I've just made a Pathfinder Paladin for an upcoming game. I read all over the forums about people dipping into a new class every couple of levels, but this is not something I'm fond of - for starters you lose favoured class bonus, but mostly, I think it makes little sense from a role-playing perspective (as opposed to roll-playing). Each to their own, however!
20 point buy, lvl 8, 33000 gp of magic items (market price). There is a house rule that if you want a magic item in a different slot from the book, you can do that with a 50% premium to the cost. We are using pathfinder core rules (no 3rd party, no 3.5 etc, but official paizo books are ok).
The current core party:
Halfling Ranger
Half-Orc Fighter/Rogue
Human Fighter/Cleric
Possibly coming back is another Paladin (sword/board) and there are two other players who I have no idea what classes they are making - hopefully 1 makes an arcane caster.
Concept: I've always wanted to make an archer Paladin. I'm aware of the Divine Hunter archetype, but while the free feat is great, virtually everything else about the archetype I dislike. Instead, I've opted for the Hospitaler archetype, which retains all the paladin core abilities but also gives you channel energy as a cleric 3 levels lower. I've found in the past channel energy is really good for keeping the party alive, particularly when more then 1 player in the party can do it. As a paladin, you can also Paladin's Sacrifice an ally who just suffered massive damage and then channel energy to heal you and him and lay on hands yourself as well if you want. Strong.
First magic item to buy:
Phylactery of Positive Channeling. This takes my channel energy from 3d6 to 5d6. Without this item, Hospitaler is kinda meh. With it, your channel energy is a lot stronger. Using the house rule, I moved this from headband slot to vest, simply so I never have to worry about a conflict with it again.
Race: Human.
Without divine hunter, you just really need that extra feat.
Feats:
1: Point Blank Shot, Precise Shot
3: Rapid Shot
5: Deadly Aim
7: Many Shot
I'm just at the point where my archery is fairly good.
Feats to get: Power Attack, Quick Draw, Improved Precise Shot
Always nice to have stuff to look forward too, which as a Paladin, you always do.
Stats:
Str: 16
Int: 12 (I like skills)
Wis: 8
Dex: 16
Con: 14
Cha: 14
More magic items:
Headband of Charisma +2, Belt of Physical Might +2 (Str/Dex), Composite Longbow +1 (+4 Str)
These items give me 18 Str/18 Dex/16 Cha. While a big investment, I figure once you've got the stats, you can look at getting the gear to suit later.
Paladin Bond: Mount.
In the past, I've always taken bonded weapon, but for an archer, the mount is actually quite amazing. Without any feat investment, just ride skill, you can move using your mounts base speed and still full attack. If your in melee combat, you and the horse can both attack and the horse is quite good, the same as a equal-level druids animal companion. This was another reason NOT to take divine hunter. It costs an action to activate your divine weapon anyway. You could just as easily have spent this action casting divine favour which would give you a similar bonus. On that subject...
Traits:
Magical Knack: Increase your caster level by 2, up to your hit dice. This trait is actually quite good. At lvl 8, my caster level is 7 instead of 5 which makes some spells give bigger bonuses (e.g. divine favour, resist energy) and increases duration etc. This can be the difference between it being worth even bothering to cast a spell in the first place.
Blade of Mercy: Being a paladin, some times you DON'T want to kill people. This trait really is great for those times.
Skills/Ranks:
Diplomacy 8, Ride 8, Perception 8, Bowyer 1, Handle Animal 1 - and 6 more class with 1 rank in each.
Play style: This character has three main options. I hate one-dimensional characters, which is why I built this one the way it is.
Archery: If your outdoors, mount up and ride around shooting everything.
Melee: Wade in with Falchion. Not totally great at melee (least till power attack), but hey, good strength, dex and decent con make it possible to do it if you just need to "hold the line". If your in a place where you can use your mount, even better, because the mount itself has decent attacks.
Support: Paladins Sacrifice (awesome spell), Channel Energy, Lay on hands (mercies etc.). Not too bad, no substitute for a Cleric or Oracle, but you can make their job a lot easier by chipping in. Once you reach level 11, you get aura of healing which is, um, like, totally amazing particularly combined with channel energy. A good reward for staying straight paladin. Support and ranged combat also has good synergy tactically.
Welp that's it, just wanted to share this concept for people who might be interested in something a bit different. Just one final note about the mount - you can summon the mount as a full round action. Some times this can be worthwhile, if your having a big battle in a large room deep in the dungeon where you didn't bring your mount.