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 Talent | Prerequisites | Benefits |
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Abundant Tactics (Ex) | — | The 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. |
Agility (Ex) | Dexterity 13, Weapon Finesse feat | The warrior can add his Dexterity modifier to his Attack and Damage rolls as well as CMB with his chosen weapon, instead of his Strength modifier. The warrior does not gain bonus damage from wielding his chosen weapon in two hands. Warrior abilities keyed off of Strength are now keyed off of Dexterity (including Overhand Chop and Backswing). The weapon in his chosen weapon group must be usable with the Weapon Finesse feat. |
Athlete (Ex) | — | A warrior adds half his warrior levels as a bonus to all Acrobatic skill checks. A warrior is considered always taking 10 on any Acrobatic skill checks. The warrior can also take 20 in half the time. |
Combat Feat | — | A 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. |
Combat Maneuver Defense (Ex) | — | When the warrior is wielding a weapon from his chosen weapon group, his chosen weapon bonus applies to his CMD against all combat maneuvers attempted against him, instead of just against disarm and sunder combat maneuvers. |
Crushing Assault (Ex) | Warrior 4 | The warrior uses his attacks to beat down his opponents' defenses. When he successfully damages an opponent using a Bludgeoning chosen weapon, his next attack against that opponent made before the end of the encounter gains a +2 bonus on the attack roll and to the damage roll. The effects of multiple Crushing Assaults do not stack. |
Dazzling Intimidation (Ex) | — | The warrior applies his chosen weapon bonus to Intimidate checks and can attempt an Intimidate check to demoralize or antagonize an opponent as a move action instead of a standard action. If he has the Dazzling Display feat, he can use it as a standard action instead of a full-round action. |
Disarming Attack (Ex) | Improved Disarm feat | As a free action, once per day, the warrior can grant himself a +10 bonus on his attack roll when attempting to disarm an opponent while using his chosen weapon. |
Effortless Dual-Wielding (Ex) | Warrior 6, Two-Weapon Fighting feat | If the warrior’s chosen weapon group contains a one-handed weapon, he treats it as a light weapon when determining his penalties on attack rolls for fighting with two weapons. |
Extreme Effort (Ex) | Strength 15 | A 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. |
Hardened Fortitude (Ex) | — | A warrior only requires half as much sleep or meditation as normal and can survive twice as long without food and water before needing to make checks. In addition, the warrior gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold his breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. And the warrior may sleep in medium or heavy armor without becoming fatigued. This talent counts as the Endurance feat for feat/talent requirements. |
Martial Arts Training | — | A warrior gains the ability to make an unarmed strike as per the feat Improved Unarmed Strike, his unarmed damage is equal to that of a first level black belt of his size. |
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 talent | The 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. |
Provoke (Ex) | — | A warrior that selects this talent adds half his warrior levels as a bonus to all Intimidate checks to antagonize. This also reduces the DC check by 2. |
Rain of Blows (Ex) | Warrior 6 | When a warrior is wielding a melee weapon from his chosen weapon group, he may, as a full attack action, make an extra melee attack at his highest BAB, but all such attacks receive a -2 penalty. This does not stack with anything that grants additional attacks (such as haste). |
Riposte (Ex) | Warrior 6, Melee Defense and Parry warrior talents | Once per encounter, as an immediate action, a warrior may make a melee attack against an opponent whose attack, the warrior successfully parried this round. |
Slicing Assault (Ex) | Warrior 4 | The warrior can deliver nasty injuries that leave his opponents reeling. Whenever he successfully damages an opponent using a Slashing chosen weapon, his opponent takes a -2 penalty on melee attacks against the warrior until the start of his next turn. The effects of multiple Slicing Assaults do not stack. |
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. |
Strong Back (Ex) | — | A warrior that selects this talent adds +4 to his Strength score to determine his carrying capacity. In addition, the warrior can wear medium armor without the reduced speed. At 11th level, a warrior can wear heavy armor without the reduced speed. |
Thrusting Assault (Ex) | Warrior 4 | The warrior can deliver nasty injuries that leave his opponents reeling. Whenever he successfully damages an opponent using a Piercing chosen weapon, his opponent takes a -2 penalty on melee attacks against the warrior until the start of his next turn. The effects of multiple Thrusting Assaults do not stack. |
Trained Initiative (Ex) | — | As long as the warrior is wielding a weapon from his chosen weapon group or is able to draw such his chosen weapon (even if he is not currently wielding it), he applies his chosen weapon bonus to Initiative checks. In addition, if he has the Quick Draw feat, he can draw that weapon as a free action as part of making an initiative check. |
