Capable of healing even the most extreme wounds, bearing metal claws they can extend and retract at will, the adamantite beasts are the very best at what they do. But what they do isn’t very nice.

Adamantite beast is a pop-culture archetype of the black belt class, inspired by Wolverine of Marvel comics fame.

Twin Claws (Ex)

At 1st level, the adamantite beast gains that for which they are famed. In each hand, three long blades are implanted between each finger, functioning as a knuckle claw (Attacks with them are considered unarmed strikes, rather than natural weapons). These knuckle claws are unbreakable and cannot be disarmed. At-will as a free action, the adamantite beast may extend or retract them (Both on a per-hand and per-claw basis). The adamantite beast cannot hold anything in a hand if that hand's claws are extended (Though other abilities that require the use of his hands, such as performing the somatic components for spells, can be used unhindered). These claws, for obvious reasons, cannot be masterworked or enchanted, though if he is using hand wraps, an amulet of mighty fists, or is otherwise benefiting from a spell or other ability that affects his unarmed strikes, those properties transfer over to the claws.

Whenever an adamantite beast ability refers to his “claws”, it specifically refers to the built-in knuckle claws granted by this ability, not any other claw attacks he may have.

This ability modifies unarmed strike.

Bestial Rage (Ex)

At 1st level, the adamantite beast can rage for a number of rounds per day equal to 4 + his Constitution modifier. At each black belt level after 1st, he can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained by spells like guardian's endurance, do not increase the total number of rounds that an adamantite beast can rage per day. An adamantite beast can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. An adamantite beast may take the Extra Advance feat to gain additional rounds of rage.

While in rage, an adamantite beast gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, he takes a –2 penalty to Armor Class. He also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the adamantite beast enters a rage again within 1 minute of his previous rage. While in rage, an adamantite beast cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

An adamantite beast can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. An adamantite beast cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat.

However, this reliance on best-like fury rather than measured combat prowess affects their ability to use brawlings, reducing their maximum deck size as follows:

Class Level Deck size
1st 1
2nd 2
3rd 3
4th 3
5th 4
6th 5
7th 6
8th 6
9th 7
10th 8
11th 9
12th 9
13th 10
14th 11
15th 12
16th 12
17th 13
18th 14
19th 15
20th 15

This ability modifies and replaces the adamantite beast’s deck size.

Battlefield Brawling

The adamantite beast has somewhat different brawling abilities compared to a normal black belt.

Shield Arm (Bestial) (T, Lv1)
This combat art functions as the normal shield arm combat art, except that, from 2nd level onwards, the adamantite beast's arm also has its own recovery pool, as per the adamantite beast's Healing Factor (Combat) ability, except that this secondary recovery pool only recovers damage to that arm. If the adamantite beast has points in both his normal and his arm(s)' recovery pool, his arm(s) heal for the greater amount.

However, because of their healing factor, physical damage means little to them, so they are less practiced in using combat art. This means that the Shield bonus to AC provided by this combat art is only +1 initially and increases by +1 at 5th level and every 5 levels thereafter.

Additionally, an adamantite beast does not gain the Martial Flexibility, Improved Martial Flexibility, Greater Martial Flexibility, Sudden Flexibility or the Flexible Mastery brawling techniques.

Healing Factor (Combat) (Ex)

At 2nd level, the adamantite beast gains a recovery pool equal to his black belt level that allows him to heal portions of the damage he has sustained. This pool begins at 0 at the start of each encounter. When the adamantite beast is dealt hit point damage (But not when he loses temporary hit points, only his real hit point total counts), he adds an equal amount in his recovery pool. At the start of his next turn, provided he is above zero hit points (Before fast healing is accounted for), the adamantite beast heals an amount of damage equal to the total stored in this pool, which then resets to 0. Alternatively, the adamantite beast can choose to forgo this healing to gain adrenaline points (see beast's adrenaline).

Whenever an effect or ability would deal damage that ignores a black belt’s delayed damage pool, it likewise ignores the recovery pool and is not added to the total.

This ability replaces prizefighter’s resolve.

Healing Factor (Passive) (Ex)

Also at 2nd level, provided the adamantite beast is below half health, or he has not been engaged in combat or strenuous activity for at least an hour, he has fast healing 1. At 6th level and every 4 levels thereafter, the fast healing increases by 1.

This ability replaces second wind.

Beast’s Adrenaline (Ex)

At 2nd level, an adamantite beast gains the following ways to accrue adrenaline points:

Forgoing Healing From a Full Recovery Pool: At 2nd level at the start of his turn, the adamantite beast can choose to forgo the healing from having a full recovery pool to instead gain an adrenaline point. At his 8th and 16th level, he can forgo 50% and 25% of his recovery pool to gain an adrenaline point instead, but this stacks with itself, letting the adamantite beast generate up to three adrenaline points at once.

Spending a Full-Round Action: As a full-round action that can be combined with the total defense action, an adamantite beast can intentionally stimulate the production of adrenaline within his body, gaining 1 adrenaline point. However, doing so is physically demanding, causing him to take non-lethal damage equal to his recovery pool’s maximum capacity. At 8th and 16th level, this reduces to 50% and 25% of his recovery pool’s maximum capacity (rounded down), respectively.

Beast's adrenaline counts as adrenaline for all purposes.

This ability modifies adrenaline, replaces the ability to gain adrenaline from having a full delayed damage pool and modifies the ability to gain adrenaline by spending a full-round action.

Emergency Healing Factor (Ex)

Starting at 2nd level, the adamantite beast can spend any number of adrenaline points as a move action to increase the size of his recovery pool by 5 points per adrenaline point spent for a number of rounds equal to his Constitution modifier. He cannot choose to forgo healing from his recovery pool to gain adrenaline points while under the effects of Emergency Healing Factor, however.

