Feline Affinity

An apex warrior with the feline affinity exhibits the traits and behaviors of lions, panthers, tigers, and other feline species. He tends to be sleek and neatly kept, possesses a cat-like grace, superhuman agility, prefers to do things alone, and possesses a self-assured, nearly arrogant view of his skills. The following affinity traits, combat style feats, and apex powers emulates creatures of the feline species.

Affinity Traits

Agile Moves: The apex warrior gains a +2 bonus on Acrobatics and Climb checks.

Agile Step: The apex warrior ignores difficult terrain when he takes a 5-foot step. The apex warrior must have the canine or feline affinity to select this trait.

Cave Born: The apex warrior gains a +2 bonus on Knowledge (dungeoneering) and Survival checks made underground.

Clawed: The apex warrior grows claws at the ends of his finger, granting 2 claw attacks. This is a primary natural attack that deals 1d4 points of slashing damage. The apex warrior must have the feline or ursine affinity to select this trait.

Fleet-Footed: The apex warrior gains Run as a bonus feat and a +2 bonus on initiative checks. The apex warrior must have the canine or feline affinity to select this trait.

Improved Scent (Ex): The apex warrior gains the Keen Scent ability. The apex warrior must have the scent trait to select this trait.

Keen Senses: The apex warrior gains a +2 bonus on Perception checks.

Natural Swimmer: The apex warrior gains a +2 bonus on Swim checks.

Night Vision: The apex warrior gains low-light vision. If the apex warrior already has low-light vision, its range doubles.

Scent (Ex): The apex warrior gains the Scent ability.

Silent Hunter: The apex warrior reduces the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait). The apex warrior must have the feline affinity to select this trait.

Sprinter: The apex warrior gains a 10-foot bonus to his speed when using the charge, run, or withdraw actions. The apex warrior must have the canine or feline affinity to select this trait.

Sure-Footed: The apex warrior does not lose his Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. The apex warrior must have the canine or feline affinity to select this trait.

Toothy: The apex warrior grows large, sharp teeth, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage.

Tough Hide (Ex): The apex warrior gains a +1 bonus to his natural armor.

Wildcraft: The apex warrior gains a +2 bonus on Knowledge (nature) and Survival checks made above ground.

Combat Style Feats

An apex warrior with the canine affinity may select the Natural Weapon style or one of the following Combat Styles.

Feline Style: If the apex warrior selects feline style, he can choose from following list whenever he gains a combat style feat: Attuned to the Wild††, Feline Grace††, Guardian of the Wild††, and Nimble Striker††. At 6th level, he adds Claw Pounce†† and Spirit of the Wild†† to the list. At 10th level, he adds Bleeding Critical and Rapid Grappler† to the list. (†Ultimate Combat, ††Advanced Race Guide)

Two-Weapon Combat Style: If the apex warrior selects two-weapon combat style, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.

Apex Powers

Agility (Ex): The apex warrior gains a +2 bonus on saving throws made against effects that cause him to become paralyzed, slowed, or entangled.

Counterstrike (Ex): When an enemy that is adjacent to the apex warrior hits an ally with a melee or ranged attack, the apex warrior can make a single melee attack with a natural weapon or melee weapon at his highest base attack bonus against the creature who attacked his ally. The apex warrior must have the clawed or toothy trait to be able to use this power with natural weapons.

Defensive Swipes (Ex): When the apex warrior makes a full-attack with both claw attacks or with his primary and secondary melee weapon, he gains a +2 dodge bonus to AC against melee attacks until the beginning of his next turn. The apex warrior must have the clawed trait to use this power with natural weapons.

Evasion (Ex): The apex warrior gains the ranger’s evasion ability.

Improved Natural Weapon (Ex): The apex warrior’s natural weapon increases by one damage die (1d3 to 1d4, 1d4 to 1d6, and so on). The apex warrior may select this power multiple times, but each time it applies to a different natural weapon.

