Brawler archetype

Ulfen Beast-Wrestler

Source: Advanced Class Origins, p. 11

For these mighty grapplers, wrestling normal opponents has lost its challenge—they seek greater targets for glory. Ulfen beast-wrestlers challenge trolls to unarmed combat, and the greatest seek out the great linnorm their lands are known for and wrestle these primeval dragons into submission.

Mystery of Unblinking Flame (Su) level 2

This ability replaces bonus feats gained at 2nd, 8th, and 14th levels.

At 2nd level, the winding path renegade increases her land speed by 10 feet (this is treated as an enhancement bonus). If she uses her monk moves class ability to gain fast movement, the abilities stack with each other. At 8th level, if the winding path renegade begins the round with the grappled condition, she can deal 2d6 points of fire damage to all other creatures in the grapple as a free action. At 14th level, the winding path renegade becomes as difficult to contain as a flame. Once per day as a full-round action, she can transform into liquid flame, instantly escaping all bonds as if under the effect of freedom of movement and moving up to her speed. When moving as part of this ability, she can move through creatures’ squares freely and doesn’t provoke attacks of opportunity. She deals 10d6 points of fire damage to any creature whose square she enters during this movement. A successful Reflex saving throw (DC = 10 + 1/2 her brawler level + her Dexterity bonus) halves this damage. This ability replaces bonus feats gained at 2nd, 8th, and 14th levels.

Mystery of Unfolding Wind (Su) level 2

At 2nd level, the winding path renegade adds 10 to the range increment of ranged weapons she wields and gains Deflect Arrows as a bonus feat. At 8th level, she can harness the power of the wind to make enormous leaps. As a move action, she can leap without attempting an Acrobatics check, jumping any distance up to her move speed (upward movement counts as double, as when flying). She can leap in this way once per day per brawler level. At 14th level, when using the Deflect Arrows feat, the winding path renegade can send one projectile back at her attacker, with the same attack and damage roll the attacker rolled against her. Even if the deflected attack had more than one projectile (as with Manyshot), the winding path renegade sends only one projectile back at the attacker. The others are deflected as normal.

Mystery of Untwisting Iron (Su) level 2

At 2nd level, metal weapons and armor in the winding path renegade’s possession are treated as masterwork unless they have the broken condition. At 8th level, the winding path renegade gains a bonus equal to 1/2 her level on Craft checks involving metal, and she gains the benefits of the Master Craftsman and Craft Arms and Armor feats when crafting items made of metal. At 14th level, any weapon the winding path renegade wields is treated as adamantine.

School Focus (Ex) level 2

At 2nd level, a winding path renegade continues the training she left behind, gaining the benefits of the mystery taught at her old monastery. As the winding path renegade progresses in her self-guided training, she gains deeper understanding of her chosen monastery’s mystery, which grants her new powers.

Beast Training (Ex) level 3

Replaces Maneuver Training.

At 3rd level, an Ulfen beast-wrestler selects a creature type from the Ranger Favored Enemies table (Pathfinder RPG Core Rulebook 64). The only humanoid subtype the beast-wrestler can select is giant. She gains a +2 bonus on combat maneuver checks and to her CMD against creatures of the type she selected.

At 7th, 11th, 15th, and 19th levels, the Ulfen beast-wrestler can select an additional type of creature. In addition, at each such interval the bonuses against any one type of creature she’s chosen (including the one just selected, if so desired) increase by 2. If a specific creature falls into more than one category, the beast-wrestler’s bonuses don’t stack; she simply uses whichever bonus is higher. This ability replaces maneuver training.

Beast Defenses (Ex) level 4

Replaces AC Bonus.

At 4th level, when facing enemies she selected with beast training, the beast-wrestler gains a bonus to AC equal to 1/2 her beast training bonus against that creature. This ability replaces AC bonus.

Winding Path Renegade In Unbinding the Fetters, Irori teaches that the path to transcendence can be straight or twisted. Winding path renegades studied at the Houses of Perfection in Jalmeray, but while they grasped the mechanical aspects of the forms, they lacked the mental discipline required by the masters of the school. Thus, they withdrew from the monasteries— some peacefully, some not—to find their own paths.

Monk Moves (Ex) level 4

Replaces AC Bonus.

