Monk archetype
Wildcat
Source: Advanced Class Guide, p. 105
A wildcat is a student of the school of hard knocks who dedicates himself to learning how to take down foes by any means necessary. A wildcat isn’t afraid to smash a tankard over a foe’s head, stomp an opponent’s foot, gouge an eye, or generally create mayhem to gain any possible advantage.
Ready for Anything (Ex) level 3
Replaces Still Mind.
At 3rd level, a wildcat gains a +2 bonus on initiative checks and on Perception checks to act in a surprise round. This ability replaces still mind.
Brawler Maneuver Training (Ex) level 4
Replaces Ki Pool.
At 4th level, a wildcat gains additional training with the dirty trick combat maneuver (Advanced Player’s Guide 320). He gains a +1 bonus on combat maneuver checks when attempting a dirty trick and a +1 bonus to his CMD to resist this maneuver.
At 7th, 10th, and 16th levels, a wildcat becomes further trained in another combat maneuver, gaining the above +1 bonus on combat maneuver checks and to his CMD to resist that combat maneuver. In addition, each of the bonuses granted by previous maneuver training increases by 1. For example, when a wildcat reaches 7th level, he gains a +1 bonus on one type of combat maneuver and +1 to his CMD to resist that combat maneuver, and the bonuses for the dirty trick combat maneuver increase to +2.
This ability replaces ki pool and high jump. Improvised Weapon Mastery (Ex): Starting at 4th level, a wildcat’s damage with improvised weapons increases. When wielding an improvised weapon, he uses the unarmed strike damage of a monk 4 levels lower instead of the base damage for that weapon (minimum monk level 1st). For example, a 6th-level Medium wildcat wielding a broken bottle deals 1d6 points of damage instead of the weapon’s normal 1d4. If the weapon normally deals more damage than this, its damage is unchanged. This increase in damage does not affect any other aspect of the weapon. The wildcat can decide to use the weapon’s base damage instead of his adjusted unarmed strike damage. This decision must be declared before the attack roll is attempted. This ability replaces slow fall.
Knockout (Ex) level 9
Replaces Improved Evasion.
At 9th level, a wildcat can unleash a devastating attack once per day that can instantly knock a target unconscious. He must announce this intent before making his attack roll. If the wildcat’s strike is successful and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the wildcat’s level + the higher of the wildcat’s Strength and Dexterity modifiers) or fall unconscious for 1d6 rounds. Each round on its turn, an unconscious target can attempt a new saving throw to end the effect; this is a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 12th level, a wildcat can use this ability twice per day. This ability replaces improved evasion and abundant step.
Turn the Tables (Ex) level 13
Replaces Diamond Soul.
At 13th level, whenever an opponent fails a combat maneuver check against the wildcat, it provokes an attack of opportunity from the wildcat. This ability replaces diamond soul.
Dirty Blow (Ex) level 19
Replaces Empty Body.
At 19th level, when a wildcat succeeds at a dirty trick combat maneuver, he can deal his unarmed strike damage to that opponent. This ability replaces empty body.
Bonus Feat
A wildcat adds the following feats to his list of bonus feats at 6th level: Improved Dirty Trick, Improved Reposition, and Improved Steal. He adds the following feats to his list of bonus feats at 10th level: Quick Dirty Trick, Quick Reposition, and Quick Steal.