Leap: The apex warrior adds 1/2 his apex warrior level to all Acrobatics checks made to jump, and is always treated as if he had a running start when jumping.

Leaping Attack (Ex): Whenever an apex warrior moves at least 5 feet prior to attacking, he gains a +2 bonus on attack and damage rolls.

Pounce (Ex): The apex warrior gains the Pounce special attack (see Universal Monster Rules) and can use it with either his natural weapons or the Two- Weapon style. The apex warrior must have the clawed trait to use this power with natural weapons and be 9th level to select this power.

Rake (Ex): The apex warrior gains the Rake special attack (see Universal Monster Rules) and can use it with either his natural weapons or the Two-Weapon style. The apex warrior must have the clawed trait to use this power with natural weapons.

Rend (Ex): The apex warrior gains the Rend special attack (see Universal Monster Rules) and can use it with either his natural weapons or the Two-Handed Weapon style or the Two-Weapon style. The apex warrior must have the clawed trait or toothy trait to use this power with natural weapons.

Uncanny Dodge (Ex): The apex warrior gains the rogue’s uncanny dodge ability.

Advanced Powers

Agile Defender (Ex): When an apex warrior makes a full-attack with both his natural weapons or with his primary and secondary melee weapons, every creature that hits him with a melee attack before the beginning of his next turn provokes an attack of opportunity from the warrior. The apex warrior must have the doublestrike and deft doublestrike powers to select this power. The apex warrior must also have the clawed trait and the toothy trait to use this power with natural weapons.

Deft Doublestrike (Ex): When the apex warrior hits an opponent with both of his natural weapons or with his primary and secondary melee weapons, he can make a disarm or sunder attempt (or trip, if one or both natural weapons can be used to trip) against that opponent as an immediate action that does not provoke attacks of opportunity. The apex warrior must have the doublestrike power to select this power. The apex warrior must have the clawed and toothy trait to use this power with natural weapons.

Doublestrike (Ex): As a standard action, an apex warrior can make one attack with both of his natural weapons or with his primary and secondary melee weapons. The penalties for attacking with two weapons apply normally. The apex warrior must have the clawed and toothy trait to use this power with natural weapons.

Graceful Faller: The apex warrior has an amazing sense of balance and keen knowledge of their own center of gravity. He always lands on his feet even when they take lethal damage from a fall. Furthermore, the apex warrior can fall up to 10 feet without taking falling damage, plus another 10 feet for every four levels beyond 9th.

Greater Savage Charge (Ex): When using savage charge, the AC penalty is reduced to 1/4 his apex warrior level instead of 1/2 his apex warrior level. In addition, the apex warrior can charge through friendly creatures and difficult terrain. The apex warrior must have the savage charge power to select this power.

Improved Evasion (Ex): The apex warrior gains the ranger’s evasion ability. The apex warrior must have the evasion power and be 15th level to select this power.

Improved Uncanny Dodge (Ex): The apex warrior gains the rogue’s improved uncanny dodge ability. The apex warrior must have the uncanny dodge power to select this power.

Rapid Attack (Ex): The apex warrior can combine a full-attack action with a single move. He must forgo the attack at his highest bonus but may take the remaining attacks at any point during his movement. This movement provokes attacks of opportunity as normal.

Swift Attack (Ex): When using a natural weapon to attack a creature, the apex warrior adds his Dexterity modifier to his damage rolls in addition to his Strength modifier. The apex warrior must have the feline affinity and be at least 15th level to select this power. The apex warrior must have the clawed or toothy trait to use this power with natural weapons.

Savage Charge (Ex): Whenever an apex warrior attacks with a natural weapon at the end of a charge, he gains a bonus on his natural weapon attack rolls equal to 1/2 his apex warrior level, while suffering a penalty to his AC equal to 1/2 his apex warrior level. These replace the normal attack roll bonus and AC penalty for charging. This bonus also applies to his CMB for a bull rush or overrun combat maneuvers made when charging. The apex warrior must have the clawed trait or the toothy trait to use this power with natural weapons.

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