
CopperWyrm |

Because I want people to know exactly what this is going to be, this is going to be called "Chaos Paladin". Something else like "Maelstrom Agent" probably would have fit better.
Basically, the main problem with a CG-only class is that it is somewhat contradictory to have a class based on a character swearing a rigid oath, AND requiring a chaotic alignment.
To amend this, the class features I added are meant to convey someone who has achieved a true mastery over adaptability, instinct and integrity. Also, in the lore of this class, the memory of apprentice chaos paladins are routinely wiped during training: This is to ensure that they can learn to react effectively and justly in any context.
BAB: Fast
Hit Dice: d10
Saves: Good Fortitude and Will Saves. Bad Reflex saves.
Skill Points Per Level: 4+INT
Proficiency: Simple, Martial, all armor and shields except Tower. Bladed Scarves, Nunchaku, Flindbars, Sickle Swords, Battle Poi.
Aura Of Good: Unchanged.
Detect Evil: Replaced with skill buffs. (Half level, add to Disguise.)
Smite Evil: Replaced with Martial Flexibility (as brawler).
Divine Grace: Unchanged.
Lay On Hands: Less uses per day, but same potency.
Aura Of Courage: Replaced with “State Of Alteration”: Polymorph Immunity(if not consensual), +1 Transmutation saves bonus. Increases to +2 at 7th level, +3 at 13th level, +4 at 20th level.
Divine Health: Unchanged.
Mercy: Replaced with “Divine Clarity”, which prevents the alteration of memory without the consent of the character. The character is also always implicitly aware of any mind-affecting effects that are influencing him. This does not give him immunity to the effects, but it means that he will never be an unwitting victim of them.
(SPELLS): Replaced with Mesmerist Tricks (level - 3).
Channel Positive Energy: Replaced with Uncanny Dodge or Evasion (Character’s Choice)
Divine Bond: Replaced with “Alacratic Mind”: Gains the following at will spell-like abilities with some alterations: Share Thoughts, False Alibi, Modify Memory, Repress Memory, Break Enchantment. These abilities can normally only be used on yourself or other chaos paladins. Using them on others costs uses of mesmerist tricks. Modify memory costs three/four? uses. Share Thoughts costs one. Repress Memory costs two. False Alibi costs one. Break Enchantment costs three. The range of all these spells are reduced to touch. These abilities also cannot be used against unwilling creatures. At 13th level, you add Quickened Share Thoughts to the list. This costs two tricks.
Aura Of Resolve: Replaced with “State Of Instinct”. Charm effects are reduced to caster level 1. It also allows the character to negate language dependent effects by temporarily disabling his own ability to understand language as a free action. This lasts for 1d3 hours or until dispelled and is a supernatural effect.
Aura Of Justice: Replaced with “State Of Ascension”, which grants an effect identical to a permanent freedom of movement spell, but as an exceptional ability.
Aura Of Faith: Replaced with “State Of Trickery”, which gives access to “masterful tricks”.
Aura Of Righteousness: Replaced with "State Of Evolution", which causes hostile Charm/Compulsion effects to be reduced to caster level 1 if the paladin fails the save against them.
Champion replaced with Ends Transcend Means:
At level 20, nothing can stop a chaos paladin. When a creature has a condition afflicted upon it within eyesight, the paladin can spend an immediate action to change the condition to another condition. He can do this a number of times each day equal to his CHA modifier.

CopperWyrm |

The "State Of Evolution" isn't based off anything else, I came up with it.
The idea is that while lawful characters resist through sheer willpower, chaotic characters roll with the punches, letting the influence wash over them quickly.
It is strictly weaker than the paladin ability, but the chaos paladin is stronger in other areas, so instead I tried to make it interesting.

CopperWyrm |

The Chaos Paladin is CG only.
I'm not a big fan of the antipaladin as a CE class. I would have preferred that it was LE only, as it works better as a lawful class.
Fallen paladins always being chaotic always seemed weird to me. I understand that they were going for the absolute opposite alignment, but it doesn't work that well in my opinion.