Warrior Talents

As a warrior gains experience, they gain a number of talents that aid them and confound their foes. Starting at 2nd level, the warrior gains one warrior Talent. They gain 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.

Talent Prerequisites Description
Advanced First Aid (Ex) Requirement: First Aid, Warrior 8 When using first aid, the warrior rolls 3d6, rather than 2d4, adds his full warrior level to the amount healed and it can be used to recover hit points up to 75% of his total hit points, rather than only half. Additionally, when making the additional saving throw granted by first aid, he makes it at a +5 bonus and a natural 1 is not an automatic failure on that saving throw.
Amicitian Grip Technique Strength 19, Weapon Training (Axes, Heavy Blades or Hammers) The warrior can use a two-handed weapon sized appropriately for him from the axes, heavy blades or hammers weapon group while also using a light or heavy shield with which he is proficient. (The weapon is still considered to be being used two-handed.)
Athlete (Ex) None The warrior's martial training gives him a robust physique despite the warrior's proportions. Once per minute as a free action, whenever the warrior performs a Strength based Skill or ability check he can roll twice and take the higher result. The warrior gains an additional use for every 4 levels of warrior he possesses.
Athletic Upsurge (Ex) Athlete The warrior's athleticism can reach unexpected peaks when pressed. When the warrior uses the Athlete ability, he also treats his result as 5 higher if it would allow him to succeed.
Athletic Versatility (Ex) Athlete, Athletic Upsurge The warrior's physical might can even be performed for more dexterous tasks. The warrior can apply the effects of Athlete and Althletic Upsurge to two Dexterity-based skills of his choice upon taking this talent. Once this choice is made, it cannot be changed.
Boldwyr Intimidation Technique (Ex) None As a standard action, choose a creature within 30ft. That creature must make a Will save (DC 10 + Half the warrior's level + his Strength modifier) or become Shaken and branded a coward for 1 round per warrior level. If a coward chooses to fight defensively or use the total defence action, the warrior ignores the additional AC. In addition, warriors may move through cowards as if they did not exist. A creature that successfully makes their saving throw against this ability is immune to the same warrior's boldwyr intimidation technique for 24 hours.
Brutal Power Attack (Ex) STR 15, Warrior 4 When using the power attack combat maneuver, in addition to the normal effects, you may choose to take an additional penalty to all melee attack rolls and add the same number to all melee damage rolls. The total penalty taken may not exceed your base attack bonus. This bonus damage is otherwise considered to be extra damage granted by that maneuver, but is not increased by 50% for using a two-handed weapon or a one-handed weapon in two hands.
Combat Study (Ex) Warrior 6 The warrior gains the Quick Study feat as a bonus feat, even if he does not meet the prerequisites, except that the warrior does not need someone to learn the feat from. At levels 12 and 18, the warrior may learn an additional combat feat in this manner. All feats may be changed in the same training session and the warrior may use one feat gained in this manner as the prerequisite for another feat.
Critical Specialist (Ex) Warrior 12 The warrior may add their bonus from Weapon training to the DCs of effects caused by a critical hit, so long as the critical hit was caused by a weapon that benefits from Weapon Training.
Dazzling Intimidation (Ex) Intimidate 1 Rank Add Chosen Weapon bonus to Intimidate checks and the duration of Demoralize.
Defensive Weapon Training (Ex) None The warrior may add half of their weapon’s bonus from Weapon Training as a shield bonus to AC (minimum of 1)
Everyone’s Favorite (Ex) None When the warrior is hit by an attack, all allies within 30 feet of the warrior (Other than the warrior themselves) receive a morale bonus to attack and damage equal to the warrior's Weapon Training bonus for one round. Note that damage does not have to be dealt; the warrior must only have been hit by an attack.
Expert First Aid (Ex) First Aid, Advanced First Aid, Warrior 16 First aid can now be used once every 5 rounds, rather than once per minute and when using first aid, the warrior rolls 4d8 rather than 3d6 and can recover hit points regardless of his hit point total. Additionally, first aid now removes the listed status effects automatically, rather than simply allowing for an additional saving throw.
Feint Training (Ex) Bluff 1 Rank The warrior adds their Chosen Weapon bonus to bluff checks to feint and to the DCs of feint checks made against them. They may then use their BAB instead of ranks of Bluff for Bluff checks to feint, and counts as being trained in the Bluff Skill and it being a Class Skill. Additionally, if the warrior has the Deft Maneuvers feat, they may feint in place of their first attack during a full attack.
Focused Weapon (Ex) Weapon Focus The warrior selects one weapon for which they have the Weapon Focus feat. The warrior may then choose to replace their weapon’s damage with a specific progression based on their level. This may not apply to weapons with naturally 2d6 damage. The table for Focused Weapon can be found underneath this table. A warrior may choose this talent multiple times, each time choosing a different weapon with Weapon Focus.
Gorilla Grip (Ex) Warrior 10, Strength 21, Chosen Weapon, Monkey Grip warrior talent or the Heavy Weapons racial ability The warrior can now wield two-handed weapons from his chosen weapon group that are one size category larger than themselves in one hand. While wielding an oversized two-handed weapon in one hand, the warrior cannot make use of the extra attacks granted by two-weapon fighting or assault, but can use a shield or otherwise make use of his free hand without penalty.

