Knight Talents(Ex/Su):As a knight gains experience, he learns a number of talents that aid him in defending himself and his allies. Starting at 2nd level, a knight gains one knight talent. He gains an additional knight talent for every 2 levels of knight attained after 2nd level. Unless specified otherwise, a knight cannot select an individual talent more than once. If any talent references a saving throw such as Fortitude, Reflex or Will, the DC is typically calculated as 10 + half your knight level + Strength (if the talent has the Ex tag) or Charisma (if the talent has the Su tag).

Name Prerequisites Benefits
Active Bastion (Ex) Living Bastion, Knight 6 Whenever an ally uses their immediate action to use the Ally Shield feat with you as the abettor, you may have that ally gain the benefits of your defend ally ability as a free action. However when used in this way, the AC bonus granted by defend ally is added to the AC granted by the Ally Shield feat, meaning that the Knight could become the target of the attack. Any individual ally may only benefit from defend ally once per round.
Armored Master (Ex) None The knight gains an armor mastery feat or a shield mastery feat as a bonus feat. He must meet all of the feat’s prerequisites. This talent may be taken more than once. Each time, a different feat must be selected.
Greater Stone Throw (Ex) Knight 10, Stone Throw, Improved Stone Throw, Strength of 17 The knight gains the Rock Throwing and Rock Catching monster abilities. He can now throw any solid, mostly inflexible object with a hardness of at least 5. Large rocks or similar objects deal 1d8 points of bludgeoning damage + 1.5x times your Strength modifier. On a hit, instead of being staggered the opponent is stunned on a failed Fortitude save.
Heroic Action (Ex) Knight 8 A knight with this talent gains a +10 enhancement bonus to his move speed when using Defend Ally to move towards an allied creature. In addition, the knight may move and use this bonus movement to get within reach of an opponent to make an attack of opportunity with Defensive Reflexes.
Improved Living Bastion (Ex) Living bastion, Active Bastion, Knight 12 An ally who uses the ally shield feat with you as the abettor gains the benefits of improved cover, rather than normal cover. They can use ally shield when they would be subject to an area of effect ability, rather than just when they are the subject of an attack. If this results in an ally using you to defend against an area of effect attack you would not be affected by, you must make the reflex saving throw as if you were in the area of effect.
Improved Stone Throw (Ex) Knight 6, Stone Throw, Str 15 The knight can hurl larger stones to assail his goes. The knight can now throw medium sized rocks and stones and increases his range increments to 50ft. Medium sized stones deal 1d6 points of bludgeoning damage + your Strength modifier in damage. If a medium sized stone hits a target, they must make an additional Reflex save or be knocked prone. The stone is destroyed on impact.
Inspire Heroics (Ex) Rally A knight with this talent can spur his allies even further. The bonus to Rally applies to saving throws as well as to the DCs of fear effects used against them.
Inspire Heroism (Ex) Rally, Inspire Heroics A knight with this talent grants himself and his allies temporary hit points equal to double the bonus provided by Rally + his Charisma modifier for the duration. (Which stacks with the Temp HP provided by Castle Wall Formation)
Iron Mountain (Ex) None Whenever the knight would be subject to a Bull Rush, Drag, Overrun, Reposition or Trip combat maneuver, he gains a bonus to his CMD equal to the total armor bonus his armor provides, up to a maximum of his knight level.
Knightly Tackle (Ex) Knight 4 The knight gains a slam attack while wearing armor. This is a secondary natural attack that can be made during a full attack in addition to his other attacks. Depending on the kind of armor the knight is wearing, it modifies his Slam: Light armor deals 1d4 points of damage and the uses his Dexterity in place of Strength for the attack roll. Medium armor deals 1d6 points of damage and the knight can use either Dexterity or Strength for the attack roll. Heavy armor deals 1d8 points of damage and the knight must use his Strength modifier as normal for attack rolls. If the knight reduces the ACP of his worn armor by half or less (The ACP reduction for wearing masterwork armour counts for this ability), the slam becomes a primary natural attack that can be made in addition to his other attacks. Any enhancement bonuses on the armor are added to the slam attack.
