Combat Maneuver Talent Tree

The hero is a master of combat maneuvers and can use his brute strength and cunning intelligence against his foes in unique ways.

***Bull Rush Master (Ex):*** Gain a +1 bonus to Bull rush combat maneuvers and combat maneuvers to resist Bull Rushes.

***Improved Bull Rush Master (Ex):*** Gain an additional +1 bonus to Bull rush combat maneuvers and combat maneuvers to resist Bull Rushes. This stacks with the previous bonus. In addition, when you bull rush an enemy, you move them 5 additional feet for every 4 points over the CMD instead of every 5 points, and the enemy will move you 5 feet for every 6 points they beat your DC by. You must possess the Bull Rush Master talent to select this talent.

***Advanced Bull Rush Master (Ex):*** Gain an additional +1 bonus to Bull rush combat maneuvers and combat maneuvers to resist Bull Rushes. This stacks with the previous bonuses. When you bull rush an enemy, you move them 5 additional feet for every 3 points over the CMD instead of for every 5 points, and the enemy will move you 5 feet for every 7 they have above your CMD. You must possess the Bull Rush Master talent as well as the Advanced Bull Rush Master Talent to select this talent.

***Dirty Trick Master (Ex):*** Gain a +1 bonus to Dirty Trick combat maneuvers and Combat Maneuvers to resist Dirty tricks.

***Improved Dirty Trick Master (Ex):*** Gain an additional +1 bonus to Dirty Trick combat maneuvers and combat maneuvers to resist Dirty Tricks. This stacks with the previous bonus. In addition, when you use dirty trick on an enemy, it lasts an additional round for every 4 points over the CMD instead of for every 5 points. If you are subject to a dirty trick, the result is always one round less, even if that would mean it is unsuccessful.You must possess the Dirty Trick Master talent to select this talent.

***Advanced Dirty Trick Master (Ex):*** Gain an additional +1 bonus to Dirty Trick combat maneuvers and combat maneuvers to resist Dirty Tricks. This stacks with the previous bonuses. In addition, when you use dirty trick on an enemy, it lasts an additional round for every 3 points over the CMD instead of for every 5 points. If you are subject to a dirty trick, the result is always two rounds less, even if that would mean it is unsuccessful. You must possess the Dirty Trick Master talent as well as the Improved Dirty Trick Master Talent to select this talent.

***Disarming Master (Ex):*** Gain a +1 bonus to Disarm combat maneuvers and combat maneuvers to resist Disarming.

***Improved Disarming Master (Ex):*** Gain an additional +1 bonus to Disarm combat maneuvers and combat maneuvers to resist Disarming. This stacks with the previous bonus. In addition, when you use Disarm on an enemy, you can place the item 5 feet away from the enemy in any direction if you beat the enemy's DC by 5 or more. In addition, you only drop your weapon on a failure if the check fails by 10 or more. You must possess the Disarming Master Talent to select this talent.

***Advanced Disarming Master (Ex):*** Gain an additional +1 bonus to Disarm combat maneuvers and combat maneuvers to resist Disarming. This stacks with the previous bonuses. In addition, when you use Disarm on an enemy, you can place the item 10 feet away from the enemy in any direction if you beat the enemy's DC by 5 or more. In addition, you only drop your weapon on a failure if the check fails by 12 or more. You must possess the Disarming Master talent as well as the Improved Disarming Master Talent to select this talent.

***Drag Master (Ex):*** Gain a +1 bonus to Drag combat maneuvers and combat maneuvers to resist being dragged.

***Improved Drag Master (Ex):*** Gain an additional +1 bonus to Drag combat maneuvers and combat maneuvers to resist being dragged. This stacks with the previous bonus. In addition, when you Drag an enemy, you move them 5 additional feet for every 4 points over the CMD instead of every 5 points, and the enemy will move you 5 feet for every 6 points they beat your DC by. You must possess the Drag Master talent to select this talent.

