Home > Classes > Hybrid Classes > Sword Saint >

Sword Saint Talents

As a sword saint gains experience, he learns a number of talents that aid him and his allies. Starting at 1st level, a sword saint gains one sword saint talent chosen from any talent tree. He gains an additional sword saint talent for every 2 levels of sword saint attained after 1st level. A sword saint cannot select an individual talent more than once.

Battlemaster Talent Tree

When fighting solo, a battlemaster is an efficient killing machine. When fighting alongside allies, the sword saint becomes a seasoned leader who can rally others to turn the tide of combat.

  • Bolster: As a move action, the sword saint may activate this talent to regenerate Stamina Points equal to his sword saint level + Constitution modifier. The sword saint may use this ability a number of times per day equal to his Charisma modifier.
  • Rally: At a cost of 5 stamina points, during a combat encounter, as a move action, the sword saint may activate this talent to rally fellow combatants, briefly regenerating other allies’ mana or stamina points and lending them the benefits of Might, Control, Turn the Blade, or Elemental Aegis if the sword saint currently has one of those sustained modes active within a 30-ft.-radius. Allies within the area of effect regenerate 1 MP or regenerate stamina points equal to half their Constitution modifier (rounded down) per round as well as gaining any benefits from the sword saint’s sustained modes mentioned above. The duration for Rally lasts for a number of rounds equal to the sword saint’s Charisma modifier.
  • Unite: This talent increases mana and stamina regeneration of the Rally talent. Allies within the area of effect regenerate 2 MP or regenerate stamina points equal to their Constitution modifier per round. Prerequisite: Rally.
  • Battle Synergy: As a swift action, the sword saint may activate this talent as a sustained mode. The sword saint and allies within a 30-ft.-radius gain a +1 dodge bonus to Armor Class and a damage reduction of 1/- with an additional +1 and 1/- per four sword saint levels. This mode cannot be used at the same time as Bravery. This mode uses up 30 stamina points of the sword saint’s maximum stamina pool. Prerequisite: Rally.
  • Hero’s Synergy: As an immediate action, the sword saint may partially take some of the damage an adjacent ally suffers. The sword saint can use Hero’s Synergy a number of times equal to his Dexterity modifier but only once per ally per round. The sword saint takes 25% of the damage an adjacent ally takes. (Battle Synergy must be active.) Prerequisites: Rally, Battle Synergy.
  • Deep Reserves: The sword saint’s extensive combat experience grants great fortitude in battle. The sword saint regenerates stamina points equal to his Constitution modifier per round. Prerequisites: Bolster, Rally, Battle Synergy.
  • Second Wind: Once per day, as a swift action, a sword saint can activate this talent to regenerate his stamina pool back to full (minus any stamina used up for any sustained modes). Prerequisite: Bolster.
  • Deep Breath: This talent allows the sword saint to use Second Wind talent one more time per day. Prerequisites: Bolster, Second Wind.
  • Last Push: Once per day, as a swift action, a sword saint can activate this talent to give another use of another talent that has a limited number of times per day (except Last Push). Prerequisites: Bolster, Second Wind, Deep Breath.

Defender Talent Tree

Defenders specialize in survivability, taking everything the enemy throws at them and walking away unscathed.

