The paladin and ranger in the Player’s Handbook are hybrid classes, in that they combine martial talents with spellcasting and other abilities. To make these classes fit better into a warrior-focused campaign, consider using the following variants that trade the classes’ spellcasting powers for other extraordinary, supernatural or spell-like abilities. In general, these variant classes give up the versatility of daily spell selection in exchange for more powerful or reliable special abilities.
This variant paladin gains all the normal class features of the paladin, with the following changes and additions:
Spells: The paladin does not gain the ability to cast divine spells.
Blessed Weapon (Su): Any melee weapon wielded by a paladin of 6th level or higher is treated as good-aligned for the purpose of overcoming damage reduction.
Divine Might (Su): At 11th level and higher, the paladin can use a standard action to add a +4 bonus to her Strength, Wisdom or Charisma score. This ability may be used once per day, and its effect lasts for 1 minute per class level.
Tend to Mount (Su): A paladin of 13th level or higher who uses her lay on hands ability to heal her mount cures 5 points of damage per point of healing spent. In addition, the paladin may use her lay on hands ability to end any one of the following adverse conditions affecting her mount, at the cost of 5 points of healing per condition unless otherwise noted: ability damage (costs 1 point per ability point restored), blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feeble-minded, insanity, nauseated, sickened, stunned or poisoned.
The paladin can remove adverse conditions at the same time that she heals damage, but any points of healing spent to end adverse conditions don’t also cure hit point damage.
Holy Sword (Sp): At 16th level, a paladin gains the ability to use holy sword once per day, as a caster whose level is equal to one-half the paladin’s class level.
The variant ranger gains all the normal class features of the ranger, with the following changes and additions.
Spells: The ranger does not gain the ability to cast divine spells.
Fast Movement (Ex): At 6th level, the ranger’s base land speed increases by 10 feet. This benefit applies only when he is wearing no armour, light armour or medium armour and not carrying a heavy load.
Nature’s Blessing (Su): At 11th level and higher, the ranger can use a standard action to add a +4 bonus to his Constitution, Dexterity or Wisdom score. This ability may be used once per day, and its effect lasts for 1 minute per class level.
Healing Touch (Sp): Once per day, a ranger of 13th level or higher can use either neutralize poison or remove disease, as a caster whose level is equal to one-half the ranger’s class level.
Freedom of Movement (Sp): A ranger of 16th level or higher can use freedom of movement on himself once per day, as a caster whose level is equal to one-half the ranger’s class level.
Source: Complete Warrior (Page 13)