Additionally, when using oversized one-handed or light weapons (but not oversized two-handed weapons in either one or two hands), he no longer takes the normal -2 penalty for using an oversized weapon
Knockout Training (Ex) None The warrior takes no penalties when using nonlethal damage on a normally lethal weapon. Additionally, when using nonlethal weapon damage, they double their Weapon Training bonus on the damage roll. This doesn’t stack with other warrior talents that allow them to double their Chosen Weapon bonus.
Master Armorer (Ex) Focused Weaponsmith (Ex), Craft (Weapons) 3 Ranks The warrior may add his bonus from Weapon Training to Craft checks when crafting any of the weapons benefitting from Weapon Training.
Monkey Grip (Ex) Warrior 6, Strength 17, Chosen Weapon The warrior treats all weapons from his chosen weapon group that are sized appropriately for him as one size category smaller for purposes of determining whether or not he can wield them in one hand and if they are considered light weapons.

Additionally, while he still takes the normal -2 penalty for doing so, the warrior can use weapons from his chosen weapon group that are designed for a creature one size category larger than themselves without increasing the amount of effort it takes (This talent allows the use of two-handed weapons one size category larger but does not allow them to be used one-handed). Weapons that require a specific ability score to avoid a penalty on the attack roll (Such as a butchering axe or split blade sword) cannot be wielded this way. This benefit does not stack with the heavy weapons racial ability.
Responsive Training None The warrior trains himself to expect danger at every turn. The warrior gains a +1 insight bonus to Initiative checks when subject to a surprise round. This bonus increases by +1 per four warrior levels after first.
Spell Parry Defensive Training, Warrior 8 The warrior can count their shield bonus to AC from Defensive training as a deflection bonus when they are subject to a melee or ranged touch attack.
Stalwart Warrior 10 A warrior can use physical and mental resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely.
Tactical Training Trained Flanking, Trained Grace, Warrior’s Finesse or Deadly Agility As a move action, the warrior can select a teamwork feat he knows and grant that feat to all allies within 30 feet who can see and hear him for 3 rounds plus 1 round for every two warrior levels. Allies do not need to meet the prerequisites of this feat. The warrior can use this prowess option twice per day and at 10th level and every 5 levels thereafter (15th and 20th) the warrior gains an additional use per day of this ability. At 9th level, using this ability becomes a swift action and at 17th level the warrior can grant any two teamwork feats he knows when using this ability. If the warrior gains the tactician ability from levels in another class, these levels stack for the purpose of determining his effective warrior level with this prowess option. If the warrior gains the tactician ability from a warrior archetype, his warrior level increases by half (+50%) when determining his effective level with this prowess option. For example, a 7th warrior with the tactical training prowess option and a warrior archetype that grants the tactician ability counts as 10th level for the purpose of this talent
Three Weapon Style Warrior 8, Dex 17, Two-Weapon Fighting A warrior can wield a light or one-handed melee weapon from his chosen weapon group sized appropriately for him in his mouth, allowing him to make an additional off-hand attack as if he had a third hand. This also causes him to replace two-weapon fighting with multiweapon fighting, as per multiweapon fighting.

