One of the founders of our hobby and one of the most unsung contributors to Dungeons & Dragons, Len Lakofka has passed away at the age of 76.
Along with the many adventures, classes, spells, and rules he created, Len was also father of the Suel in Greyhawk, designer of their gods, and namesake of the Lendore Isles.
The value of his work goes without saying, but his presence will be sorely missed. The adventures of Leomund go on.
Combat Insight (Epic)
Your keen intellect allows you to place melee attacks where they will deal the most damage.
Prerequisites: Combat Expertise, Epic Prowess, base attack bonus +15
Benefit: When wielding a melee weapon, add your Intelligence modifier rather than your Strength modifier to the weapon’s damage rolls. (Complete Warrior, p.151; Epic Insights, Vol. I, p.39; Epic Insights – Epic Level Combatants)
And since you were asking about Intelligence feats, I also thought you may (or may not) find these interesting:
Insightful Reflexes (General)
Your keen intellect allows you an uncanny knack for evading dangerous effects.
Benefit: You add your Intelligence modifier (instead of your Dexterity modifier) to Reflex saves. (Complete Adventurer, p.110)
Mind Over Body (Regional, Ancestor)
The aesthetics and mystics of your homeland have learned to overcome the frailties of the body with the unyielding power of the mind.
Regions (Faerun): Elf (Silverymoon or Snow Eagle Aerie), half-elf (Silverymoon), human (Calimshan, Mulhorand, Shou Expatriate, or Thay), planetouched (Calimshan or Thay), or spirit folk (Ashane)
Benefit: At 1st level, you may use your Intelligence or Charisma modifier (your choice) to determine your bonus hit points. For all subsequent levels, you use your Constitution modifier, as normal. In addition, you gain +1 hit point every time you learn a metamagic feat. Furthermore, if you can cast arcane spells, you get a +1 insight bonus to Armor Class.
Special: You may select this feat only as a 1st-level character. You may have only one regional feat. (Player’s Guide to Faerun, p.41; Dragon #315, p.65)
Verminous Graft (General)
The darkness spoke to you, and to your eternal regret you listened, plunging your hand into a nest of stinging, crawling insects.
Prerequisites: Ability to prepare and cast contagion, required sacrifice.
Sacrifice: You must give up the normal usage of one of your hands, making it home to a colony of insects like ants or termites. You may no longer use two-handed weapons or equipment. Further, the sight of your hand inspires fear and loathing in all who see it, imposing a –4 penalty on all Charisma-based skills or checks, except Intimidate, for which you instead gain a +2 bonus. This penalty also applies to any skill that requires both hands to use (such as Climb, Open Lock, or Use Rope).
Benefit: You may, as a standard action, make a melee touch attack with your vermin-covered hand. This attack deals 1d6 points of damage + your Intelligence modifier. In addition, you are always considered armed for the purpose of making or avoiding attacks of opportunity.
Special: A wizard may select Verminous Graft as a wizard bonus feat. (Dragon #336, p.108)
It is also a class feature of the swashbuckler class from Complete Warrior.
At 3rd level, a swashbuckler becomes able to place her finesse attacks where they deal greater damage. She applies her Intelligence bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus she may have) with any light weapon, as well as any other weapon that can be used with Weapon Finesse, such as a rapier, whip, or spiked chain. Targets immune to sneak attacks or critical hits are immune to the swashbuckler’s insightful strike. A swashbuckler cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.
This adds the int bonus to the str bonus for damage though!
It is also a class feature of the swashbuckler class from Complete Warrior...
If you changed the swashbuckler's ability such that it was INT bonus added to damage instead of STR bonus rather than in additionto it, then I think it could easily work as a feat. If I was the DM I'd probably allow it.
I was doing a build of a psion/monk, and was looking for something similar, as in the OP ... INT was a highly important stat for this build, obviously.
I thought that I would mention a feat that I found, since I don't know what type of character the OP is for. It is from an article about animal-styled matial arts with a very mystical twist ... Warriors of the Animal Fist, Patrick Younts, Dragon Magazine #319, p. 68-74, May 2004:
KUNG FU GENIUS
Some styles of martial arts require the student to memorize advanced medical texts anatomicaI charts. These styles favor the intellectual over the introspective.
Prereuisites: Int 13+, must be gained at or before the first level of monk is taken.
Benfit: You use your Intellegence modifier rather than Wisdom for all monk special abilities that normally rely on Wisdom.
In my personal opinon, the Monk makes a great Intelligence-based combatant using this feat. ... and a psion/monk, or a psychic warrior/monk - MAN!! watch out for him!!
the kung-fu genius feat was also released in the "dragon compendium volume one"; for a complete list of every feat published in wotc released products see this link: the consolidated lists. it is to the various "consolidated lists" on the wotc site. _________________ Does the walker choose the path, or does the path choose the walker?
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