4 deleted 30 characters in body
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  1. The fighter employs the feat Power Attack (PH 98) before taking actions to suffer a -6 penalty to attack rolls and gain a +6 bonus to damage with 1-handed weapons and a +12 bonus to damage with 1-handed weapons wielded in 2 hands and 2-handed weapons. This is not an action.
  2. The fighter takes a full-round action to make a charge. During the charge the fighter makes a Jump skill check (DC 10 if the fighter first moves in a straight line at least 20 ft. otherwise DC 20) to clear at least 10 ft. of distance--ending his movement in a square that threatens the foe--, to get the benefits of the feat Leap Attack (CAd 110).
  3. Instead of making an attack at the charge's end, the fighter attempts a bull rush. Because of the charge the fighter gains a +2 bonus on the bull rush attempt. Because of the attempted bull rush rather than the attack, the Shock Trooper (CW 112) feat's tactical maneuver heedless charge is unused, and the benefits of the feat Leap Attack don't apply.
  4. Using the Shock Trooper feat's directed bull rush tactical maneuver, the fighter (presumably) successfully bull rushes the charge victim into another nearby foe. Using the Shock Trooper feat's domino rush tactical maneuver, the fighter makes trip attempts against both foes.

    It's up to the DM whether the tactical maneuver domino rush permits the fighter to make trip attempts against creatures he doesn't threaten. The tactical maneuver seems intended to allow that (knocking foes into each other and proning them after they collide), but nothing in the tactical maneuver says that's allowed, so it may default to the trip rules, which don't permit tripping creatures one doesn't threaten. A weapon with sufficient reach may be needed if intending to launch foes then trip them. Ask the DM.

  5. If a trip attempt is successful and the foe remains within the fighter's threatened area, the tripped foe is subject to the fighter's free attack from the feat Improved Trip (PH 96). Each attack the feat Improved Trip generates gains the benefits of the feat Power Attack.

Extra attacks generated as results of charging (such as those made as a benefit of the feat Improved Trip) just aren't the attack at the charge's end. Although, even though the attacks generated from the feat Improved Trip occurare generated after the charge, they aren't the attack at the end of the charge--that attack's been replaced by occurs. Those extra attacks from the bull rush attempt, sofeat Improved Trip don't get the benefits fromof the feat Leap Attack and the tactical maneuver heedless charge don't apply.

  1. The fighter employs the feat Power Attack (PH 98) before taking actions to suffer a -6 penalty to attack rolls and gain a +6 bonus to damage with 1-handed weapons and a +12 bonus to damage with 1-handed weapons wielded in 2 hands and 2-handed weapons. This is not an action.
  2. The fighter takes a full-round action to make a charge. During the charge the fighter makes a Jump skill check (DC 10 if the fighter first moves in a straight line at least 20 ft. otherwise DC 20) to clear at least 10 ft. of distance--ending his movement in a square that threatens the foe--, to get the benefits of the feat Leap Attack (CAd 110).
  3. Instead of making an attack at the charge's end, the fighter attempts a bull rush. Because of the charge the fighter gains a +2 bonus on the bull rush attempt. Because of the attempted bull rush rather than the attack, the Shock Trooper (CW 112) feat's tactical maneuver heedless charge is unused.
  4. Using the Shock Trooper feat's directed bull rush tactical maneuver, the fighter (presumably) successfully bull rushes the charge victim into another nearby foe. Using the Shock Trooper feat's domino rush tactical maneuver, the fighter makes trip attempts against both foes.

    It's up to the DM whether the tactical maneuver domino rush permits the fighter to make trip attempts against creatures he doesn't threaten. The tactical maneuver seems intended to allow that (knocking foes into each other and proning them after they collide), but nothing in the tactical maneuver says that's allowed, so it may default to the trip rules, which don't permit tripping creatures one doesn't threaten. A weapon with sufficient reach may be needed if intending to launch foes then trip them. Ask the DM.

  5. If a trip attempt is successful and the foe remains within the fighter's threatened area, the tripped foe is subject to the fighter's free attack from the feat Improved Trip (PH 96). Each attack the feat Improved Trip generates gains the benefits of the feat Power Attack.

Extra attacks generated as results of charging (such as those made as a benefit of the feat Improved Trip) just aren't the attack at the charge's end. Although the attacks generated from the feat Improved Trip occur after the charge, they aren't the attack at the end of the charge--that attack's been replaced by the bull rush attempt, so the benefits from the feat Leap Attack and the tactical maneuver heedless charge don't apply.

