So I found some old D&D papers and while most were just old character sheets and adventures, one had a map scrawled on the back and a header of War Earth. It described 2 classes in bareback terms the Crusader (I didn't have ToB at the time) and the Holy Warrior. From the looks of things this was meant to be a setting where many nations were locked in often religious war. I think they were balanced around the idea that Core Paladin sucked, and the idea that full BAB alone did not justify reducing a cleric's casting to Bard level. Either way I think that I spent more time formatting them for the forum than making the classes.

Crusader

GAME RULE INFORMATION
Crusaders have the following game statistics.
Abilities: I'd guess Strength.
Alignment: Any; it would seem to have been a non-aligned paladin fix for a world at divine war.
Hit Die: d10
Starting Age: As paladin.
Starting Gold: As fighter.

Class Skills
The Crusader's class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

CRUSADER
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st
+1
+2
+0
+2
Bonus Feat
2nd
+2
+3
+0
+3
Smite 1/day
3rd
+3
+3
+1
+3
Spell Power I
4th
+4
+4
+1
+4
-
5th
+5
+4
+1
+4
Bonus Feat
6th
+6
+5
+2
+5
Smite 2/day
7th
+7
+5
+2
+5
Spell Power II
8th
+8
+6
+2
+6
-
9th
+9
+6
+3
+6
Bonus Feat
10th
+10
+7
+3
+7
Smite 3/day
11th
+11
+7
+3
+7
Spell Power III
12th
+12
+8
+4
+8
-
13th
+13
+8
+4
+8
Bonus Feat
14th
+14
+9
+4
+9
Smite 4/day
15th
+15
+9
+5
+9
Spell Power IV
16th
+16
+10
+5
+10
-
17th
+17
+10
+5
+10
Bonus Feat
18th
+18
+11
+6
+11
Smite 5/day
19th
+19
+11
+6
+11
Spell Power V
20th
+20
+12
+6
+12
Unkillable Faith

Weapons and Armor Proficiencies: All simple and martial weapons, and all armor and shields (including tower shields).

Bonus Feat: At 1st, 5th, 9th, 13th, and 17th level a crusader gains a bonus feat from the fighter bonus feat list, they must fulfill the prerequisites for this feat, but count as a fighter of their level for prerequisites.

Smite (Su): Beginning at 2nd level a crusader may call down divine power to strike their foe gaining a bonus to hit equal to their Charisma modifier and a bonus to damage equal to their crusader level. Unlike a paladin's smite evil their foe does not need to be any specific alignment. At 6th, 10th, 14th, and 18th level a crusader gains an additional use of this ability each day. Ok the sheet actually had this reversed +Cha to damage +level to hit, not sure why.

Spell Power I (Sp): Beginning at 3rd level a crusader gains a 1st level spell as a spell-like ability usable 1/day. This spell is usually drawn from the cleric spell list or one of the domains of their deity, and should represent the character's personal religious beliefs. At 7th level a Crusader gains a 2nd level spell usable 1/day in this way and gains an additional use of their first level spell-like ability. At 11th level a Crusader gains a 3rd level spell usable 1/day and an additional use of their lower level abilities (2 and 3 respectively). At 15th level a Crusader gains a 4th level spell usable 1/day and an additional use of their lower level abilities (2, 3, 4). At 19th level a Crusader gains a 5th level spell usable 1/day and an additional use of their lower level abilities (2, 3, 4, 5).

Unkillable Faith (Ex): At 20th level a crusader gains immunity to compulsion and charm effects. And once per day, when they would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), they can attempt to shrug off the damage. To use this ability, they must attempt a Fortitude saving throw (DC = damage dealt). If the save succeeds, they takes only half damage from the blow; if it fails, they takes full damage. They must be aware of the attack and able to react to it in order to execute this ability—if they are denied their Dexterity bonus to AC, they can’t use this ability.

Holy Warrior


GAME RULE INFORMATION
Holy Warriors have the following game statistics.
Abilities: I'd guess Wisdom and Strength.
Alignment: Any; it would seem to have been a non-aligned paladin fix for a world at divine war.
Hit Die: d8
Starting Age: As cleric.
Starting Gold: As cleric.

