Special Technique Talent Tree

These are talents that grant the hero special attacks and maneuvers usable in combat. Many of these techniques can be used in place of one of a character’s attacks during a full attack action, Including a flurry attack, or they can simply be activated as an attack action in of itself. Only one of these can be used in a round unless the character possesses a unique ability that allows them to use more such as the Technique Master feat.

These techniques will be labeled with various descriptors. These descriptors are utilized for abilities such as feats that may grant bonuses to techniques with those descriptors. These descriptors are Punch, Kick, Headbutt, Bullrush, Dirty Trick, Disarm, Drag, Grapple, Overrun, Reposition, Steal, Sunder, Trip, or Any, with any being usable by any sort of attack or weapon.

In addition it is given a descriptor of Full, Standard, Attack, or special to show that it can be used as a full round, as a standard action, as an attack action, or in a special circumstance.

***ANY***

***Backswing (Attack) (Any):*** When making a full attack with a melee weapon, you can take a -4 penalty on any attack after your first to deal 1 and 1/2 times your strength modifier if the attack is successful, using your momentum from previous attacks to land a devastating strike. If using a weapon two handed, you deal two times your strength modifier instead.

***Haymaker (Attack) (Any):*** As an attack action you can attack and lunge out at your enemy. This attack treats your reach as if it were 5 feet greater and you gain a +2 bonus to hit and take a -2 penalty to armor class. These stack with a charge attempt. If the attack successfully lands, the enemy takes an additional amount of damage equal to ½ of your strength modifier. If this is used with stunning fist, the saving throw DC is increased by +2.

***Targeting (Full) (Any)*:** As a full-round action, you can make a single attack and choose part of the body to target. You gain the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. Creatures that are immune to sneak attacks are immune to these effects.

* **Arms**: On a hit, the target takes no damage from the hit but drops one carried item of your choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
* **Head**: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
* **Legs**: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
* **Torso**: Targeting the torso threatens a critical on a 19–20, and the target is fatigued for 1 round.
* **Wings**: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

You must possess At least 4 other talents before selecting this one.

***Throat Crush (Attack) (Any)*:** You give a sharp blow to a foe’s throat, hampering its ability to speak for 1 round as if it had the caster croak spellblight. Creatures without a discernible throat, or with multiple vocal organs, are unaffected (subject to GM discretion).

***GRAPPLE***

***Arm Breaker (Standard) (Grapple) (Ex):*** As a standard action you can attempt an attack roll on an enemy's Grapple CMD. If successful, you deal normal unarmed strike damage and the enemy must make a fortitude saving throw DC:10+1/2 Total Hero level +Strength modifier. If the creature fails it's saving throw, for 1d4 rounds, any attack rolls, ability checks, or skill checks made using the wounded arm take a -2 penalty. A flying creature shot in the wing must make a Fly check to avoid descending involuntarily.

***Battle Throw (Attack) (Grapple) (Ex):*** When you successfully maintain a grapple against an opponent, you may fling your opponent with great force. This is a free action when maintaining a grapple. For every 5 points by which you have exceeded your opponent's CMD, you throw your opponent 5 feet. The creature takes 1d6 damage for every 10 feet moved, just as it would usually when falling. This cannot be utilized on a creature more than 1 size category larger than your own.

***Belly to belly Suplex (Standard) (Grapple) (Ex):*** When performing the suplex maneuver, you deal +1d8 damage if you weigh more than the target. This is doubled if your weight is more than twice that of the target. This extra damage is crushing damage. You must possess the suplex talent to select this. This cannot be combined with any other suplex based maneuvers.

***Break (Attack) (Grapple) (Ex)*:** You combine a writhing twist with a violent strike against a foe that is grappling you. If your attack is successful, you can attempt a grapple combat maneuver check or Escape Artist check as a free action to escape a grapple, adding the strike’s damage as a bonus on your check.

***Butt Thump (Full) (Grapple) (Ex):*** You grab on to your opponent and kick your leg up as you fall back with them in a headlock to slam their head into the ground below. This works as the suplex but creatures that fail their saving throw are sickened for 1 round per point in your strength modifier. This cannot be combined with any other suplex based maneuvers.

***Choke Hold (Special) (Grapple) (Ex):*** After successfully pinning your opponent, you can choose to roll against their grapple CMD again to perform a choke hold. Each time it is successful, you deal  unarmed strike damage and the enemy must make a fortitude saving throw DC: 10+1/2 total hero level+ Strength modifier or be dazed for 1d4 rounds. Creatures that do not require breathing, or have an abnormal anatomy take no damage from this ability.

***German Suplex (Full) (Grapple) (Ex):*** When using the suplex ability, you deal d6’s instead of d4’s. You must possess the Suplex talent to select this one. This can only be used on a creature the same size as you or smaller.

