Combat Medical Aid (3.5e Maneuver)

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Author: Eiji-kun (talk)
Date Created: 9-6-19
Status: Complete
Editing: Clarity edits only please
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Combat Medical Aid
Crazy Gadget (Strike)
Level: 2
Initiation Action: Standard
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: None

A band aid will patch that right up.

You throw down some medical gauze and alchemical gel to heal up a target. Recover 1d8 + your initiator level in damage, though you can never bring a creature above 50% of their hp with this maneuver. Alternatively expend it as part of a Heal check attempt for the benefits of the maneuver plus the result of the Heal check.

If a Healer's Kit charge is consumed as part of initiating, you may recover past 50% hp. Alternatively you may double the amount healed, but you are still capped at 50% hp.


Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesCrazy Gadget

Eiji-kun's Homebrew (5607 Articles)
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Article BalanceHigh +
AuthorEiji-kun +
DisciplineCrazy Gadget +
Identifier3.5e Maneuver +
Level2 +
RatingUndiscussed +
SummaryQuickly heal damage on the field. It grows more potent with a healers kit. +
TitleCombat Medical Aid +
TypeStrike +