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Pallegina, a godlike Paladin.
42 (+14 per level)
Skill bonuses

Paladins are one of the playable classes in Pillars of Eternity.

Description[edit | edit source]

Paladins are martial zealots, devoted to a god, a ruler, or even a way of life. They can be found in any culture where a fanatical group of like-minded individuals have formed a warrior society dedicated to advancing their cause. Among those aligned to their worldview, paladins are viewed with respect and admiration, if a bit of fear. Many paladins hold leadership positions in armies and mercenary companies, but in the heat of battle their fanaticism often overrules the chain of command - and common sense.

Background[edit | edit source]

Paladins are extremely devoted, often fanatical, soldiers who have pledged themselves to a chosen cause, combining the zeal of a priest with the ascetic discipline of a monk. They have founded many elite fighting forces, from the original Darcozzi Paladini, a two thousand year-old order of palace guards, to the fledgling Fellows of St. Waidwen Martyr, zealous defenders of the Godhammer pilgrim trail. Often found at the vanguard of many conflicts, paladins are natural leaders and have the ability to quickly assist their allies with targeted commands. A paladin's commands can stave off impending death, overcome fatigue, or hasten the charge to close breached defenses. And though they are not always pledged to the service of a god or gods, paladins are so singularly focused on their chosen cause that their souls are continually creating a wellspring of spiritual energy from which they can blast groups of foes in their immediate vicinity. Despite their often stoic presence and explosive combat style, paladins work best alongside allies. When isolated, they can be vulnerable, especially against singular powerful foes.[1]

Orders[edit | edit source]

The power of the Faith and Conviction ability can be modified by a paladin's dispositions gained by their behavior and the reputations they develop from the choices they make.

When players make a paladin, they select an order. Each choice highlights two types of behavior that are celebrated and two types of behavior that are condemned by the given order. Acting in accordance to their order's preferred behavior will gradually increase the power of Faith and Conviction, while acting in a disfavored manner will cause the power of Faith and Conviction to diminish.

These changes are not dramatic, but reflect a measure of dissonance between the character's stated order and how they choose to conduct themselves.[2] As of 1.05, this only affects Paladins created as the main character.

Faith and Conviction gains a bonus of +1 Deflection, +2 Fortitude, +2 Reflex and +2 Will per rank in any favored disposition. Conversely, they receive -1 Deflection, -2 Fortitude, -2 Reflex and -2 Will per rank in any disfavored disposition.

Either way, a Paladin is only affected by ranks up to rank 3; further ranks do not contribute, meaning that the maximum attainable bonus to Faith and Conviction from dispositions alone is +6 Deflection, +12 Fortitude, +12 Reflex, and +12 Will. Having the Untroubled Faith talent removes penalties from disfavored dispositions.

Playable Paladin Orders:

Order Favored behavior Disfavored behavior
1st disposition 2nd disposition 1st disposition 2nd disposition
The Shieldbearers of St. Elcga Diplomatic Honest Aggressive Cruel
Bleak Walkers Aggressive Cruel[3] Diplomatic Benevolent
Kind Wayfarers Benevolent Passionate Deceptive Cruel
Goldpact Knights[4] Rational Stoic Passionate Aggressive
Darcozzi Paladini Clever Passionate Cruel Stoic
The Steel Garrote Rational Cruel Diplomatic Benevolent

Suggestions[edit | edit source]

Paladins can provide huge defensive bonuses to them selves if you follow their code of conduct. For role playing reasons, this might seem interesting to you, and many opportunities will surface for practicing that code of your chosen Order. If that fails to appeal to you, then choosing a Fighter comes as your next best option. If you play a Bleak Walker or Steel Garrote for experiencing the darker side of things, then keep in mind that the Intimidate skill will benefit you much more over Diplomacy, and it opens conversation options you would not have other wise. For all the other Order types, Diplomacy comes preferable. This especially holds true if you choose a Paladin as your Watcher character. If you play with any Rogue characters in your group, then you may find playing this class an odd balancing act. Just remember to lead with your Paladin; not your Rogue. For Deadfire, it's very preferable to have what ever free Expansions downloaded that you can to complement what ever you purchased. Bug fixes take care of a few things.

A Paladin ranks probably among the lowest for the amount of damage it inflicts to your opponents in battle. How ever, you get abilities that quickly fire off when you need them and relatively free damage as you heal others on the front line. A poorly built Cipher consists as the lowest of all. A Paladin resembles a tankier version of a Chanter. While a Chanter should preferably hang back a bit, a Paladin can go right up against the enemy's front line to face incoming melee. Armor Rating comes as a very critical statistic for this class. Other classes will reach levels of Deflection way above a Paladin's maximum, meaning you will simply get hit more often. For this reason, you seriously need to consider some decent heavy armor.

The Paladin's aura functions much better at the front line, since you have an obvious place for the character to stop. In the back line, a Paladin's aura may not properly touch your group allies, since different spells and Weapons have varying ranges. The "front line" usually consists of a concentrated area, where your enemies rush into. The "back line" might consist of a half circle behind that where you first engage, and random battles can happen behind the "front" as certain opponents rush behind to meet character's in the back that draw too much aggression. In other words, the front line presents an easier place to distribute your aura's benefits, but if you find some thing that works for you in the back, then you have achieved some measure of excellence.