Additionally, while not under the effect of Emergency Healing Factor, he may instead activate it as an immediate action, but may only spend one adrenaline point when doing so. At 5th level and every 5 levels thereafter, he can spend an additional point when using Emergency Healing Factor as an immediate action.

Beastial Talents

As an adamantite beast gains experience, he learns a number of talents that allow him to use his animalistic nature to assist him in combat. An adamantite beast may take one of the following talents in place of a brawling talent. An adamantite beast may take the extra brawling talent feat to gain additional bestial talents. An adamantite beast may not select athletic talents.

Bestial Scent (Ex)

By getting more in tune with his beastial nature, the adamantite beast learns to sniff out his opponents. The adamantite beast gains the scent special ability.

Deathless Beast (Ex)

The adamantite beast gains Deathless Initiate as a bonus feat, even if he does not meet the prerequisites for the feat. Prerequisites: The adamantite beast must be at least 8th level before taking this bestial talent.

Enhanced Scent (Ex)

Having grown far more accustomed to using his sharpened sense of smell, the adamantite beast can pick out hidden foes with far more precision. The adamantite beast knows the precise location of all creatures within 30 feet of himself that he can detect via scent. Creatures the adamantite beast cannot see (And are outside of his reach, as per the Sightless Combat ability) are still invisible to him and still otherwise gain the normal benefits. Prerequisite: The adamantite beast must be at least 10th level and have the scent special quality (which does not necessarily have to come from the bestial scent talent) before taking this bestial talent.

Enraged Strength (Ex)

While raging, the adamantite beast gains a +4 bonus on strength checks and on strength based skill checks. If he is at least 12th level, he instead gains a +8 bonus and if he is 20th level, he instead gains a +16 bonus.

Greater Deathless Beast (Ex)

The adamantite beast gains Deathless Zealot as a bonus feat even if he does not meet the prerequisites for that feat. Prerequisite: The adamantite beast must be at least 12th level and have the deathless beast and improved deathless beast bestial talents before taking this bestial talent.

Greater Healing Factor (Passive) (Ex)

The adamantite beast’s fast healing is always in effect, regardless of his hit point total. Prerequisite: The adamantite beast must be at least 16th level before taking this bestial talent.

Improved Deathless Beast (Ex)

The adamantite beast gains Deathless Master as a bonus feat even if he does not meet the prerequisites for that feat. Prerequisite: The adamantite beast must have the deathless beast bestial talent before taking this bestial talent.

Improved Healing Factor (Passive) (Ex)

The adamantite beast’s fast healing takes effect provided he is below 75% health, rather than half. Prerequisite: The adamantite beast must be at least 8th level before taking this bestial talent.

Rage Technique (Ex)

The adamantite beast may take a rage technique for which he qualifies in place of a bestial technique, treating his black belt level as his warrior level.

Tireless Rage (Ex)

An adamantite beast no longer becomes fatigued at the end of their rage. However, if they should enter their rage within 1 minute of their previous rage, they do not gain the temporary hit points. Prerequisite: The adamantite beast must be at least 18th level before taking this bestial talent.

These abilities may replace some brawling talents.

Healing factor (Overdrive) (Ex)

At 3rd level, provided he is below half health, the adamantite beast can take a standard action to focus and "manually" trigger their healing factor to immediately heal 8 hit points and at the start of their next turn they heal 7 hit points, the turn after that they heal 6 hit points, the turn after that they heal 5 and so on, to a maximum of half their health. At 5th level and every other level thereafter, the initial healing increases by 1 point and ticks down from this new value. After the ability has run its course, the adamantite beast must wait 5 rounds before using it again.

This ability replaces Focus

Body of a Beast (Ex)

At 4th level, the adamantite beast’s physiology allows him to recover from afflictions more readily, granting him immunity to mundane diseases. Additionally, if the adamantite beast fails the saving throw against a status effect, once the duration has reached the halfway point, he may make a new saving throw every round (At the original DC) to throw off the status effect, even if the status effect does not normally allow for subsequent saves. The maximum duration of any mundane poison the adamantite beast is afflicted with is also halved. If he is at least 14th level, he may make these saving throws from the second round onwards and becomes immune to mundane poisons.

This ability replaces wooden body.

Pugilism (Ex)

This ability also applies to the adamantite beast’s claws, not just his unarmed strike.

This ability modifies pugilism.

Unkillable Beast (Ex)

At 8th level, the adamantite beast gains diehard as a bonus feat (If he already had this feat, he instead gains any other combat feat for which he qualified at the level he gained diehard.) and adds his black belt level to his Constitution score when determining the negative hit point total necessary to kill him. His healing factor (combat) ability now functions if his negative hit points are at or above his constitution score (i,e, If he has a constitution score of 16, that ability functions if he is between -1 to -16 hit points), rather than functioning if he is above 0.

Additionally, the adamantite beast's recovery pool increases to 1.5x his black belt level, but he still only increases his recovery pool by 5 when spending resolve points.

This ability replaces stone body.

Greater Rage (Ex)

At 12th level, when an adamantite beast enters rage, his bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.

This ability replaces steel body.

Critical Healing Factor (Combat) (Ex)

At 16th level, the adamantite beast can recover a far greater amount of damage in combat, which increases his recovery pool to twice his black belt level. For every adrenaline point he spends to increase his recovery pool, he increases it by 10 per point.

This ability replaces diamond body.

Mighty Rage (Ex)

At 20th level, an adamantite beast’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +6. In addition, the amount of temporary hit points gained when entering a rage increases to 6 per Hit Die.

This ability replaces adamantite body.