 | Attack | Your basic attack. When activated, you will continue attacking until your target is defeated. |
 | Sneak | Uses your Move Silently and Hide in Shadows skills to stealth through dungeons. |
 | Heroic Durability | Increases your maximum hit points by 20. |
 | Power Attack | While using Power Attack mode, you trade up to 5 of your attack bonus for that much extra damage on melee attacks. While using a two-handed weapon, you gain double the bonus to damage. |
 | Cleave | Activate this ability to attack one or more enemies in an arc in front of you. |
 | Great Cleave | Activate this ability to attack one or more enemies in a wide arc in front of you. |
 | Toughness | Increases your hit points by +3 at first level, and 1 additional hit point for each additional level. |
 | Sunder | Using this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod) |
 | Stunning Blow | Using this attack, you may stun the target for a few seconds. Some creatures may be immune to the stun effect. A successful Fortitude save negates this effect. (DC 10 + Str mod) |
 | Aura of Good | An aura of holiness surrounds you while near a paladin, granting a bonus to saves and Armor Class against evil creatures. |
 | Aura of Courage | A feeling of confidence and fearlessness surrounds you while near a paladin, granting a bonus to saves against fear. |
 | Divine Grace | A paladin receives a bonus to saves, equal to his or her Charisma bonus. |
 | Divine Health | A paladin is immune to all diseases. |
 | Fear Immunity | A paladin is immune to fear effects. |
 | Lay On Hands | Activate this paladin ability to apply a burst of holiness to your target, either healing an amount based on your paladin level times your Charisma bonus or dealing that much damage to an undead target. |
 | Remove Disease | Activate this paladin ability to cure one or more diseases in your target. |
 | Turn Undead | Activate this paladin ability to drive away undead. To turn undead you must make a turning check (1 twenty-sided die + your total Charisma modifier) to determine the Hit Dice of the most powerful undead you can effect. Then you roll 2 six-sided dice + your paladin level -3 + your Charisma modifier to determine the total Hit Dice of creatures in the area that you can turn. Turned undead flee. If you have twice as many levels as the undead have Hit Dice, you destroy any that you would normally turn. |
 | Defensive Fighting | While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode. |
 | Improved Critical: Slashing Weapons | Doubles the base critical hit threat range of any slashing weapon you use. This feat does not stack with item effects that double threat range like keen and impact. |
 | Improved Critical: Greataxe | Critical hit chance is doubled when using a greataxe. |
 | Improved Critical: Scimitar | Critical hit chance is doubled when using a scimitar. |
 | Improved Critical: Bastard Sword | Critical hit chance is doubled when using a bastard sword. |
 | Improved Critical: Greatsword | Critical hit chance is doubled when using a greatsword. |
 | Improved Critical: Longsword | Critical hit chance is doubled when using a longsword. |
 | Improved Critical: Battleaxe | Critical hit chance is doubled when using a battleaxe. |
 | Improved Critical: Dwarven Waraxe | Critical hit chance is doubled when using a dwarven waraxe. |
 | Improved Critical: Kama | Critical hit chance is doubled when using a kama. |
 | Improved Critical: Khopesh | Critical hit chance is doubled when using a khopesh. |
 | Improved Critical: Falchion | Critical hit chance is doubled when using a falchion. |
 | Improved Critical: Kukri | Critical hit chance is doubled when using a kukri. |
 | Improved Critical: Sickle | Critical hit chance is doubled when using a sickle. |
 | Improved Critical: Handaxe | Critical hit chance is doubled when using a handaxe. |
 | Simple Weapon Proficiency | You do not suffer an attack penalty for simple weapons. |
 | Proficiency: Dagger | You do not suffer a -4 penalty on attack rolls when using a dagger. |
 | Proficiency: Dart | You do not suffer a -4 penalty on attack rolls when using a dart. |
 | Martial Weapon Proficiency | You do not suffer an attack penalty for martial weapons. |
 | Proficiency: Short Sword | You do not suffer a -4 penalty on attack rolls when using a short sword. |
 | Proficiency: Longsword | You do not suffer a -4 penalty on attack rolls when using a longsword. |
 | Proficiency: Greatsword | You do not suffer a -4 penalty on attack rolls when using a greatsword. |
 | Proficiency: Throwing Hammer | You do not suffer a -4 penalty on attack rolls when using a throwing hammer. |
 | Halfling Bravery | Halflings are naturally resistant to fear and gain a +2 morale bonus to saves against fear. |
 | Halfling Size Bonus | As Small creatures, halflings receive a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on Hide checks. |
 | Halfling Luck | Halflings are surprisingly lucky and gain a +1 bonus to all saves. |
 | Halfling Agility | Halflings are agile and gain a +2 bonus to Jump and Move Silently checks. |
 | Halfling Keen Ears | Halflings have keen ears and gain a +2 bonus to Listen checks. |
 | Halfling Thrown Weapon Focus | Halflings develop their throwing skill starting at a very young age. As a result, halflings get a +1 bonus to attack rolls when using any thrown weapon. |
 | Halfling Focus: Dart | +1 bonus on attack rolls when using a dart. |
 | Halfling Focus: Shuriken | +1 bonus on attack rolls when using a shuriken. |
 | Halfling Focus: Throwing Axe | +1 bonus on attack rolls when using a throwing axe. |
 | Halfling Focus: Throwing Dagger | +1 bonus on attack rolls when using a throwing dagger. |
 | Halfling Focus: Throwing Hammer | +1 bonus on attack rolls when using a throwing hammer. |
 | Hireling Trap Reflexes | Grants you a +20 bonus on your Reflex saves vs. Traps because you are too dumb to move out of the way. |