Special Technique Talent Tree

Talents that utilize special attacks and grant you new ways to fight. Most of these can only be utilized if you are using unarmed strikes or a melee weapon.

Battle Throw: When you successfully maintain a grapple against an opponent, you may fling your opponent with great force. 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.

Improved Battle Throw: When using Combat 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 Combat throw trait to select this one.

Clothesline: 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.

Headbutt: While grappled, you can headbutt your opponent during any one of your attack actions. This deals damage equal to your unarmed strike +1 1/2 your strength modifier.

Suplex: Make an attack against an enemy's grapple CMD as a standard action, if successful, you launch backward, slamming your enemy on his neck. You and the enemy switch places, and the enemy takes your normal unarmed strike damage as well as 1d4 damage per 2 Strong hero levels (Max 10d4) A successful fortitude saving throw DC: 10+1/2 Strong Hero level+ Strength modifier halves the damage. The enemy is also knocked prone. You must possess the master grappler talent to select this one.

German Suplex: When using the suplex ability, the enemy must also make a fortitude saving throw or be sickened for 1 round per point in the strong hero's strength modifier. You must possess the master grappler and Suplex talents to select this one.

Choke Hold: 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 Strong 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.

Piledriver: As a standard action, a Strong Hero can make a single melee attack against an enemy. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity. This requires the Bull rush master and improved bull rush master talents before it can be selected.

Power Bomb: 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 Strong Hero level+ Strength modifier is required or the creature is staggered for 1 round. The enemy is also knocked prone. You must possess the master grappler, Improved Master Grappler, and Suplex talents to select this one.

Leg Breaker: As a standard action the Strong Hero can attempt an attack roll on an enemy's Grapple CMD. If successful, he deals normal unarmed strike damage and the enemy must make a fortitude saving throw DC:10+1/2 Strong 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.

Arm Breaker: As a standard action the Strong Hero can attempt an attack roll on an enemy's Grapple CMD. If successful, he deals normal unarmed strike damage and the enemy must make a fortitude saving throw DC:10+1/2 Strong Hero level +Strength modifier. If the creature fails it's save, 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.

Haymaker: As a standard 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 hits you deal normal unarmed strike damage and add in double your strength modifier.

One Inch Punch: As a standard action, make a single attack roll against your enemy's BullRush CMD. If this attack hits your enemy takes normal damage and is bull rushed back as if you had initiated a bull rush and moved with them. You must possess the Bull Rush Expert and Improved Bull rush expert talents to select this one.

Backswing: 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 2 handed, you deal 2 times your strength modifier instead.

Targeting: As a full-round action, the Hero can make a single firearm attack and choose part of the body to target. She gains 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 the Hero’s    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.
 * 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.

Flying Kick: When you charge, you can deal an additional amount of damage on your first attack equal to 1/2 your level. You must possess 1 other talent from this tree to select this.

Bicycle Kick: Once per encounter, you can move up to 1/2 your move speed and make a full attack. This is treated as a charge attack. This can only be selected after selecting Flying kick and six other talents.