Here are some nice level 3/4 paladin only spells I think many paladin might like to see (1 is pal/clr). Not to get into the debate in this thread, but it seems some nice unique paladin level 3/4 spells would go a long way into justifying staying pure paladin past level 11/12 and giving some, imho, much needed pally love.
The spells are taken from the same source as the announced Angelskin and I think most listed below can be implemented quite easily as they do not re-invent the wheel.
BLESSING OF BAHAMUT
Level: Paladin 3
Components: V, S, M
Range: Personal
Target: You
Duration: 1 round/level
You gain damage reduction 10/magic
for the spell’s duration.
RIGHTEOUS FURY
Level: Paladin 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
This gives you 5 temporary
hit points per caster level (maximum
50) and a +4 sacred bonus to Strength.
These temporary hit points last for up
to 1 hour.
RIGHTEOUS AURA
Level: Paladin 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
You invoke the powers of good and law, and
You get a +4 sacred bonus to Charisma.
If you die, your body is converted
into an explosive blast of energy in a
20-foot-radius burst centered where
you fell, dealing 2d6 points of damage
per caster level (maximum 20d6) to all
evil creatures in the burst’s area. Good
creatures in the area are healed by the
same amount, and undead take double
this damage. Spell resistance cannot
prevent this damage, but a successful
Reflex save reduces it to half.
SACRED HAVEN
Level: Paladin 4
Components: V, S, DF
Casting Time: 1 standard action
Range: 30 ft.
Targets: You and allies in a 30-ft.-
radius burst centered on you
Duration: 1 minute/level
Saving Throw: Will negates
(harmless)
You and affected allies gain a +2 sacred
bonus to Armor Class. In addition,
while protected by this spell, an affected
creature retains its Dexterity bonus to
Armor Class when flat-footed or when
struck by an invisible attacker.
For the duration of the spell, you gain
awareness of the health of all affected
creatures, as with the status spell , and you need not be able to touch
the affected creatures to heal them
with your lay on hands ability. Use of
the lay on hands ability still requires a
standard action, but it can be done at
any range, as long as you and your target
are on the same plane
UNDEAD BANE WEAPON
Level: Cleric 4, paladin 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched or fifty
projectiles (all of which must be in
contact with each other at the time
of casting)
Duration: 1 hour/level
You give a weapon the undead bane
special ability in addition to any other
properties it has. Against undead,
your weapon’s enhancement bonus
is 2 higher than normal, and it deals
an extra 2d6 points of damage against
undead. The spell has no effect if cast
upon a weapon that already has the
undead bane special ability.
Alternatively, you can affect up
to fifty arrows, bolts, or bullets. The
projectiles must be of the same kind,
and they have to be together, such as
in the same quiver. Projectiles, but not
thrown weapons, lose their transmutation
after one attack.
The weapon is treated as goodaligned
for the purpose of overcoming
damage reduction.