  1. The fighter employs the feat Power Attack (PH 98) before taking actions to suffer a -6 penalty to attack rolls and gain a +6 bonus to damage with 1-handed weapons and a +12 bonus to damage with 1-handed weapons wielded in 2 hands and 2-handed weapons. This is not an action.
  2. The fighter takes a full-round action to make a charge. During the charge the fighter makes a Jump skill check (DC 10 if the fighter first moves in a straight line at least 20 ft. otherwise DC 20) to clear at least 10 ft. of distance--ending his movement in a square that threatens the foe--, to get the benefits of the feat Leap Attack (CAd 110).
  3. Instead of making an attack at the charge's end, the fighter attempts a bull rush. Because of the charge the fighter gains a +2 bonus on the bull rush attempt. Because of the attempted bull rush rather than the attack, the Shock Trooper (CW 112) feat's tactical maneuver heedless charge is unused, and the benefits of the feat Leap Attack don't apply.
  4. Using the Shock Trooper feat's directed bull rush tactical maneuver, the fighter (presumably) successfully bull rushes the charge victim into another nearby foe. Using the Shock Trooper feat's domino rush tactical maneuver, the fighter makes trip attempts against both foes.

    It's up to the DM whether the tactical maneuver domino rush permits the fighter to make trip attempts against creatures he doesn't threaten. The tactical maneuver seems intended to allow that (knocking foes into each other and proning them after they collide), but nothing in the tactical maneuver says that's allowed, so it may default to the trip rules, which don't permit tripping creatures one doesn't threaten. A weapon with sufficient reach may be needed if intending to launch foes then trip them. Ask the DM.

  5. If a trip attempt is successful and the foe remains within the fighter's threatened area, the tripped foe is subject to the fighter's free attack from the feat Improved Trip (PH 96). Each attack the feat Improved Trip generates gains the benefits of the feat Power Attack.

Extra attacks generated as results of charging (such as those made as a benefit of the feat Improved Trip) just aren't the attack at the charge's end, even though the attacks are generated after the charge occurs. Those extra attacks from the feat Improved Trip don't get the benefits of the feat Leap Attack and the tactical maneuver heedless charge.

3 added 919 characters in body
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  1. The fighter employs the feat Power Attack (PH 98) before taking actions to suffer a -6 penalty to attack rolls and gain a +6 bonus to damage with 1-handed weapons and a +12 bonus to damage with 1-handed weapons wielded in 2 hands and 2-handed weapons. This is not an action.
  2. The fighter takes a full-round action to make a charge. During the charge the fighter makes a Jump skill check (DC 10 if the fighter first moves in a straight line at least 20 ft. otherwise DC 20) to clear at least 10 ft. of distance--ending his movement in a square that threatens the foe--, to get the benefits of the feat Leap Attack (CAd 110).
  3. Instead of making an attack at the charge's end, the fighter attempts a bull rush. Because of the charge the fighter gains a +2 bonus on the bull rush attempt. Because of the attempted bull rush rather than the attack, the Shock Trooper (CW 112) feat's tactical maneuver heedless charge is unused.
  4. Using the Shock Trooper feat's directed bull rush tactical maneuver, the fighter (presumably) successfully bull rushes the charge victim into another nearby foe. Using the Shock Trooper feat's domino rush tactical maneuver, the fighter makes trip attempts against both foes.

    It's up to the DM whether the tactical maneuver domino rush permits the fighter to make trip attempts against creatures he doesn't threaten. The tactical maneuver seems intended to allow that (knocking foes into each other and proning them after they collide), but nothing in the tactical maneuver says that's allowed, so it may default to the trip rules, which don't permit tripping creatures one doesn't threaten. A weapon with sufficient reach may be needed if intending to launch foes then trip them. Ask the DM.

  5. If a trip attempt is successful and the foe remains within the fighter's threatened area, the tripped foe is subject to the fighter's free attack from the feat Improved Trip (PH 96). Each attack the feat Improved Trip generates gains the benefits of the feat Power Attack.

In this sequence theThe feat Leap Attack isn't doing anythingrequires a charge be ended threatening the charge's target and that attack at the charge's end gets the listed bonuses. The sentences aren't discrete, and can't be read individually, and the feat says so ("This attack [the one at the charge's end] must follow all the normal rules for using the Jump skill and for making a charge").