***Improved Battle Throw (Special) (Grapple) (Ex):*** When using Battle throw to toss an enemy at another enemy, you deal damage equal to the falling damage to both enemies, as well as your strength modifier. You must possess the Battle throw trait to select this one.

***Leg Breaker (Standard) (Grapple) (Ex):*** As a standard action you can attempt an attack roll on an enemy's Grapple CMD. If successful, you deal normal unarmed strike damage and the enemy must make a fortitude saving throw DC:10+1/2 Hero level +Strength modifier. If the creature fails, it's speed is decreased by 10 feet for 1d4 rounds if it has two or fewer legs, and by 5 feet if it has three or four legs. In either case, the creature’s speed cannot be reduced below 5 feet per round. Leg Breaker has no effect on creatures with five or more legs. Hitting the same leg more than once has no extra effect, but the speed penalty for hits on different legs stack. Additionally, any skill or ability checks involving movement (such as Acrobatics or Swim checks) take a –2 penalty for 1d4 rounds.

***Piledriver (Standard) (Grapple) (Ex):*** As a standard action, you can make a single melee attack against an enemy. If the attack hits, you deal your normal unarmed strike damage, however you add 1 and ½ your strength modifier and an additional 1d12 to the damage dealt. If the enemy possesses damage reduction you ignore 1 point of it for every 4 levels you possess. Both you and the enemy are knocked prone from this attack. This can only be used on a creature the same size as you or smaller.

***Power Bomb (Standard) (Grapple) (Ex):*** Make an attack against an enemy's grapple CMD as a standard action, if successful, you lift your enemy in the air, flipping them and slam them down on their back. The enemy takes your normal unarmed strike damage as well as 1d6+1 per two levels (Max 1d6+10). A successful fortitude saving throw DC: 10+1/2 Hero level+ Strength modifier is required or the creature is staggered for 1 round. The enemy is also knocked prone. You must possess the Suplex talent to select this one. This can only be used on a creature the same size as you or smaller.

***Quebradora Con Giro (standard) (Grapple) (Ex):*** Lifting the enemy into the air and turning them around, you slam them down onto your knee and drop them on the ground. As a standard action, make a single attack against the enemy’s armor class. If successful, you deal your unarmed damage, but all of the unarmed damage increases it’s damage die by 1 step and the enemy is knocked prone. The creature must make a fortitude saving throw DC: 10+ ½ level+ Strength modifier or have it’s movement speed cut in half for 1 round and be unable to take 5 foot steps. This can only be used on a creature the same size as you or smaller. You must have selected suplex to select this.

***Reverse Armsault (Attack) (Grapple) (Ex):*** Grabbing them by their neck in a headlock, you lift the enemy up over your shoulders and fall back, slamming them into the ground. You make a grapple CMB attack against an enemy’s grapple CMD. If this attack hits, you and the enemy both are knocked prone. The enemy takes normal unarmed damage, but also suffers from 1d4 dexterity damage. This can only be used on a creature the same size as you or smaller.

***RKO (Attack) (Grapple) (Ex):*** You grab your opponent around the neck and fall to the ground with them. Make an attack against the enemy’s grapple CMD, if this hits, the enemy takes normal unarmed damage, and 1d6 falling damage. The enemy must make a fortitude saving throw DC: 10+ ½ level+ Strength modifier or be staggered for 1 round. This leaves you and the enemy both prone. This can only be used on a creature the same size as you or smaller.

***Suplex (Standard) (Grapple) (Ex):*** Make an attack against an enemy's grapple CMD as a standard action, if successful, you launch backward, slamming your enemy on his neck. Your enemy is placed in the square behind you, and the enemy takes your normal unarmed strike damage as well as 1d4 damage per two hero levels (Max 5d4). If there is an object behind you such as a table or something similar, the enemy takes an additional +1d4 damage. A successful fortitude saving throw DC: 10+1/2 Hero level+ Strength modifier halves the damage. The enemy is also knocked prone. You must possess 3 other talents before selecting this one. This can only be used on a creature the same size as you or smaller.

***Wrist Lock Suplex (Standard) (Grapple) (Ex):*** Grabbing their wrists from behind, you lift them up and over your head and slam them down on their neck. When using the suplex ability, you can choose to deal 1d4 strength damage to the creature if it fails it’s saving throw. You must possess the suplex ability to select this. This cannot be combined with any other suplex based maneuvers.

***HEAD-BUTT***

**Head-Butt (Attack) (Head-butt) (Ex):** You slam your head into your enemy’s head, leaving your foe reeling. If the attack hits and the foe is of the same size or one size smaller than you, you can make a free combat maneuver check against the target of this strike (using the base attack bonus of the attack used to hit the foe). If the foe is not of the same creature type as you, you takes a –8 penalty on this check. If the check is successful, the target is staggered for 1 round. Creatures without a discernible head are not affected by this (subject to GM discretion). You must attack with a head-butt to use this technique.