***Advanced Drag Master (Ex):*** Gain an additional +1 bonus to Drag combat maneuvers and combat maneuvers to resist being dragged. This stacks with the previous bonuses. In addition, when you Drag an enemy, you move them 5 additional feet for every 3 points over the CMD instead of every 5 points, and the enemy will move you 5 feet for every 7 points they beat your DC by. You must possess the Drag Master talent and the Improved Drag Master talent to select this talent.

***Grapple Master (Ex):*** Gain a +1 bonus to Grappling combat maneuvers and combat maneuvers to resist being grappled.

***Improved Grapple Master (Ex):*** Gain an additional +1 bonus to Grapple combat maneuvers and combat maneuvers to resist being grappled. This stacks with the previous bonus. In addition, when you grapple an enemy, you only take a -3 penalty to grapple with only one hand and enemies trying to grapple with one hand take a -5. You also increase the DC of being tied up by +1. You must possess the Grapple Master talent to select this talent.

***Advanced Grapple Master (Ex):*** Gain an additional +1 bonus to Grapple combat maneuvers and combat maneuvers to resist being grappled. This stacks with the previous bonuses. In addition, when you grapple an enemy, you only take a -2 penalty to grapple with only one hand and enemies trying to grapple with one hand take a -6. You also increase the DC of being tied up by +1, this stacks with the previous bonus. Finally, your reach is considered 5 feet longer for the purpose of grappling. You must possess the Grapple Master and improved grapple master talents to select this talent.

***Overrun Master (Ex):*** Gain a +1 bonus to Overrun combat maneuvers and combat maneuvers to resist being overrun.

***Improved Overrun Master (Ex):*** Gain a +1 bonus to Overrun combat maneuvers and combat maneuvers to resist being overrun. This stacks with the previous bonus. If you beat your enemy's CMD by 4 or more, the enemy is knocked prone. You must possess the Overrun Master talent to select this one.

***Advanced Overrun Master (Ex):*** Gain a +1 bonus to Overrun combat maneuvers and combat maneuvers to resist being overrun. This stacks with the previous bonuses. If you beat your enemy's CMD by 3 or more, the enemy is knocked prone. You must possess the Overrun Master  and the Improved Overrun Master talents to select this one.

***Reposition Master (Ex):*** Gain a +1 bonus to Reposition combat maneuvers and combat maneuvers to resist being repositioned.

***Improved Reposition Master (Ex):*** Gain a +1 bonus to Reposition combat maneuvers and combat maneuvers to resist being repositioned. This stacks with the previous bonus. In addition, when you Reposition an enemy, you move them 5 additional feet for every 4 points over the CMD instead of every 5 points, and the enemy will move you 5 feet for every 6 points they beat your DC by. You must possess the Reposition Master Talent to select this one.

***Advanced Reposition Master (Ex):*** Gain a +1 bonus to Reposition combat maneuvers and combat maneuvers to resist being repositioned. This stacks with the previous bonuses. In addition, when you Reposition an enemy, you move them 5 additional feet for every 4 points over the CMD instead of every 5 points, and the enemy will move you 5 feet for every 6 points they beat your DC by. You must possess the Reposition Master and Greater Reposition Master Talents to select this one.

***Master Thief (Ex):*** Gain a +1 bonus to Steal combat maneuvers and combat maneuvers to resist objects being stolen.

***Improved Master Thief (Ex):*** Gain a +2 bonus to Steal combat maneuvers and combat maneuvers to resist being repositioned. This stacks with the previous bonus. You must possess the Master Thief talent to select this one.

***Advanced Master Thief (Ex):*** Gain a +2 bonus to Steal combat maneuvers and combat maneuvers to resist being repositioned. This stacks with the previous bonuses. You must possess the Master Thief and Improved Master Thief Talents to select this one.

***Sunder Master (Ex):*** Gain a +1 bonus to sunder combat maneuvers and combat maneuvers to resist objects being sundered.

