It struck me earlier, as I was designing a homebrewed single-class progression "sorcadin" class, that the Paladin's Lay on Hands isn't actually as bad as its rep would suggest. At least, it's not that bad when you look at it in a different way than normal. As I re-read Lay on Hands, the idea that it was kind of like giving the Paladin an ability that read, "Starting at 2nd level, for each HD you gain through Paladin levels (including the one you gained at your first Paladin level), add your Charisma modifier to the hit points you gain in addition to your Constitution modifier." Which would be pretty great, actually, and especially so if you could use those extra HPs to heal your allies whenever you wanted/needed.
Sadly, Lay on Hands doesn't work strictly like that, but it's actually still surprisingly close. You just have to spend a standard action whenever you want to access your Charisma fueled hit points.
So, then I started thinking, well, how would I re-write Lay on Hands so that it worked a lot closer to a pool of extra hit points that you can use to heal your friends when you want? At first I thought a pool of temporary hit points would work nicely, but then I realized that you would take some hits that would automatically deteriorate your healing ability, and that's no fun. So, I thought, well, I can say that, unlike normal temp hp, I can have these not get removed first if you don't want them to, but that seemed to be too much complication to be worth the pay off. Here's what I finally came up with:
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Lay on Hands (Su): Starting at 2nd level, a Paladin taps into a well of divine power that can regenerate damage dealt to him and can be used to heal others. He has a pool of healing points equal to his Paladin level × his Charisma modifier. Anytime he loses hit points, if he has points of healing left in his pool, then he may subtract any number of them rather than lose those hit points.
As a standard action, a Paladin may sacrifice any number of points of healing from his pool to cure an equal amount of hit point damage from a touched creature. This is a positive energy effect that can only be used to heal living creatures. If used on an Undead creature, that creature suffers 1 damage per point sacrificed or 1d6 damage per two points sacrificed (Will halves, DC 10 + 1/2 Paladin level + Charisma modifier).
A Paladin with points of healing left in his pool that is brought to fewer than 0 hit points automatically stabilizes.
A Paladin that runs his pool dry can replenish his healing points with an extended rest (8 hours of sleep for most creatures).
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What do you think?