A few alternative here, so I'll go through most of them.
Race: All races can be used, but soem have racial abilities that are more useful than others. Note: I do not take roleplaying into account here.
Argonian: Poison immunity, disease resistance and waterbreathing is very good.
Altmer: Disease resistance and a high magica bonus are very good, but are somewhat put off by the elemental weakness.
Breton: No real flaws with this race. 50% resist magica and 50 pts fortify magica plus a 50% shield greater power. Only downside is that it does not have combat friendly starting attributes, but that is unimportant at higher levels.
Bosmer: Resist disaese is always good, but nothing else stands out.
Dunmer: High fire resist and balanced attributes. A good choice.
Imperial: No racial abilities of note for the Paladin, but have decent starting attributes.
Khajiit: Eye of Fear and Eye of Night are both of limited usage for the Paladin.
Nord: Comabt friendly starting stats, resistance to frost, a 50pts on touch frost spell and a 30% shield greater power. Only downside is that it have very low starting magica.
Orc: Resist magic(25%) and Paladin friendly attributes. High strength, endurance and willpower. Lacks magica in the starting fase, but can be compensated.
Redguard: Resist poison and disease, and adrenaline rush is one of the better greater powers for a comabt characters.
My recomendations: Breton, Nord, Orc and Redguard.
Birthsigns: The Mage, The Ritual, The Warrior and the Atronach.
The Mage(50pts fortify magica): Solid choice for Orcs, Nords and Redguards since they have good starting health and low magica. Not recomended for Bretons.
The Ritual: More of a RP choice since it gives similar abilities to the D&D paladin, but it isn't all useless. The healing greater power is useful throughout the game though, and the lesser power will always work on the undead.
The Warrior: A good choice for the Breton since it have a low starting health. Redundant for the other recomended races due to high starting value in strength and endurance.
The Atronach: A very interesting choice. It gives a good boost to magica and give a high defence against it, but you have to manage the lack of magica regenration. Experienced or persistant players only.
Attributes: Should be chosen to balance the starting attributes. Intelligence for Nord, Endurance for Bretons etc.
Skills:
Heavy Armor: Basic choice for a Paladin.
Blade/Blunt: Melee is the main offence for the Paladin so at least one should be chosen. The major choice is if you want to focus on 1 or 2-handed weapons. 1-handed with shield is more defensive and 2-handed is more aggressive.
Restoration: Healing is a common Paladin ability.
Block: Nor necessary, but a good choice for a defensive build. Not very useful for an offensive build.
Alteration: Shielding spells are useful, and feather isn't useless.
Destruction: Not commonly a paladin-related kill, but can be used to substitue the smithing and anti-evil abilities used by the D&D paladin.
Athletics: Good choice for an offensive build since it allows you to close up to the enemy fastr and regenerate fatigue while running. Somewhat redundant for a defensive build.
Alchemy: Very powerful healing potions can be made. Worth concidering. NB: Do not use poison if you roleplay.
Armorer: A required skill for any melee focused character, but it can easily be increased as a minor skill. The journeman perk is the most important, at least in the beginning.
Mysticism: A few good spells here, like absorb and reflect. Detect life can also be useful for a roleplaying character since the D&D paladin can detect evil. Also makes it easiler to increase intelligence.
I have tried to make it as neutral as possible it is still very affected by what I think is a "proper" paladin, in this case D&D and Warcraft(no, I don't play WOW).