Type: Tactical
Source: Dragon #345
You know just where to strike an enemy to deafen him for a short time.
Prerequisite: Str 13, Power Attack, base attack bonus +4.
Benefit: The Deafening Blow feat enables the use of three tactical maneuvers.
Battle Clangor: To use this maneuver, you must make an attack with a bludgeoning melee weapon using your Power Attack feat. The penalty you take on your attack must be -4 or more. If the attack succeeds, instead of dealing damage, you knock your opponent's head with such precision that he becomes overly sensitive to sound. For 1 minute, he takes a -4 penalty on saving throws against sonic attacks and language-dependent effects.
Disorienting Blow: To use this maneuver, you must make an attack with a bludgeoning melee weapon weighing at least 4 pounds using your Power Attack feat. The penalty you take on your attack must be -4 or more. If the attack succeeds, instead of taking damage, your opponent must make a Fortitude save or become shaken for 1d4 rounds. The DC for the Fortitude save equals 10 plus the value of the penalty you took on the attack (minimum DC 14).
Deafen Foe: To use this maneuver, you must use a full-round action to make an attack with a bludgeoning melee weapon using your Power Attack feat. The penalty you take on your attack must be -4 or more. If the attack succeeds, in addition to taking normal damage, your opponent must make a Fortitude save or be deafened for 1d4 rounds. The DC for the Fortitude save equals 10 plus the value of the penalty you took on the attack (minimum DC 14).
Special: Constructs, oozes, undead, and creatures without the ability to hear are immune to the effects of these maneuvers.
A fighter may select Deafening Blow as one of his fighter bonus feats.