had Lay on Hands. The ability is just that your Lay on Hands keeps advancing (that is, doesn't fall more behind). But your spellcasting and Paladin Mount don't improve. The sacrament of trust basically doesn't do anything, because all it does is give you free atonements to pay for alignment violations which are "excusable". But since the DM is unlikely to make you need to atone for anything excusable, there's no effect.
At second level you get the level of Paladin casting you would have gotten last level, and your mount still doesn't improve. And you get the ability to give people the sickened condition with a touch attack. This isn't nausea, it's the condition which is less impressive than
shaken. It's honestly less useful than Skill Focus: Intimidate.
At third level, you get a Smite,
just like you would have gotten anyway had you stayed a Paladin. Also, you don't get a caster level, and your Mount doesn't improve. You don't get an extra Remove Disease (if you care), and yeah... basically it's just a level of "nearly as good as straight paladin"
Then you start getting real abilities, but so slowly that you don't care. Let's consider where you are by the end:
- The Bad:
- Casting: Instead of having a caster level of 7 and 1+ fourth level spell(s), you have a caster level of 5 and 1+ second level spell(s).
- Mount: Instead of having 8 extra hit dice and Spell Resistance, it has 2 extra hit dice and only the basic powers. Also it shows up for 10 hours instead of 30.
- Turn Undead: You turn undead as a 2nd level Cleric instead of as a 12th level Cleric.
- Remove Disease: You can't remove disease. A real Paladin could cure the whole party once a week (a lame power, but whatever).
The Good:
- Smites: Instead of Smiting Evil 4times/day, you can Smite anything 4 times a day. Take that, giant ants!
- Skills: You get a +5 bonus to Bluff, Intimidate, and Disguise. These skills are also added to your class list.
- Code of Conduct: You may be given more clemency by the DM for alignment mishaps. But since "very improper" behavior gets you kicked out of the order and makes you lose the ability to get clemency on alignment mishaps - it's entirely possible that you don't.
- Saves: You're technically a multiclassed character, so your saves improve.
-Username17