Okay Wilphe it looks like you've started a good build. Go ahead and flesh everything else out and I'll go over it for final approval.
Wilph, it looks like you missed Divine Grace on your saving throws. Which with the +3 from that, you might want to change one of your Iron Will feats to something else (or keep it, and keep your Will save extra high).
Okay, a few things I want to comment on:
Paladins do not require a patron deity (nor do clerics for that matter), so actually not having a patron deity would be more likely in my personal opinion than having Allitur as a patron deity. He really just doesn't fit the mold for a paladin.
That was more of my thinking too, but I needed it confirmed by someone who knows better than meIron Will: Even with divine grace, I can't see a high Reflex save as being anywhere near as important as a high Will save. You are at the level where you have to routinely deal with mind-affecting and compulsion effects which can turn you against the party. Buffering you against that is crucial. Losing hit points because you failed a save against a cone of cold is less catastrophic than being dominated to turn around and attack your party wizard.
Steel/other metals: You might as well make your sword out of something other than steel. At the very least spend the minimal gold to make it a cold iron or alchemical silver weapon. You might even want to consider making it adamantine. I would even go so far as to say you ought to carry a secondary weapon of a different metal type for when you really need it. Anyone who knows me knows I am quite opposed to players who want to carry around a veritable golf bag of weapons. But having a silver short sword at your side isn't a bad idea.
Incidentally, here is my general rule for the number of weapons you can reasonably carry:
-1 weapon carried (can be any size your character can wield)--this weapon must be dropped if you wish to swap weapons and there is no place to sheathe or stow it
-1 two-handed weapon strapped to the back
-2 one-handed or light weapons at either side--sheathed and strapped to the belt or tied to the belt by a lanyard
-1 quiver of bolts or arrows either on the back or on the side (more can be stowed in a backpack or something similar but would require a move action to retrieve)
-up to 10 very small weapons (no larger than a dagger) in various locations around the body--strapped to boots, bandolier, thighs, etc.
-Heward's handy haversack can only hold light weapons
-a bag of holding can hold a weapon of any size

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.