The jaegers (pronounced “yay-grr”) are a group of danger loving warriors. Often hired like mercenaries, they are willing to fight any battle; any war with their lives on the line to truly feel alive. They employ a vast array of tactics, gear, and clever weapons, such as gunarms, to get the job done and have as much fun as possible in the throes of battle!

jaeger is an archetype of Warrior

Jaeger Training (Ex)

At 1st level, A jaeger is always trained to respond to danger and make use of what they have for the most outrageous tactics. A jaeger gains catch off-guard as a bonus feat. They reduce the non-proficiency penalty for using modified weapons and gunarms by 2. If the total proficiency penalty a jaeger suffers to wielding modified weapons and gunarms is reduced to 0 (either through feats, traits, items or gear) or more, they treat those weapons as their chosen weapon for weapon training and gain the benefits of that feature at the level they would meet this criteria. Temporary reductions to this penalty (such as using martial flexibility to gain the Exotic weapon proficiency) do not grant this benefit. The benefit of this ability applies to both the melee and ranged weapon of the gunarm.

However, this makes them a little less focused until much later. The +1 bonus from weapon training increases by every five levels after the 1st instead of four.

This modifies weapon training.

Energetic Combatant (Ex)

A jaeger loves to mix up combat as much as possible, loathing to do the same thing twice. Whenever a jaeger successfully performs a full, standard or move action that is an attack, class ability, feat, or action provided by a skill (such as Feint for Bluff, Jump for Acrobatics, or Demoralize for Intimidate) in an encounter, they gain a stack of adrenaline. At 1st level, a jaeger can only hold one stack of adrenaline, but at 3rd level and every 2 levels thereafter, the jaeger can hold one additional stack, to a maximum of ten stacks at level 20. A jaeger cannot gain a stack of adrenaline if they perform the same action as they did in the previous round (this also includes a series of actions performed in the previous round). In the case of abilities like martial flexibility, the jaeger can gain a stack of adrenaline from a single use. However, if it is used again, and it is not a different feat, the jaeger will not gain a stack of adrenaline. A jaeger can only gain a single stack of adrenaline on a full attack and can only gain a maximum of 2 stacks of adrenaline in a single round.

Adrenaline lasts for 1 minute after an encounter ends and the jaeger is fatigued for an amount of rounds equal to the total amount of adrenaline gained. While the jaeger has adrenaline, they can fuel many abilities and maneuvers with adrenaline, such as Wild Orders. If the jaeger spends enough adrenaline to be reduced to 0 or less, he suffers fatigue immediately for 1 round or until the jaeger gains a stack of adrenaline. The jaeger loses 1 stack of adrenaline each turn if they are stunned, dazed, disabled, sickened, nauseated or suffer effects that would calm their emotions or make them lose control of their actions (Such as the calm emotions spell and the Charmed, Berserk, Fascinated, Confused or similar statuses).

In addition, a jaeger can spend a stack of adrenaline as a swift action when performing a combat maneuver or skill check, provided the skill check takes no more than 1 round to complete, to gain a +2 bonus on that check. At 4th level and every four levels thereafter, this bonus increases by an additional +2.

This ability replaces Advance, Tireless Advance, Soldier or Savage and Improved Soldier or Savage.

Wild Orders (Ex)

Whether they lead by example, martial prowess, or just plain chutzpah also defines how a jaeger strategizes on the fly. At 2nd level, a jaeger can give a wild order in the midst of combat, conveying its meaning through their actions, quick signals, or wild abandon. Normally, A wild order affects all allied creatures that can see or hear the jaeger within 60ft. A wild order can be given out as a free action (like speaking) but can only be performed once per round. However, only one wild order can be in effect at a time. If a jaeger declares a different wild order while one is in effect, the previous ends and the new one begins. A wild order lasts for a number of rounds equal to a jaeger’s chosen mental modifier: Intelligence, Wisdom, or Charisma. Once this choice is made, it cannot be changed. All wild orders include the jaeger as well.

