- Smite Evil:She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level, and 1 extra point of damage every two Divine Champion and Anointed Knight level.
Which translates as: 20 paladin / 10 Divine Champion will have +25 damage per smite. 10 paladin / 10 Divine Champion / 10 Anointed Knight will have +20 damage per smite. Full 30 paladin still gets +30 damage per smite. It's a good improvement if you don't want to go full 30 paladin but also dip in other classes.
- Smite Infidel: the player can smite a creature of a different alignment than himself, adding his Charisma bonus to the attack roll 1 extra point of damage per Divine Champion and Blackguard level to damage, and 1 extra point every two Paladin level.
Which translates as: 20 paladin / 10 Divine Champion, will have Smite Infidel doing +25 damage per smite (max 3). 10 anything / 10 Blackguard / 10 Divine Champion translates as +20 damage per smite (max 3). This way it gets a bit more of justice to the feat.
- Smite Good: The blackguard adds their Charisma bonus to the attack roll and adds 1 extra point of damage per class level, and 1 extra point of damage every two Divine Champion and Warrior of Darkness level.
Which translates as: 5 anything / 10 Divine Champion / 10 Blackguard / 5 warrior of darkness, +17 damage per smite (max 3). Which is really the maximum achievable to smite Good, and give a bit more respect/fear of the Blackguard class.
The full paladin still remains the strongest among the three variants, but this way it can give an edge for the others (which, mind, a Paladin can smite up to 9/day (if 30 paladin), whilst a Blackguard/Divine Champion can do a smite good or infidel 3/day.