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As a warrior gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level, the warrior gains one warrior talent. He gains an additional warrior talent for every 2 levels of warrior attained after 2nd level. Unless specified otherwise, a warrior cannot select an individual talent more than once.

Table: Warrior Talents

Warrior TalentPrerequisitesBenefits
Adept: Abundant Tactics (Ex)Chosen Weapon class featureThe warrior adds his chosen weapon bonus to the number of times per day he can use a combat feat he has that allows a limited number of daily uses, such as the Stunning Fist feat.
Adept: Formidable (Ex)Chosen Weapon class featureThe warrior adds his chosen weapon bonus to Intimidate checks. He can atttempt Intimidate checks to Demoralize or Antagonize as a move action. He gains the Dazzling Display feat ignoring its prerequisites, becoming able to use it with his chosen weapon. He may additionally use Dazzling Display as a standard action, or as a free action usable outside of his turn after rendering an opponent unconscious or bringing it below 0 hit points.
Adept: High Reflexes (Ex)Chosen Weapon class featureThe warrior applies his chosen weapon bonus to Reflex saving throws. He loses this bonus when he is flat-footed or denied his Dexterity bonus to AC.
Adept: Lightning Speed (Ex)Chosen Weapon class featureThe warrior applies his chosen weapon bonus to Initiative checks. If the warrior has the Quick Draw feat (or equivalent), he gains Quick Stow as a bonus feat, may draw weapons as part of making initiative checks, and may stow/sheathe a weapon as a free action.
Adept: Sacrifice Weapon (Ex)Chosen Weapon class featureWhen damage would cause the warrior or an adjacent ally to be knocked unconscious or killed, the warrior can redirect that damage to an equipped weapon, albeit the weapon's hardness is halved for damage calculation. This is a free action usable outside of the warrior's turn. This talent can be used times per day equal to his chosen weapon bonus (minimum 1).
Adept: Stable Footing (Ex) Chosen Weapon class featureWhen the warrior is wielding a weapon from his chosen weapon group, his chosen weapon bonus applies to his CMD against all combat maneuvers (instead of just Disarm/Sunder).
Assuring Presence (Ex)As a full-round action, the warrior grants all allies that are aware of him a +1 (insight) bonus on attack rolls, lasting until the end of the encounter. If the warrior is knocked unconscious or killed, this bonus is lost (until he is no longer unconscious or dead).
Athlete (Ex)The warrior gains a bonus to Acrobatics skill checks equal to half of his warrior level (rounded down). Additionally, he may choose to take 10 on any Acrobatics check, and may take 20 on them in half of the normal time.
Combat FeatA warrior may select any Combat feat instead of a talent. A warrior must still meet all prerequisites for this feat, including ability score and base attack bonus minimums. This talent may be selected multiple times choosing a new Combat feat each time.
Debilitating Assault (Ex)Warrior 4The warrior uses his weapons' unique properties to cripple opponents. When an opponent takes physical damage from the warrior's chosen weapon, until their next turn, they suffer (non-stacking) penalties based on the damage type:
• Bludgeoning: -2 penalty to AC.
• Slashing: -2 penalty to hit.
• Piercing: -2 penalty to damage rolls.
Decisive Disarm (Ex)Improved Disarm featOnce per encounter, when the warrior makes a Disarm check, he may add a +10 (untyped) bonus to it.
Effortless Dual-Wielding (Ex)Warrior 6, Two-Weapon Fighting featThe warrior may treat one-handed weapons as light weapons for two-weapon fighting penalties.
Extreme Effort (Ex)Strength 15A warrior that selects this talent may perform feats of extreme physical effort. When making a Strength check, the warrior doubles his strength bonus. At 11th level, triple the strength bonus, and at 16th level, quadruple the strength bonus. The warrior may always take 10 on any Strength checks.
Fast Movement (Ex)A warrior that selects this talent increases his base speed by 10 ft.
Honed Agility (Ex)When the warrior uses his Dexterity modifier as his hit bonus for attacks with a melee weapon, he may also use it for the damage roll. When the warrior throws a weapon that would use his Strength modifier for damage rolls, he may also use it as his hit bonus. Additionally, the warrior may replace any instance of Strength within his abilities/talents with Dexterity (including Overhead Chop and Backswing).
