Here's a perfectly viable and fun build for a smart paladin. Hero Lab claims it's all PFS legal.
Aasimar angelkin gets a STR and CHA boost so you make the most of your point buy.
You take the Holy Tactician archetype, which lets you grant allies a teamwork feat and give them some movement and other leader-like stuff. For teamwork feats, the ones that stack for everyone that has them - like Lastwall Phalanx, where everyone gets +1 AC per adjacent ally with the feat, or Shake It Off, where everyone gets +1 on all saves per adjacent ally with the feat, are pretty good in that situation.
Knowledge variant channeling doles out Int damage. The Detect Expertise feat lets you figure out their spellcasting type/level when you detect evil on them.
Spell wise, Compel Hostility/Knight's Calling (tank aggro pulls) and Tactical Acumen fit the theme.
Tripping's a good debuff, I don't care what anyone says, so Improved Trip and a big ol flail. He has a bunch of small-move battlefield control powers to complement this.
Here he is at level 8, since PFS doesn't get too high level. +13/+8, 1d10+20 with Power Attack and Weal's Champion on, +17/+12, 1d10+25 with divine favor and bull's strength cast (and can deliver a 4d6 channel through his weapon thanks to consecrated). AC can top out at 24+number of adjacent allies (team up with a summoner!) with save bonuses to boot. Not necessarily a primary damage-dealer, but provides plenty of options and defensive boosts to the party.
Smartacus
Male Angel-Blooded Aasimar (Angelkin) Paladin (Holy Tactician) 8
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +0
Defense
AC 21, touch 10, flat-footed 21 (+11 armor)
hp 68 (8d10+16)
Fort +11,
Ref +5,
Will +9
Resist acid 5, cold 5, electricity 5
Offense
Speed 20 ft.
Melee +1 consecrated heavy flail +10/+5 (1d10+16/19-20/×2)
Special Attacks Channel Energy 4d6
Spell-Like Abilities
At will—
detect evil
1/day—
alter self
Paladin (Holy Tactician) Spells Prepared (CL 5th; concentration +8):
2nd (2/day)—
bull's strength, communal protection from evil
1st (2/day)—
divine favor, compel hostility
Statistics
Str 18,
Dex 10,
Con 14,
Int 14,
Wis 10,
Cha 16
Base Atk +8;
CMB +9 (+11 trip);
CMD 22 (24 vs. trip)
Feats Combat Expertise, Detect Expertise, Improved Trip, Lastwall Phalanx, Power Attack, Shake It Off
Traits defender of the society, stalwart of the society
Skills Diplomacy +12, Heal +10, Knowledge (nobility) +12, Knowledge (religion) +12, Sense Motive +11, Spellcraft +12;
Racial Modifiers +2 Heal
Languages Celestial, Common, Osiriani, Varisian
SQ aura of good, battlefield presence, guide the battle, lay on hands, mercies (mercy [shaken], mercy [sickened]), variant channeling (knowledge variant channeling [±2 sacred]), weal's champion
Other Gear +1 Full plate, +1 Consecrated Heavy flail, 150 GP
Special Abilities
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Battlefield Presence (Lastwall Phalanx) (Su) Grant allies in 30 ft one teamwork feat you possess.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Detect Expertise Detect a creature's magical abilities
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Guide the Battle (Ex) Allies in sight immediately move 5 ft without provoking attacks of opportunity.
Improved Trip You don't provoke attacks of opportunity when tripping.
Knowledge Variant Channeling (±2 Sacred) Knowledge & Perception bonus/Intelligence damage
Lastwall Phalanx Bonus equal to adjacent allies with this feat to AC and saves vs. attacks & abilities of evil foes.
Lay on Hands (4d6) (7/day) (Su) You can heal 4d6 damage, 7/day
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 4d6 (3/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Shake It Off Gain +1 to all saving throws per adjacent ally
Weal's Champion +3/+4 (self), +1/+2 (allies) (3/day) (Su) Self bonus for 4 rds. If hit then allies get bonuses vs same foe for 1 rd.