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At 2nd level and every two paladin levels thereafter, a paladin gains a talent that helps improved her class abilities. Unless specified otherwise, a paladin cannot select an individual talent more than once.

Table: Paladin Talents

Paladin TalentPrerequisitesBenefits
Antagonistic Personality (Ex)Threat Control paladin talent or Antagonize featThis talent allows the paladin to more quickly gain the attention of her foes. The paladin may use the Antagonize feat as a move action instead of a standard action.
Armed Maneuver (Ex)Paladin 12The paladin chooses one of the following combat maneuvers: bull rush, dirty trick, grapple, overrun, or steal. She adds her Charisma modifier on all combat maneuver checks she makes with that maneuver. In addition, if the paladin has the Improved maneuver feat associated with that combat maneuver, she can make use of certain weapons to aid her when attempting such a maneuver. When wielding such a weapon she adds the weapon’s enhancement bonus to attack rolls on the maneuver check. The maneuvers and weapon types are listed in the table below:

• Bull rush or overrun: Any shield the paladin can shield bash with, two-handed weapons, or one-handed weapons wielded in two hands
• Dirty trick: Light weapons, weapons the paladin can use with Weapon Finesse, or weapons with the distracting special feature
• Grapple: Weapons with the grapple special feature
• Steal: Weapons with the disarm special feature

The paladin can choose this option more than once, each time it applies to a new maneuver.
Armor Specialization (Ex)Paladin 12The paladin selects one specific type of armor with which she is proficient, such as chain shirts or scale mail. While wearing the selected type of armor, the paladin adds one-quarter of her paladin level to the armor’s armor bonus, up to a maximum bonus of +3 for light armor, +4 for medium armor, or +5 for heavy armor. This increase to the armor bonus doesn’t increase the benefit that the paladin gains from feats, class abilities, or other effects that are determined by his armor’s base armor bonus. A paladin can choose this option multiple times. Each time she chooses it, she applies its benefit to a different type of armor.
Armored Persuasion(Ex)While wearing armor, the paladin gains a bonus on Diplomacy checks based upon the type of armor he is wearing: +1 for light armor, +2 for medium armor, or +3 for heavy armor. This bonus increases by 1 at 7th level and every four paladin levels thereafter. In addition, if the paladin has the Deter feat, she adds half her armored confidence bonus to the Diplomacy checks for the purpose of the Deter feat.
Athlete (Ex)A paladin adds half her paladin levels as a bonus to all Acrobatic skill checks. A paladin is considered always taking 10 on any Acrobatic skill checks. The paladin can also take 20 in half the time.
Combat FeatA paladin may select any Combat feat instead of a talent. A paladin must still meet all prerequisites for this feat, including ability score and base attack bonus minimums. This talent may be selected only once.
Defensive TrainingA paladin may take this talent to gain one of the following feats as a bonus feat: Armor Focus, Armor Specialization, Bodyguard, Combat Expertise, Covering Defense, Diehard, Dodge, Endurance, Greater Armor Focus, Greater Armor Specialization, Mobility, and Stand Still. This talent may be taken more than once. Each time, a different feat must be selected. The paladin must meet all prerequisites for the feat chosen.
Devastating Melee Smash (Ex)Paladin 12Once per encounter, before making the paladin's attack roll, she may choose to add her paladin levels to damage with a melee weapon. If she misses, this attempt is wasted. This talent may be selected multiple times, each time granting one additional attempt per encounter.
Enhanced Oath Stance (Ex)Oath Stance class featureA paladin gains a +1 to all saving throws while in any stance from Oath Stance.
Enhanced Lay on Hands (Ex)Lay on Hands class featureA paladin with this talent adds her Charisma modifier to her lay on hands damage/heal.
Extreme Effort (Ex)Strength 15A paladin that selects this talent may perform feats of extreme physical effort. When making a Strength check, the paladin doubles her Strength bonus. At 11th level, triple the Strength bonus, and at 16th level, quadruple the Strength bonus. The paladin may always take 10 on any Strength checks.
Hardened Fortitude (Ex)A paladin only requires half as much sleep or meditation as normal and can survive twice as long without food and water before needing to make checks. In addition, the paladin gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold her breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. And the paladin may sleep in medium or heavy armor without becoming fatigued. This talent counts as the Endurance feat for feat/talent requirements.
Improved Threat ControlThreat Control paladin talent or Antagonize featThe paladin gains Improved Antagonize as a bonus feat.
Melee Defense (Ex)When wielding a melee weapon, a paladin gains a +1 shield bonus to her AC. This shield bonus stacks with that granted by any shield she wields. If fighting with two weapons and no shields, she gains a +2 shield bonus to her AC instead.
Melee Power (Ex)A paladin with this talent adds +2 to damage with all melee weapons she wields.
Melee Tenacity (Ex)A paladin with this talent may reroll 1s for damage with all weapon dice with all melee weapons she wields.
Offensive Verbiage (Ex)Threat Control paladin talent or Antagonize featThis talent allows the paladin to make all around her feel anger towards her. When using the Antagonize feat, use the same check against all enemies within a 30-ft.-radius of the paladin.
Provoke (Ex)A paladin that selects this talent adds half her paladin levels as a bonus to all Intimidate checks to antagonize. This also reduces the DC check by 2.
Quick Insult (Ex)Threat Control paladin talent or Antagonize feat and Antagonistic Personality paladin talentThis talent allows the paladin to find the best words to use against her targets. The paladin may use the Antagonize feat as a swift action instead of a standard or move action.
Staredown (Ex)Paladin 12, Provoke paladin talentThe paladin may attempt the Demoralize action on all opponents within 30 ft. as a movement action.
Steel Headbutt (Ex)While wearing medium or heavy armor, a paladin can deliver a headbutt with her helm as part of a full attack action. This headbutt is in addition to her normal attacks, and is made using the paladin’s base attack bonus – 5. A helmet headbutt deals 1d3 points of damage if the paladin is wearing medium armor, or 1d4 points of damage if she is wearing heavy armor (1d2 and 1d3, respectively, for Small creatures), plus an amount of damage equal to half the paladin’s Strength modifier. Treat this attack as a weapon attack made using the same special material (if any) as the armor. The armor’s enhancement bonus does not modify the headbutt attack, but the helm can be enchanted as a separate weapon.
Tempered Will (Ex)The paladin may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The paladin must take the second result, even if it is worse. This power can only be used once per encounter.
Threat Control (Ex)The paladin gains the Antagonize feat as a bonus feat. Additionally, for every 5 the paladin beats the DC, she antagonizes the target for 1 additional round. The antagonize condition does not end after 1 attack, only ends when the duration ends.
Unexpected Strike (Ex)The paladin can make an attack of opportunity against a foe that moves into any square threatened by the paladin, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per encounter.