Bat is 3/4 round, which means every 3rd round you get two bats in. It can knock a weapon down (think cross), passively prevent some disarms, lag for a round, and I don't recall 100% but I think it can do a minor (-2) malediction that doesn't stack with itself. This is not all in the same attack nor every time obviously. These are just randomly the things that can happen. The automatic skills are affected by how well the paladin can see the player and I believe head strikes are also affected by headgear (not 100% sure about that though).
Fend is 1 full round and a feint to everything attacking you that also will also hits them.
Maneuver is 2 rounds (I'm not 100% sure on) situational... Threw an infamous battle rager into some of ancient dragon lair mobs when hey tried to solo thirst my 6 person adventure run. Also threw an imperial into the guy in Balator that freezes the first person in.
Marshal is a 2 round skill that gives a boost too offense, defense, the forefront skills (look it up) and retreat as a group... Of note it last roughly 8 rounds of combat and can be refreshed with another marshal... They are separate action, which means to get the offense and defense boost that's 4 rounds.
Paladin's charge stuns now too for 2 rounds as I recall... I didn't use it too much in PVP but I smote a duegar thief before the lag wore off...
Champions are susceptible to malediction, weapon breaks, and some disarms. All paladins are susceptible to the lag locks... Sanctuary, cure supplications and heals add up in costs... So time is a factor in strategy.