Clawdancer
ARCHETYPENature provides many creatures weapons for hunting and defense, but few are as common and simple as the claw. Whether for climbing, catching, or rending, claws are an indispensable tool for any limbed denizen of the wild. Humanoid species with these weapons often take pride in such a gift, developing clawed combat into an art.
Catfolk of southern Tian Xia are particularly adept at fighting with their claws. They call their style the Knives of Valash and prioritize rapid strikes mixed with sharp grapples to pin a foe in place. The style's practitioners, sometimes called Knives themselves, patrol the wilds honing their skills against the many dangers there. Once an acolyte rises sufficiently in rank, they're sent out across Golarion to explore and "sharpen their claws." Those who perfect their art over the years often return to Tian Xia to teach the next generation of the style.
Clawdancer Dedication Feat 2
You've practiced the art of fighting with your natural claws, hooking them into prey and thrashing at targets surrounding you. You gain the following two actions, which let you assume specific stances to strike more effectively with your claws.
Claw Stance 1 (stance)
Talon Stance 1 (stance)
Claw Snag Feat 4
You hook into the target, pulling yourself forward and rending flesh. Shift into claw stance if you aren't in it already, then make a frenzied claw Strike against the triggering creature.
Dashing Pounce Feat 4
With a burst of speed, you leap into the air, slashing with your hands. You Leap, and if you end your movement adjacent to an enemy, you make two frenzied claw unarmed strikes against it. Apply your multiple attack penalty to these Strikes normally. If both Strikes miss, you fall Prone at the end of your Leap.
Talon Sweep Feat 4
Your long clawed legs let you catch enemies to either side. You shift to talon stance if you weren't in it already. If the Strike misses, you can make a spinning talon Strike against any creature flanking you.
Abscission Shards Feat 6
You twist your claw, breaking off a piece in your target. The shard deals 1d6 persistent bleed damage. This increases to 2d6 if your unarmed attacks deal three weapon damage dice, such as under a greater striking rune, and 3d6 if they deal four weapon damage dice.
Hindquarter Kick Feat 6
You hold your prey's defensive limbs in place with your claws while delivering a swift kick to their unprotected sides. Shift to talon stance and make two spinning talon Strikes against the grabbed creature. Apply your multiple attack penalty to these Strikes normally. You then release the grabbed creature.
Spinning Stand Feat 6
You flare your legs around, using the momentum to both lash out and return to a standing position. You enter talon stance if you weren't in it already, make a spinning talon Strike against an enemy in reach, and then Stand. You don't take the -2 circumstance penalty for attacking while prone, and your Stand action doesn't trigger reactions. You can spend two actions using Spinning Stand to make two spinning talon Strikes instead of one; these Strikes must be against separate targets.
Wheeling Grab Feat 6
You cartwheel on your claws, dancing over your foes. You shift into claw stance and Tumble Through. If you moved through an enemy's space, you can Grapple it.
Feline Dance Feat 8
You fluidly move between stances in the process of dodging. Roll the save twice and take the higher result. If you were in claw stance, you shift to talon stance, and vice versa.
Tear Tendons Feat 8
You rake into your opponent with two claws, cutting into their muscle and depriving them of needed strength. Make two frenzied claw attacks against the same target, increasing the multiple attack penalty normally. If both attacks hit, the target must succeed at a Fortitude save against your class DC or be Enfeebled 2 for 1 round; if it critically fails, it's instead enfeebled 2 for 1 minute.
Hunting Snag Feat 10
Learning from nature's predators has taught you how to keep your prey close. Make a claw or talon unarmed Strike on the triggering creature. If it's a critical hit and the trigger is a move action, disrupt that action. If it hits and the creature left a square adjacent to you, you can Step into that square.
Springboard Feat 10
You use the power of your leg lashing out to spring off your foe and leap toward another, your talon descending in a crescent. You Leap, which doesn't trigger reactions from the enemy you struck. If you land within melee reach of an enemy, you can choose to make a spinning talon Strike against them.
Claw and Talon Flow Feat 12
You fluidly shift between your two stances. You use the unarmed attack associated with your current clawdancer stance, then switch into the other stance (if you're in claw stance, make a frenzied claw Strike and then shift to talon stance, or vice versa).
Precise Hooks Feat 14
Your body is a varied and deadly weapon. When you critically hit a target with your claw or talon, you can apply a critical specialization effect based on the stance you're in. For claw stance, apply the knife weapon group's effect. For talon stance, apply the axe group's effect. These effects are in addition to the claw's or talon's normal critical specialization effect if you apply it.
Storm of Claws Feat 16
You lash out with your clawed limbs like a beast that has fallen upon its first meal in days, then back off to see your handiwork. Strike three times, with your multiple attack penalty increasing as normal. After each attack that hits and deals damage, you can Step.