The best way to overcome this problem is to find a creatures true name.
To discover a single outsider’s true name, a spellcaster must spend at least a month in a library or on a quest of discovery to uncover occult mysteries and riddles hidden in the pages of books, scrolls, and glyphs written millennia ago, buried in ancient temples or found among the ravings of madmen’s spellbooks. At the end of this month, the GM makes a Knowledge (planes) check for the character. The DC is 10 + the creature’s Hit Dice. The GM can increase the DC by +2, +5, or even +10, based on the power of the outsider or the circumstances of the true name search. A failure by 5 or more turns up false information that may expose researchers to unexpected dangers. For most outer-planar outsiders, knowledge of the creature’s true name is a powerful weapon. In summoning, if the name is spoken correctly (requiring knowledge of at least one of the outsider’s languages, or a Linguistics skill check with a DC equal to 10 + the creature’s Hit Dice), the target takes a –5 penalty on the Will save to resist being conjured, and if its name is inscribed in the protective magic circle, the outsider takes a –5 penalty on all checks to escape or breach that circle.
page 102 of Ultamite magic
and your a paladin you should not worry unless your gm just dose not like the ability you should be safe in your deity sending you a useful creature.
now do remember the creature you call dose not have to help you but you can try and give them gifts to give you a bonues to your cha check to have them help you. You can also find that in Ultamite Magic.
Just remember to ask your gm if this rule is ok as all gms are different.