Martial Arts Training Ex)The warrior gains the benefits of the Martial Arts class feature, treating his monk level as 1 for it. He does not actually gain a monk level.
Melee Defense (Ex)When wielding a melee weapon, a warrior gains a +1 shield bonus to his AC. This shield bonus stacks with that granted by any shield he wields. If fighting with two weapons and no shields, he gains a +2 shield bonus to his AC instead.
Melee Power (Ex)A warrior with this talent adds +2 to damage with all weapons from his chosen weapon group.
Melee Tenacity (Ex)A warrior with this talent may reroll 1s for damage with all weapon dice from his chosen weapon group.
Parry (Ex)Warrior 4, Melee Defense warrior talentThe warrior can negate a melee attack by rolling an opposed attack roll, DC = the opponent’s attack roll. This uses one of the warrior’s attacks of opportunity (if he has more with Combat Reflexes) for the round in which it is used. He receives a –5 penalty to his attack roll every time he uses this after the first. He must have a melee weapon in hand, and he must be aware of his foe and not flat-footed.
Rain of Blows (Ex)Warrior 6The warrior may make an extra attack at his highest BAB with his chosen weapon as part of a full attack, but all of his attacks take a -2 penalty that turn. This does not stack with anything that could grant his main-hand weapon extra attacks (such as Haste), but he may gain other extra attacks (such as from two-weapon fighting).
Riposte (Ex)Warrior 6, Melee Defense and Parry warrior talentsOnce per encounter, after the warrior successfully uses Parry against an opponent, he may make a melee attack against them as an immediate action.
Steel Headbutt (Ex)While wearing medium or heavy armor, a warrior can deliver a headbutt with his helm as part of a full attack action. This headbutt is in addition to his normal attacks, and is made using the warrior’s base attack bonus – 5. A helmet headbutt deals 1d3 points of damage if the warrior is wearing medium armor, or 1d4 points of damage if he is wearing heavy armor (1d2 and 1d3, respectively, for Small creatures), plus an amount of damage equal to half the warrior’s Strength modifier. Treat this attack as a weapon attack made using the same special material (if any) as the armor. The armor’s enhancement bonus does not modify the headbutt attack, but the helm can be enchanted as a separate weapon.
Uncanny Dodge (Ex)Warrior 6The warrior can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A warrior with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a warrior already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Unhindered Movement (Ex)The warrior counts his strength score as 4 higher for carrying capacity. The warrior ignores movement penalties of medium armor. He counts worn medium armor as medium or light, whichever is more beneficial (choosing which otherwise), for any sake. A warrior with 10 or more hit dice also ignores movement penalties of heavy armor and counts worn heavy armor as heavy or medium in the same way.
Warrior Spirit (Su)Warrior 6The warrior gains a 'Spirit Pool' with value equal to (1 + his chosen weapon bonus). While wielding a weapon from his chosen weapon group, as a swift action, he can spend 1 point from this pool to grant the weapon an enhancement bonus equal to his chosen weapon bonus. This bonus stacks with existing enhancement bonuses (up to +5), and the warrior may also use it to grant weapons special abilities (using their enhancement bonus cost). Weapons must have at least a +1 bonus to gain weapon special abilities (either from the weapon itself or granted by this ability). This ability lasts for 1 minute after use.
Warrior’s Tactics (Ex)All of the warrior’s allies are treated as if they had the same teamwork feats as the warrior for the purpose of determining whether the warrior receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually have the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the warrior to receive the listed bonus.
Warrior's Vigilance (Ex)The warrior gains Endurance as a bonus feat. If he already has that feat, he may select another feat for which he meets the prerequisites which lists Endurance as a prerequisite. In addition, he may sleep in medium or heavy armor without becoming fatigued, he requires half as much sleep as normal, and can survive twice as long without food and water before needing to make checks. Finally, the penalty for Perception checks made while the warrior is sleeping is halved.
Weapon Aptitude (Ex)The warrior can spend an hour in practice to change his chosen weapon group. He must have the newly designated weapon available during his practice session to make this change. For example, if he wishes to change his Chosen Weapon from heavy blades to light blades, he must have a light blade weapon available to practice with during his practice session.

