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.
Paladin Options: Like fighters, paladins can use action points to enhance their ability in combat, facilitated by a number of new feats. In addition, two new prestige classes, one of them associated with the Church of the Silver Flame, are appropriate for paladins.
Feats: Action Boost, Action Surge, Greater Powerful Charge, Heroic Spirit, Knight Training, Powerful Charge, Pursue, Silver Smite.
Prestige Classes: Exorcist of the Silver Flame, warforged juggernaut.
A halfling paladin from the Talenta Plains calls a clawfoot dinosaur to serve as a special mount, rather than a warpony.
When a warforged paladin gains the ability to lay on hands to heal wounds, he can use this ability to repair his own damage or damage sustained by other constructs and construct-like beings, as well as wounds sustained by his non-warforged companions. The ability functions as either curative or repair magic, as appropriate to the subject.
Source: Eberron Campaign Setting (Page 39)