  • Stonewall: At a cost of 10 stamina points, as an immediate action, the sword saint braces for impact, shrugging off damage for a brief moment. The sword saint gains a damage reduction of 1/- and an additional 1/- per two sword saint levels for the round.
  • Bulwark: Stonewall now protects the sword saint further, increasing the starting damage reduction by 1 and making the sword saint temporarily immune to combat maneuvers or any effect that causes the sword saint to be moved or knocked down. Prerequisite: Stonewall.
  • Elemental Aegis: As a swift action, the sword saint may activate this talent as a sustained mode. The secret to warding off the elements is to rely on your armor, keeping it between you and the blast. The sword saint has learned this lesson well, and can anticipate magical attacks. The sword saint gains an Elemental Resistance of 5 per four sword saint levels. This mode cannot be used at the same time as Turn the Blade. This mode uses up 15 stamina points of the sword saint’s maximum stamina pool.
  • Elemental Shroud: Elemental Aegis’s Elemental Resistance is increased by 1 per four sword saint levels. Prerequisite: Elemental Aegis.
  • Turn the Blade: As a swift action, the sword saint may activate this talent as a sustained mode. While many sword saints choose to endure their foes’ hits, some prefer to deflect the damage instead. The sword saint gains a +1 deflection bonus to Armor Class and an additional +1 per four sword saint levels. This mode cannot be used at the same time as Elemental Aegis. This mode uses up 20 stamina points of the sword saint’s maximum stamina pool.
  • Raise the Guard: Turn the Blade now also grants a damage reduction of 1/- and an additional 1/- per four sword saint levels. Prerequisite: Turn the Blade.
  • Steady the Foot: Turn the Blade also grants a +1 bonus and an additional +1 per four sword saint levels to resist combat maneuvers, or any effect that causes the sword saint to be moved or knocked down. Prerequisites: Turn the Blade.
  • Resilience: Sword saints trained in resilience have learned not to flinch from wounds. Sword saints with this talent are immune to having to make a Fortitude save from massive damage or coup de grace. Prerequisites: Elemental Aegis, Turn the Blade.
  • Adamant: The sword saint’s deep knowledge of the defensive arts grants a permanent resilience against damage of all type. The sword saint gains a damage reduction of 5/- (that stacks with any current DR) as well as an Elemental Resistance of 5 (which also stacks with any current elemental resistance). Prerequisites: Stonewall, Turn the Blade, Resilience.
  • Resolute: The sword saint has faced more mages in battle than most even see in a lifetime. This experience has built a mental fortitude that anyone would envy. The sword saint gains a Spell Resistance of 10 + 1 per sword saint level. Prerequisites: Elemental Aegis, Elemental Shroud, Turn the Blade, Resilience.

Two-Handed Talent Tree

Sword saints who wield two-handed weapons can reap tremendous damage through wide arcs of enemy flesh, although they forgo the protective benefits of a shield.

  • Mighty Blow: At a cost of 10 stamina points, as a standard action, the sword saint leaps into the air, crashing down on foes with tremendous force. The sword saint makes a standard attack at his highest attack bonus, if it hits, the sword saint deals damage equal to double his weapon damage + Strength modifier against a foe within melee range and any other foes within 5 feet that are within the sword saint’s frontal arc.
  • Shattering Blow: Mighty Blow now grants a free Sunder combat maneuver attempt against a foe the sword saint has targeted, but not the surrounding enemies. Prerequisite: Mighty Blow.
  • Killer Blow: Mighty Blow now deals a considerable more damage. It deals triple damage instead of double. Prerequisite: Mighty Blow.
  • Giant’s Reach: The sword saint’s two-handed attacks rip through the air with such power that each generates a shockwave past the point of impact, effectively extending the weapon’s reach. This affects basic attacks, Whirlwind, Mighty Blow and Scythe. The sword saint can attack enemies 5 feet farther with a two-handed weapon.
  • Sunder: The sword saint’s strikes carry such weight that critical hits gain a chance to stunned the victim. Creatures affected by the sword saint’s critical hit must make a Fortitude save (DC 10 + half of the sword saint’s level + his Strength modifier) or be stunned for one round.
  • Scythe: At a cost of 15 stamina points, as a standard action, the sword saint charges through enemy lines, attacking combatants in the way. The sword saint makes a standard charge and is able to make a basic attack on any enemies within melee range along his charge route at his highest attack bonus. Prerequisite: Mighty Blow.
  • Reaper: Scythe deals double damage to those who are dazed or stunned. Prerequisites: Mighty Blow, Scythe.
  • Whirlwind: At a cost of 20 stamina points, as a standard action, the sword saint cuts through foes, hitting all targets within melee range with a single sweeping arc. The sword saint temporarily gains the ability to use Whirlwind Attack feat as a standard action instead of a full-round action. Prerequisites: Mighty Blow, Giant’s Reach.
  • Tornado: Whirlwind has a greater chance to land critical hits, increasing the sword saint’s critical threat range with any two-handed weapon by 1. Prerequisites: Mighty Blow, Giant’s Reach, Whirlwind.
  • Cyclone: Whirlwind becomes murderously effective and costs less Stamina to use. The sword saint deals double the damage to those he hits and Whirlwind costs 5 less Stamina to use. Prerequisites: Mighty Blow, Giant’s Reach, Whirlwind.

