Essentially, this is just a quick way to float between Paladin and Antipaladin. The Justicar and Liberator are minor Paladin edits and the Enforcer is an antipaladin edit - all of them to fit their new alignments (TN, CG and LE respectively). Enjoy!

The Justicar:

Alignment: Always True Neutral
Hit Die: d10
Starting wealth, age, class skills, skill ranks, BAB, Saves, Spells, etc: As Paladin.

Weapon and armour Proficiency, Divine Grace, Aura of Courage, Divine Health, Mercies, Aura of Resolve: As the paladin ability of the same name

Aura of Neutrality: The Justicar gives off an aura like the paladin's, but it is True Neutral

Detect radical, Smite Radical: As Detect Evil and Smite Evil, but affects anyone of the CE, LE, LG or CG alignments. Just as Detect Evil does not reveal whether the target is lawful, chaotic or neither, so does Detect Radical keep hidden which of the four extremes the target is.

Lay on Hands: As paladin, but always heals the target (dealing positive energy to most living, and negative energy to undead and negative energy affinity).

Channel energy: Like the Justicar's Lay on Hands, this works as the paladin's Channel Positive Energy ability but always channels whichever type of energy heals the target.

Justicar Spell List: The Justicar's spell list contains all spells from the Paladin and Antipaladin spell lists.

Divine Bond: The Justicar may also call upon the Anarchic or Unholy weapon properties if the first option is chosen.

Aura of Deliverance: As Aura of Justice, only using Smite Radical

Aura of Power: The Justicar's attacks count as having +1 higher enhancement bonus than they do for the purpose of ignoring damage reduction, even DR/Epic. All allies within 10 feet also gain this bonus, so long as the Justicar is conscious.

Aura of Immortality: As aura of Righteousness, except that instead of DR/evil, the Justicar gains DR/Radical

Champion of Balance: As Holy Champion, but the DR becomes DR 10/Radical, and the Justicar subjects Radical outsiders to Banishment with Smite Radical.

Code of Conduct, Ex-Justicars: The Justicar must be True Neutral and may not commit radically-aligned acts (allowing Justicars to commit Lawful Neutral or Neutral evil acts, but not lawful evil ones) deliberately, but the gist of the texts remains the same. As it is a little harder to tell "is this a lawful evil act" than "Is this a lawful act" or "Is this an evil act," Justicars should be given a little more leeway in their actions than similar classes.



The Liberator:


Alignment: Always Chaotic Good
Hit Die: d10
Starting wealth, age, class skills, skill ranks, BAB, Saves, Spells, etc: As Paladin.

Weapon and armour Proficiency, Divine Grace, Lay on Hands, Channel Positive Energy Aura of Courage, Divine Health, Mercies, Aura of Resolve: As the paladin ability of the same name.

Aura of Chaos: The Liberator gives off an aura like the paladin's, but it is Chaotic

Detect Law, Smite Law: As Detect Evil and Smite Evil, but affects anyone of the LG, LN and LE alignments. Just as Detect Evil does not reveal whether the target is lawful, chaotic or neither, so does Detect Law keep hidden which of the three possibilities the target is.

Liberator Spell List: The Liberator's spell list contains all chaotic equivalents of the Paladin's lawful spells, and contains no lawful spells, but is otherwise unchanged.

Divine Bond: The Liberator may choose the anarchic but not the axiomatic weapon property if the first option is chosen.

Aura of Retribution: As aura of Justice, only using Smite Law.

Aura of Anarchy: As aura of faith, only using chaos instead of good.

Aura of Resistance: As aura of Righteousness, except that instead of DR/evil, the Liberator gains DR/Law

Champion of Freedom: As Holy Champion, but the DR becomes DR 10/Law, and the Liberator subjects Lawful outsiders to Banishment with Smite Law.

Code of Conduct, Ex-Liberators: The Liberator must be Chaotic Good and may not commit Lawful or evil-aligned acts deliberately, but the gist of the texts remains the same.


The Enforcer:


Alignment: Always Lawful Evil
Hit Die: d10
Starting wealth, age, class skills, skill ranks, BAB, Saves, Spells, etc: As Antipaladin.

Weapon and armour Proficiency, Unholy Resilience, Touch of Corruption, Aura of Cowardice, Plague Bringer, Cruelty, Channel negative energy, Aura of Despair: As the Antipaladin abilities of the same name

Aura of Law: The Enforcer gives off an aura like the Antipaladin's, but it is Lawful

Detect Chaos, Smite Chaos: As Detect Good and Smite Good, but affects anyone of the CG, CN and CE alignments. Just as Detect Good does not reveal whether the target is lawful, chaotic or neither, so does Detect Chaos keep hidden which of the three alignments the target is.

Enforcer Spell List: The Enforcer's spell list contains all lawful equivalents of the Antipaladin's chaotic spells, and contains no chaotic spells, but is otherwise unchanged.

Divine Bond: The Enforcer may choose the axiomatic but not the anarchic weapon property if the first option is chosen.

Aura of Judgement: As aura of Vengeance, only using Smite Chaos.

Aura of Absolution: As aura of Sin, only using Law instead of evil.

Aura of Stone: As aura of Depravity, except that instead of DR/good, the Enforcer gains DR/Chaos

Champion of Balance: As Unholy Champion, but the DR becomes DR 10/chaos, and the Liberator subjects chaotic outsiders to Banishment with Smite Chaos.

Code of Conduct, Ex-Enforcers: The Enforcer must be Lawful Evil and may not commit Chaotic or Good-aligned acts deliberately, but the gist of the texts remains the same.
Best 5-man party ever: Paladin, Antipaladin, Justicar, Liberator, Enforcer. Actually mechanically decent.