See Dungeon Master's Guide v3.5 for more information on epic feats.
Prerequisite: Str 25, Cleave, Great Cleave, Improved Critical (chosen weapon), Overwhelming Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon).
Benefit: Whenever you score a critical hit with the chosen weapon, the target must make a Fortitude save (DC 10 + 1/2 your level + your Strength modifier) or die instantly. (Creatures immune to critical hits can't be affected by this feat.)
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different type of weapon.
Prerequisite: Improved Initiative.
Benefit: If you charge a foe during the first round of combat (or the surprise round, if you are allowed to act in it), you can make a full attack against the opponent charged.
Normal: Without this feat, you may only make a single attack as part of a charge.
Prerequisite: Str 25, Cleave, Great Cleave, Improved Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon).
Benefit: When using the weapon you have selected, you deal an extra 1d6 points of bonus damage on a successful critical hit. If the weapon's critical multiplier is 3, add +2d6 points of bonus damage instead, and if the multiplier is 4, add +3d6 points of bonus damage instead. (Creatures immune to critical hits can't be affected by this feat.)
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different type of weapon.

