Winged WarriorSource Howl of the Wild pg. 82 2.0Nature provided wings to certain creatures to help them soar above predators or reach food hanging from tall trees or the side of a cliff. When those graced with wings no longer have to depend on flight for survival, their appendages can be turned to a different use: combat. In addition to granting strategic elevation over foes, wings provide a variety of combat advantages.
Winged warriors are found independently among several ancestries. While awakened animals seem able to use these techniques as if by instinct, tengu of the Inner Sea region are the most commonly seen practitioners of this fighting style. Naval and pirate crews in the Shackles particularly value a tengu’s skill at boarding actions. Warriors able to take flight, even temporarily, can often name their price when joining a crew on the Fever Sea. Despite the ranged armaments available on most ships, many sailors are hard-pressed to defend against skilled aerial assailants.
Even those who develop wings later in life, like certain surkis and those with grafted wings, can learn the fighting style of a winged warrior. Although it’s a long path, many of the techniques involved are reinvented, rediscovered, and even updated by individual warriors.
Archetype Dedication Source Howl of the Wild pg. 82 2.0Archetype Winged WarriorPrerequisites you have permanent wings (such as from an ancestry or graft)
Through rigorous training, you have strengthened your wings, granting you enough thrust to gain additional altitude. When you make a horizontal
Leap, increase the distance by 10 feet up to a maximum of your Speed. Any fly Speed granted by ancestry feats and other permanent wings increases by 5 feet.
Archetype Source Howl of the Wild pg. 82 2.0Archetype Winged WarriorPrerequisites Winged Warrior Dedication
Though not powerful enough for flight, your wings can deliver a thrashing to anyone who gets close. You gain a wing unarmed attack that deals 1d4 bludgeoning damage. Your wing attack is in the
brawling group and has the
agile,
finesse, and
unarmed traits.
Air Archetype Manipulate Spellshape Source Howl of the Wild pg. 82 2.0Archetype Winged WarriorPrerequisites Winged Warrior Dedication
You manipulate the currents of your spell's energy, allowing you to gracefully glide with your wings. If the next action you use is to Cast a Spell with the
air or
electricity trait, you can
Fly up to 10 feet before or after the spell is cast.
Archetype Source Howl of the Wild pg. 82 2.0Archetype Winged WarriorPrerequisites Winged Warrior Dedication
You rush forward, flapping your wings for a bit of lift, and can use that momentum to knock down a foe.
Leap, and if you land within melee reach of at least one enemy, you can attempt to
Trip that enemy. You don't need to have one hand free. If you successfully knock the target
prone, you can Leap again. If you have a fly Speed, you can
Fly instead of Leap.
Archetype Source Howl of the Wild pg. 82 2.0Archetype Winged WarriorPrerequisites Winged Warrior DedicationRequirements You’re in
bright light
By keeping your feathers clean and sleek, you can catch the light across your wings to create a startling glare in the eyes of a creature within 20 feet. The target must succeed at a Fortitude save against your class DC or be
dazzled for 1 round (1 minute on a critical failure). Regardless of their result, the target is temporarily immune to Sunbird Glare for 10 minutes.
Archetype Source Howl of the Wild pg. 83 2.0Archetype Winged WarriorFrequency once per hour
Prerequisites Winged Warrior Dedication
Unfurling your wings in a quick snap, you send feathers scattering in all directions. Creatures in a 15-foot emanation take 6d6 slashing damage (
basic Reflex save against your class DC). This increases to 10d6 if your unarmed attacks have a
greater striking rune, such as by etching it onto
handwraps of mighty blows, and 16d6 if they have a
major striking rune.
Uncommon Archetype Flourish Source Howl of the Wild pg. 83 2.0Archetype Winged WarriorPrerequisites Winged Warrior DedicationAccess tengu,
strix, or
awakened animal (
flying animal) ancestry
The skies are your rightful place, and you will not suffer another to occupy them. Make a Strike against a flying creature. If the attack deals damage, the target must attempt a Reflex save against your class DC.
