I am sure Kaptain Kantrip can help you out here (just look for that thread he kept pimpin' out a while back

).
Seriously though, his version was kewl, a bit overpowered, but kewl nonetheless.
For what it's worth, paladins IMC are modified as follows... (heheh, actually, my version is prolly a bit overpowered as well, but it has been fun in playtest so far

)
·Paladins:
Add Battle (see Rokugan by AEG), Intimidate, Knowledge (Nobility & Royalty) + (War), & Sense Motive to the class skill list;
Paladins may use their Lay on Hands ability to infuse a melee weapon with positive energy (thus inflicting damage to opponents vulnerable to such energy); [ this would prolly be better as Divine Feat in most campaigns, but it has worked well so far as a class feature IMC, YMMV

]
at 3rd level+ recipients of the paladin’s Lay on Hands ability who are healed of at least 6 points of damage are also treated as if affected by a Remove Disease spell cast as a cleric of the paladin’s class level; [the actual amount of points required here is currently being playtested]
On the level progression chart, trade out the additional uses of Remove Disease for additional uses of the Smite ability each day;
[I am considering allowing them to choos from a list of certain feats instead... such as: Any Divine Feat; Extra Turning; Extra Smiting; etc...]
Paladins gain spells per day according to the revised ranger chart.
[Look for my Ranger Variant thread for the spell progression if interested].
Hope that is helpful at all.