Warrior Advanced Talents

At 12th level, and every two levels thereafter, a warrior can choose one of the following warrior advanced talents in place of a warrior talent.

Table: Advanced Warrior Talents

Warrior Advanced TalentPrerequisitesBenefits
Adaptable Training (Ex)The warrior gains 1 extra skill point per level in warrior. This talent may be selected four times.
Adept: Antimagic Tactics (Ex)Chosen Weapon class featureThe warrior adds his chosen weapon bonus to the DC of concentration checks of enemies he threatens. This stacks with other increases (or penalties), such as from the Disruptive feat. This applies even if the warrior has no attacks of opportunity left, but not if he is unable to attack a foe due to other reasons.
Adept: Armed Maneuver (Ex)Chosen Weapon class featureThe warrior chooses a combat maneuver - he adds his chosen weapon bonus to all checks for that maneuver. If the warrior attempts that maneuver without provoking, he adds his chosen weapon's enhancement bonus to the check. This talent may be taken multiple times to apply it to more maneuvers.
Adept: Critical Specialty (Ex)Weapon Focus feat or Chosen Weapon class featureWhen the warrior deals a critical hit with a weapon he has selected with the Weapon Focus feat or that belong to a weapon group he possesses, the save DCs of any effects caused by the critical hit increase by the warrior’s chosen weapon bonus.
Adept: Flanking Leader (Ex)Chosen Weapon class featureWhen the warrior flanks a creature, he and fellow allies that flank it gain a bonus to attack rolls equal to half of his chosen weapon bonus (rounded down, minimum 1). If the warrior has the Gang Up feat, this effect instead applies to all allies that threaten it (even for only one ally). In addition, the warrior gains a +2 bonus to damage rolls against creatures he flanks.
Adept: Flash Feint (Ex)Chosen Weapon class featureThe warrior gains Bluff as a class skill. He adds his chosen weapon bonus on Bluff checks to feint and to the DCs of feint checks made against him. If the warrior has the Improved Feint feat, he can feint as part of his first attack during a full attack. If the warrior has the Greater Feint feat, once per turn, he can attempt a feint as a swift action.
Adept: Graceful Blows (Ex)Chosen Weapon class featureWhen the warrior makes a melee attack with a weapon he is proficient with using his Dexterity modifier on the attack roll in the place of his Strength modifier (such as using Weapon Finesse) and uses his Strength modifier on the damage roll, he doubles his chosen weapon bonus on the damage roll.
Adept: Graceful Throw (Ex)Chosen Weapon class featureWhen the warrior makes a ranged attack with a thrown weapon he is proficient with and applies his Dexterity modifier on attack rolls and his Strength modifier on the damage roll, he doubles his chosen weapon bonus on the damage roll.
Adept: Retaliation Expert (Ex)Chosen Weapon class featureThe warrior doubles his chosen weapon bonus to attack rolls for attacks of opportunity, and can make additional attacks of opportunity per round equal to half of his chosen weapon bonus (rounded down, minimum 1). If the warrior has the Stand Still feat, when he hits with an attack of opportunity, he may use Stand Still's combat maneuver check as part of that attack. The warrior also adds double his chosen weapon bonus on Stand Still's combat maneuver checks.
Adept: Sever Influence (Ex)Chosen Weapon class featureA number of times equal to his chosen weapon bonus, the warrior can use a swift action to allow an ally within his threat range to attempt a new saving throw against an ongoing mind-affecting effect. On a successful saving throw, the effect ends.
Adept: Spell Parry (Su)Disruptive feat, Chosen Weapon class featureAs an immediate action, when the warrior makes an initial saving throw against a spell, spell-like ability or supernatural ability, he may add his chosen weapon bonus to the saving throw.
Arsenal (Ex)Weapon Aptitude warrior talentThe warrior gains proficiency in all exotic melee weapons. In addition, the warrior may change his chosen weapon group as a full-round action.
Battle Commander (Ex)Assuring Presence warrior talentThe bonus granted by Assuring Presence is increased to +2, and Assuring Presence may be used as a standard or move action.