There are wild orders that a jaeger can use to off-kilter their enemies as well. These are called Wild Tactics. A wild tactic is much like a wild order but signals a more aggressive maneuver (they still take a free action to signal). A wild tactic will often have it’s own action cost or specific actions that must be performed within 1 round to receive the additional effects A creature (or creatures) targeted by a jaeger’s wild tactic must be able to see or hear the jaeger to be subject to the effect. Blind and deafened, or creatures immune to sonic, mind-affecting effects are essentially immune to a jaeger’s wild tactic that forces a saving throw. A jaeger cannot execute a wild tactic if they are fatigued, sickened, or silenced. A wild tactic that subjects a creature to attempt a saving throw calculates the DC of the effect by 10 + half your warrior level + your chosen mental ability score's modifier.

Both wild orders and wild tactics have a cost in adrenaline stacks, as noted on the table below.

The jaeger can perform the following wild orders:

Set’em up 1 The jaeger gives a preparatory order for his allies. After giving this order, the jaeger readies a standard action. While this action is readied, the specific trigger is when an ally attacks or afflicts a creature with a status effect or condition within the jaeger’s movement speed (If using a melee weapon) or the first range increment for a ranged attack (If using a ranged weapon). If the trigger occurs, the jaeger may execute either a charge, ranged attack, or in the case of an adjacent foe, any attack he may perform with a standard action so long as the creature is within reach.
Give us a Show! 1 The jaeger shouts a cue for his more artistic allies to strut their stuff. For the duration, this order allows allied creatures to perform a distraction or feint action using Perform (including musical instruments, singing, and dancing), Sleight of Hand (for hat tricks, juggling, or street arts), Diplomacy (telling a joke or making a sale), or Spellcraft (to use a cantrip or other minor magic for flair) in place of bluff. Allies still must have ranks in the skill to gain this benefit.
Cheer up! 1 The jaeger gives an order that is more like a pep talk. Or a bit of grim optimism. Allied creatures who see or hear the jaeger gain a +2 bonus to saves against fear effects for the duration.
Over here! 2 The jaeger urges his allies to his position. This order allows allied creatures to spend an immediate action to move up to their speed towards the jaeger, gaining a +2 dodge bonus against attacks of opportunity provoked by the movement.
Run and Gun! 2 The jaeger shouts an order to execute hit and run tactics. Allied creatures get light on their feet with this order. For the duration, whenever an allied creature makes an attack action (Including attacks of opportunity), they can move 5ft step as an immediate action afterward. Moving in this way does not prevent them from taking a 5ft step. This prevents counter abilities from activating.
Brace Yerselves! 2 The jaeger gives an order to go on the defensive. For the duration, allied creatures under this order reduce the penalty to attack rolls when fighting defensively by 2. If this reduction would reduce the total penalty an ally receives from fighting defensively to 0 or more, they can add half the dodge bonus from fighting defensively to attack rolls as a competence bonus.
Run, it's the —-! 3 The jaeger gives the order for an all out retreat. The jaeger and his allies gain the benefits of the Run feat until the jaeger's next turn.
Duck and cover! 3 The jaeger gives an order to hide. For the duration, allied creatures get a +2 competence bonus on stealth checks and a +10 enhancement bonus to their speed when moving towards cover. If an allied creature or the jaeger gain the benefits of soft cover (+4 bonus to AC, +2 to Reflex saves) or better, they can roll twice and take better result on Reflex saves when benefitting from cover.
C’mon, we got this! 3 The jaeger gives a rallying cry to inspire his allies to forge on, despite the pain and their reservations. After executing this order and for the rest of the duration, the jaeger and the affected allied creatures gain temporary hit points equal to the jaeger’s chosen mental ability score’s modifier each turn at the beginning of their turns. These temporary hit points can stack with themselves and the temporary hit points granted by the jaeger’s shake it off ability but not with other sources of temporary hit points (Such as those granted by rage or another jaeger).
Slaughter ‘em! 4 The jaeger cries out this order in blood lust. For the duration, allied creatures gain a +4 morale bonus on critical confirmation rolls for the duration.
Hit them in the Kisser: 4 The jaeger bellows out this order to inflict pain. For the duration, allied creatures gain a +4 morale bonus on damage rolls.
Dust’em off! 4 The jaeger shouts an order to tend to the wounded. For the duration, allied creatures gain a +4 morale bonus on heal and stabilize checks. If an allied creature would heal hit point damage while under this effect, they heal an additional 1d4 hit points.
RRRRAAAAGGGGHH!! 5 The jaeger gives out a defiant cry! For the duration, allied creatures gain the benefits of the Diehard feat. In addition, allied creatures gain DR/- equal to the jaeger’s chosen mental ability score's modifier.

