How about this alternative?
Paladin
Alignment: Lawful good.
Hit Die: d10.
Class Skills
As core paladin.
Skill Points: As core paladin.
Class Features
All of the following are class features of the paladin.
Weapon and Armor Proficiency: Paladins are proficient with
all simple and martial weapons, with all types of armor
(heavy, medium, and light), and with shields (except
tower shields).
Aura of Good (Ex): The power of a paladin's aura of good
(see the detect good spell) is equal to her paladin level.
Smite Evil (Su): Once per day, a paladin may attempt to
smite evil with one normal melee attack. She adds her
Charisma bonus (if any) to her attack roll and deals 1
extra point of damage per paladin level. If the paladin
accidentally smites a creature that is not evil, the smite
has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the paladin
may smite evil one additional time per day, as indicated
on Table: The Paladin, to a maximum of fifteen times
per day at 60th level.
Divine Grace (Su): At 2nd level, a paladin gains a bonus
equal to her Charisma bonus (if any) on all saving
throws.
Aura of Courage (Su): Beginning at 3rd level, a paladin is
immune to fear (magical or otherwise). Each ally within
10 feet of her gains a +4 morale bonus on saving throws
against fear effects.
This ability functions while the paladin is conscious, but
not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin gains immunity to
all diseases, including supernatural and magical diseases.
Turn Undead (Su):When a paladin reaches 4th level, she
gains the supernatural ability to turn undead. She may
use this ability a number of times per day equal to 3 + her
Willpower modifier. She turns undead as a cleric of three
levels lower would.
Spells: Beginning at 9th level, a paladin gains the ability to
cast a small number of divine spells, which are drawn
from the Law, Good, War, Protection, and Healing Domains up to level four.
At 9th level and higher, her caster level is his or her paladin level -8.
Paladin Spells:
Level 0-Law: Detect Law and Detect Chaos; Good: Virtue, Purify Food and Drink; War: Guidance, Badger’s Strength; Protection: Resistance; Healing: Cure Minor Wounds
Level 1-Law: Protection from Chaos, Summon Monster I*; Good: Protection from Evil, Bless Water, Summon Monster I**; War: Magic Weapon, Bane, Bless, Divine Favor, Doom, Shield of Faith; Protection: Sanctuary; Healing: Cure Light Wounds; Protection and War: Shield of Faith
Level 2-Law: Calm Emotions, Align Weapon, Summon Monster III*; Good: Aid, Align Weapon, Consecrate, Summon Monster II**; War: Spiritual Weapon, Bear's Endurance, Bull’s Strength, Status; Protection: Shield Other; Healing: Cure Moderate Wounds, Delay Poison, Lesser Restoration, Remove Paralysis
Level 3-Law: Magic Circle against Chaos, Summon Monster III*:; Good: Magic Circle against Evil, Helping Hand, Summon Monster III**; War: Magic Vestment, Prayer; Protection: Protection from Energy; Glyph of Warding; Healing: Cure Serious Wounds
Level 4-Law: Lesser Planar Ally*, Order's Wrath, Summon Monster IV*; Good: Holy Smite, Lesser Planar AllyT, Summon Monster IV**; War: Divine Power, Greater Magic Weapon; Protection: Spell Immunity; Healing: Cure Critical Wounds, Neutralize Poison, Restoration.
*Cast as a Law spell only.
**Cast as a Good spell only.
Favored Enemy (Ex): At 5th level, a paladin may select a type
of creature from among those given on Table: Paladin
Favored Enemies. The ranger gains a +2 bonus on Bluff,
Listen, Sense Motive, Spot, and Survival checks when
using these skills against creatures of this type. Likewise,
he gets a +2 bonus on weapon damage rolls against such
creatures.
At 10th level and every five levels thereafter (15th, 20th,
and upward), the paladin may select an additional favored
enemy from those given on the table. In addition, at
each such interval, the bonus against any one favored
enemy (including the one just selected, if so desired)
increases by 2.
If the paladin chooses humanoids or outsiders as a favored
enemy, he must also choose an associated subtype, as
indicated on the table. If a specific creature falls into
more than one category of favored enemy, the paladin's
bonuses do not stack; he simply uses whichever bonus is
higher.