Class Skills
The Holy Warrior's class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim (Str).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

HOLY WARRIOR
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th
1st
+1
+2
+0
+2
Divine Protection +1, Domains
2
-
-
-
-
-
-
2nd
+2
+3
+0
+3
-
3
0+1
-
-
-
-
-
3rd
+3
+3
+1
+3
Divine Resistance
3
1+1
-
-
-
-
-
4th
+4
+4
+1
+4
Bless 1/day, Turn Undead (as cleric -3)
3
2+1
0+1
-
-
-
-
5th
+5
+4
+1
+4
Divine Protection +2
3
3+1
1+1
-
-
-
-
6th
+6
+5
+2
+5
Leadership
3
3+1
2+1
-
-
-
-
7th
+7
+5
+2
+5
-
3
3+1
2+1
0+1
-
-
-
8th
+8
+6
+2
+6
Bull's Strength 1/day
3
3+1
3+1
1+1
-
-
-
9th
+9
+6
+3
+6
-
3
3+1
3+1
2+1
-
-
-
10th
+10
+7
+3
+7
Divine Protection +3
3
3+1
3+1
2+1
0+1
-
-
11th
+11
+7
+3
+7
Turn Undead (cleric -2)
3
3+1
3+1
3+1
1+1
-
-
12th
+12
+8
+4
+8
Protection from Energy 1/day
3
3+1
3+1
3+1
2+1
-
-
13th
+13
+8
+4
+8
Greater Divine Resistance
3
3+1
3+1
3+1
2+1
0+1
-
14th
+14
+9
+4
+9
-
4
3+1
3+1
3+1
3+1
1+1
-
15th
+15
+9
+5
+9
Divine Protection +4
4
4+1
3+1
3+1
3+1
2+1
-
16th
+16
+10
+5
+10
Spell Immunity 1/day
4
4+1
4+1
3+1
3+1
2+1
0+1
17th
+17
+10
+5
+10
-
4
4+1
4+1
4+1
3+1
3+1
1+1
18th
+18
+11
+6
+11
Turn Undead (cleric -1)
4
4+1
4+1
4+1
4+1
3+1
2+1
19th
+19
+11
+6
+11
-
4
4+1
4+1
4+1
4+1
4+1
3+1
20th
+20
+12
+6
+12
Divine Union, Divine Protection +5
4
4+1
4+1
4+1
4+1
4+1
4+1

Weapons and Armor Proficiencies: All simple weapons, and all armor and shields (excluding tower shields).

Divine Protection (Su): A Holy Warrior gains the listed bonus as a bonus to all saving throws (+1 at 1st level, +2 at 5th, increasing by +1 every 5th level thereafter).

Domains: A Holy Warrior gains a pair of domains as a cleric using their Holy Warrior level in place of any cleric level (and adding skills to the Holy Warrior skill list). This was not specified on the original sheet.

Spells: A Holy Warrior casts spells as a cleric with the listed spells per day.

Divine Resistance (Su): A Holy Warrior gains a resistance related to their patron deity. This can be a specific energy resistance 5, DR 3 overcome by an alignment, material, or magic, DR 1/-, or Disease Immunity. Not sure how I thought these were all equal but hey.

Bless (Sp): Beginning at 4th level a Holy Warrior may use Bless as a spell-like ability 1/day, but it does not affect themselves.

Turn Undead (Su): Beginning at 4th level a Holy Warrior may Turn Undead as a cleric 3 levels lower. This increases to as a cleric 2 levels lower at 11th level, and as a cleric 1 level lower at 18th level.

Leadership: At 6th level a Holy Warrior gains Leadership as a bonus feat. I would never do this now. Never, never, never.

Bull's Strength (Sp): Beginning at 8th level a Holy Warrior may use Bull's Strength as a spell-like ability 1/day but may not target themselves.

Protection from Energy (Sp): Beginning at 12th level a Holy Warrior may use Protection from Energy as a spell-like ability 1/day but may not target themselves.

Greater Divine Resistance (Su): Beginning at 13th level a Holy Warrior's Divine Resistance improves. Any energy resistance becomes Energy Immunity, DR that can be penetrated becomes 10/X, DR 1/- becomes DR 5/-, and Disease Immunity becomes Disease and Poison Immunity. I... *hands* Well this is actually closer to internally balanced but still.

Spell Immunity (Sp): Beginning at 16th level a Holy Warrior may use Spell Immunity as a spell-like ability 1/day but may not target themselves.

Divine Union: Beginning at 20th level a Holy Warrior becomes a living embodiment of their god's power. They gain a +2 bonus to Con, Wis, and Cha, and are forevermore treated as an outsider rather than as a humanoid (or whatever their creature type was) for the purpose of spells and magical effects. Additionally, they gains damage reduction 10/alignment opposed to their god's (possibly giving them DR 10/X and Y alignments). Unlike other outsiders, they can still be brought back from the dead as if they were a member of their previous creature type. Finally the Holy Warrior no longer ages, although they still die when their time would be up, simply vanishing as they become one with their god.