Foreword:
The Warpath Follower is a martial class template modified for the Hunter class. This design features new abilities as well as maneuvers from the Path of War supplement.
This archetype should not be considered for newer players or inexperienced GMs that are unfamiliar with the Systems and Use of Path of War. Check with your GM before bringing the Warpath Follower to your table!
This archetype design references rules available in the Unchained Action Economy. It is otherwise compatible with the default combat system of 1st edition.
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At times when civilization, demonic influence, or even remnants of The First World push too far, the forces of nature push back to defend. These Warpath Followers are in tune with the rhythm of the wild, which guides their hearts to do what is necessary to preserve the natural world. From game wardens to blight hunters, these warriors often form unique bonds with an animalistic partner to help them topple the mightiest of foes.
Converting your Hunter to a Warpath Follower:
The Warpath Follower is a class template suitable for use with the Hunter class. When converting a character to a Warpath Follower, the character loses or changes the following class features:
Hunter
- The hunter gives up the Animal Focus and Master Hunter class features.
- The hunter gives up the Precise Companion class feature
- The hunter gives up the Greater Empathic Link and One With the Wild class features.
- The hunter gives up the Bonus Trick class feature.
- The hunter has one fewer spell per day of each spell level he can cast. If this would reduce his spells per day to 0, he may only cast bonus spells that he received of that level due to a high Wisdom score.
Class Features
The following are class features of the Warpath Follower.
Class Skills:
A Warpath Follower adds his disciplines’ associated skills as class skills, including if he gains access to a new discipline.
Maneuvers
A warpath follower begins his career with knowledge of three martial maneuvers. The disciplines available to him are Golden Lion and Primal Fury (See Martial Style).
Once the warpath follower knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by warpath followers is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A warpath follower’s maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.
The warpath follower learns additional maneuvers at higher levels, as indicated on Table: Warpath Maneuver Progression. The maximum level of maneuvers gained through warpath follower levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to his maneuvers known through other methods, such as prestige classes or the Advanced Study feat. A polymath must meet a maneuver’s prerequisite to learn it. See Systems and Use for more details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the warpath follower can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes the restriction on the highest-level maneuvers he knows; the warpath follower need not replace the old maneuver with a maneuver of the same level. He can swap only a single maneuver at any given level. A warpath follower’s initiation modifier is Wisdom, and each warpath follower level is counted as a full initiator level.
Maneuvers Readied
A warpath follower can ready all three of his maneuvers known at 1st level, and as he advances in level and learns more maneuvers, he is able to ready more, but must still choose which maneuvers to ready. A warpath follower must always ready his maximum number of maneuvers readied. He readies his maneuvers by meditating or praying to the winds for ten minutes. The maneuvers he chooses remain readied until he decides to practice again and change them. The warpath follower does not need to sleep or rest for any long period of time in order to ready his maneuvers; any time he spends ten minutes practicing, he can change his readied maneuvers.
A warpath follower begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (unless he recovers them, as described below).
Archetype Maneuver Progression
| Class Level | Maximum Maneuver Level | Maneuvers Known | Maneuvers Readied / Granted | Stances Known |
|---|---|---|---|---|
| 1st | 1 | 3 | 3 (1) | 1 |
| 2nd | 1 | 4 | 3 (1) | 1 |
| 3rd | 1 | 5 | 3 (1) | 1 |
| 4th | 2 | 6 | 4 (2) | 2 |
| 5th | 2 | 6 | 4 (2) | 2 |
| 6th | 2 | 6 | 4 (2) | 2 |
| 7th | 3 | 7 | 4 (2) | 3 |
| 8th | 3 | 7 | 4 (2) | 3 |
| 9th | 4 | 8 | 4 (2) | 3 |
| 10th | 4 | 8 | 5 (3) | 3 |
| 11th | 5 | 9 | 5 (3) | 4 |
| 12th | 5 | 9 | 5 (3) | 4 |
| 13th | 6 | 10 | 5 (3) | 5 |
| 14th | 6 | 11 | 5 (3) | 5 |
| 15th | 6 | 11 | 6 (4) | 5 |
| 16th | 6 | 12 | 6 (4) | 5 |
| 17th | 6 | 13 | 6 (4) | 5 |
| 18th | 6 | 14 | 6 (4) | 5 |
| 19th | 6 | 14 | 6 (4) | 5 |
| 20th | 6 | 15 | 7 (5) | 5 |
