Combat Medical Expertise (3.5e Maneuver)
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Crazy Gadget (Strike) | |
Level: | 5 |
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Prerequisite: | Needs two Crazy Gadget maneuvers |
Initiation Action: | Standard |
Range: | Touch |
Target: | One creature |
Duration: | Instantaneous |
Saving Throw: | None |
You need healing.
This functions like Combat Medical Aid, except you recover 3d8 + your initiator level in damage and you are not capped at 50% health. In addition if used on a creature whose body is intact and has died within 1 round, it brings them back to life at -1 and stable, at least 1 level (if killed by energy drain), or 1 ability score (even if drained to death).
If a Healer's Kit charge is consumed as part of initiating, the target gains the benefit of the life support spell with your initiator level as the caster level and the pulsing light as a result of your medical gadgets.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Martial Disciplines → Crazy Gadget
Eiji-kunv |
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Facts about "Combat Medical Expertise (3.5e Maneuver)"
Article Balance | High + |
Author | Eiji-kun + |
Discipline | Crazy Gadget + |
Identifier | 3.5e Maneuver + |
Level | 5 + |
Rating | Undiscussed + |
Summary | Heal more hp, even bringing people back from the brink of death with immediate medical attention. + |
Title | Combat Medical Expertise + |
Type | Strike + |