***Greater Sunder Master (Ex):*** Gain a +1 bonus to sunder combat maneuvers and combat maneuvers to resist objects being sundered. Objects successfully struck by you during a sunder are treated as having it's hardness lessened by 1. You must possess the Sunder Master talent to select this one.

***Advanced Sunder Master (Ex):*** Gain a +1 bonus to sunder combat maneuvers and combat maneuvers to resist objects being sundered. Objects successfully struck by you during a sunder treat the object's hardness as 2 less. You must possess the Sunder master and greater sunder master talents to select this one.

***Trip Master (Ex):*** Gain a +1 bonus to Trip combat maneuvers and combat maneuvers to resist being tripped.

***Greater Trip Master (Ex):*** Gain a +1 bonus to Trip combat maneuvers and combat maneuvers to resist being tripped. In addition, If you fail by 12 or more you are tripped instead. You must possess the Trip Master Talent to select this one.

***Advanced Trip Master (Ex):*** Gain a +1 bonus to Trip combat maneuvers and combat maneuvers to resist being tripped. In addition, if you fail by 14 or more you are tripped instead, Finally your reach when making a trip attempt is treated as 5 feet greater. You must possess the Trip Master and Greater Trip Master talents to select this one.

***Advanced Maneuvers (Ex):*** You can select a single feat that grants a bonus to a combat maneuver as a bonus feat. You must qualify for this feat to select it. This can be selected multiple times, selecting a new feat each time.

***Maneuver Master (Ex):*** Select a number of combat maneuvers equal to your intelligence modifier. You use your total character level in place of your base attack bonus to determine your CMB and CMD. If your BAB is already equal to your class level, you add your intelligence modifier to the selected options instead. You must possess at least one other combat maneuver talent before selecting this one.

***Savage Grapple (Ex):*** The hero takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when it has the grappled condition. It can make an attack of opportunity against creatures trying to grapple it even if they possess the Improved Grapple feat or the grab special attack. If it hits with this attack of opportunity, it gains a +2 circumstance bonus to its CMD against the grapple attempt. It cannot make these attacks of opportunity once a grapple has succeeded. The Hero must possess the Grapple Master talent to select this one.

***Improved Savage Grapple (Ex):*** The Hero takes no penalties to Dexterity, attack rolls, and combat maneuver checks when it has the grappled condition. It is also treated as one size larger than its actual size when determining whether it can be grappled using the grab ability or swallowed by another creature. The Hero must possess Savage Grapple and at least three other talents to select this.

***Pit Fighter (Ex):*** The Hero has learned combat tricks from fighting in pit brawls and cage matches. The hero selects one combat maneuver and gains a +1 insight bonus on its CMB or to its CMD in that maneuver. This bonus increases to +2 if the hero is wearing no armor (shields are allowed). At every three levels after 3rd, the hero may select another combat maneuver and add this bonus on her CMB or to her CMD. This bonus can be applied to each maneuver no more than twice, once on CMB and once to CMD.

***Crippling Missile (Ex):*** The Hero can hinder its opponent’s combat ability with a well-placed blow. It may attempt combat maneuvers at range with thrown weapons; using its Dexterity modifier to calculate its CMB for the purposes of these maneuvers.

The Hero chooses a number of combat maneuvers equal to its Intelligence modifier from the following list that it can use with a ranged attack made with a thrown weapon: Bull Rush, Dirty Trick, Disarm, Sunder, and Trip. At levels 11 and 15, the hero can choose an additional combat maneuver, and it adds the following maneuvers to the list of maneuvers he may choose from: Grapple, Reposition.

A target grappled by a thrown weapon can break free by destroying the weapon (a sunder attempt that does not provoke attacks of opportunity), or by removing it as an Escape Artist or CMB check (against the hero’s CMD –4).

If the hero’s Intelligence modifier is reduced (or permanently increased), it loses (or gains) an appropriate number of combat maneuvers to the list of combat maneuvers it can attempt with a thrown weapon. If his Intelligence modifier is permanently increased, it gains an appropriate number of combat maneuvers or actions; these choices are definitive.