Unlike other martial disciples, the hunter relies on the rhythm of the wild to get a feel for combat. Because of this, they do not have full control over their readied maneuvers; when a warpath follower readies his maneuvers, he selects one of his readied maneuvers to be immediately granted to him for use at any time (when this maneuver is used outside of combat, it recovers on its own in the following round), with the rest of his initially randomized maneuvers waiting to be granted in combat. The remainder of his readied maneuvers are withheld and currently inaccessible until combat begins. If he is able to act in a surprise round when combat begins, he is granted his maneuvers then as normal, but if he is caught unaware, he must wait until his initiative before his maneuvers are granted (beyond the initial one). At the end of each of his combat turns, one previously withheld maneuver (randomly determined) is granted to him, and thus becomes accessible for his next turn and subsequent turns. He can freely choose to initiate any maneuver that is currently granted when his turn begins, but he cannot initiate a withheld maneuver. If the warpath follower chooses not to employ a maneuver in a given round, his currently granted maneuvers remain available, and a previously withheld maneuver is granted, as described above. In other words, it doesn’t matter if he uses his maneuvers or not—at the end of each of his turns, one withheld maneuver from his selection of readied maneuvers is granted to him. Over the course of a few rounds, all the warpath follower’s maneuvers will eventually be granted.
A warpath follower can change the readied maneuvers he has chosen to be immediately granted for use at any time by spending one minute tuning into nature around him.
If, at the end of the warpath follower’s turn, he cannot be granted a maneuver because he has no withheld maneuvers remaining, he recovers all expended maneuvers, and a new group of readied maneuvers is granted to him, replacing his previously granted maneuvers if any remain unspent. He selects one of his choice and gains the remainder of granted maneuvers as randomized selections, as noted below. At the end of his next turn, a withheld maneuver is granted to the warpath follower, and the process of inspiration begins again.
At 4th level and again at 10th, 15th, and 20th levels, the number of maneuvers granted to the warpath follower at the beginning of an encounter and when he recovers his maneuvers increases by one. Unlike the warpath follower’s initial granted maneuver, these additional maneuvers are randomly determined (for example, at the beginning of an encounter, a 4th level warpath follower would choose one maneuver to have access to, then randomly be granted one more).
Alternatively, a warpath follower can actively listen to the world around him, recovering a single expended maneuver as a standard action (2 acts). If the warpath follower cannot ready his full allotment of readied maneuvers, he loses the ability to automatically recover his expended maneuvers and can only recover maneuvers by spending a standard action (2 acts).
Stances
A warpath follower begins his career with knowledge of one stance from any discipline open to warpath followers. At 4th, 7th, 11th, and 13th levels, he can select an additional stance to learn. The maximum level of stances gained through warpath follower levels is limited by those listed in the table below. Unlike maneuvers, stances are not expended and the warpath follower does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently maintaining as a swift action (1 act). A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.
Unlike with maneuvers, a warpath follower cannot learn a new stance at higher levels in place of one he already knows.
Martial Style (Ex)
At 1st level, the warpath follower selects either Piercing Thunder, Solar Wind, or Tempest Gale as an additional martial discipline to gain access to. If the warpath follower does not have the discipline’s associated skill as a class skill, he gains it as a class skill.
In addition, his animal companion has access to each of the Warpath Follower’s maneuvers granted and readied. When the animal companion initiates a maneuver, the Warpath Follower expends the readied maneuver. If the warpath follower has no granted or readied maneuvers, the animal companion cannot initiate any maneuvers. The animal companion uses the Warpath Follower’s initiation modifier and initiator level.
Martial Companion (Ex)
At 2nd level, the hunter chooses either Mounted Combat, Outflank, or Precise Shot as a bonus feat. He does not need to meet the prerequisites for this feat. If he chooses Outflank, he automatically grants this feat to his animal companion as well.
Devotion Against the Unnatural (Ex)
At 8th level the hunter grants his animal companion the Devotion against the Unnatural feat, even if the companion does not meet the normal prerequisites. If the hunter replaces his animal companion, the new companion gains this ability.
Hunters Supreme (Su)
At 20th level when the hunter recovers all of his maneuvers and is granted new maneuvers (see Maneuvers Readied), his Animal Companion gains a +6 bonus to Strength and Dexterity for 1 round (as long as the companion is within 1 mile).
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