Man just use the freaking plugin a member of the forum wrote here (peragro)..
Woeks fine, no need to waste money ..
I've talken about the same.
I have working tile based pathfinders, but dynamic obsatcle avoidance is a bit more about a complex movement system than simply pathfinding (avoiding or handling collisions etc.). there are mutual relations. I simply like to work on similar things
I just need to see your levels and game system to create a tile map from the environment. but things can be even more complex if character size can be very different or character capabilities can differ. but no problem, I have a semi finished system for it too

depending on character quantity I can implement path smoothing too.
but in some cases the navmesh is better, which is not a big difference, it uses triangles instead of squares, and A* among them, nothing magical...