Here's one that I created. Everything else is the same.
Level Special
6th Choose Divine Tree; Divine Power 1; 1/week
7th Bonus Feat
8th Exceptional Mount or Special Mount improves
9th Divine Ability
10th Smite Evil 3/day; Divine Power 2; 2/week
11th (Mount improves)
12th Divine Power 3; 3/week
13th Leadership
14th Divine Power 4; 4/week
15th Smite Evil 4/day; (Mount improves)
16th Dispelling Strike
17th Divine Power 5; 5/week
18th Divine Ability II
19th Sympathetic Bond
20th Smite Evil 5/day
Animal Companion: To the extent that it is advantageous to do so, a multi-class character may add his Paladin levels minus 3 to his Ranger or Druid levels for determining an Animal Companion, provided that the companion is a mount of some sort.
The reverse is also true. A Ranger may add ½ his Ranger levels to the Paladin levels for purposes of determining the Paladin’s Special Mount. A Druid adds all of his Druid Levels.
The Paladin may choose to have a mount and an animal companion, but may not stack levels when doing so.
Example, a Druid 10/Paladin 10 could have a 20th Level Paladin mount or a 17th level Druid animal companion( if that companion is a mount) or a 10th Level Druid animal companion and a 10th level Paladin mount.
Favored Weapon: The Paladin is treated as a Fighter of 3 levels lower for the purposes of acquiring feats such as Specialization (7th Level) and Greater Weapon Specialization (15th Level), but only in his patron deity's favored weapon. If the Paladin also has Fighter levels, these levels stack.
If the campaign world uses variant rules for worship, the favored weapon is determined according to those rules, or at the DM's discretion.
Turn Undead: Should the Paladin multi-class with Cleric, or any other class which turns undead, add the Paladin’s effective turning level to these levels when making Turn checks. However, the Paladin does not gain extra Turning attempts per day—use the greatest number of attempts granted among each of the classes.
Example, a Paladin 6/Cleric 6 would turn as a 9th level cleric, since the Paladin is effectively 3rd level, but would only have 3 attempts per day (+ CHA modifier).
Caster Level: The caster level for all special abilities (see below) is equal to the character's Paladin class level.
Divine Power (Sp): At 6th Level, the Paladin chooses one of the Divine Power trees listed below. She gains the powers listed for that tree, usable 1/week plus her WIS modifier (minimum 1). Each time the chart indicates 1 spell of a new spell level (and at Level 17), the Paladin also gains access to the next ability on the tree. When new abilities are gained, the total usage increases by 1 additional time per week.
Example, at 17th Level, the Paladin has all Divine Powers in the Healing tree; 5 times per week ( plus his WIS modifier) he may use any of those 11 powers.
The DC of all Divine Powers and abilities is 10 + the level of the ability, plus WIS modifier. Calm Emotions and Zone of Truth would have a DC of 12 + WIS modifier.
Healing Divine Powers
1) Delay Poison, Remove Disease, Remove Fear
2) Remove Paralysis, Restoration (Lesser)
3) Remove Blindness/Deafness, Remove Curse
4) Freedom of Movement, Neutralize Poison
5) Break Enchantment, Restoration
Battle Divine Powers
1) Protection from Evil
2) Calm Emotions
3) Prayer
4) Death Ward
5) Dispel Evil
Revelation Divine Powers
1) Detect Undead
2) Zone of Truth
3) Invisibility Purge
4) Discern Lies
5) True Seeing
Bonus Feat: At 7th Level, the Paladin may select one bonus feat from the following list. He/she must meet the prerequisites for the feat, if any.
Great Fortitude, Iron Will, Lightning Reflexes
Weapon Focus (Deity's Favored Weapon only), Weapon Specialization (Deity's Favored Weapon only).
Mounted Combat, Ride by Attack, Spirited Charge, Trample.
Exceptional Mount (Sp): If the Paladin desires, he may summon a monstrous mount rather than a warhorse. The Paladin need not make this selection at 8th level, but once selected, the choice is permanent, and this creature type becomes the Paladin's mount, rather than a heavy warhorse, warpony, et. al.
The mount must be a creature for which rules are provided for training or being used as a mount; Pegasus, Unicorn, Giant Owl, Giant Eagle, Gryphon, Giant Lizards and Dinosaurs are all examples. Other monsters are available only with the DM's consent. The player must meet the prerequisites to having the creature as a mount; e.g., for a Unicorn, the Paladin must be a Human or Elf female. The creature to be selected must be at least one size larger than the PC.
The creature's base alignment must be Always or Usually L/G, or Usually L/N, N/G, N/N, or C/G; it becomes L/G when it becomes the Paladin's mount. For example, a creature whose alignment is “Always C/G” is unsuitable as an exceptional mount, while one whose alignment reads “Usually C/G” would be allowed.
The creature to be summoned must be CR 3 (or less). If the Paladin wants a higher CR mount, he must wait until the appropriate level [see chart below]. The DM may, of course, create a lower or higher CR version of any creature for the Paladin, but is under no obligation to do so.
The creature must have 2 fewer HD than the equivalent Paladin warhorse for that level. Similar limitations apply to INT, as well as AC and STR adjustments. It is as though the Paladin were sacrificing one line of the Special Mount chart in exchange for an Exceptional Mount.