Knightly Tricks (Ex) None The knight gains the Armor Trick feat as a bonus feat. This talent can be taken multiple times. The knight ignores one prerequisite for the chosen Armor Trick each time this talent is chosen.
Lightfooted (Ex) Shield Warden Tactic When wearing light, medium or no armor, and while not using a tower shield, the knight gains the benefits of the Dodge and Artful Dodge feats.
Living Bastion (Ex) None The Knight gains Ally Shield as a bonus feat. Allies who are adjacent to the knight also gain the feat, allowing them to use the knight to shield themselves against attacks. The knight may choose to stop giving ally shield, and "deactivate" the feat on himself treating himself as though he didn't have it, as a free action at any time, even if it is not his turn, though it must be reactivated as a free action only on his turn.
Offensive Stance (Ex) Defensive Stance class feature When you enter defensive stance, you gain a +2 bonus morale on attack rolls for the first 3 rounds of defensive stance. You can reapply this bonus by sacrificing an extra round of Defensive Stance as a free action. This bonus improves by +1 per four knight levels you possess.
Opportune Shield Bash None Whenever the knight shield bashes an opponent that is suffering from a condition, a feint, or a combat maneuver he inflicted, he deals extra precision damage equal to his total shield bonus. He can only inflict this bonus damage once per attack action and once per full attack.
Oversized Shield Bearer (Ex) Knight 8 A knight may wield light and heavy shields, but not tower shields, designed for a creature one size category larger than himself. When using an oversized shield, he increases his shield bonus to AC by 1 and when he uses active bulwark to grant an ally of his size or smaller a cover bonus to AC, the bonus increases by 2. At 11th level, the shield bonus increases by an additional 1 and the cover bonus increases by an additional 2. A knight cannot bash with an oversized shield unless he can bash with tower shields, treating it as a tower shield of his size for all purposes.
Powerful Shield (Ex) None Whenever the knight power attacks with a shield bash, he deals bonus damage from power attacking as though he were using his shield two-handed.
Rally (Ex) None As a standard action, the knight and all allies within 30 feet who can see or hear the knight gain a +1 morale bonus on attack rolls and skill checks. This benefit lasts for a number of rounds equal to the knight's Charisma modifier. The knight can use this talent once per encounter. For every 5 knight levels he possesses, the bonus increases by an additional +1.
Raucous Knight (Ex) Prerequisites: The Antagonistic class feature or Provoke feat This talent allows the knight to more quickly gain the attention of his foes. The knight may use the Provoke feat as a move action instead of a standard action. This talent can be taken twice. If taken a second time, the knight may use Provoke as a swift action instead of move action.
Shield Bonk! (Ex) None Whenever the Knight successfully performs a Dirty trick, he may make a free Shield Bash at a -2 penalty to the attack roll. Should he hit, his target must make a Fortitude save or be staggered for 1 round. This is a pain-inducing effect.
Steel Knuckles (Ex) None While wearing gauntlets or a suit of medium or heavy armor that come with gauntlets, the knight is considered to be armed even when unarmed. He doesn't provoke attacks of opportunity when making unarmed strikes against his foes. The knight may also choose to deal lethal or non-lethal damage with his gauntlets. This counts as having the Unarmed Combatant feat for the purposes of prerequisites. However, such feats only function for the knight while wearing gauntlets as described above.
Stone Throw (Ex) None As a standard action, the knight can take a small stone from nearby or from his person and throw it at an enemy within 30 feet as a ranged attack. If successful, the squire deals 1d4 points of bludgeoning damage + his Strength modifier and the target must make a Fortitude save. A failure results in the opponent being staggered for 1 round. A success negates this effect. The stone is destroyed on impact.
Swift Bastion (Ex) Living Bastion, Active Bulwark Any ally who is benefitting from the knight's active bulwark ability may use ally shield with you as the abettor as a free action, rather than immediate, potentially using the knight to block multiple attacks.
Watchmen (Ex) None The knight makes moving through them more difficult for agile foes. The knight adds his class level to the DCs of Acrobatics checks to avoid attacks of opportunity to move through squares he threatens.