Strength Talents

Brute Force Talent Tree

Power Attack - Alga

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

Power Attack - Belta

Prerequisite: Str 16, Power Attack - Alga

Benefit: When lowering your attack bonus to increase your damage,

the damage bonus gained when wielding a weapon with both hands increases by one-half (50%), rounded down.

Normal: Without this Talent, wielding a weapon with both hands has no effect on Power Attack.

Power Attack - Tseza

Prerequisite: Str 18, Power Attack - Alga & Belta

Benefit: You may now add one and a half times your Strength modifier to the damage of any one-handed weapon you wield and twice your Strength modifier to damage for a two-handed weapon.

Normal: You add your strength modifier to one handed weapons and one and a half times your strength modifier to two-handed weapons.

Furious Focus

Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.

Prerequisites: Power Attack, base attack bonus +1.

Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack Talent, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Bloody Assault

Sacrificing accuracy, you can inflict bloody wounds that are slow to heal.

Prerequisites: Improved Power Attack, Power Attack, base attack bonus +6.

Benefit: You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage with your weapon melee attacks, in addition to the normal damage dealt by the weapon. A creature continues to take bleed damage every round at the start of its turn. Bleed damage can be stopped by a DC 15 Heal check or through any magical healing. Bleed damage from this feat does not stack with itself. You must choose to use this feat before making the attack roll, and its effects last until your next turn (although the bleeding lasts until healed, as normal).

Death or Glory

Even when facing a larger foe, you aren’t afraid to take great risks in order to finish the fight.

Prerequisites: Improved Power Attack, Power Attack, base attack bonus +6.

Benefit: Against a creature of size Large or larger, you can make a single melee attack as a full-round action, gaining a +4 bonus on the attack roll, damage roll, and critical confirmation roll. You gain an additional +1 on this bonus at base attack bonus +11, +16, and +20 (for a maximum of +7 at base attack +20). After you resolve your attack, the opponent you attack can spend an immediate action to make a single melee attack against you with the same bonuses.

Special: You can combine the full-round action attack this feat allows with the benefit of Vital Strike, Improved Vital Strike, or Greater Vital Strike.

Dazing Assault

You can daze foes with wild attacks.

Prerequisites: Improved Power Attack, Power Attack, base attack bonus +11.

Benefit: You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this talent before making the attack roll, and its effects last until your next turn.

Cleaving Talent Tree

Cleave

You can strike two adjacent foes with a single swing.

Prerequisites: Power Attack, base attack bonus +1.

Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Great Cleave

You can strike many adjacent foes with a single blow.

Prerequisites: Str 16, Cleave, Power Attack, base attack bonus +4.

Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Cleaving Finish

When you strike down an opponent, you can continue your swing into another target.

Prerequisites: Cleave, Power Attack.

Benefit: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.

Cleaving Finish - Improved

You can cut down many opponents in a single strike.

Prerequisites: Cleave, Cleaving Finish, Great Cleave, Power Attack, base attack bonus +6.

Benefit: You can use Cleaving Finish any number of times per round.

Surprise Follow-Through

When striking one opponent, you catch its ally off guard.

Prerequisites: Cleave, Power Attack, base attack bonus +1.

Benefit: When using Cleave or Great Cleave, the second foe you attack on your turn is denied its Dexterity bonus against you.

Surprise Follow-Through - Improved

You follow up an attack with a surprising series of sweeping blows.

Prerequisites: Cleave, Great Cleave, Power Attack, Surprise Follow Through, base attack bonus +8.

Benefit: When using Great Cleave, each opponent you attack on your turn (other than the first) is denied his Dexterity bonus against you.

Extreme Effort Talent Tree

A Strong hero can push himself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check.

You must decide to use this ability before making the check.

Extreme Effort:

The effort requires a full-round action and provides a +2 bonus on the check.

Improved Extreme Effort:

The effort requires a full-round action and provides a +2 bonus that stacks with the bonus provided by extreme effort (+4 total).

Prerequisite: Extreme effort.

Advanced Extreme Effort:

The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (+6 total).

Prerequisites: Extreme effort, improved extreme effort.

Ignore Hardness Talent Tree

The Strong hero has an innate talent for finding weaknesses in objects. This allows a Strong hero to ignore some of an object’s hardness when making a melee attack to break it.

Ignore Hardness: The Strong hero ignores 2 points of an object’s hardness.

Improved Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 4).

Prerequisite: Ignore hardness.

Advanced Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 6).

Prerequisites: Ignore hardness, improved ignore hardness.

Melee Smash Talent Tree

The Strong hero has an innate talent that increases melee damage.

Melee Smash:

The Strong hero receives a +1 bonus on melee damage.

Improved Melee Smash:

The Strong hero receives an additional +1 bonus on melee damage (+2 total).

Prerequisite: Melee smash.

Advanced Melee Smash:

The Strong hero receives an additional +1 bonus on melee damage (+3 total).

Prerequisites: Melee smash, improved melee smash.

Taijutsu Talent Tree

By selecting a talent from this talent tree, the Strong Hero gains a bonus to hit with unarmed attacks and a bonus to his Taijutsu skill.

Taijutsu:

The Strong Hero gains a +1 bonus to unarmed attack rolls and Taijutsu skill checks.

Improved Taijutsu:

The bonus increases to +2 to unarmed attack rolls and Taijutsu skill checks.

Prerequisite: Taijutsu.

Advanced Taijutsu:

The Strong Hero’s bonus increases to +3 to unarmed attack rolls, Taijutsu skill checks,

and a +2 bonus to his Learn checks to learn taijutsu techniques.

Prerequisite: Taijutsu, Improved Taijutsu.

Miscellaneous Talents:

Sense Chakra: The Stong Hero gains the ability to Sense Chakra normally, as per shinobi skill.

Prerequisite: One talent from a Strength talent tree.

Suppress Chakra: The Stong Hero gains the ability to Suppress Chakra normally, as per shinobi skill.

Prerequisite: One talent from a Strength talent tree.

Weapon Rage:

A rager with this Talent has the ability to become 'Weapon Rage' by consuming 1 Meta Chakra Charge. While in 'Weapon Rage' you are allowed to able to cast your Weapon Spells of reasonable duration while Enraged. The number of spells able to be cast during that Weapon Rage is equal to # of rages per day +1 per Rage Talent the Rager Possesses.

If you have Multiple Rages (Nei, Force, Ritual, etc) you can activate them all by spending the 1 Meta Chakra Charge.

Double Cast:

Prerequisites: Nei Reservoir [Strength] and Metachakra Charges.

By Consuming your movement action and a Meta-chakra charge you can cast two spells in a round instead of one,

you take non-lethal HP damage equal to the second spell's rank due to overloading your chakra network.

Normal: By Consuming your movement action you can cast a regular spell[Any Level] and a Cantrip spell [Rank 1]