The jaeger can also perform the following wild tactics:

Wild Tactics Cost Description
Sucker Punch! 1 The jaeger knows that sometimes, you just gotta get a hit in; even if it’s a dirty one. The jaeger can perform one dirty trick or melee attack with an improvised weapon as a standard action. Should he hit with either, he can spend an attack of opportunity to draw another weapon and attack with -2 penalty but gain a +2 competence bonus on the damage roll. The jaeger may only gain the bonus to damage if he is using a weapon benefiting from his weapon or jaeger training ability (Including improvised weapons).
Back off! 1 The jaeger lets out focused screams towards their nearest foes. When the jaeger calls for this tactic, he screams outward in a 15ft cone. Hostile creatures in the area must make a Fortitude save or be staggered for 1 round. If a creature fails the DC by 5 or more, they suffer 1d6 + the jaeger’s warrior level in non-lethal damage. A successful save negates the staggered effect.
Blast and Slash! 2 The jaeger prepares a tricky maneuver to leave his foes reeling. As a standard action, a jaeger can draw and throw a splash weapon (such as alchemist fire) or improvised weapon. Should he hit and deal damage, he may draw another weapon and charge a target within his base speed as an immediate action. If the hits, he deals minimum weapon damage and the target creature must make a Fortitude save. A failure makes the target bleed for 1d4 + the jaeger’s warrior level for 2 rounds. If the creature fails the DC by 5 or more, they bleed for 1d6 + the jaeger’s warrior bonus for 3 rounds. The jaeger may only instill this added effect with a weapon benefiting from his weapon or jaeger training ability (Including improvised weapons).
Bah, just a Graze! 2 The jaeger let’s loose a quick barrage to try and get a hit in. The jaeger unleashes 2 melee or ranged weapon attacks as a standard action at a -2 penalty. Should he miss both attacks, he still manages to graze the enemy, dealing damage equal to the weapon’s base damage dice (Which excludes things such as enhancement bonuses, weapon special abilities, the jaeger’s Strength modifier and so on). This wound is not deep enough to expose the enemy to any injury poisons applied to the weapon. After executing these attacks, the jaeger is fatigued for 1 round. The jaeger can only perform this wild tactic with a weapon benefiting from weapon or jaeger training ability (Including improvised weapons).
Sideswipe ‘Em! 2 The jaeger shouts a chant for his allies to be ready for any opportunity. Should the jaeger succeed on an attack, combat maneuver or feint against the target creature, the nearest ally within 30ft of the jaeger may make an attack of opportunity if the creature is within their reach or within the first range increment of their weapon.
Bringing ‘em to you! 3 The jaeger signals an ally to get ready for a package. Once this tactic is declared, a jaeger must perform a bull rush, reposition, or any combat maneuver or effect that moves a target creature. When the jaeger successfully executes a combat maneuver or ability that forces a creature to move, that movement provokes an attack of opportunity against the affected creature from the nearest ally within 30ft. If the attack hits, the ally may add half their base attack bonus (rounded down) as additional precision damage to the attack.
High and Low! 4 The jaeger riles himself up to deliver a devastating maneuver. After declaring this tactic, the jaeger makes a special attack as a full-round action. The jaeger charges the nearest enemy in range to make a bull rush combat maneuver. Should he succeed, he does not have to follow his target and knocks them a number of feet into the air equal to 5 + his Strength score and lands prone. If a natural 20 was rolled on the bull rush attempt, the distance the target creature was launched is doubled. If the creature hits any other creatures along it’s ascent, it deals 1d6 + the jaeger’s Strength modifier in bludgeoning damage. It then proceeds to fall and take any potential fall damage due to the distance.
Skewer! 4 The jaeger, frustrated with his enemy’s defenses, goes in for a savage strike. Once this tactic is declared, the jaeger makes a special melee attack as standard action. Should he hit, he lowers an amount of hardness and/or damage reduction the target has by an amount equal to half his Strength modifier (rounded down) for 1 round. The jaeger may only perform this tactic with a weapon that is benefiting from his weapon or jaeger training ability (Including improvised weapons).
Cripple’Em! 5 The jaeger decides to make someone reel with pain. When this tactic is declared, the jaeger may make a special attack with a melee or ranged weapon as a standard action to a target in range. Should he hit, he deals normal weapon damage and the target must make a Fortitude save. A failure makes the target suffer the effects of the Impaired condition for 1 round. Success negates this effect. This is a pain effect and a jaeger can only initiate this effect with a weapon benefitting from the jaeger's weapon or jaeger training ability (Including improvised weapons). A creature immune to precision damage, critical hits, or pain effects (Like constructs and mindless undead) are immune to this added effect.