For a Multi Class, Wizard actually pairs very well with this class if you focus on its defensive and Weapon spells. How ever, that puts you into the position of wanting to rely on a tankier type more to fall behind. Chanter might mean you should wield a shield with what ever Weapon you choose, unless you prefer either One-Handed Style with a Rapier or Two Weapon Style with Sabres or Daggers. You should absolutely never use Swords or Estocs, because you will be critically hit hard. As a Paladin, you should favor keeping your Accuracy instead of losing it, including from your Weapon Modal of choice. Great Swords are fine, but their Weapon Modal causes you to lose Accuracy. If you choose Chanter as a Multi Class, then Pike and Quarterstaffs might not suit you well, since your opposition might easily fall beyond the reach of your Phrases. Pollaxes and Morning Stars provide superior options for Two-Handed Style if you feel your Paladin's Accuracy satisfies their Weapon attacks, and those two Weapon types match Paladin best. Barbarian provides an excellent Multi Class option for you if your character reliably hits often enough with a Pollaxe, Morning Star, Pike, or Quarterstaff at your immediate disposal.

Attributes[edit | edit source]

Highly Recommended:


Abilities[edit | edit source]

Select one ability on each odd level. Faith And Conviction is learnt automatically by all paladins at level 1.

Paladins powers are fueled by his wellspring of spiritual energy, brought through their strength and devotion to their chosen cause (not necessarily religiously-affiliated). They can enhance these abilities with modal auras, abilities which they can switch at will, such as single-target "commands" (buffs), passive buffs they grant to allies [5] and limited healing ability.[6]

Unique ability types
  • Zealous auras – modal buffs that affect all allies within 4 meters.
  • Exhortations – single target buffs.
Ability Acquirable
at level
Activation Effects Speed Duration Description
Paladin passive icon.png Faith And Conviction 1 Passive
  • Self: +4 Deflection (base)
  • Self: +8 Fortitude (base)
  • Self: +8 Reflex (base)
  • Self: +8 Will (base)
A paladin's Defenses are directly affected by the degree to which he or she acts with accordance with the beliefs of his or her order. A bonus or penalty is applied to Defense based on how well the paladin's Reputation align with his or her order's preferred behaviors.
Flames of devotion icon.png Flames of Devotion 1 Active Instant Calls upon the paladin's inner fire, causing their equipped weapons to burst into flame and adding Burn damage to their next attacks.
Lay on hands icon.png Lay on Hands 1 Active
  • Allied Target: +53.3 Endurance over time
Average 5.0 seconds Fueled solely by belief, the paladin is able to heal with the touch of his or her hands, recovering a substantial amount of Endurance for the paladin or an ally within range.
Zealous charge icon.png Zealous Charge 3 Modal Instant Inspires the paladin and all nearby allies to charge fiercely into battle, increasing their Movement Speed and Disengagement Defense. Cannot be active with other Zealous auras.
Zealous endurance icon.png Zealous Endurance 3 Modal
  • Friendly Aura: +3 Damage Reduction (DR)
  • Friendly Aura: +15% of incoming Hits converted to Grazes
Instant Fills the paladin and his or her allies with unshakable confidence, increasing their Damage Reduction and converting a portion of incoming Hits to Grazes. Cannot be active with other Zealous auras.
Zealous focus icon.png Zealous Focus 3 Modal
  • Friendly Aura: +6 Accuracy
  • Friendly Aura: +15% of Grazes converted to Hits
Instant The paladin's intense and pure conviction instills clarity of purpose in him or her and all allies, increasing their Accuracy and converting a portion of Grazes to Hits. Cannot be active with other Zealous auras.
Paladin passive icon.png Inspiring Triumph 5 Passive
  • Allied AoE: +7 All Defenses
Average 10.0 seconds Inspires all allies in the vicinity when the paladin downs an enemy, providing a temporary bonus to all Defenses.
Liberating exhortation icon.png Liberating Exhortation 5 Active
  • Friendly Target: Hostile effects suspended
Fast 20.0 seconds Commands an ally to summon all their strength in order to temporarily ignore existing hostile effects. The effects will resume once Liberating Exhortation ends.
Sworn enemy icon.png Sworn Enemy 5 Active Average Marks an enemy as the focus of the paladin's righteous fury, granting Accuracy and Damage bonuses against the target until combat ends or the target goes down.
Paladin passive icon.png Aegis of Loyalty [WM2] 7 Passive Confused, Charmed, and Dominated characters have severe Accuracy penalties when attacking the paladin. Additionally, the paladin's attacks against such characters do minimal damage and always end the effect.
Paladin passive icon.png Coordinated Attacks 7 Passive
  • Self: +10 Accuracy granted to an ally attacking the same target
The paladin fights in perfect synergy with the closest ally attacking the same foe, providing the ally with an Accuracy bonus.
Deprive the unworthy icon.png Deprive the Unworthy 7 Active
  • Foe Target: Beneficial effects suspended
Average 20.0 seconds The paladin temporarily snuffs out all active beneficial effects on a single foe. The effects resume once Deprive the Unworthy ends.
Reviving exhortation icon.png Reviving Exhortation 7 Active
  • Friendly Target: Revive with 300 Endurance
  • Friendly Target: -50 Endurance after 15 seconds
Average 15.0 seconds Commands an unconscious ally to get back up, giving a large, but temporary, spike to Endurance - some of which is lost after a short duration.
Hastening exhortation icon.png Hastening Exhortation 9 Active Fast 30.0 seconds Inspires urgency in one of the paladin's allies, increasing his or her Attack Speed.
Reinforcing exhortation icon.png Reinforcing Exhortation 9 Active
  • Allied Target: +25 Deflection
Fast 20.0 seconds Commands an ally to redouble their efforts, improving their Deflection.
Paladin passive icon.png Righteous Soul 9 Passive The paladin's pure soul resists all invading forces, granting a bonus to defense against Poison and Disease as well as the Charmed, Dominated, Frightened and Terrified effects - these effects also have their durations reduced by 5 seconds.
Healing chain icon.png Healing Chain [WM1] 11 Active
  • Allied Target: +50 Endurance
  • Allied Jump Targets (x5): +50 Endurance
Average The paladin targets a single ally for healing, but the effect continues to jump between allies up to six times (including the initial hit).
Abjuration icon.png Abjuration [WM2] 13 Active
  • Spirit/Summoned Creature: Destroyed if lower level than paladin
  • Spirit/Summoned Creature: 65-75 Raw Damage if equal of higher level than paladin
Average Through force of will, the paladin can destroy any spirit or summoned creature below the paladin's level. Spirits and summoned creatures equal to or greater than the paladin's level take Raw damage.
Sacred immolation icon.png Sacred Immolation [WM1] 13 Active
  • Self: 5 Raw Damage
  • Foe AoE: 20-30 Burn damage
  • Allied AoE: +10 Endurance
Average 30.0 seconds The paladin focuses his or her faith and self-immolates in blue flame. Each time the ability pulses, the paladin takes a small amount of Raw damage, but enemies in the area take Burn damage. Allies receive a small amount of Endurance.
Behold the martyr icon.png Behold the Martyr [WM2] 15 Active
  • Foe AoE: -8 Damage Reduction (DR) over 3 seconds
  • Foe AoE: -25% Attack Speed over 3 seconds
  • Friendly AoE: +8 Damage Reduction (DR) over 3 seconds
  • Friendly AoE: +25% Attack Speed over 3 seconds
Average 15.0 seconds The paladin targets a fallen ally, creating a pulsing beacon over them that increases the Speed and Damage Reduction of nearby allies while decreasing the Speed and Damage Reduction of nearby enemies. The beacon disappears if the ally is revived. If the paladin is knocked out in battle, this ability

