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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.

Some talents are activated as a sustained mode. When activated, these talents both consume stamina and reduce the user’s maximum stamina by the listed amount. While active, they provide their listed bonuses until the sword saint deactivates them as a free action, falls unconscious, or dies, at which point the reduction to the user’s maximum stamina is removed. Multiple sustained mode talents may be used at the same time as long as the sword saint has enough stamina, though some talents may specify others that they cannot be used with.

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. Weapon Requirement: Any weapon.

  • Bolster: As long as the sword saint has at least 1 stamina point in his stamina pool, as a move action, he 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 10 stamina points, which can only be used once per 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 15 stamina points of the sword saint’s current and maximum stamina pool. Prerequisite: Rally.
  • Hero’s Synergy: As long as the sword saint has at least 1 stamina point in his stamina pool, as an immediate action, he may partially take some of the damage an adjacent ally suffers. The sword saint can use Hero’s Synergy a number of times per day equal to his Charisma 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. As long as the sword saint has at least 1 stamina point in his stamina pool, he regenerates stamina points equal to his sword saint level + his Constitution modifier per hour. Prerequisites: Bolster, Rally, Battle Synergy.
  • Second Wind: As long as the sword saint has at least 1 stamina point in his stamina pool, once per day, as a swift action, he 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: As long as the sword saint has at least 1 stamina point in his stamina pool, this talent allows him to use Second Wind talent one more time per day. Prerequisites: Bolster, Second Wind.
  • Last Push: As long as the sword saint has at least 1 stamina point in his stamina pool, once per day, as a swift action, he 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. Weapon Requirement: Any weapon.

  • 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 after 1st 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 2 + an additional 2 per four sword saint levels after 1st. 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 current and maximum stamina pool.
  • Elemental Shroud: Elemental Aegis’s Elemental Resistance is increased by 1 + 1 per four sword saint levels after 1st. 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 after 1st. This mode cannot be used at the same time as Elemental Aegis. This mode uses up 20 stamina points of the sword saint’s current and 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 after 1st. Prerequisite: Turn the Blade.
  • Steady the Foot: Turn the Blade also grants a +1 bonus and an additional +1 per four sword saint levels after 1st 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. As long as the sword saint has at least 1 stamina point in his stamina pool, with this talent, he is 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. As long as the sword saint has at least 1 stamina point in his stamina pool, he 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. As long as the sword saint has at least 1 stamina point in his stamina pool, he gains a Spell Resistance of 10 + 1 per sword saint level. Prerequisites: Elemental Aegis, Elemental Shroud, Turn the Blade, Resilience.

One-Handed Specialization Talent Tree

Combining the finesse of a fencer, and ruthlessness of a knight, the sword saint can become a ruthless warrior with one sword in hand, locking enemies in combat and parrying blows made against him. Weapon Requirement: Any one-handed melee weapons.

