In today's WDA, it was announced that Paladin Courage of Good I, II, III will give bonuses of +3, +6, +9 against fear effects.

Clearly, this is an attempt to make Courage of Good non-worthless. Unfortunately, it's a failure; the enhancements still won't be a meaningful way to defend your teammates from fear effects. When in range of a paladin's generic save-aura, high level characters generally only fail fear saves on a natural 1. Adding bonuses to their saving throw doesn't improve the 5% failure rate. A buff like Greater Heroism or a variety of magic items will bring the rate down to 0%, but the paladin having spent APs on courage will not really help.

In a similar vein, Halflings can buy a racial enhancement to improve fear saves, but wasting APs on it still leaves you in the same condition you were before: 5% vulnerable to fear, unless you have Greater Heroism, where you're 0% vulnerable and the enhancement is irrelevant.

I will suggest changes to those enhancements to make them worthwhile. The goal is that the enhancements can bring you to a place between 5% failure and 0% failure. Obviously, there are other ways to fix them aside from these precise suggestions.

Changed Pally enhancements
Pal Courage of Good I: aura gives +3 bonus against fear
Pal Courage of Good II: aura gives +4 bonus against fear, and allows two saves against fear effects (like Slippery Mind)
Pal Courage of Good III: aura give +5 bonus against fear, and allows passing a fear save even on a natural 1
Pal Courage of Good IV: aura gives fear immunity

Paladin Rally: Unlimited uses per day

Changed Halfling enhancements
Halfling Fear Resistance I: +2 saves against fear
Halfling Fear Resistance II: +3 saves against fear, and allows two saves (like Slippery Mind)
Halfling Fear Resistance III: +4 saves against fear, and allows passing fear save even on a natural 1


While on the subject, there's also room to improve the paladin's anti-disease enhancements. The following can replace the existing Extra Remove Disease line.

Pal Aura of Purity I: aura gives +2 saves against disease, and you get +2 uses of Remove Disease
Pal Aura of Purity II: aura gives +3 saves against disease, allows passing disease save even on a natural 1, and +4 uses of Remove Disease
Pal Aura of Purity III: aura gives disease immunity, and +6 uses of Remove Disease