Cut Abilities[edit | edit source]

  • Zealous Barrage (Modal) – The paladin and all allies standing within 3m have their attack and ability speed increased.

Talents[edit | edit source]

The following talents are available only to members of specific Paladin orders.

Bleak Walkers

Darcozzi Paladini

  • Inspiring Liberation - Whenever the paladin uses Liberating Exhortation on an ally, the ally gains an Accuracy bonus.
  • Fires of Darcozzi Palace - Whenever the paladin uses Flames of Devotion, he or she gains a weak form of Flame Shield.

Frermàs mes Canc Suolias (Pallegina only)

  • Vielo Vidòrio - When the paladin uses Flames of Devotion, nearby allies gain increased Attack Speed.
  • Wrath of Five Suns - Whenever the paladin uses Sworn Enemy, five orbs of flame leap from his or her hand and fly toward the target.

Goldpact Knights

  • Enduring Flames - The paladin's Flames of Devotion leave behind a Burn DoT.
  • Bond of Duty - Whenever the paladin uses Liberating Exhortation on an ally, the ally gains a large defensive bonus against Charmed, Confused, and Dominated.

Kind Wayfarers

Shieldbearers of St. Elcga

Related items[edit | edit source]

Icon Name Item type Enchantments
Boots zealous command icon.png Boots of Zealous Command Boots
Cloak backer erijs radiance icon.png Erij's Radiance Cloak
Shield small outworn buckler icon.png Outworn Buckler Small shield
  • Herald: Friendly Aura (3m): +5 All Defenses
Shield small outworn buckler icon.png Outworn Buckler Small shield
  • Herald: Friendly Aura (3m): +5 All Defenses
Great sword st ydwens redeemer icon.png St. Ydwen's Redeemer [WM1]
Great sword
Club war club of the mataru icon.png War Club of the Mataru [DP]
Breastplate ryonas breastplate icon.png Ryona's Breastplate [WM2]

Notable characters[edit | edit source]

Pillars of Eternity
Pillars of Eternity II: Deadfire

1 Minute Guide[edit | edit source]

Gallery[edit | edit source]

References[edit source]