This feat is notorious for its poor wording. The “+100%” phrasing is completely unique within D&D 3.5e as far as I know, for example. Ultimately, I can’t imagine any other interpretation here than adding again the number subtracted from your attack rolls, and it does have the nice feature of specifying the “normal” damage from Power Attack which means that features like the frenzied berserker’s supreme power attack that already give one-handed weapons 2:1 returns don’t get doubled to 4:1, but instead go to the 3:1 you would normally expect from D&D’s multiplication rules.
But then there is the line you haven’t quoted:
If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack.
No bizarre “+100%” in sight! But also we have lost the useful reference to “normal” and now it is multiplying “the extra damage from Power Attack,” whatever that is for you. This is going to get us in trouble, you can just tell already.
So you are tripling the extra damage—not tripling the penalty applied. The problem here, well the first problem here, is that “the extra damage from Power Attack” is “twice the number subtracted from your attack rolls” when attacking two-handed. Worse, since “the extra damage from Power Attack” is calculated as twice the penalty, but isn’t itself subject to any multiplier, arguably the repeated-multiplication rules don’t apply, and that gets you a 2×3=6 rather than 1+(2−1)+(3−1)=4. So instead of 2:1 returns on Power Attack, you get 6:1 returns on Power Attack. Or maybe you get 5:1; it’s impossible to say since it’s worded so poorly. Plus, ya know, I suspect what they meant to do was give you 3:1 returns, but of course they didn’t say that.
And that would combine quite nicely with, say, the supreme power attack feature of the frenzied berserker, who was getting 4:1 returns to begin with. Now they’re arguably getting 8:1.
On top of those issues, this is only the Power Attack bonus damage. The result is added to the rest of your damage, and that gets you your full damage... which might be multiplied again, e.g. with valorous. This effectively multiplies your multiplier, which is exactly what the multiplication rules try to avoid, but since two different things are being multiplied, the multiplication rules don’t actually come into play.
So for the example: 2d6+1 damage from the weapon itself, +6 for Strength, and the −6 attack penalty for maximum Power Attack results in double that for +12 damage from Power Attack without Leap Attack. Thus 2d6+19 is the baseline for all interpretations, and valorous doubles that for 4d6+38.
With the 6:1 returns, we are instead looking at Power Attack bonus of +36 (six times the penalty, triple “the extra damage from Power Attack” which would have been +12). Using 5:1 brings that down to +30, which is somewhat better, but not, ya know, great, when what they probably meant was +18. Note that +36 is nearly what valorous was giving the entire attack before. Now with valorous, we’re looking at a total of 4d6+66—of which, 52 comes from Power Attack.
It may not be a bad idea to try to eliminate the multiplication of a multiplier here through houserule, but note that the Power Attack bonus damage isn’t the only case of this: the bonus damage due to Strength also has a multiplier, +1½×, which is also being doubled by valorous. This, unlike Leap Attack, has strong precedent in the rules. The “fix” would be to apply the multiplication rule individually to all sources of damage, like so:
\begin{array}{r}
2 \times ( && 2\text{d}6 && +1 && +1\tfrac{1}{2}\times 4 && +3\times 2\times 6 & ) \\
= && 2\times 2\text{d}6 && + 2\times 1 && + 2\times 1\frac{1}{2}\times 4 && + 2\times 3\times 2\times 6 \\
= & [1 \\
&& +\left(2-1\right) \\
& ] & \times 2\text{d}6 & +[1 \\
&& && +\left(2-1\right) \\
&& & ] & \times 1 & +[1 \\
&& && && +\left(2-1\right) \\
&& && && +\left(1\frac{1}{2}-1\right) \\
&& && & ] & \times 4 & +[1 \\
&& && && && +\left(2-1\right) \\
&& && && && +\left(3-1\right) \\
&& && && && +\left(2-1\right) \\
&& && && & ] & \times 6 \\
= && 2\times 2\text{d}6 && +2\times 1 && +2\frac{1}{2}\times 4 && +5\times 6 \\
= && 4\text{d}6 && +2 && +10 && +30 \\
= && && && && 4\text{d}6+42 \\
\end{array}
But this is very-definitely a houserule, and I’m not convinced that it is good (I mean, good luck calculating that for every attack!), even though it “enforces” the idea that you’re not supposed to get to mulitply multipliers.
So barbarian gives you Strength and Constitution; bear warrior gives you both but more. Assuming you still want to avoid multiclassing, feats are your only real options. Those probably should look something like this:
City Brawler bonus feats: Improved Unarmed Strike, Two-Weapon Fighting
Human bonus feat: Improved Grapple
- Extra Rage
- Power Attack
- Improved Bull Rush
- Shock Trooper
- Improved Two-Weapon Fighting1
- Greater Two-Weapon Fighting1
- Versatile Unarmed Strike2
1 These feats require a lot of Dexterity. It’s entirely possible that you won’t have and won’t want that much Dexterity. In that case... more Extra Rage, I guess.
