Paladin tactics

Tactics
Paladins are high saves, high AC, and high hit points. They belong in the front with the trap finder. Or they should be the mine sweeper. These tactics assume a Straight Paladin or a Paladin/Fighter (maybe Paladin/Fighter/Cleric) not Paladin 2/Sorcerer X

General Tactic

Stay close to the party. Ideally the party should always stay close together, but Paladins have Aura of Good for +2 to AC and Saves vs Evil (not sure if these stack with Protection from Evil).

Boss Killing

Smite Evil. A lot of bosses are evil. No reason to not save a smite for the big boss. Using Attack Bonus right before Smite Evil is even better. Smite Evil is +10+3*(Paladin level-1) damage. So +10 to +37 damage depending on your level.

Warforged Healing

Lay on Hands isn't halved when used on Warforged. This isn't really a in combat tactic (if someone needs a heal, they need a heal), so much as a thing to consider.

Preparation
The real "tactics" in any game, is in the planning. No I don't mean having a dry erase board with X's and O's, I mean using the right tool for the right situation.

Spells
 * Lesser Restoration - For Paladins this is a first level spell.
 * Bless - Caster Level equals Paladin level so this starts off lasting at least 4 minutes. Wonderful group buff
 * Cure Light Wands - 1d6+2+ Level (max +5). For 10 spell points, not bad.
 * Divine Favor - +1 Luck to hit and damage, increases by +1 per 3 CL. Only lasts 1 minute, no matter what your caster level.

Equipment

Go check out the equipment section.