***KICK***

***Bicycle Kick (Full) (Kick) (Ex):*** Once per encounter, you can move up to 1/2 your move speed and make a full attack. If you land at least two attacks the enemy must make a reflex saving throw DC: 10+ ½ character level+ Strength modifier or be knocked prone. This is treated as a charge attack. This can only be selected after selecting Flying kick and two other talents.

***Drop Kick (Attack) (Kick) (Ex):*** When you make an attack, you can choose to drop prone as part of the attack. If you do, you can deal an additional amount of damage on your attack equal to 1/2 your level, and the enemy must make a reflex saving throw DC: 10+ ½ level+ Strength modifier or be pushed back 5 feet and knocked prone.

***Foot Stomp (Attack) (Kick) (Ex)*:** The You stomp an enemy’s foot, preventing the opponent from escaping. If the attack hits and you end your turn adjacent to the foe, the foe’s movement is restricted. Until the start of your next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to you. Alternatively, it can attempt a combat maneuver check (against your CMD) as a standard action to break free. This technique does not work against foes that cannot be tripped. You must attack with a kick to select this ability.

***Knockback Kick (Attack) (Kick) (Ex)*:** You attempt to knock your foe back with a powerful kick. If the attack hits, you can attempt a free combat maneuver check against the foe (using the base attack bonus of the attack used to hit the foe). If the check is successful, the foe is knocked 10 feet directly away from you. This distance increases by 10 feet for every 5 by which the check exceeds the foe’s CMD, to a maximum distance equal to ½ of your movement bonus. This movement does not provoke an attack of opportunity. The foe stops moving if it strikes another creature, barrier, or otherwise solid object. The creature is not knocked prone by this movement. You must attack with a kick to use this strike.

***Leg Sweep (Attack) (Kick) (Ex)*:** You attempt to sweep your foe’s leg, knocking the opponent down. If the attack hits, you can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity. You must attack with a kick to use this style strike.

***Roundhouse Kick (Attack) (Kick) (Ex)*:** You spin about, delivering a kick your foe did not expect. You make your attack against the foe’s flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike. You must attack with a kick to use this style strike.

***OVERRUN***

***Clothesline (Full) (Overrun) (Ex):*** When making a charge attempt, you can extend the reach of a melee attack by 5 feet to attack a creature at either of your sides. This is treated as an overrun attack and is on your opponent's overrun CMD. If successful you deal damage and knock the enemy prone. Alternatively, this can be used against an enemy making a charge attempt on you if you've readied an action.

***PUNCH***

***Defensive Spin (Attack) (Punch) (Ex)*:** You spin about, confounding your foe. If your attack hits, you gain a +4 dodge bonus to armor class against any attacks made by the target of this attack until the start of your next turn. This bonus does not stack with itself. You must attack with an unarmed strike to use this technique.

***Elbow Smash (Attack) (Punch) (Ex)*:** You follow up a punch with a strike from your elbow. If the attack hits, you can make an additional attack using the same attack bonus as the punch at a –5 penalty. If this second attack hits, it deals damage as normal, but all of the damage is nonlethal. You must attack with an unarmed strike or a 1 handed weapon to use this.

***Flying Kick (Attack) (Punch) (Ex)*:** You leap through the air to strike a foe with a kick. Before the attack, you can move a distance equal to ½ of your movement speed. This movement is made as part of your attack action and does not require an additional action. At the end of this movement, you must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.

***Hammerblow (Attack) (Punch) (Ex)*:** You link your hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the You roll your unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit. You must attack with an unarmed strike to use this, and both hands must be free.

***One Inch Punch (Standard) (Bullrush,Punch) (Ex):*** As a standard action, make a single CMB attack roll against your enemy's BullRush CMD. This works like the Knockback Kick ability, however the distance the enemy is knocked back is doubled, and the creature must succeed in a DC: 10+ ½ level+ Strength modifier fortitude saving throw or be fatigued for 1d6 rounds afterward. You must possess the Knockback kick talent to select this one. This must be used as a punch.

***Rabbit Punch (Attack) (Punch) (Ex)*:** You give a sharp blow to the back of a foe’s head. The critical threat range and critical multiplier of this strike increase by 1, and you gain a +2 bonus on attack rolls to confirm a critical hit with this strike. This increase is applied after improved critical hit and similar effects. Creatures without a discernible head are unaffected by this strike (subject to GM discretion).

***Shattering Punch (Attack) (Punch)(Ex) :*** You deliver a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. You must attack with a fist to use this style strike.