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Taijutsu Maneuvers[/SIZE]
Koshijutsu (Prerequisites: Stunning Fist) Attacking your opponents muscles and nerve clusters to numb or temporarily disable an opponent. Koshijutsu techniques cannot be used against opponent in Heavy Armor.
Numb Arm When making an successful Unarmed Strike attack with your Stunning Fist Feat you may make one of your opponents arms useless instead of Stunning him. The arm may not hold anything or be used for attacks for the normal duration of the Stun effect.
Numb Leg When making an successful Unarmed Strike attack with your Stunning Fist Feat you may make your opponent Prone instead of Stunning him. The opponent cannot stand for the normal duration of the Stun effect.
Numb Body When making an successful Unarmed Strike attack with your Stunning Fist Feat you may make your opponent Flat-footed instead of Stunning him.
Pain Strike When making an successful Unarmed Strike attack with your Stunning Fist Feat you may make your opponent take a -2 Penalty to Fortitude Saves for the duration of the Stun effect instead of Stunning him.
Koppojutsu (Prerequisites: Superior Unarmed Strike) Powerful strikes capable of breaking bones.
Power Strike You may take a penalty to Attack rolls equal to your Strength Modifier, and add it to your Damage rolls with your Unarmed Strikes.
Concussing Blow When making an successful Unarmed Strike attack with your Stunning Fist Feat you may Confuse your opponent instead of Stunning him.
Minor Bone Break When making an successful Unarmed Strike attack with your Stunning Fist Feat you may Slow (as per the spell) your opponent instead of Stunning him.
Taihenjutsu Prerequisites: (Lightning Reflexes) Falling defensively and recovering quickly.
Proper Falling Any attack that causes you to become Prone (trips and throws) does -1 damage per die.
Standing Quickly You no longer provoke an Attack of Opportunity when Standing Up.
Dakentaijutsu (Prerequisites: Improved Unarmed Strike) Basic striking techniques.
Quick Strike You may take a penalty to Damage rolls equal to your Dexterity Modifier, and add it to your Attack rolls with your Unarmed Strikes.
Low Blow When making an successful Unarmed Strike attack with your Stunning Fist Feat you may Paralyze your opponent instead of Stunning him.
Eye Punch When making an successful Unarmed Strike attack with your Stunning Fist Feat you may Blind your opponent instead of Stunning him.
Front Push Kick If an opponent moves into or through a square you threaten and provokes an Attack of Opportunity, and you successfully hit him with an Unarmed Strike, his movement ends in that square, and his turn is over.
Palm Strike If you successfully confirm a Critical hit with an Unarmed Strike while using your Stunning Fist Feat, the Stunning effect lasts 1 round longer.
Knife Hand The Save DC of your Stunning Fist Attack is +1.
Stomp Kick If you successfully attack an opponent who is Prone with your Unarmed Strike, you do full damage and do not need to roll.
Jutaijutsu (Prerequisites: Improved Trip) Throwing techniques.
Hand Throws If you succeed in making a Trip Attack against an opponent, he must make a Reflex Save (DC is 10 plus 1/2 HD plus Str Modifier) or drop what he is holding.
Foot Throws If you succeed in making a Trip Attack against an opponent, his turn ends immediately and he can take no further Actions.
Sabaki (Prerequisites: Dodge) Learning to dodge attacks, particularly when your opponent is armed and you aren't.
Dodge The Bonus you get from your Dodge Feat is now equal to your Wisdom Modifier.
Unarmed Dodge If you are unarmed and your opponent is not, your Bonus from the Dodge Feat is increased by +2.
Redirect Opponent If an opponent you are using your Dodge Bonus against makes a Bull Rush or overrun attack against you he charges past you harmlessly as you redirect him around you unless he makes a Reflex Saving Throw (Save DC is 10 plus 1/2 HD plus Dexterity Modifier).
Muto no Jutsu (Prerequisites: Improved Disarm) Disarming an opponent while unarmed.
Disarm Opponent You may disarm an opponent without holding a weapon yourself because you do so by striking his arm. There are no penalties or bonuses for either combatant for weapon size or abilities because of this.
Improved Koshijutsu (Prerequisites: Koshijutsu) Learning to cause temporary paralysis to do permanent nerve damage.
Paralyze ArmParalyze LegParalyze BodyCarotid Artery Strike When making an successful Unarmed Strike attack with your Stunning Fist Feat you may render your opponent Unconscious instead of Stunning him.
Defeat Armor Koshijutsu may now be used against opponents wearing Heavy Armor, this is a Supernatural ability.
Improved Koppojutsu (Prerequisites: Koppojutsu) More advanced bone breaking techniques.
Break ArmBreak LegBreak RibsJoint Break Kick If you successfully hit with an Unarmed Strike you may expend one daily use of your Stunning Fist Feat to render your opponent unable to walk until the damage is healed.
Improved Taihenjutsu (Prerequisites: Taihenjutsu) Learning to avoid throws or resist tripping completely or use them to reposition an opponent.
Evade ThrowReposition OpponentImproved Dakentaijutsu (Prerequisites: Dakentaijutsu) More advanced striking techniques.
Rabbit Punch When making an successful Unarmed Strike attack with your Stunning Fist Feat against a Stunned, Flat-Footed, Prone, Dazed, or Blind opponent you may Kill him instead of Stunning him if he fails the Saving Throw.
Block/Strike If your opponent misses you on a round you are Fighting Defensively with the Combat Expertise Feat, he immediately provokes an Attack of Opportunity (you do not apply the Attack roll for Fighting Defensively to this attack, and this does stack with Painful Block).
Double Punch (Torso) If you hit the same opponent twice in one round with your Unarmed Strike, you can make a Bull Rush Attack as a Free Action without provoking an Attack of Opportunity.
Double Punch (Face/Groin) If you hit the same opponent twice in one round with your Unarmed Strike, he is Stunned for 1 round (he does not receive a Saving Throw).
Improved Jutaijutsu (Prerequisites: Jutaijutsu) Joint locks and such, especially in combination with throws.
Hip ThrowsArm Locks Opponents you Grapple cannot make attacks with Light Weapons until they escape your Grapple.
Pain Compliance Hold If an opponent you are Grappling attempts to attack you with a weapon or unarmed strike he must make a Fortitude Save (DC is 1o plus 1/2 HD plus Str Modifier) or be Stunned 1 round.
Hold/ThrowImproved Sabaki (Prerequisites: Sabaki) Learning to gain better position while avoiding your opponents blows.
Switch Places If an opponent you are using your Dodge Bonus against fails to hit you with a melee attack you and he may switch places, and his turn ends.
Create Blind Spot If an opponent you are using your Dodge Bonus against fails to hit you with a melee attack you get a cumulative +1 to attack and Damage rolls on your next turn for each attack that misses.
Evade and Attack If an opponent you are using your Dodge Bonus against fails to hit you with a melee attack by 5 or more, he immediately provokes an Attack of Opportunity.
Improved Muto no Jutsu (Prerequisites: Muto no Jutsu) Taking your opponents weapon for yourself.
Steal Weapon