The Paladin
A paladin is a zealous man who follows a strict code of honor. The paladin pursues good, upholds the law and fights evil at every corner. Few have the purity and devotion needed to walk the path of the paladin. A paladin is never alone in his personal quest for virtue. In order to be all that he can be, he summons an ancestor spirit and bonds with him.

Paladins have to be lawful good. They have to be like this because otherwise their ancestral spirit would not bond with them. Bonding is a serious matter to these spirits, because they give up their freedom when they become one with the paladin. They share the same body and the same existence. A paladin's spirit is always present wherever the paladin may go. (The spirit is like the voice in your head. ^_^) This process is contrary to the type of bonding that happens with the ranger or the shaman. (Although these two classes also deal with spirits, their spirits are free to go wherever they want.) Because of this, paladins follow a strict code of conduct. The spirit gives up his freedom and demands something he can rely on in return. This code doesn't define the relationship with the spirit; it ensures it. Should they break this, their spirit will loose trust and faith in them and break the bonding. This bond can be restored through atonement (spiritual quest to ask forgiveness).

In the game, the paladin will be the same as described in the rulebook. The only difference is that they have a very close relationship with the being that grants them their powers. Although a spirit is in no ways comparable to a god, having a spirit as an ally increases roleplay opportunities drastically.

Lawful evil paladins (anti-paladins) can also exist. It all comes down to a person having ideals, a vision. If you want to do good (or evil), a spirit either contacts you or you try to contact one yourself. In bonding with this spirit you can further your goals even more. This explains why a character has to be good (or evil). Neutral characters are not that driven to uphold this ideal of good or evil. Therefore, lawful neutral paladins don't exist. If you're neutral, you're just not motivated enough to actively pursue a certain course of action. The lawful part can be explained that, in giving up his freedom, the spirit wants a trustworthy and stable partner. Also, dealing with a voice in your head requires some level-headedness. If you're too chaotic, you both go crazy. weeeeeeeeeeee

The paladin's mount might prove to be a problem. It's kind of hard to find a decent warhorse in the desert. Although your DM should (and will) provide you with a decent steed, there is an alternative. Basically, the paladin can choose to loose his special mount ability. In return for this, the spirit and the bond with the spirit grow stronger. The paladin can choose to gain the following abilities instead of the normal mount-related increases.
Astral coolness: Ancestral spirits come from the astral plane, a parallel world that has a vague resemblance to this one. It is a cold place and everytime a spirit manifests in this world, it brings a bit of this cold with it. (Much like a person entering a warm house during winter) Therefore, the temperature always drops a little when spirits are near. Through his spirit, a paladin has a permanent link to the spirit world and harnesses its cold. A paladin can stand temperatures as high as 60°C (140°F) and not feel uncomfortable.(This brings certain advantages like being able to wear full plate mail in a desert. ^_^)
Still mind: On level 5 when the paladin is supposed to get a special mount, he instead gains the ability still mind (as the monk).
Spirit over body: At level 8 the paladin is able to keep on fighting until reduced to -9 hp. This ability doesn't stabilize the paladin, it just allows him to take partial actions instead of falling unconscious. This represents the spirit pushing the paladin's body to its limits.
Spiritual cleansing: At level 11 the spirit protection against diseases now also includes any natural poison. This ability grants a +2 bonus to the first poison roll, secondary poison saves always succeed.
Spirit vessel: At level 15 the paladin can take full actions until reduced to -9 hp. This replaces the level 8 ability and represents the spirit taking full control of the body.