High Kicks [Combat]
Everyone fears your high kicks.
Prerequisites: Improved Unarmed Strike, Base Acrobatics 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.