Special: A character with the Prodigious Two-Weapon Fighting feat may use Strength in place of Dexterity to qualify for this talent.
Trained Flanking None When flanking a creature, the warrior and any of his allies also flanking this creature gain a circumstance bonus on their attack rolls against the flanked creature equal to half the warrior’s weapon training bonus (minimum +1). When the warrior hits a creature he flanks, he deals additional precision damage equal to his weapon training bonus. This additional damage stacks with other advanced weapon training for options that increase the warrior’s weapon damage, such as trained finesse, trained throw, or knockout training. This additional damage is precision damage, and isn’t multiplied on a critical hit. Any creature that is immune to sneak attacks is immune to this additional damage and any item or ability that protects a creature from critical hits also protects a creature from this additional damage. The warrior cannot deal this additional damage when attacking a creature that has total concealment relative to him.The warrior has an effective rogue level equal to his warrior class level plus his weapon training bonus for the purpose of whether he can flank a character with improved uncanny dodge. For this purpose, these levels stack with any Thief levels the warrior has. If the warrior has the Gang Up feat and flanks a creature, then all allies who threaten this creature also count as flanking it, regardless of their positioning
Trained Initiative Responsive Training A warrior with this talent applies the bonus from Weapon Training to their Initiative checks. In addition, if they have the Quick Draw feat, they can draw a weapon they could normally draw as a free action with Quick Draw as part of making an initiative check.
Trained Interference Warrior 6 The warrior adds their Chosen Weapon bonus to the DC of concentration checks made by enemies they threaten and could execute an attack of opportunity against, even if the warrior has already used all their available attacks of opportunity for this round. This counts as and stacks with the Disruptive feat.
Trained Thrower Warrior 4 When the warrior makes a ranged attack with a thrown weapon they are proficient with, they double the Chosen Weapon bonus on the damage roll so long as it hits a target within the first range increment.
Warrior’s Finesse Warrior 4 The warrior may use dexterity to damage with light or finesse weapons within their chosen weapon group.
Expanded Weapon Training None Select a weapon group from the warrior’s weapon training ability. The warrior can apply his bonus from weapon training to this additional weapon group but counts the bonus progression as four levels lower. (Example, A 5th level warrior’s first weapon group, Axes, has a +2 bonus to attack and damage rolls from his Weapon training ability. However, if he takes this talent at 4th level and chooses a second weapon group, such as Thrown, he only gets a +1 bonus to attack and damage rolls.) This talent can be taken more than once, each time it must be applied to a different weapon group.
Weapon Mastery None Obtain a Weapon Mastery feat, so long as the warrior can meet the prerequisites of the chosen feat
Weapon Sacrifice Warrior 10 When damage would cause the warrior or an adjacent ally to be knocked unconscious or killed, as a swift or immediate damage, the warrior may direct the damage to a weapon they are wielding. The original target takes no damage, but the weapon receives only half its original hardness. The warrior may use this a number of times per day equal to their Weapon Training bonus. They may not use this option with natural weapons or unarmed attacks.
Pack Mule (Ex) None The warrior uses their girth and strength more efficiently for carrying their valuables. A warrior with this talent adds ½ his warrior level as a bonus to his Strength score for the purposes of determining his carry capacity. In addition, the warrior gains a +2 bonus on Drag combat maneuvers. This bonus stacks with the Improved Drag feat.
Efficient Packer (Ex) Pack Mule The warrior gains faster hands with acquiring gear and items. A warrior with this talent adds half his warrior level as a bonus on Sleight of Hand checks to conceal items on his body. In addition, once per day, he may gain the benefits of the Quick Stow feat without having to spend a use of Martial Flexibility for 1 minute.
Legendary Packer (Ex) Pack Mule, Efficient Packer The warrior’s packing prowess is astonishing. When a warrior is carrying a medium or heavy load, they reduce the check penalty by 1. The warrior can move at his normal speed when carrying a medium or heavy load. In addition, the warrior reduces any ability damage he suffers to his Strength and Constitution score by 2.
Reckless Charge (Ex) Warrior 6, Brutal Power Attack In order to use this talent, you must use your brutal power attack ability at the end of a charge. If the penalty you take on the attack roll is -6 or greater, you can assign any portion of the attack roll penalty from Brutal Power Attack to your Armor Class instead (Which stacks with the penalty for charging. Your AC can be a negative number, effectively acting as a bonus on attack rolls against you), up to a maximum equal to your base attack bonus. A warrior can only use reckless charge while advancing.

Table: Focused Weapon

Level Small Damage Medium Damage Large Damage
2-4th 1d4 1d6 1d8
5-9th 1d6 1d8 2d6
10th-14th 1d8 1d10 2d8
15th-19th 10d8 2d6 3d6
20th 2d6 2d8 3d8