Uncanny Dodge (Ex) | Warrior 6 | The 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. |
Warrior’s Reflexes (Ex) | — | The 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. |
Warrior Spirit (Su) | Warrior 6 | The warrior can forge a spiritual bond with his chosen weapon, allowing him to unlock the weapon’s potential. Each day, he designates his chosen weapon group and gains a number of points of spiritual energy 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 of spiritual energy to grant the weapon an enhancement bonus equal to his chosen weapon bonus. Enhancement bonuses gained by this talent ability stack with those of the weapon, to a maximum of +5. The warrior can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to his maximum bonus by reducing the granted enhancement bonus by the amount of the equivalent enhancement bonus. The item must have an enhancement bonus of at least +1 (from the item itself or from warrior spirit) to gain a weapon special ability. In either case, these bonuses last for 1 minute. |
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. |
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. |
Weapon Sacrifice (Ex) | — | When damage would cause the warrior or an adjacent ally to be knocked unconscious or killed, as a swift or immediate action, the warrior can instead direct the damage to his chosen weapon that he is wielding. The original target takes no damage, but the weapon receives only half its normal hardness. The warrior can use this talent a number of times per day equal to the warrior’s chosen weapon bonus. He cannot use this option with unarmed attacks. |
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 Talent | Prerequisites | Benefits |
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Adaptable Training (Ex) | — | The warrior can use his base attack bonus in place of his ranks in one skill of his choice from the following list: Acrobatics, Climb, Disguise, Escape Artist, Intimidate, Knowledge (engineering), Profession (soldier), Ride, or Swim. The warrior need not be wearing armor or using a shield to use this option. When using adaptable training, the warrior substitutes his total base attack bonus (including his base attack bonus gained through levels in other classes) for his ranks in this skill, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify that skill. Once a skill has been selected, it cannot be changed and the warrior can immediately retrain all of his ranks in the selected skill at no additional cost in money or time. In addition, the warrior adds all skills chosen with this option to his list of class skills. A warrior can choose this option up to four times. |
Armed Maneuver (Ex) | — | The warrior chooses one of the following combat maneuvers: bull rush, dirty trick, grapple, overrun, or steal. He adds his chosen weapon bonus on all combat maneuver checks he makes with that maneuver. In addition, if the warrior has the Improved maneuver feat associated with that combat maneuver, he can make use of certain weapons to aid him when attempting such a maneuver. When wielding such a weapon he adds the weapon’s enhancement bonus to attack rolls on the maneuver check. The maneuvers and weapon types are listed in the table below: • Bull rush or overrun: Any shield the warrior can shield bash with, two-handed weapons, or one-handed weapons wielded in two hands • Dirty trick: Light weapons, weapons the warrior can use with Weapon Finesse, or weapons with the distracting special feature • Grapple: Weapons with the grapple special feature • Steal: Weapons with the disarm special feature The warrior can choose this option more than once, each time it applies to a new maneuver. |
Armor Specialization (Ex) | — | The warrior selects one specific type of armor with which he is proficient, such as chain shirts or scale mail. While wearing the selected type of armor, the warrior adds one-quarter of his warrior level to the armor’s armor bonus, up to a maximum bonus of +3 for light armor, +4 for medium armor, or +5 for heavy armor. This increase to the armor bonus doesn’t increase the benefit that the warrior gains from feats, class abilities, or other effects that are determined by his armor’s base armor bonus. A warrior can choose this option multiple times. Each time he chooses it, he applies its benefit to a different type of armor. |
Armored Sprint (Ex) | — | The warrior gains Run as a bonus feat. If the warrior is proficient with heavy armor, he treats heavy armor as if it were one category lighter for the purpose of determining how fast he can move while running in armor. |
Arsenal (Ex) | Weapon Aptitude warrior talent, Exotic Weapon Proficiency | The 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) | Battle Meditation advanced warrior talent | The warrior is trained to direct his allies in pitched battles. His Battle Meditation grants a +2 insight bonus on attack rolls instead of the normal +1. |