Vanguard Talent Tree

A vanguard believes that a good offense is the best defense. Their powerful strikes are matched with ruthless technique.

  • Control: As a swift action, the sword saint may activate this talent as a sustained mode. The sword saint fights with discipline, not anger, making every swing count. The sword saint gains a competence bonus to Attack Rolls of +1 and an additional +1 per four sword saint levels. This mode cannot be used at the same time as Might. This mode uses up 15 stamina points of the sword saint’s maximum stamina pool.
  • Command: Control now increases the critical threat range of any weapon the sword saint uses by 1. Prerequisite: Control.
  • Might: As a swift action, the sword saint may activate this talent as a sustained mode. The sword saint focuses on heavy swings that cleave through foes. The sword saint gains a competence bonus to Weapon Damage Rolls of +1 and an additional +1 per four sword saint levels. This mode cannot be used at the same time as Control. This mode uses up 15 stamina points of the sword saint’s maximum stamina pool.
  • Muscle: Might now increases the critical hit damage multiplier by 1. Prerequisite: Might.
  • Assail: At a cost of 5 stamina points, as a move action, the sword saint throws more weight into each swing, significantly boosting his damage output. The sword saint gains a +1 bonus to Damage Rolls + an additional +1 per four sword saint levels for a number of rounds equal to the sword saint’s Constitution modifier.
  • Besiege: When using Assail, the sword saint also damages nearby enemies within a 5-ft.-radius of his target doing half the damage. Prerequisite: Assail.
  • Cleave: At a cost of 5 stamina points, as a swift action, the sword saint can make an additional attack after he fells an enemy on an enemy within melee range at his highest attack bonus. Prerequisites: Control, Might.
  • Claymore: Cleave now has a chance to daze an opponent that was struck by this talent. The enemy must make a Fortitude save (DC 10 + half of the sword saint’s level + his Strength modifier) or be dazed for one round. Prerequisites: Control, Might, Cleave.
  • Destroyer: The sword saint is now an elite combatant, so experienced in battle that enemies suffer more pain from critical hits from the sword saint than anyone else. The sword saint deals 1 1/2 more damage with critical hits. Prerequisites: Control, Command.
  • Massacre: The sword saint culls the weak. In most cases, when the enemy falls below a certain health threshold, the next hit is fatal. When an enemy reaches 20% health, a sword saint with Massacre that hits this enemy, that creature must make a Fortitude save (DC 10 + half of the sword saint’s level + his Strength modifier) or die. Prerequisites: Control, Might, Cleave.

Warmonger Talent Tree

The warmonger is a confident adversary, well-versed in taunting foes, cutting through them, and sending them to the dirt in a bloody heap. Warmongers are also experts in controlling enemy aggression, possessing abilities that draw foes toward them and that, through daze effects, cause enemies to forget who they were fighting.

  • Pommel Strike: At a cost of 5 stamina points, as a standard action, instead of leading with the fatal attack an enemy expects, the sword saint strikes out with a weapon’s blunt end to daze the opponent. The sword saint makes a standard attack against an opponent, if it hits, the creature must make a Fortitude save (DC 10 + half of the sword saint’s level + his Strength modifier) or be dazed for one round.
  • Pommel Blow: Pommel Strike now dazes an opponent longer for a number of rounds equal to the sword saint’s Strength modifier. Prerequisite: Pommel Strike.
  • Taunt: At a cost of 10 stamina points, as a move action, the sword saint makes a mocking cry, catching the attention of nearby foes within a 15-ft.-radius, causing them to immediately abandon attacks on other allies to concentrate on the sword saint instead. Creatures within the area of effect must make a Will save (DC 10 + half of the sword saint’s level + his Charisma modifier) or be forced to attack the sword saint for the next round.
  • Bellow: Taunt now affects enemies within a 30-ft.-radius instead. Prerequisite: Taunt.
  • Bravery: As a swift action, the sword saint may activate this talent as a sustained mode. The sword saint’s unwavering courage grants bonuses that increase proportionally to the number of enemies the sword saint is engaging. The sword saint gains a competence bonus to Attack Rolls equal to the number of enemies within a 5-ft.-radius. This mode cannot be used at the same time as Battle Synergy. This mode uses up 10 stamina points of the sword saint’s maximum stamina pool. Prerequisite: Taunt.
  • Bravera: Every enemy that swarms the sword saint while Bravery is active, now increases the sword saint’s damage further. The sword saint gains a competence bonus to Damage Rolls equal to the number of enemies within a 5-ft.-radius. Prerequisites: Taunt, Bravery.
  • Tremor: Push a sword saint and prepare to be pushed back. Nearby enemies are knocked down as the sword saint slams a weapon into the ground. At a cost of 15 stamina points, as a standard action, the sword saint makes a Trip combat maneuver attempt on all enemies within a 5-ft.-radius. Prerequisite: Pommel Strike.
  • Quake: The sword saint can knock down a larger crowd of enemies and those knocked down have a chance to be dazed. When using Tremor, the sword saint can make a Trip combat maneuver on all foes within a 10-ft.-radius. Enemies knocked down must make a Fortitude save (DC 10 + half of the sword saint’s level + his Strength modifier) or be dazed for one round. Prerequisites: Pommel Strike, Tremor.