The Shock Trooper feat's tactical maneuver heedless charge suffers the same way: "To use this maneuver, you must charge and make the attack" at the charge's end, and if the fighter doesn't make the attack, making instead a bull rush attempt, the heedless charge tactical maneuver can't be used.

Extra attacks generated as results of charging (such as those made as a benefit of the feat Improved Trip) just aren't the attack at the charge's end. Although the attacks generated from the feat Improved Trip occur after the charge, they aren't the attack at the end of the charge--that attack's been replaced by the bull rush attempt, so the benefits from the feat Leap Attack and the tactical maneuver heedless charge don't apply. 

The feat Shock Trooper essentially lets a character do his choice of crazy things on a charge: either pinball his enemies or deal damage while endangering himself. He can't, using that feat, do both.

(This sequence is unaffected by the Elusive Target (CW 110) feat's tactical maneuver cause overreach and the feat Robilar's Gambit (PH2 82). Those feats function normally despite this sequence.)

  1. The fighter employs the feat Power Attack (PH 98) before taking actions to suffer a -6 penalty to attack rolls and gain a +6 bonus to damage with 1-handed weapons and a +12 bonus to damage with 1-handed weapons wielded in 2 hands and 2-handed weapons. This is not an action.
  2. The fighter takes a full-round action to make a charge. During the charge the fighter makes a Jump skill check (DC 10 if the fighter first moves in a straight line at least 20 ft. otherwise DC 20) to clear at least 10 ft. of distance--ending his movement in a square that threatens the foe--, to get the benefits of the feat Leap Attack (CAd 110).
  3. Instead of making an attack at the charge's end, the fighter attempts a bull rush. Because of the charge the fighter gains a +2 bonus on the bull rush attempt. Because of the attempted bull rush rather than the attack, the Shock Trooper (CW 112) feat's tactical maneuver heedless charge is unused.
  4. Using the Shock Trooper feat's directed bull rush tactical maneuver, the fighter (presumably) successfully bull rushes the charge victim into another nearby foe. Using the Shock Trooper feat's domino rush tactical maneuver, the fighter makes trip attempts against both foes.

    It's up to the DM whether the tactical maneuver domino rush permits the fighter to make trip attempts against creatures he doesn't threaten. The tactical maneuver seems intended to allow that (knocking foes into each other and proning them after they collide), but nothing in the tactical maneuver says that's allowed, so it may default to the trip rules, which don't permit tripping creatures one doesn't threaten. Ask the DM.

  5. If a trip attempt is successful and the foe remains within the fighter's threatened area, the tripped foe is subject to the fighter's free attack from the feat Improved Trip (PH 96). Each attack the feat Improved Trip generates gains the benefits of the feat Power Attack.

In this sequence the feat Leap Attack isn't doing anything. Although the attacks generated from the feat Improved Trip occur after the charge, they aren't the attack at the end of the charge--that attack's been replaced by the bull rush attempt. The feat Shock Trooper essentially lets a character do his choice of crazy things on a charge: either pinball his enemies or deal damage while endangering himself. He can't, using that feat, do both.

(This sequence is unaffected by the Elusive Target (CW 110) feat's tactical maneuver cause overreach and the feat Robilar's Gambit (PH2 82). Those feats function normally despite this sequence.)

  1. The fighter employs the feat Power Attack (PH 98) before taking actions to suffer a -6 penalty to attack rolls and gain a +6 bonus to damage with 1-handed weapons and a +12 bonus to damage with 1-handed weapons wielded in 2 hands and 2-handed weapons. This is not an action.
  2. The fighter takes a full-round action to make a charge. During the charge the fighter makes a Jump skill check (DC 10 if the fighter first moves in a straight line at least 20 ft. otherwise DC 20) to clear at least 10 ft. of distance--ending his movement in a square that threatens the foe--, to get the benefits of the feat Leap Attack (CAd 110).
  3. Instead of making an attack at the charge's end, the fighter attempts a bull rush. Because of the charge the fighter gains a +2 bonus on the bull rush attempt. Because of the attempted bull rush rather than the attack, the Shock Trooper (CW 112) feat's tactical maneuver heedless charge is unused.
  4. Using the Shock Trooper feat's directed bull rush tactical maneuver, the fighter (presumably) successfully bull rushes the charge victim into another nearby foe. Using the Shock Trooper feat's domino rush tactical maneuver, the fighter makes trip attempts against both foes.