  • Deadlock: At the cost of 10 stamina points, as a standard action, the sword saint can make a combat maneuver check on an enemy in reach and, if successful, enter a state of Deadlock. Deadlock works much like grappled except they do not take a -2 to Attack rolls and combat maneuvers during deadlock. Effects that gives bonus to grapple does not apply to deadlock. Furthermore, creatures cannot be pinned or dragged like a normal grapple and cannot make attacks against each other even if using a one-handed weapon. When the sword saint is successful at deadlocking an enemy, he may, as part of deadlock, perform a free Bull Rush, Dirty Trick, Disarm or Trip combat maneuver on his enemy. If successful, deadlock ends and the sword saint may make an attack on his enemy as a swift action at his highest base attack bonus. If unsuccessful, the deadlock remains. However, if the opposing creature breaks the deadlock, it may become the locker and perform the combat maneuver and the free attack if successful or simply end deadlock. If neither are successful, the deadlock remains. The sword saint can instead choose to keep the enemy deadlocked gaining a +5 insight bonus per round to maintain the deadlock much like a grapple. The sword saint and the creature he has deadlocked can choose on their turns as a free action to simply break the lock backing off, however in doing so they provoke an attack of opportunity from the other.
  • Superior Lock: The sword saint gains a +1 bonus to deadlock an enemy and all combat maneuvers associated with it. This increases by 1 for every four sword saint levels. The sword saint can also deadlock with enemies up to two size categories larger than himself. Prerequisite: Deadlock
  • Ultimate Lock: If the sword saint is attacked by another enemy while deadlocked and the attack fails, he can choose to deadlock with both enemies, taking a -1 penalty for all rolls for each enemy deadlocked this way. Any time the sword saint performs a combat maneuver or attack during deadlock it applies to all opposing creatures deadlocked. If at least one enemy fails or ends the deadlock against the sword saint, deadlock ends for everyone. Prerequisites: Deadlock, Superior Lock
  • Shield Gauntlet: As a swift action, the sword saint may activate this as a sustained mode. The sword saint gains a +1 shield bonus as long as he keeps his offhand empty and doesn’t use two weapon fighting. This bonus increases by 1 for every four levels of sword saint. While in this mode, the sword saint’s gauntlet is treated as a buckler for the purposes of feats and abilities. This mode uses up 20 stamina points of the sword saint’s current and maximum stamina pool.
  • Parry: At the cost of 5 stamina points, the sword saint can negate a melee attack by rolling an opposed attack roll, DC = the opponent’s attack roll. This uses one of the sword saint’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 and must spend 5 stamina points each time as well. He must have a melee weapon in hand, and he must be aware of his foe and not flat-footed. Prerequisite: Shield Gauntlet
  • Counter: At the cost of 5 stamina points, as an immediate action, the sword saint can make an attack against an enemy they have successfully parried this round. Prerequisites: Shield Gauntlet, Parry
  • Magic Parry: At the cost of 10 stamina points, the sword saint can parry range touch magical attacks that target him through the parry talent. He receives a -5 penalty to his Attack roll every time he uses this after the first and must spend 10 stamina points each time as well. Prerequisites: Shield Gauntlet, Parry, Counter
  • Magic Counter: At the cost of 10 stamina points, as an immediate action, the sword saint can redirect the magic attack back at his attacker, making a ranged touch attack with a -10 penalty to the attack roll using the caster’s bonuses for the attack. Prerequisites: Shield Gauntlet, Parry, Counter, Magic Parry
  • Sucker Punch: At the cost of 5 stamina points, as a swift or immediate action, the sword saint can reroll a deadlock combat maneuver check or any combat maneuver made during deadlock, he must take the second result even if it’s lower. He may also cause an opposing enemy to reroll his combat maneuver checks this way as an immediate action. He can only do this once per round while under the Shield Gauntlet sustain mode. Prerequisites: Deadlock, Shield Gauntlet
  • Strong Arm: As long as the sword saint has at least 1 stamina point in his stamina pool, he is treated as two-handing his weapon for the purpose of bonus Strength damage from his base Strength score, the Power Attack feat, and using the two-handed sword saint talents. This ability applies to his swordplays as well. Prerequisite: Shield Gauntlet
  • Parry Lock: At the cost of 10 stamina points, when the sword saint successfully parries an enemy, he may choose to enter deadlock as part of the parry. Prerequisites: Deadlock, Superior Lock, Shield Gauntlet, Parry

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. Weapon Requirement: Any two-handed melee weapon.

  • 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. During his own turn, as long as the sword saint has at least 1 stamina point in his stamina pool while wielding a two-handed weapon or a one-handed weapon in two hands, he extends the reach of his attacks, and the reach and area of the Whirlwind, Mighty Blow, and Scythe talents, by 5 feet. At a cost of 5 stamina points, as an immediate action, the sword saint can extend the benefits of this talent until the start of his next turn.
  • Sunder: The sword saint’s strikes carry such weight that critical hits gain a chance to stunned the victim. As long as the sword saint has at least 1 stamina point in his stamina pool, creatures affected by his 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. Weapon Requirement: Any melee weapon.

  • 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 melee Attack Rolls of +1 and an additional +1 per four sword saint levels after 1st. This mode cannot be used at the same time as Might. This mode uses up 15 stamina points of the sword saint’s current and maximum stamina pool.
  • Command: Control now increases the critical threat range of any melee weapon the sword saint uses by 1. This is applied after all other feats and abilities that increase threat range such as Improved Critical. 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 melee Weapon Damage Rolls of +1 and an additional +1 per four sword saint levels after 1st. This mode cannot be used at the same time as Control. This mode uses up 15 stamina points of the sword saint’s current and maximum stamina pool.
  • Muscle: Might now increases the critical hit damage multiplier by 1 to a maximum of 4x. 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 melee Damage Rolls + an additional +1 per four sword saint levels after 1st 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. As long as the sword saint has at least 1 stamina point in his stamina pool, he deals more damage with melee critical hits, effectively increasing critical hit damage multiplier by 1 to a maximum of 4x. 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. As long as the sword saint has at least 1 stamina point in his stamina pool, when an enemy reaches 20% health, if he hits this enemy with a melee attack, 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. Weapon Requirement: Any melee weapon.

  • 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 his weapon’s reach. This mode cannot be used at the same time as Battle Synergy. This mode uses up 10 stamina points of the sword saint’s current and 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. As long as the sword saint has at least 1 stamina point in his stamina pool, he 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. Weapon Requirement: Any one-handed melee weapon and shield.

  • 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 after 1st and increases the shield bonus of his shield to Armor Class by 1 plus an additional +1 per four sword saint levels after 1st, but reduces damage done by his physical attacks by half. This mode uses up 15 stamina points of the sword saint’s current and 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. As long as the sword saint has at least 1 stamina point in his stamina pool and he 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: As long as the sword saint has at least 1 stamina point in his stamina pool, while a shield is equipped, he is immune to critical hits of physical attacks. Prerequisites: Shield Defense, Shield Bash, Scatter, Perception.