A jaeger can rescind a wild order or wild tactic as a free action but can only do it on his next turn if he already issued an order or tactic in the previous round. This ends any ongoing benefits and reduces an afflicted status effect or condition on an enemy creature to end within the jaeger’s turn.

These abilities replaces rage techniques.

Citizen Soldiers (Ex)

As wild as the jaeger is, they gotta know how to take care of themselves when there’s no heads to pummel. They gotta mingle with the best of ‘em. At 4th level, choose one Craft or Profession skill. The jaeger gains a bonus on that skill equal half to their warrior level. In addition, a jaeger gains one social talent (including advanced talents, if he is a high enough level) from the thief’s social talent list. The Jaeger may choose to to gain another social talent in place of warrior talents after 4th. For the purpose of thief social talents, a jaeger does not have a thief identity and is always considered to be in his social identity. The jaeger cannot take any talent that references his dual identity feature in its prerequisites nor can he take any talent that requires dual identity to activate or use (Talents that merely reference the dual identity ability but do not necessarily require it, such as combat artist or martial arts training, can be taken by a jager). The jaeger treats his warrior level as his thief level for the purposes of meeting the prerequisites for, and determining the effects of, social talents. (Including any thief levels the jaeger has, if any.)

This ability replaces the Warrior talent gained at 4th level and may replace subsequent talents.

Jaeger’s Tac (Ex)

At 5th level, instead of getting a cooldown, a Jaeger may spend 1 stack of adrenaline to use Warfares. Otherwise, this functions as Warfares.

This ability modifies Warfares.

Tandem Teamwork (Ex)

Although the jaeger is still a wild combatant, he takes better care to be wary of his fieldmates. The jaeger uses their battle and mercenary know-how to make synergistic moves; even with those they’re not compatible with. At 7th level, The jaeger can spend a stack of adrenaline as move action to gain a teamwork feat, so long as the jaeger meets the prerequisites. In addition, allied creatures who are benefiting from his wild orders are treated as having a teamwork feat the jaeger knows (Either one he gains from this ability or one he otherwise has) for the duration of the order. Allied creatures gain the benefit of the teamwork feat even if they do not meet its prerequisites. At 11th level, the jaeger may spend up to two stacks of adrenaline to gain up to two teamwork feats as standard action. At 15th level, creatures who flank the same creature as the jaegar do not provoke attacks of opportunity, so long as the hostile creature is in the jaeger’s threatened squares.

This ability replaces War Cry.

Unending Enthusiasm (Ex)

At 17th level, the jaeger no longer suffers fatigue when he loses adrenaline.

This ability replaces Grater Advance.

Legendary Jaeger (Ex)

At 20th level the jaeger is the standard for the mercurial warrior. The jaeger starts every encounter with a stack of adrenaline. He never loses adrenaline when he is subject to stunned, dazed, disabled, sickened, nauseated or mind control effects. In addition, he ignores the effects of ability damage, ability drain, or penalties to his ability scores the total damage or penalties they inflict equal the targeted ability’s score and ignores the effects of negative levels until he has a number of them equal to his hit dice.

This ability replaces Ultimate Warrior.