High Kicks [Combat]

Everyone fears your high kicks.

Prerequisites: Improved Unarmed Strike, Acrobatics ranks 5+

Benefit: You may kick as unarmed strike. Doing so uses the two-handed weapon fighting rules, e.g., your heavy damage multiplier increases to 1.5. Furthermore, your kicks count as a two-handed weapon that deals 1d6 points of damage and has 1.5m more reach during your turn, but does not threaten more area. You cannot use your main hand or offhand while using high kicks.