Combat Medical Aid (3.5e Maneuver)
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Crazy Gadget (Strike) | |
Level: | 2 |
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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 Page → 3.5e Homebrew → Class Ability Components → Martial Disciplines → Crazy Gadget
Eiji-kunv |
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Facts about "Combat Medical Aid (3.5e Maneuver)"
Article Balance | High + |
Author | Eiji-kun + |
Discipline | Crazy Gadget + |
Identifier | 3.5e Maneuver + |
Level | 2 + |
Rating | Undiscussed + |
Summary | Quickly heal damage on the field. It grows more potent with a healers kit. + |
Title | Combat Medical Aid + |
Type | Strike + |