OGC:Maiming Strike (3.5e Feat)
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|This material is published under the OGL 1.0a.
Maiming Strike [Fighter Bonus, Class, Tactical, Melee Attack, Ranged Attack]
You damage ability scores directly.
Benefit: When you select this feat, choose an ability score: Strength, Dexterity, or Constitution. When using a weapon with which you are specialized, whether in melee combat or using it at a range of no more than 30 ft., you can attempt a maiming strike that delivers Strength, Dexterity, or Constitution damage. As a full round action, you can declare a maiming strike. You suffer a -4 penalty to your attack roll and deal 1d2 temporary ability score damage with a simple weapon or 1d3 temporary ability score damage with a martial or exotic weapon in lieu of regular hit point damage. Increase the damage by 1 if you are using a two-handed weapon. This damage cannot be augmented by any other means. If you score a critical hit during a maiming strike, this target suffers 1d4+1 damage instead, regardless of the type of weapon you use.
Normal: You cannot normally deal damage to an ability score.
Special: You can take this feat multiple times. Each time, you must choose which ability score your maiming strike will affect: Strength, Dexterity or Constitution. Once you have taken this feat for each ability, you can no longer take this feat. In addition to the normal feat slot, a fighter must spend 500 XP and 4 weeks in training in order to learn this feat. A fighter who spends 750 XP and 6 weeks in training, may increase the effective range of this feat to 60 ft. A fighter who spends 1,000 XP and 6 weeks in training, only suffers a -3 penalty to his attack roll when performing a maiming strike.