Salmon Leap [Tactical]

Prerequisites: Strength 13+, Dexterity 13+, base attack bonus +1, Jump skill 4 ranks.

Benefit:Any time you do a high jump, whether from a running or standing start, add 50% to the total height jumped. In addition, you gain the following three tactical options:

Leap Attack: So long as you have a Salmon Leap readied, you may attack an opponent who is charging you. Any weapon used in this way inflicts double damage on the charging opponent. You also gain a +4 dodge bonus against the charging opponent for the duration of this round only.

Shield Kick: If your opponent has a large shield, you may attempt to kick it up out of the way, so it is temporarily useless to them. This works exactly the same way as if you were attempting to make a trip attack against them – all the bonuses listed under Trip apply as normal, except for any bonus for having more than two legs or similar extra stability. If you succeed, your opponent loses all benefits from the shield for one round. Additionally, you may immediately make a Jump check with a DC equal to your opponent’s touch Defense. If successful, you have leapt onto your opponent’s shield and may now make another attack from the top of the shield. This attack is at your full base attack bonus and gains a +2 to damage due to your height advantage and momentum. An attempt to perform a Shield Kick always counts as a full-round action.

Weapon Jump: you may ready a Salmon Leap as a defense against thrown weapons. So long as you have a Salmon Leap readied when you would normally be hit by a ranged weapon, you may make a Reflex saving throw (DC 20). If you succeed, you time your jump perfectly so as to completely avoid the attack. You must be aware of the attack and not flat-footed.
Exceptional thrown weapons, such as boulders or trees, may not be avoided using this feat.

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