At 4th level, a winding path renegade can use her martial flexibility ability to gain the benefits of certain monk abilities as well as combat feats. Each ability counts as one combat feat for this purpose, and the winding path renegade is treated as a monk of a level equal to her brawler level for determining the effects of these abilities. The winding path renegade gains access to these abilities at the levels listed on the Monk Moves table below. She does not gain a ki pool, and can’t use powers that require ki. The winding path renegade must be wearing light or no armor to benefit from this ability. This ability replaces AC bonus.

Monk Moves Monk Ability Level Gained Evasion 4th Fast movement 4th Slow fall 4th High jump 5th Improved evasion 9th New Combat Traits The following combat traits are fitting for characters who learned to fight in unusual circumstances.

Absalom Bouncer

You learned to fight while serving as a bodyguard in the taverns of Absalom, where keeping the patrons alive through bloody bar brawls was just part of your job. When you make an attack that deals nonlethal damage with an unarmed strike, you gain a +1 bonus on your damage roll.

Failed Aspirant

You’ve failed the trials to gain entry to one of the Houses of Perfection. Though you are disappointed, you were able to pick up one trick from the monks. Choose a single combat maneuver. Once per day, you can perform that combat maneuver without provoking an attack of opportunity, and you gain a +2 bonus on that attempt.

Hunters are wilderness warriors, known for their trusted animal companions and their deep connection with the natural world. Hunters are more likely encountered in untamed lands like Iobaria, the Mwangi Expanse, the Realm of the Mammoth Lords, and Sargava, as well as the backwoods regions of more civilized realms like Andoran, Kyonin, the Lands of the Linnorm Kings, and Varisia. The following detail the most significant groups of hunters in the Inner Sea region.

Elven Hunters (Kyonin, Varisia): Though elven hunters are more common in Kyonin, their numbers are growing in northern Varisia, especially in the elven communities of Arsmeril and Crying Leaf. Many of these hunters roam the Mierani Forest and guard the approach to the ruins of Celwynvian. In Kyonin, many elven hunters dedicate themselves to eradicating Treerazer’s demonic taint, or else belong to a variety of ancient lodges, including a secret organization known as the Lantern Bearers.

Fangwood Insurgents (Nirmathas): Hunters have supported the Nirmathi insurgency since the forest nation declared its independence from imperial Molthune. Nirmathi hunters tend to be even more independent and self-sufficient than normal for the notoriously free- spirited folk of Nirmathas, and most hunters prefer to act as solitary scouts rather than as part of a regular martial force. However, in the southernmost Fangwood, dozens of hunters have recently formed a loose brotherhood called the Foxclaws. These hunters operate almost exclusively south of the Marideth River, carrying out costly ambushes on military supply caravans.

Garundi and Mwangi Hunters (Garund): Hunters are found throughout western Garund, from Thuvia to the Mwangi Expanse to the far southern reaches of the continent. These hunters are masters of the deserts, plains, and jungles of their native lands, and are as varied as the terrains they roam. The southern Bekyar boast a large number of demon-bound hunters—terrifying predators who form bonds with fiendish creatures and stalk humanoid quarry to deliver into slavery or even worse fates. The seafaring Bonuwat usually form bonds with aquatic creatures, and can be found as far west as the Shackles. The taciturn Mauxi roam the barren plains and deserts of Thuvia, and they typically form bonds with desert creatures, especially venomous ones. Lastly, the ubiquitous Zenj of the Mwangi Expanse prefer different animal companions depending on where they live; jungle-dwelling Zenj typically choose apes and small dinosaurs, while plains-dwelling Zenj prefer baboons, lions, or other creatures of the savanna.

Kellid Tribes (Numeria, Realm of the Mammoth Lords): The tribes of the fierce Kellid people inhabit the rugged north, which is bordered by an empire of orcs, a land overrun with demons, and an ice-bound realm ruled by evil witches. These Kellid hunters and their animal companions are products of their harsh environment. Kellid hunters in Numeria often are at odds with the Technic League, and consider the Black Sovereign’s embrace of alien technology nothing short of blasphemy.

In the Realm of the Mammoth Lords, Kellid hunters must contend with the region’s dangerous megafauna in addition to the cruel and unforgiving environment.