Decisive Strike (Ex)Once per encounter, when the warrior makes an attack, he may add his warrior level to either the hit bonus or damage bonus. This is chosen before the attack is made. If the warrior has the Decisive Disarm talent, its bonus also increases to his warrior level.
Defensive Circle (Ex)Assuring Presence warrior talentAs a swift or move action, while Assuring Presence is active, the warrior enhances its effects to also apply its bonus to AC.
Devastating Melee Smash (Ex)Melee Power warrior talentOnce per encounter, before making the warrior’s attack roll, he may choose to add his warrior levels to damage with a melee weapon. If he misses, this attempt is wasted. This talent may be selected multiple times, each time granting one additional attempt per encounter.
Dreaded Warrior (Ex)Adept: Formidable warrior talentThe warrior may use Dazzling Display as a move action. When combat begins, the warrior may use Dazzling Display as part of making his initiative roll - when he does, its range (for that use) expands to affect any foe aware of the warrior.
Endless Battle (Ex)Once per encounter, as a standard action, the warrior may gain a number of temporary hit points equal to twice his warrior level plus his Constitution modifier. Once the encounter ends, if the warrior had leftover temporary hit points from this talent, he heals by that amount. He also heals the full amount if he didn't use the talent for that encounter. This talent only functions for encounters with actively hostile and threatening enemies.
Ferocity (Ex)Diehard featA warrior that selects this talent may continue fighting without penalty until his hit points reach –10 + his Constitution score.
Greater Penetrating Attack (Ex)Warrior 16, Penetrating Attack warrior talentThe warrior gains the Greater Penetrating Strike feat as a bonus feat.
Heroic Assault (Ex)Improved Critical feat with chosen weaponThe warrior can choose to take cumulative –2 penalties on all attack rolls to increase their critical threat range by 1 per -2 penalty imposed, up to a maximum of a -10 penalty and increase by 5. This bonus is applied after doubling critical threat range (such as from Improved Critical or Keen), and after any other such bonuses.
Hustle (Ex)Fast Movement warrior talentWhenever the warrior would be allowed to take a ‘5 ft. step’ he may take a ‘10 ft. step’ instead. Any ability, effect, feat, or rule that applies to a ‘5 ft. step’ now applies when he takes a ‘10 ft. step’.
Improved Fast Movement (Ex)Fast Movement warrior talentA warrior that selects this talent increases his base speed by 10 ft.
Improved Uncanny Dodge (Ex)Uncanny Dodge class feature or warrior talentThe warrior can no longer be flanked. This defense denies a character the ability to sneak attack the warrior by flanking him, unless the attacker has at least four more levels than the target does. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.
Indomitable (Ex)Warrior's Vigilance warrior talentThis talent allows a warrior to add his Constitution modifier to his Will saving throws instead of his Wisdom.
Item MasteryThe warrior gains an item mastery feat as a bonus feat, which functions with any magic weapon he wields, even if the magic weapon does not meet the feat’s normal requirements. He must meet all of the feat’s prerequisites.
Knockout Training (Ex)The warrior takes no penalties on attack rolls when attempting to deal nonlethal damage. The warrior may deal nonlethal damage even to enemies that are normally immune to it. He also bypasses any resistances/reductions that specifically apply to nonlethal damage (normal resistances are unaffected).
Martial Arts Master (Ex)Martial Arts Training warrior talent, Chosen Weapon class featureThe warrior treats his warrior level as his monk level for the Martial Arts Training talent. He always counts unarmed strikes as his chosen weapon.
Mobile Attack (Ex)Immediately after making a full attack where the warrior attacked with two light or one-handed weapons (or both ends of a double weapon), he may move up to his movement speed as a swift action.
Reinforced Fortitude (Ex)If a warrior makes a Fortitude save that has an effect on a successful save, he takes no effect on a successful save (i.e., ‘‘Fortitude partial’ becomes ‘Fortitude negate'). This ability can only be used if the warrior is wearing light armor, medium armor, or no armor. A helpless warrior does not gain the benefit of the Reinforced Fortitude ability.