Paladin favored enemies:
Aberration
Animal
Beast
Magical beast
Construct
Dragon
Ooze
Elemental
Fey
Giant
Monstrous humanoid
Humanoid (reptilian)
Humanoid (aquatic)
Humanoid (dwarf)
Humanoid (half-elf)
Humanoid (goblinoid)
Humanoid (gnoll)
Humanoid (gnome)
Humanoid (halfling)
Humanoid (human)
Humanoid (orc)
Vermin
Undead
Plant
Outsider (air)
Outsider (earth)
Outsider (water)
Outsider (fire)
Outsider (evil)
Outsider (chaotic)
Outsider (native)
Special Mount (Sp): As core paladin.
Chill of the Heavens (Su): Beginning at 22nd
level the paladin may call a heavenly blast of
cold . This is equal to a cold of
cone cast by a theurgist (or sorcerer depending
upon your terminology) of equal level. This calls for one use of smite evil.
Holy Stasis (Su): Starting at 27th level, a paladin can call
upon the power of both holiness and order to paralyze an evil foe.
He can use this holy status attack at 27th level, and he must announce
her intent before making her attack roll. Constructs, oozes,
plants, undead, incorporeal creatures,
and creatures immune to critical hits cannot be affected.
Otherwise, if the paladin strikes successfully and the target
takes damage from the blow, the holy status attack
succeeds. Thereafter the paladin can try to paralyze the victim
at any later time, as long as the attempt is made within a
number of days equal to his paladin level. To make such
an attempt, the paladin merely wills the target to become
stiff and ridged (a free action), and unless the target makes
a Fortitude saving throw, the victim is paralyzed. If the saving
throw is successful, the target is no longer in danger from that
particular holy status attack, but it may still be affected by another
one at a later time. This calls for two uses of smite evil per day when using this power.
Holy Stasis table:
Lawful or Neutral Evil DC 10 + 1/2 the paladin's level + the paladin's Wis modifier.
Chaotic Evil or vile Lawful or Neutral Evil DC 10 + 1 per paladin level + the paladin's Wis
modifier
Vile Chaotic Evil or Lawful or Neutral Evil with evil brand DC 10 + 2 per paladin level + the paladin's Wis modifier
Chaotic Evil with Evil Brand DC 10 + 3 per paladin level + the paladin's Wis modifier
Slay Foe (Ex): At Epic levels a freedom fighter my gain the feat Death of Enemies. Instead of the one of the prerequisites being 30 ranks in Knowledge (Nature), the skill prerequisite is 30 ranks in Knowledge (Tactics).
Code of Conduct: A paladin must be of Lawful Good alignment
and loses all class abilities if she ever willingly commits an evil act.
Additionally, a paladin's code requires that she respect
legitimate authority, act with honor (not lying, not cheating,
not using poison, and so forth), help those in need
(provided they do not use the help for evil or chaotic
ends), and punish those who harm or threaten innocents.
Associates: While she may adventure with characters of any
good or neutral alignment, a paladin will never knowingly
associate with evil characters, nor will she continue
an association with someone who consistently offends
her moral code. A paladin may accept only henchmen,
followers, or cohorts who are lawful good.
Ex-Paladins
A paladin who ceases to be lawful good, who willfully
commits an evil act or chaotic act, or who grossly violates the code of conduct
loses all paladin spells and abilities (including the service
of the paladin's mount, but not weapon, armor, and shield
proficiencies). She may not progress any farther in levels as
a paladin. She regains her abilities and advancement potential
if she atones for her violations (see the atonement spell
description), as appropriate.
The Paladin’s Mount
As core paladin.
Alternatives to The Paladin’s Mount and or Armor Proficiencies
Mystic Knight
Instead of the typical mount and armor proficiencies the paladin my may opt for the domain abilities of the Knowledge Domain and gain some monk like abilities.
AC Bonus (Ex): as core monk
1st Flurry of blows.
2nd Evasion.
3rd Still mind.
4th Slow fall 20 ft.
5th Purity of body.
6th Slow fall 30 ft.
7th Wholeness of body.
8th Slow fall 40 ft.
9th Improved evasion.
10th Ki strike (lawful), slow fall 50 ft.
11th Diamond body, greater flurry.
12th Abundant step, slow fall 60 ft.
13th Diamond soul.
14th Slow fall 70 ft.
16th Ki strike (Good), Slow fall 80 ft.
17thTimeless body.
18th Slow fall 90 ft.
19th Empty body.
20th Perfect self, slow fall any distance.
Multi-class Options
May multi-class freely with any psionic class, alchemist (core wizard variant), gifted (celestial warlock), and any good priest (that can be lawful). As well as any paladin Prestige Class, or any non-evil, non-chaotic, Prestige Class of the classes that the mystic knight may multi-class into.