    It's up to the DM whether the tactical maneuver domino rush permits the fighter to make trip attempts against creatures he doesn't threaten. The tactical maneuver seems intended to allow that (knocking foes into each other and proning them after they collide), but nothing in the tactical maneuver says that's allowed, so it may default to the trip rules, which don't permit tripping creatures one doesn't threaten. A weapon with sufficient reach may be needed if intending to launch foes then trip them. Ask the DM.

  5. If a trip attempt is successful and the foe remains within the fighter's threatened area, the tripped foe is subject to the fighter's free attack from the feat Improved Trip (PH 96). Each attack the feat Improved Trip generates gains the benefits of the feat Power Attack.

The feat Leap Attack requires a charge be ended threatening the charge's target and that attack at the charge's end gets the listed bonuses. The sentences aren't discrete, and can't be read individually, and the feat says so ("This attack [the one at the charge's end] must follow all the normal rules for using the Jump skill and for making a charge").

The Shock Trooper feat's tactical maneuver heedless charge suffers the same way: "To use this maneuver, you must charge and make the attack" at the charge's end, and if the fighter doesn't make the attack, making instead a bull rush attempt, the heedless charge tactical maneuver can't be used.

Extra attacks generated as results of charging (such as those made as a benefit of the feat Improved Trip) just aren't the attack at the charge's end. Although the attacks generated from the feat Improved Trip occur after the charge, they aren't the attack at the end of the charge--that attack's been replaced by the bull rush attempt, so the benefits from the feat Leap Attack and the tactical maneuver heedless charge don't apply. 

The feat Shock Trooper essentially lets a character do his choice of crazy things on a charge: either pinball his enemies or deal damage while endangering himself. He can't, using that feat, do both.

(This sequence is unaffected by the Elusive Target (CW 110) feat's tactical maneuver cause overreach and the feat Robilar's Gambit (PH2 82). Those feats function normally.)

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Step-by-stepThe Round in Steps

  1. The fighter employs the feat Power AttackPower Attack (PH 98) before taking actions to suffer a -6 penalty to attack rolls and gain a +6 bonus to damage with 1-handed weapons and a +12 bonus to damage with 1-handed weapons wielded in 2 hands and 2-handed weapons. This is not an action.
  2. The fighter takes a full-round action to make a chargecharge. During the charge the fighter makes a JumpJump skill check (DC 10 if the fighter first moves in a straight line at least 20 ft. otherwise DC 20) to clear at least 10 ft. of distance--ending his movement in a square that threatens the foe--, to get the benefits of the feat Leap Attack (CAd 110).
  3. Instead of making an attack at the charge's end, the fighter makesattempts a bull rush attemptbull rush. Because of the charge the fighter gains a +2 bonus on the bull rush attempt. Because of the attempted bull rush attempt rather than the attack, the Shock Trooper (CW 112) feat's tactical maneuver heedless charge goesis unused.
  4. Using the Shock Trooper feat's directed bull rush tactical maneuver, the fighter (presumably) successfully bull rushes the charge victim into another nearby foe. Using the Shock Trooper feat's domino rush tactical maneuver, the fighter makes triptrip attempts against both foes.

    It's up to the DM whether the tactical maneuver domino rush permits the fighter to make trip attempts against creatures he doesn't threaten. The tactical maneuver seems intended to allow that (knocking foes into each other and proning them after they collide), but nothing in the tactical maneuver says that's allowed, so it may default to the trip rules, which don't permit tripping creatures one doesn't threaten. Ask the DM.

  5. If a trip attempt is successful and the foe remains within the fighter's threatened area, the tripped foe is subject to the fighter's free attack from the feat Improved Trip Improved Trip (PH 96). Each attack the feat Improved Trip generates gains the benefits of the feat Power Attack.

In this scenariosequence the feat Leap Attack isn't doing anything. Although the attacks generated from the feat Improved Trip occur after the charge, they aren't the attack at the end of the charge--that attack's been replaced by the bull rush attempt. The feat Shock Trooper essentially lets a character do his choice of crazy things on a charge: either pinball his enemies or deal damage while endangering himself. He can't, using that feat, do both.

(This sequence is unaffected by the Elusive Target (CW 110) feat's tactical maneuver cause overreach and the feat Robilar's Gambit (PH2 82). Those feats function normally despite this sequence.)

