Enhance Ability (3.5e Variant Rule)

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Enhance Ability (Wis/Will)[edit]

You can boost your Strength or Dexterity for a short time using your sheer willpower.

Requirements: Must have at-least one stat str/dex at a 20 base ability score without any magical enhancement,base Will save of 10, character level of at least 5, and at least 1d6 days to learn.

Check: An Enhance Ability Will check adds a bonus to either your Strength or Dexterity for 1 minute (10 rounds). The result of the skill check indicates the amount of the bonus. If desired, you can split the bonus equally between your Strength and Dexterity, this boost can be ended at anytime.

DC Bonus
15 +2
20 +4
25 +6
30 +8
35 +10

Special: You can take 10 or take 20 when making an Enhance Ability check.

Time: Enhance Ability is a standard action. The bonus lasts for 10 rounds (1 minute). If you take 20 when making this check, you spend 2 minutes but enter extreme exhaustion after use.

Exhaustion: After using Enhance Ability the user enters a state of exhaustion equal to the level of enhancement used and suffer -1 on all rolls (If 10 was taken character is exhausted for 2d4 hours, if 20 was taken than character is exhausted for 5d4 hours and must rest for at least 8 hours afterwards before use again.), this ability may be used twice a day before causing bodily harm, every use after causes a -2 to str and dex for each additional use that will take 1 full day to recover. If the character used 20 more than 2 times in a single day they have a 50% of dying after use.



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