Paladins are the chosen servants of the good and neutral gods. Unlike Clerics,
their calling is not one of peace and healing, but of battle. They can heal,
and they do promote the beliefs of their patron deity, but
they are quicker to strike out at the heart of darkness. They
are the divine crusaders against those who threaten their beliefs and
way of life.
Hybrid
Paladins combine the martial abilities of Warriors with the healing abilities of Clerics, though this is a simplification. Their knowledge in the arts of war are not as deep as a Warrior's. They never learn to dual wield, and they do not kick. Further, the Warrior will always surpass them in overall knowledge of weapons. Their spell casting abilities follow the same line as a Cleric's, though at a lagging pace, and they never receive the full healing or resurrection powers of a true Cleric. Instead, they gain many spells to aid them in combat, from stuns to undead-specific spells that aid them in slaying those abominations. Finally, the Paladin has the ability to Lay on Hands once a day, which allows them to heal one person, either themselves or another. This ability is relatively weak, at first, but does more good as the Paladin gains power.
Cavalier, Knight, Crusader, Lord Protector, Koada'Vie (High Elf), Shin (Froglok)
Paladins wear Platemail, when money or supplies permit. They will make do with chain or leather, if they must.
Paladins come from the temples, and worship the good and neutral gods of their home cities: Brell Serilis, Karana, Erollisi Marr, Mithaniel Marr, Prexus, Quellious, Rodcet Nife, Tunare
Most Paladins are sent off by their Guild Masters to begin crafting their own set of armor to defend themselves in the battles to come. From there, they seek to help their friends and allies, and to become closer to their gods and more capable in defeating their foes. This is primarily through the many quests for magical arms and armor.
Paladins are trained in a very rigid, very organized fashion. They are hierarchical, and there are many forms and formalities to their daily lives. They are trained in both the art of combat and the mysteries of the divine. Their lives are a mix of reverence and combat. This is not to say they are all stiff and proper themselves, but they do have codes of conduct and honor to live up to. These codes of conduct are influenced by the gods they serve. You will find a Paladin of Brell to be very different from a Paladin of Mithaniel, and a Karana-worshiping Paladin different from both of them.
A Paladin is often found at the side of his friends. Paladins rarely strike out on their own, though they can be found fighting undead creatures by themselves. The usual place of a Paladin, however, is in the front lines, aiding his friends in battle. A Paladin's undead-fighting abilities shine in a group environment, but that is not all they bring to the table. All of their divine gifts aid them greatly in providing the party with an efficient fighter. His stunning capabilities give the party a better chance against spellcasters, while his heals, in a pinch, can take some of the strain off of the healers. Finally, he can take damage almost as well as a Warrior, which means he will do just fine in most situations where he must go toe-to-toe with an adversary.
All Paladins are good. Even those of neutral gods. Paladins eschew chaos.
You are an example to all of the righteousness of your god. You are a protector of the weak, a crusader for the good. You allow no evil to go unpunished, no darkness to encroach on that which you are charged to uphold. You are honorable, virtuous, and steadfast. you do not kill for money, or power, or for the thrill of battle. You defend, and in the course of that defense, if you must kill, you will. You must hold yourself to a higher standard, to show all that the right choices lead to a better life, and a better world.
"Stand fast, friends, this unnatural creature is no match for us! Get back, foul fiend, in the name of Tunare!"