Weapon and Shield Talent Tree

Sword saints who specialize in the shields trade damage for protection. Attacks made with one-handed weapons hit a smaller arc than two-handed weapons, although shield users have the perfect tool at hand for knocking foes around the battlefield.

  • Shield Defense: As a swift action, the sword saint may activate this talent as a sustained mode. The sword saint assumes a defensive stance, reducing damage taken. However, the sword saint inflicts less damage against enemies. The sword saint gains a damage reduction of 2/- and an additional 2/- per four sword saint levels and increases the shield bonus of his shield to Armor Class by 1 plus an additional +1 per four sword saint levels, but reduces damage done by his physical attacks by half. This mode uses up 15 stamina points of the sword saint’s maximum stamina pool.
  • Shield Wall: Shield Defense now has a chance to deflect any physical attack except critical hits. All physical attacks that successfully hit the sword saint has a 20% chance of deflecting and missing while Shield Defense is active. Prerequisite: Shield Defense.
  • Shield Bash: At a cost of 10 stamina points, as a standard action, the sword saint’s shield arcs out, striking foes like a battering ram. The sword saint makes a standard attack with his shield against each foe within his frontal arc. If it hits, the sword saint deals normal damage with his shield and creatures struck must make a Fortitude save (DC 10 + half of the sword saint’s level + his Strength modifier) or be dazed for one round.
  • Pummel: Shield Bash now stuns instead of dazes opponents that are struck by this talent. Prerequisite: Shield Bash.
  • Assault: At a cost of 20 stamina points, as a standard action, the sword saint spins into a vicious assault that inflicts significant damage and often throws enemies back. The sword saint makes a standard attack against every foe within a 5-ft.-radius, dealing normal damage. If it hits, the sword saint makes a Bull Rush combat maneuver attempt against each foe that was struck by this attack. Prerequisite: Shield Bash.
  • Battery: Assault now has a chance to daze opponents that are struck by this talent. Enemies must make a Fortitude save (DC 10 + half of the sword saint’s level + his Strength modifier) or be dazed for one round. Prerequisites: Shield Bash, Assault.
  • Perception: The sword saint maintains constant awareness of the battlefield. So long as the sword saint has a shield equipped, enemies receive no bonus for attacking from flanking. This also prevents anyone from being able to sneak attack from flanking. Prerequisite: Shield Defense.
  • Scatter: At a cost of 15 stamina points, as a standard action, the sword saint clears a forward arc, throwing enemies back. The sword saint makes a standard attack against each foe within his frontal arc, dealing normal damage. The sword saint then makes a Bull Rush combat maneuver attempt against each foe struck with this attack with a +4 circumstance bonus. Prerequisites: Shield Defense, Shield Bash.
  • Disperse: Scatter now has a greater chance to push enemies back. The sword saint gains a +8 circumstance bonus to Bull Rush combat maneuvers using Scatter. Prerequisites: Shield Defense, Shield Bash, Scatter.
  • Safeguard: While a shield is equipped, the sword saint is immune to critical hits of physical attacks. Prerequisites: Shield Defense, Shield Bash, Scatter, Perception.