Battle Meditation (Ex) | — | This talent allows the warrior and his allies to work together seamlessly and with a level of precision. As a full-round action, he can give himself and all allies within 30 feet of him a +1 insight bonus on attack rolls that lasts until the end of the encounter. This bonus does not extend to allies outside the range of the effect, even if they move within 30 feet of the warrior later on. Allies who benefit from the Battle Meditation must remain within 30 feet of him to retain the insight bonus, and they lose it if the warrior is knocked unconscious or killed. This is a mind-affecting effect. |
Combat Maneuver Defender (Ex) | — | A warrior’s chosen weapon bonus applies to his CMD against all combat maneuvers attempted against him, instead of just against disarm, steal, and sunder combat maneuvers. |
Critical Specialist (Ex) | — | When 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. |
Critical Strike (Ex) | Improved Critical feat with chosen weapon | The warrior can choose to take a cumulative –2 penalty on all attack rolls and combat maneuver checks to gain a +1 bonus onto his critical threat range on all attacks with a weapon from his chosen weapon group for to a maximum of +5. This bonus is applied after doubling the critical threat range of the weapon from the Improved Critical Feat. |
Defensive Circle (Ex) | Battle Meditation advanced warrior talent | As a swift action, the warrior and any allies affected by his Battle Meditation gain a +2 insight bonus to their AC, lasting as long as they are affected by his Battle Meditation. |
Defensive Weapon Training (Ex) | — | While wielding a weapon with which he is proficient, the warrior gains a +1 shield bonus to his Armor Class and adds half his weapon’s enhancement bonus (if any) to this shield bonus. When his chosen weapon bonus reaches +4, this shield bonus increases to +2. This shield bonus is lost if the warrior is immobilized or helpless. |
Devastating Melee Smash (Ex) | Melee Power warrior talent | Once 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. |
Expert Weapon Qualities (Ex) | — | A warrior that selects this talent chooses a specific weapon from his chosen weapon group, such as the longsword, lance, or greatsword. One of the following weapon qualities may be added to the weapon: Brace: The warrior may choose this option with a one- or two-handed weapon (but not a light weapon). If he uses a ready action to set his weapon against a charge, he deals double damage on a successful hit against a charging opponent. This does not double the double damage while using a lance. Disarm: With this weapon, the warrior gets a +2 bonus on combat maneuvers made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). Light: The warrior may choose this option only for a one-handed weapon. The weapon is now considered light for him. He may use the weapon in his off-hand without penalty, and he may use the Weapon Finesse feat with the weapon. Mounted: The weapon deals double damage when used from the back of a charging mount. If the weapon is two-handed, the warrior may use it one-handed while mounted. This does not double the double damage while using a lance. Thrown: The warrior may throw the weapon. It gains a range increment of 10. If the weapon does piercing damage, it gains a range increment of 20. Trip: The warrior can use the weapon to make trip combat maneuvers. If he is tripped during his own trip attempt, he can drop the weapon to avoid being tripped. This talent may be taken multiple times. |
Expert Weapon Reach (Ex) | Chosen Weapon [two-handed weapon] | A warrior that selects this talent chooses a specific two-handed weapon from his chosen weapon group, such as the greatsword, greataxe, or long spear. The warrior gains reach with the weapon. (Typically, this doubles his natural reach.) If the weapon already has reach, this talent allows him to attack adjacent foes. |
Feint Training (Ex) | — | The warrior adds his chosen weapon bonus on Bluff checks to feint and to the DCs of feint checks made against him. The warrior can use his base attack bonus in place of his ranks in Bluff on Bluff checks to feint, and if he does then for this purpose he counts as being trained in the Bluff skill and it being a class skill. In addition, if the warrior has the Improved Feint feat, he can feint in place of his first attack during a full attack. |
Ferocity (Ex) | Diehard feat | A 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 talent | The warrior gains the Greater Penetrating Strike feat as a bonus feat. |
Hustle (Ex) | Fast Movement warrior talent | Whenever 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 Battle Meditation (Ex) | Battle Meditation advanced warrior talent | The warrior may activate his Battle Meditation talent as a standard action, instead of as a full-round action. The range of the Battle Meditation extends out to 60 feet. Opponents within the radius of his Battle Meditation suffer a -1 penalty to all attack rolls. |
Improved Fast Movement (Ex) | Fast Movement warrior talent | A warrior that selects this talent increases his base speed by 10 ft. |
Improved Uncanny Dodge (Ex) | Uncanny Dodge class feature or warrior talent | The 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) | Hardened Fortitude warrior talent | This talent allows a warrior to add his Constitution modifier to his Will saving throws instead of his Wisdom. |