Reinforced Will (Ex)If a warrior makes a Will save that has an effect on a successful save, he takes no effect on a successful save (i.e., ‘Will half' becomes ‘Will negate’). This ability can only be used if the warrior is wearing light armor, medium armor, or no armor. A helpless warrior does not gain the benefit of the Reinforced Will ability.
Penetrating Attack (Ex)The warrior gains the Penetrating Strike feat as a bonus feat.
Reactionary (Ex)Warrior's Vigilance warrior talentThis talent allows a warrior to add his Constitution modifier to his Reflex saving throws instead of his Dexterity.
Riposte Mastery (Ex)Warrior 14, Melee Defense, Parry, and Riposte warrior talentsAs per riposte, however, the warrior may make an additional riposte for each attack he has successfully parried, however, all ripostes after the first receive a –5 penalty to his attack roll for each time used after the first one.
Solid Frame (Ex)Unhindered Movement warrior talent, Strength 17The warrior may choose to be considered one size larger for the purpose of what combat maneuvers he can affect enemies with, and what maneuvers and special abilities enemies can affect him with. He does not take penalties for using weapons of inappropriate size. This talent does not affect weapon damage or the warrior's actual size.
Spell Smash (Su)Spellbreaker featThe warrior can attempt to sunder an ongoing spell effect by succeeding at a combat maneuver check. For any effect other than one on a creature, the warrior must make a sunder combat maneuver check against a CMD of 15 plus the effect’s caster level. To sunder an effect on a creature, the warrior must succeed at the check listed above or a sunder combat maneuver against the creature’s CMD +5 if this is higher, ignoring any miss chance caused by a spell or spell-like ability. If successful, the warrior suppresses the effect for 1 round, or 2 rounds if she exceeded the CMD by 5 to 9. If he exceeds the CMD by 10 or more, the effect is dispelled. The warrior can only use this ability once per minute.
Streamlined Flexibility (Ex)Martial Flexibility class featureAs part of using Martial Flexibility, the warrior may also choose up to two feats he qualifies for, thereafter counting himself as having those feats for the purposes of prerequisites of other feats chosen with Martial Flexibility. He does not gain the chosen feats' benefits. The warrior may swap these chosen feats for others as part of any usage of Martial Flexibility, and he is only considered to have them while Martial Flexibility is active.
Storm of Blows (Ex)Rain of Blows warrior talentThe warrior may make an additional extra attack when using Rain of Blows at the cost of making its penalty -4 instead of -2.
Supreme Armorer (Ex)While wearing armor, the warrior adds one-quarter of his warrior level to its armor bonus, up to +5. This does not increase the armor's base bonus (for purposes of other abilities).
Weapon Defense Flair (Ex)Melee Defense warrior talentWhile affected by the Melee Defense talent and not wielding a shield, the warrior counts as both wielding and not wielding a shield for any purpose, whichever is more beneficial (chosen by the warrior otherwise); he may likewise choose to count one of his wielded weapons as a shield, counting the Melee Defense AC bonus as its base AC bonus. He adds half of the total enhancement bonus of all of his wielded weapons (rounded down, maximum +5) as an enhancement bonus to his shield AC from Melee Defense. This talent counts as the Shield Focus feat. This talent does not allow the warrior to enchant weapons as shields. Using this talent disables Melee Defense from stacking with other shield AC bonuses.
Weapon Quality Expert (Ex)At the start of each day, the warrior selects up to two specific weapons and one weapon quality from the list below. The warrior counts those wielded weapons as having the selected quality. The available qualities are:
• Ordinary Qualities: Brace, Disarm, Trip, Nonlethal.
• Light - This unique quality can only be applied to one-handed weapons. It allows the weapon to be considered as light for two-weapon fighting penalties and items and abilities/feats that affect light weapons.
• Mounted - This unique quality allows a weapon to be wielded in one hand and doubles its damage while the wielder is mounted. (It functions exactly as a Lance, and cannot be applied to a Lance.)
• Thrown - This unique quality grants the weapon a thrown range increment of 20ft. It also lets it function with items and abilities/feats that require thrown weapons.
Weapon Reach Flair (Ex)All two-handed weapons the warrior wields are considered to have the reach quality. While the warrior wields a weapon with the reach quality (including from this talent), he also threatens and may attack targets in adjacent squares with it.