Maximum Gär (3.5e Feat)
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Maximum Gär [Multiclass]
You've gotten used to strong-arming reality itself into unmaking magic and bending to your grit, so what's stopping you from making a habit of it?Prerequisites: Forsaker Level 6th, Way of the Walker Level 1stBenefit: Select a number of supernatural abilities equal to your Wisdom or Charisma modifier. These become extraordinary. This can apply retroactively should your ability modifiers increase accordingly. For cases such as Maneuvers, or other subsidiary features, you can choose the overarching category. In the case of a supernatural maneuvers this would be the Discipline of its origin, making all of that Discipline's Maneuvers extraordinary.
Special: This still cannot enable you to cast spells. If an ability would replicate a spell, such as a spell-like ability, it is up to DM discretion, as some abilities have no real arcane finesse, or come with the territory of breaking reality. Although, nothing's stopping them from flat out disallowing all spell-imitating abilities.
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Article Balance | Very High + |
Author | SecondDeath777 + |
Identifier | 3.5e Feat + |
Prerequisite | Forsaker Level 6th + and Way of the Walker Level 1st + |
Rating | Unrated + |
Summary | Go full badass, and do things that should be magical just by bitch-whipping physics. + |
Title | Maximum Gär + |
Type | Multiclass + |