2 Or anytime earlier if you feel you’re running into a lot of such DR.
That gets you five rages per day, your unarmed strikes can deal a variety of damage types, and at the end you get a lot of attacks in a grapple. But your grappling will be only mediocre, your attacks are not going to do particularly high damage, and Shock Trooper is only thrown in there because it’s a decent feat that will make you at least not entirely useless when you can’t grapple.
Some multiclassing options
If you can multiclass, you should. Barbarian does not offer much at all from 3rd to 7th level. If nothing else, you can take fighter levels to free up more feats to take Extra Rage, so the one significant bonus at Barbarian 4 can actually be done better without barbarian levels.
Fighter
You don’t really need feats all that badly, but several of the feats you’re taking are fighter bonus feats, which means you can take them with a couple levels of fighter and take Extra Rage instead. You can also snag Combat Reflexes if your Dexterity isn’t awful, so you can take an attack of opportunity, and with Improved Grab, start a grapple then-and-there.
But fighter should really never be taken for more than two levels. A feat per level is OK, a feat every other level is awful.
Ranger
The advantage of ranger is that you can get Improved Two-Weapon Fighting as a bonus feat (ignoring the Dex requirement, even!), and then take Favored Power Attack from Complete Warrior, which at least makes your Power Attack useful against a couple of types of foe, and the Distracting Attack variant from Player’s Handbook II, to help the rogue out against enemies you can’t grapple. You also get a lot of skill points and a couple of spells, to make you less of a one-trick pony. The idea here would be Barbarian 1/Ranger 6/Bear Warrior.
Horizon Walker
Horizon walker is a core prestige class (i.e. technically it’s from Dungeon Master’s Guide not Player’s Handbook), but you can squeeze two levels of it in before qualifying for bear warrior. It requires Endurance and 8 ranks of Knowledge (geography), so it works best with at least three levels of ranger.
The big advantage of horizon walker is the desert terrain mastery. That gets you immunity to Fatigue, which means you can end your rage early without becoming fatigued until the end of the fight. Plus you’re immune to other sources of fatigue and exhaustion results in fatigue, instead, which is nice because fatigue is bad and exhaustion is awful.
For the second level, underground’s 60-ft. darkvision is almost certainly your best choice; a +4 competence bonus to a skill is just not all that exciting.
After you finish bear warrior, returning to horizon walker long enough to get a planar terrain mastery means you can take the shifting mastery, i.e. the ability to use dimension door once every 1d4 rounds. Dimension door is far from a great spell, but it is teleportation which can be difficult to come by for a martial character. The cavernous mastery’s 30-ft. tremorsense isn’t bad either, though by that level you really need to have gotten into the air.
Ideal build is probably just Barbarian 2/Ranger 3/Horizon Walker 2/Bear Warrior 10.
Hexblade
This class from Complete Warrior is not great. Its curse is Charisma-based, which is fairly awkward for you (could try to be intimidating, I guess), and what it does isn’t all that great. But it is full-BAB, has a good Will save which is useful to you, and the arcane resistance and mettle class features are decent. But what really makes this worth even considering is Player’s Handbook II, which offers one variant on it that makes it useful to you: the dark companion.
The dark companion replaces the familiar, and provides a 3×3 square area of −2 to AC and −2 to saves. It’s just an illusion, and it’s painfully vulnerable to dispel magic, but those penalties are pretty significant. It can move independently of you, and has pretty big range.
Effectively, it allows you to serve two roles for your party: locking one enemy down with your grapple, while making another enemy vulnerable to attacks and spells.
That takes four levels, barbarian takes two. The last level should be fighter for feats or ranger for skills.
Ex-Knight
This is a weird option, but I kind of like the story it tells: a knight who lost his civility and nobility, becoming savage and warmongering. Sounds neat, anyway. You start as a knight from Player’s Handbook II, take it for three levels to get bulwark of defense, and then change alignment, forsake knight, and go to barbarian. You lose the knight’s challenge features, but you maintain the Mounted Combat bonus feat (though you’ll probably never use it), shield block +1 (which you’ll definitely never use), and bulwark of defense (which you definitely will use).
Bulwark of defense makes you “sticky”—people next to you will have a hard time becoming not next to you. Less useful since presumably you’ll be grabbing them, but your grappling won’t exactly be stellar so this provides a decent back-up for things you can’t grapple.
Three levels of knight and two levels of barbarian still leaves two levels. Ranger remains probably the best option, just for the skill points (Favored Power Attack maybe if you can pick a foe you really will see all the time), though fighter could work for feats. A fourth level of knight gets you armor mastery (medium), which is OK if you want to go with mithral full-plate as your armor.
Best Answer
The Round in Steps
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.
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).
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.
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.
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, 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.
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.)