Step-by-step

  1. The fighter employs the feat Power Attack (PH 98) before taking actions to suffer a -6 penalty to attack rolls and gain a +6 bonus to damage with 1-handed weapons and a +12 bonus to damage with 1-handed weapons wielded in 2 hands and 2-handed weapons. This is not an action.
  2. The fighter takes a full-round action to make a charge. During the charge the fighter makes a Jump skill check (DC 10 if the fighter first moves in a straight line at least 20 ft. otherwise DC 20) to clear at least 10 ft. of distance--ending his movement in a square that threatens the foe--, to get the benefits of the feat Leap Attack (CAd 110).
  3. Instead of making an attack at the charge's end, the fighter makes a bull rush attempt. Because of the charge the fighter gains a +2 bonus on the bull rush attempt. Because of the bull rush attempt rather than the attack, the Shock Trooper (CW 112) feat's tactical maneuver heedless charge goes unused.
  4. Using the Shock Trooper feat's directed bull rush tactical maneuver, the fighter bull rushes the charge victim into another nearby foe. Using the Shock Trooper feat's domino rush tactical maneuver, the fighter makes trip attempts against both foes.

    It's up to the DM whether the tactical maneuver domino rush permits the fighter to make trip attempts against creatures he doesn't threaten. The tactical maneuver seems intended to allow that (knocking foes into each other and proning them after they collide), but nothing in the tactical maneuver says that's allowed, so it may default to the trip rules, which don't permit tripping creatures one doesn't threaten. Ask the DM.

  5. If a trip attempt is successful and the foe remains within the fighter's threatened area, the tripped foe is subject to the fighter's free attack from the feat Improved Trip (PH 96). Each attack the feat Improved Trip generates gains the benefits of the feat Power Attack.

In this scenario the feat Leap Attack isn't doing anything. Although the attacks generated from the feat Improved Trip occur after the charge, they aren't the attack at the end of the charge--that attack's been replaced by the bull rush attempt. The feat Shock Trooper essentially lets a character do his choice of crazy things on a charge: either pinball his enemies or deal damage while endangering himself. He can't, using that feat, do both.

(This sequence is unaffected by the Elusive Target (CW 110) feat's tactical maneuver cause overreach and the feat Robilar's Gambit (PH2 82). Those feats function normally despite this sequence.)

The Round in Steps

  1. The fighter employs the feat Power Attack (PH 98) before taking actions to suffer a -6 penalty to attack rolls and gain a +6 bonus to damage with 1-handed weapons and a +12 bonus to damage with 1-handed weapons wielded in 2 hands and 2-handed weapons. This is not an action.
  2. The fighter takes a full-round action to make a charge. During the charge the fighter makes a Jump skill check (DC 10 if the fighter first moves in a straight line at least 20 ft. otherwise DC 20) to clear at least 10 ft. of distance--ending his movement in a square that threatens the foe--, to get the benefits of the feat Leap Attack (CAd 110).
  3. Instead of making an attack at the charge's end, the fighter attempts a bull rush. Because of the charge the fighter gains a +2 bonus on the bull rush attempt. Because of the attempted bull rush rather than the attack, the Shock Trooper (CW 112) feat's tactical maneuver heedless charge is unused.
  4. Using the Shock Trooper feat's directed bull rush tactical maneuver, the fighter (presumably) successfully bull rushes the charge victim into another nearby foe. Using the Shock Trooper feat's domino rush tactical maneuver, the fighter makes trip attempts against both foes.

    It's up to the DM whether the tactical maneuver domino rush permits the fighter to make trip attempts against creatures he doesn't threaten. The tactical maneuver seems intended to allow that (knocking foes into each other and proning them after they collide), but nothing in the tactical maneuver says that's allowed, so it may default to the trip rules, which don't permit tripping creatures one doesn't threaten. Ask the DM.

  5. If a trip attempt is successful and the foe remains within the fighter's threatened area, the tripped foe is subject to the fighter's free attack from the feat Improved Trip (PH 96). Each attack the feat Improved Trip generates gains the benefits of the feat Power Attack.

In this sequence the feat Leap Attack isn't doing anything. Although the attacks generated from the feat Improved Trip occur after the charge, they aren't the attack at the end of the charge--that attack's been replaced by the bull rush attempt. The feat Shock Trooper essentially lets a character do his choice of crazy things on a charge: either pinball his enemies or deal damage while endangering himself. He can't, using that feat, do both.

(This sequence is unaffected by the Elusive Target (CW 110) feat's tactical maneuver cause overreach and the feat Robilar's Gambit (PH2 82). Those feats function normally despite this sequence.)

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