The Exceptional Mount begins with a minimum of 6 INT. If the creature has a greater INT than that listed, use the creature's normal INT instead. In all cases, the creature has a maximum INT of one less than that of the Paladin, regardless of the creature's base INT.
An Exceptional Mount uses the same rules on page 45 of the PHB for BAB and saving throws, but treat the Paladin as 2 levels lower.
The Exceptional Mount increases in power at the same Paladin levels as a Special Mount.
(See the chart below.)
Divine Ability: At 9th Level, the Paladin gains an inherent special ability based upon the Divine Power tree she chose at 6th Level.
Divine Ability (Healing) (Sp): Status, as the spell except: 30' radius centered on self, works on Good creatures only. Usable at will.
Divine Ability (Battle) (Ex): The Paladin is treated as being under the effects of Endure Elements at all times.
Divine Ability (Revelation) (Sp): Detect Chaos (Sp), as the spell. Usable at will.
Leadership: If the Paladin already has Leadership, she gains another Bonus Feat instead. At the DM's option, the player must choose a Bonus Feat. This is usually due to constraints of the campaign, etc.
Dispelling Strike (Su): At 16th level, the Paladin’s Smite attack may disrupt spells affecting the target.
On a succesful smite (the attack must hit and the target must be evil), do damage as usual, but proceed as though the Paladin had also cast Dispel Magic on the target creature or object. Add the Paladin's CHA modifier as a holy bonus to any roll to dispel a spell, spell effect, or spell-like ability with the Evil descriptor.
Divine Ability II: At 18th Level, the Paladin gains an additional inherent special ability.
Divine Ability II (Healing): All Paladin spells may be spontaneously cast as Cure spells of the same level (this does not include Heal Mount). The Paladin may sacrifice a usage of his Divine Power to cast Cure Critical Wounds.
Divine Ability II (Battle) (Sp): Bless, as the spell, at will.
Divine Ability II (Revelation) (Sp): Daylight, as the spell, at will. May only be active on one object at a time. This Daylight is considered to be full sunlight, and may harm vampires and the like.
Sympathetic Bond (Su): At 19th level, the bond between the Paladin and his mount has grown so strong that they share a physical as well as an empathetic link.
Once the damage for an attack has been determined, it may be re-assigned from the Paladin to his mount, or vice versa. This ability takes effect after all Saves, Spell Resistance, Feats, personal magic items, Spell Effects, etc. have been applied by the original target. Once the damage is assigned, no new abilities, spells, or effects may be used to counteract this damage.
Example 1, A Paladin's warhorse suffers 17 points of damage, which he re-assigns to himself. The Paladin has damage reduction 2/-, but he still takes the full 17 HP of damage.
Example 2, The Paladin takes 25 HP of damage from a Lightning Bolt, which he instead decides to assign to his mount. He may not now try to use Mounted Combat or the mount's Improved Evasion to avoid the damage.
100% of the damage must be re-assigned, it may not be divided. This must be done on an individual basis with each attack, spell, effect, or source. A Paladin and mount suffering damage from the same fireball may assign all of the damage to one or the other, if desired.
Any secondary effects from the damage which have affected the original target are also transferred, such as paralysis, ability damage, level drain, etc., except that a Paladin may not gain disease in this manner.
If the Paladin is unconscious or otherwise completely stripped of his mental faculties, he loses access to this ability, and damage is taken as usual.
While summoned, the mount gains the Fast Healing feat. If either the Paladin or his mount are the subject of a Heal spell and the bond is active, both are treated as targets of the spell. Likewise, if either the Paladin or his mount receive healing in excess of their maximum HP, the additional "lost" healing may be transferred to the other through the bond. Touch spells with a "harmless" saving throw may be re-directed to either the mount or the Paladin using the bond, at the Paladin's discretion.
A Paladin selfishly re-assigning his own damage to his mount violates his Code of Conduct. The general guideline is that damage should be re-assigned such that the Paladin and the mount’s HP remain roughly equal. Special situations may be adjudicated by the DM, as necessary.
The Mount must be within 1 mile for this ability to function. If the Paladin ever loses his mount, this ability takes 30 days to develop after obtaining a new mount (or a dead mount is reviveed).
Exceptional Mount Advancement
Paladin
8th–10th +2 HD* (6d8 HD Max**) 3 CR Max*** +4 AC (18 AC Max) +1 STR 6 INT Special: Empathic link, improved evasion, share spells, share saving throws
11th–14th +4 HD (8d8 HD Max) 4 CR Max +6 AC (20 AC Max) +2 STR 7 INT Special: Improved speed
15th–20th +6 *10d8 HD Max) 5 CR Max +8 AC (22 AC Max) +3 STR 8 INT Special: Command creatures of its kind
* Add HD and/or AC only up to the maximum allowed for this level.
Example, a Griffon (CR 4) may be chosen as a mount at 11th level. The Griffon has 7 HD and 17 AC, so only 1 HD and 1 AC may be added, giving the Griffon mount 8 HD and an 18 AC until 15th level..
** After all adjustments. Do not differentiate based on actual die to be rolled (d8, d12, etc) or CON score or Toughness. The DM may take into account negative CON adjustments or poor HD (less than d8).
*** “Book” CR as listed in the MM or other resource. I.e., do not include the companion bonuses into the monster’s CR.