Inspiring Confidence (Ex) | — | A number of times per day equal to his highest chosen weapon bonus as a swift action, the warrior can allow one ally within 30 feet to attempt a new saving throw against an ongoing fear effect that causes the ally to cower or to become frightened, panicked, or shaken. If the ally succeeds at the save, the effect ends. |
Item Mastery | — | The 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 with a weapon he is proficient with that normally deals lethal damage. In addition, whenever the warrior deals nonlethal weapon damage, he doubles his chosen weapon bonus on the damage roll. |
Martial Arts Master (Ex) | Improved Unarmed Strike feat, Chosen Weapon Group that has Unarmed Strike | The warrior gains the unarmed strike damage of a black belt whose level equals his warrior levels. Additionally, he adds half his warrior levels in nonlethal damage to the damage dealt by his unarmed strike. |
Masterful Strike (Ex) | — | Once per encounter, the warrior lands an impressive blow against his enemy. When making a successful unarmed or melee attack, he increases his damage by 2 points for every 5 points by which his attack roll exceeds his target's AC. |
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) | Hardened Fortitude warrior talent | This talent allows a warrior to add his Constitution modifier to his Reflex saving throws instead of his Dexterity. |
Responsive Training (Ex) | — | When the warrior makes an attack of opportunity, he doubles his chosen weapon bonus on the attack roll. In addition, the warrior adds his chosen weapon bonus to the DC of Acrobatics checks made by opponents to move through a square that he threatens without provoking an attack of opportunity. The warrior can also make an additional number of attacks of opportunity per round equal to half his chosen weapon bonus (minimum 1 additional attack). If the warrior has the Stand Still feat, when he hits an adjacent foe with an attack of opportunity provoked by the foe attempting to move through a square the warrior threatens, he can also use Stand Still to make a combat maneuver check to prevent the foe from moving. In addition, the warrior adds double his chosen weapon bonus on all combat maneuver checks made with the Stand Still feat. |
Riposte Mastery (Ex) | Warrior 14, Melee Defense, Parry, and Riposte warrior talents | As 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. |
Second Wind (Ex) | — | Once per encounter, as a standard action, the warrior may regain a number of hit points equal to twice his warrior level plus his Constitution modifier. Any hit points he would gain from this ability over his maximum total are lost. |
Solid Frame (Ex) | Strong Back warrior talent, Strength 17 | A warrior that selects this talent lets him function in many ways as if he was one size category larger. Whenever he is subject to combat maneuvers, he is treated as one size larger if doing so is advantageous to him. The warrior is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. He can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. This talent doesn’t stack with the effects of powers, abilities, and spells that change the subject’s size category. |
Spell Parry (Su) | Disruptive feat | As an immediate action while wielding a weapon, the warrior can expend a use of an attack of opportunity to add his chosen weapon bonus to his saving throw against a spell, spell-like ability, or supernatural ability that allows a Reflex save or that targets him. The warrior cannot use this option against ongoing magical effects he is already affected by, only on the initial saving throw against such an effect. |
Spell Smash (Su) | Spellbreaker feat | The 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. |
Staredown (Ex) | Provoke warrior talent | The warrior may attempt the Demoralize action on all opponents within 30 ft. as a movement action. |
Storm of Blows (Ex) | Rain of Blows warrior talent | When wielding a melee weapon from the warrior's chosen weapon group, he may, as a full attack action, make two extra melee attacks at his highest BAB, but all such attacks receive a -4 penalty. This does not stack with anything that grants additional attacks (such as Haste) nor the Rain of Blows ability. |
Trained Flanking (Ex) | — | Trained Flanking: 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 chosen weapon bonus (minimum +1). When the warrior hits a creature he flanks, he deals additional Precision Damage equal to his chosen weapon bonus. The warrior has an effective thief level equal to his warrior level plus his chosen weapon 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 Grace (Ex) | — | When 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. |
Trained Interference (Ex) | — | The warrior adds his chosen weapon bonus to the DC of concentration checks made by enemies that he threatens and could execute an attack of opportunity against, even if the warrior has already used all of his available attacks of opportunity for this round. For example, a warrior who couldn’t make an attack of opportunity against a foe with cover or total concealment wouldn’t apply this DC increase. If the warrior has the Disruptive feat, the feat’s DC increase stacks with this option and now applies even if the warrior has used all of his available attacks of opportunity for this round. |
Trained Thrower (Ex) | — | When 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. |