# Paladin High-Level Abilities

This page lists High-Level Abilities available to Paladins (excluding Blackguards, whose abilities are listed here).

Note that this list assumes a full install of Talents of Faerun, excluding the 'new low-level abilities' component. If you have a partial install, your High-Level Ability system may differ from the one documented here in small ways.

### Circle of Law

By using this powerful ability the character turns into a bastion of Law and will gain unassailable protections against chaotic and evil creatures and effects. It grants the character complete immunity to all Necromancy spells, and gives a 3 point bonus to save vs. death and to armor class. Furthermore the character and his/her companions in a 15' radius area will be protected from Evil and all chaotic spells or effects like Chaos, Drunkenness, Fear, Berserk, etc.
This ability lasts for 10 rounds.
Requirements: high level Cavalier.

### Deathblow

The Deathblow ability allows the warrior to blow through the defenses of any lesser creature. For the next 2 rounds, any creature of 10th level or lower is instantly killed when struck by the warrior.
Requirements: high level Fighter, high level Paladin, or high level Ranger.

### Hardiness

Calling upon hidden reserves of strength during times of danger, a warrior can use the Hardiness ability to gain 40% resistance to all forms of physical damage. The ability lasts for 1 round for every 2 levels of the warrior.
This ability does not stack with Defensive Stance.
Requirements: high level Fighter, high level Paladin, or high level Ranger.

### Holy Aura

High-level Paladins can radiate a powerful aura of goodness and purity. All party members and allies standing in a 10' radius area around them will gain a +2 bonus to AC and saves versus Evil aligned creatures. These effects are permanent as long as those protected by the paladin's aura stay close to them. Any creatures leaving the aura's area of effect will lose these protections in half a round. Bonuses from multiple auras are not cumulative.
Requirements: high level Paladin.

### Power Attack

A Power Attack allows the warrior to strike blows so forceful that they stun an opponent for 2 rounds if the opponent fails a Save vs. Death at a -4 penalty. The ability lasts for 2 rounds.
Requirements: high level Fighter, high level Paladin, high level Ranger, or high level Skald.

### Resist Magic

This ability allows the warrior to temporarily tap a great inner strength and fight off the effects of malevolent magic. For 4 rounds, the warrior's Magic Resistance is set to 50%. This is not cumulative with other forms of Magic Resistance, so if the warrior already has 50% Magic Resistance or greater, the ability is useless.
Requirements: high level Fighter, high level Paladin, or high level Ranger.

### Righteous Magic

This is a powerful combat blessing that enhances the paladin's physical prowess, transforming him/her into a juggernaut of righteous anger. The effect adds 1 temporary hit point for every level of the paladin, adds 1 point of strength for every three levels of the paladin (to a maximum of 25), and inflicts maximum damage with every hit for 2 rounds. The other effects last for the duration of the spell or until dispelled.
Requirements: high level Paladin.

### Shield of Law

By using this powerful ability the paladin turns into a bastion of Law and will have unassailable protections against chaotic and evil creatures and effects. It grants the paladin complete immunity to all Necromancy spells, and gives a 3 point bonus to save vs. death and to armor class. Furthermore the paladin will be protected from Evil and all chaotic spells or effects like Chaos, Drunkenness, Fear, Berserk, etc.
This ability lasts for 10 rounds.
Requirements: high level Paladin.

### Smite Undead

Channeling his/her god's antipathy for the undead, the Undead Hunter creates a golden ray of light that burns the undead with heavenly flames. Undead foes suffer 20d6 points of magic damage (save vs. breath for half), and must save vs. spells to avoid instant disruption. Even if the saves are successful, the target becomes slowed for one round. The paladin has to be close enough to touch the creature (but there is no need for a successful touch attack) in order to use this ability. Smite Undead does not have any effect on living creatures, elementals, extra-planar creatures or constructs.
Requirements: high level Undead Hunter.

### Virtue

Cavaliers hold a special contempt for Demons and other chaotic and evil creatures in their hearts. As they advance in levels they can use this contempt to fight these opponents even more effectively.
By choosing this passive ability the cavalier's Charisma will be permanently increased by 1 and the paladin will receive +2 bonuses to THAC0 and damage versus Chaotic Evil creatures. This bonus is cumulative with every other damage and THAC0 bonuses.
Prerequisite: Shield of Law.
Requirements: high level Inquisitor.

### Whirlwind Attack

This ability allows the warrior to unleash a flurry of super-fast blows. The ability sets one's number of attacks per round to 10, but one's THAC0 and damage suffer a 4 point penalty. The Whirlwind Attack lasts for one round.
Requirements: high level Fighter, high level Paladin, high level Ranger, or high level Swashbuckler.

### Wrath of the Righteous

By using this high-level ability the paladin becomes the ultimate weapon against creatures of pure evil and darkness. In the following 2 rounds each attack made by the paladin will receive a +6 to-hit and damage bonus against evil creatures. In the first round all undead hit by the paladin must make a saving throw vs. death (with a -2 penalty) or be instantly destroyed.
Prerequisite: Holy Aura.
Requirements: high level Paladin.