Infamous (Ex): The reputation of the kneebreaker precedes him and colors his dealings with everyone. The knee-breaker can use his Intimidate skill bonus when making Diplomacy checks.

Enforcer Training (Ex): Half of a knee-breaker’s levels in classes other than enforcer count as enforcer levels for the purpose of qualifying for feats.

Master of Disaster (Ex): A knee-breaker is used to grabbing whatever tool, weapon, or implement is handy when damage needs to be done, and he has learned how to use just about anything as a weapon. A knee-breaker possesses exotic proficiency with all improvised weapons.

Imposing (Ex): The ambience of menace that surrounds a knee-breaker often causes the brave hearted to quail. At 2nd level, the knee-breaker gains a +1 bonus to all Intimidate checks. This bonus increases by 1 at 6th, 10th, 14th, and 18th level.

Knee-breaker Talents: The specialties of a kneebreaker vary by background and personal taste, often causing two thugs to be feared for very different reasons. As a knee-breaker advances in level, he gains knee-breaker talents selected from the list below. He gains his first knee breaker talent at 5th level, and gains additional knee-breaker talents at 9th, 13th, and 17th level. Also, whenever a kneebreaker gains a talent choice from his base class, he can choose one of these knee-breaker talents instead.

Brutal (Ex): Whenever you deal enough damage to drop a foe or score a critical hit with an attack, as a swift action you can make an Intimidate check to demoralize foes within 30 feet that are able to see and hear you.

Guard: Some knee-breakers serve as guards, often protecting a crime boss from rival mobsters (though a few knee-breakers are legitimate professional bodyguards). When a knee-breaker selects this talent, he can take Bodyguard, Combat Patrol, or Ironguts as a bonus feat. A knee-breaker with the Bodyguard feat can select In Harm’s Way as a bonus feat. The knee-breaker need not meet the prerequisites of these bonus feats. This talent can be selected more than once, and the knee-breaker takes a different bonus feat each time.

Maim (Ex): If a knee-breaker can catch an opponent when it is unable to defend itself effectively from the knee-breaker’s attack, he can attempt to maim the target and place it at a disadvantage. The knee-breaker can make a maim attack as a standard action anytime his target would be denied a Dexterity bonus to AC (whether the target has a Dexterity bonus or not), or when the knee-breaker flanks her target. Ranged attacks can count as maim attacks only if the target is within 30 feet of the knee-breaker.

Rather than deal normal hit point damage, a maim attack forces the target to make a Fortitude save (DC 10 + ½ knee-breaker’s level, + kneebreaker’s Strength modifier). On a failed save, the target takes 1d4 Strength or Dexterity damage (as preferred by the knee-breaker). On a successful save, the target suffers a 1d4 penalty to Strength or Dexterity for 1 round. Maim attacks can be made only with weapons that can deal lethal damage, or as part of a grapple.

The knee-breaker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A knee-breaker cannot make a maim attack while striking a creature with concealment. Any effect that prevents a critical hit or sneak attack prevents a maim attack from functioning.

A knee-breaker must be at least 9th level to select this talent.

Smack Down (Ex): If the knee-breaker makes a successful melee attack using the Power Attack feat, as a swift action he can also make a CMB check at –4. On a successful check, the target is knocked prone. Abilities that increase a target’s CMD against trip attacks work against smack down, and the knee-breaker does not get to add any feat or ability that gives him bonuses to CMB checks made for a trip maneuver.

Sneak Attack (Ex): The knee-breaker gains +1d6 of sneak attack, as the rogue ability. This talent may be selected more than once, but not more often than once per five levels.


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