Critical Success No effect.
Success The target
falls 15 feet but doesn't take damage if it reaches the ground.
Failure The target falls 30 feet but doesn't take damage if it reaches the ground.
Critical Failure As failure, but the target takes falling damage.
Archetype Source Howl of the Wild pg. 83 2.0Archetype Winged WarriorPrerequisites Winged Warrior DedicationRequirements You’re flanked by at least two enemies
You spread your wings wide, pushing foes away from you. Attempt to
Shove one of the flanking enemies, and then make a second Shove attempt against a different enemy that is flanking you. You don't need one hand free. The second Shove attempt has the same multiple attack penalty as the first and doesn't count toward your multiple attack penalty. On a success or critical success, you can't Stride after a target, but that target is also
off-guard until the beginning of their next turn. On a critical failure, you're off-guard until the beginning of your next turn instead of falling prone.
Archetype Flourish Source Howl of the Wild pg. 83 2.0Archetype Winged WarriorPrerequisites Winged Warrior DedicationRequirements You currently have a fly Speed.
Like the fastest of predatory birds, you soar toward your prey at great speeds.
Fly twice. At any point during this movement, you can make a Strike against one enemy within reach or within the first range increment of a ranged weapon. That enemy is
off-guard against the Strike if you're attacking them from above.
Archetype Source Howl of the Wild pg. 83 2.0Archetype Winged WarriorPrerequisites Winged Warrior DedicationTrigger You or an ally within 10 feet of you is the target of a ranged physical Strike.
You flap your wings to blow arrows off course. You or the triggering ally gain a +2 circumstance bonus to AC against the triggering attack. If the attack misses, you redirected the attack's flight path.
Archetype Source Howl of the Wild pg. 83 2.0Archetype Winged WarriorFrequency once per hour
Prerequisites Winged Warrior DedicationTrigger You’re airborne at the end of your turn.
You remain airborne through sheer effort. You don't fall, even if you didn't use
Fly or a similar action this turn.
Archetype Source Howl of the Wild pg. 83 2.0Archetype Winged WarriorPrerequisites Winged Warrior DedicationRequirements You currently have a fly Speed and are airborne.
You hurl away enemies with the force of your landing. You
Fly and, if you end your movement on a solid surface, your landing sends out a shock wave of air. Each creature within 10 feet of your landing position must succeed at a Reflex save against your class DC or be
pushed 10 feet away. This is forced movement.
Archetype Source Howl of the Wild pg. 83 2.0Archetype Winged WarriorPrerequisites Winged Warrior DedicationRequirements You currently have a fly Speed.
Using your elevation and speed to your advantage, you deliver aerial payloads with greater force. You
Fly and can Interact to draw a
bomb. At any point during your movement, you can also make a Strike with an alchemical bomb. The bomb deals its splash damage to every creature within 10 feet of the target.
Archetype Source Howl of the Wild pg. 83 2.0Archetype Winged WarriorPrerequisites Winged Warrior Dedication;
Pluck From the SkyRequirements Your previous action was Pluck from the Skies, and the target failed or critically failed their saving throw.
You follow up your enemy's fall, driving you both to the earth in a meteoric descent. You
Fly straight down, increasing the amount the enemy falls by your Fly speed. If you reach the ground, you drive the enemy into the ground, dealing double the normal
falling damage.
Air Archetype Sonic Source Howl of the Wild pg. 83 2.0Archetype Winged WarriorFrequency once per hour
Prerequisites Winged Warrior DedicationRequirements You currently have a fly Speed.
You can now achieve such flight speeds that your passage splits the very air.
Fly twice. Any creature that is adjacent to you at any point during your movement takes 10d6 sonic damage (
basic Fortitude save against your class DC). On a critical failure, the creature is also
deafened for 1 hour.