Feat suggestions for characters
Power Attack (PH) , Improved Bull Rush (PH) , STR 25, size Large or larger,
As a standard action, the creature can choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC equal to damage dealt) or be knocked flying 10 feet in a direction of the attacking creature’s choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.
A fighter can select Awesome Blow as one of his fighter bonus feats.
You can channel divine energy into healing with a touch.
Prerequisite: Ability to cast 2nd-level spells.
Benefit: As long as you have a conjuration (healing)
spell of 2nd level or higher available to cast, you can spend
a standard action to touch a target creature and heal 3
points of damage per level of the highest-level conjuration
(healing) spell you have available to cast. You can use this
ability only on a target that has been reduced to one-half
or fewer of its total hit points. The effect ends once you’ve
healed the subject up to half its normal maximum hit
points. This ability has no effect on creatures that can’t
be healed by cure spells.
As a secondary benefit, you gain a +1 competence bonus
to your caster level when casting conjuration (healing)