GENERAL DESCRIPTION
"The compassion to pursue good, the will to uphold law, and the power to defeat evil - these are the three weapons of the paladin. Few have the purity and devotion that it takes to walk the paladin's path, but those few are rewarded with the power to protect, to heal, and to smite. In a land of scheming wizards, unholy priests, bloodthirsty dragons, and infernal fiends, the paladin is the final hope that cannot be extinguished." - D&D Player's Handbook

Original Art by Arnie, D&D Dungeon Master's Guide
ADVENTURES
"Paladins take their adventures seriously and have a penchant for referring to them as "quests". Even a mundane mission is, in the heart of the paladin, a personl test - an opportunity to demonstrate bravery, to develop martial skills, to learn tactics, and to find ways to do good. Still, the paladin really comes into her own when leading a mighty campaign against evil, not when merely looting ruins." - D&D Player's Handbook
CHARACTERISTICS
"Divine power protects the paladin and gives her special powers. It wards off harm, protects her from disease, lets her heal herself, and guards her heart against fear. The paladin can also direct this power to help others, healing their wounds or curing disease. Finally, the paladin can use this power to destroy evil. Even the least experienced paladin can detect evil, and more experienced paladins can smite evil foes and turn away undead. In addition, this power draws a mighty steed to the paladin and imbues that mount with strength, intelligence, and magical protection." - D&D Player's Handbook
ABILITIES
Primary: Charisma (improves Healing, Self Protection Abilities, and Undead Turning)
Secondary: Strength (combat), Wisdom (access to Paladin Spells)
ALIGNMENT
Lawful Good Only.
RACES
All Races of DDO can be paladins - Human, Dwarf, Warforged, Elf, or Halfling
HIT DIE: d10
WEAPON & ARMOR PROFICIENCIES: All Simple Weapons, All Martial Weapons, All Types of Armor (Light, Medium, and Heavy), All Shields.
CLASS SKILLS:
Skill Points @ 1st Level: (2 + INT Mod) x 4
Skill Points @ Each New Level: 2 + INT Mod
Automatic Skills: Concentration, Diplomacy, Handle Animal, Heal, and Profession (note that not all of these skills may be available in DDO, and some new ones may be added)
FEATS:
Available Feats (in addition to those available to all classes): N/A - All Standard Feats Available
(note that not all feats may be available in DDO, and some new ones may be added)
PALADINS OF EBERRON:
"Paladins, like clerics, are the knights of the churches, most particularly the Church of the Silver Flame and, to a lesser extent, the churches of Dol Arrah and Boldrei. Paladins are called to a strict and exalted life, and are mystically held to a higher standard than even clerics. A cleric of the Church of the Silver Flame can fall into heresy or even adopt an evil alignment and still retain all his abilities, but a paladin must rise above the corruption that plagues almost every church and cling to the highest ideals of her faith. In a place such as Sharn, in particular, where the churches are so rife with corruption, paladins arise to bring justice to the people." - Eberron Campaign Setting Book
Additional Feats of Eberron: Action Boost, Action Surge, Greater Powerful Charge, Heroic Spirit, Knight Training, Powerful Charge, Pursue, Silver Smite (not all feats may be available in DDO at release)