Difference between revisions of "Taking Stock (3.5e Variant Rule)"
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Revision as of 06:58, 14 September 2012
Taking Stock
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Taking Stock
On the battlefield, you always see people look around for a moment, take stock of the situation, and continue on slightly better than before. The creatures have time to get a better view of the battlefield, build up their aggression, or pinpoint a fatal flaw in an opponent's defense.
Activation
Taking Stock is a standard action. The user immediately gains one of the following benefits (which last until the end of their next round, unless otherwise noted):
- Add +1 to the DC of spells cast or abilities used.
- Gain a number of temporary HP equal to your HD. The use of this ability lasts for three rounds and doesn't stack with temporary HP from any other source or with itself.
- Gain +2 to damage on all attacks. This amount increases by another two at levels 5, 9, 13, and 17.
- Gain +1 to attack on all attack rolls.
- Gain +1 Dodge bonus to AC.
- If there is an unwanted effect upon you whose durations is measured in rounds, immediately make another saving throw against the effect to remove it if it originally granted a save.
Special: You may only use this ability once; further use (recharging it) requires either a short rest of one minute, or the death an enemy or ally.
Note: If you are using the Healing Surges variant, you may use a healing surge when taking stock as per the limitations in the linked variant rule; this is known as using your Second Wind.
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