NO TIME!
Field Tested Feat 8
General Healing Manipulate Skill
Prerequisites master in Medicine
You know what to do and when to do it. Doing the Administer First Aid action now only takes one action instead of the normal two.
Thoughts?
NO TIME!
General Healing Manipulate Skill
Prerequisites master in Medicine
You know what to do and when to do it. Doing the Administer First Aid action now only takes one action instead of the normal two.
Thoughts?
Some times it just hurts too much!
Painful Wounds ( 1 to 3)
It just hurts way too much you take even the slightest of wounds.
• Bonus: 4 Karma per level
• Game Effect: When you take any physical or stun damage, you must make an additional Body test with the threshold equal to the number of levels in this talent. If you fail, you take additional damage equal to the number of levels in this talent.
Thoughts?
New goal, skill feats at every level a fighter could take a skill feat!
General Skill
Prerequisites expert in Medicine
You know your friends will get banged up soon, so you’ve learned how to prepare for an event in advance. Once per day, you can make a medicine check in place of a crafting check to make an elixir of life of up to your level following all crafting rules except for cost of that item and that it only takes on hour to prepare the elixir. If you succeed you produce an elixir of life of that level that last for one day.
Thoughts?
Cant keep a good man down!
Diehard
You just won’t die!
• Cost: 4 Karma
• Game Effect: When you lose your last physical or stun box, you can spend three edge and immediately gain 1 box of that type. Overflow damage still occurs, but you gain the one box after the damage is dealt but before you are reduced unconscious. .
Thoughts?
My players don’t really like using skill feats, so let’s build for them!
General Skill
Prerequisites expert in Medicine
You’ve learned how to make sure your healing at least is a guaranteed to be more than the minimum. When you do an action that restores hit points, you reroll any 1s on any dice. Continue to do so till you do not roll a 1 on that die.
Let’s REALLY heal some people!
Cleric
Prerequisites Harming Hands
Your ability to channel the power of the gods grows. When you cast harm, you roll d12s instead of d10s and reroll any 1s.
thoughts?
People flock to your healing hands.
First Impression
You either sent to school to learn how to heal, you’ve mastered magic to keep your friends alive, or you just learned on the job enough to keep your chummers guts on the inside. You truly have the hands of a healer
• Cost: 8 Karma
• Game Effect: You gain 2 Edge for any test where you are attempting to restore physical or stun hit boxes via any means.
Thoughts?
Let’s REALLY heal some people!
Cleric
Prerequisites healing hands
Your ability to channel the power of the gods grows. When you cast heal, you roll d12s instead of d10s and reroll any 1s.
thoughts?
Let’s hit that bullseye!
Sharpshooter (level 1)
You gain a +1 bonus to your attack rolls. This replaces Watch Your Six.
Expert (level 7)
You gain a +2 bonus to your attack rolls, replacing the bonus from Sharpshooter. This replaces Situations Awareness.
Thoughts?
Haven’t built in this in a while, so let’s build more!
Archetype Dedication
Archetype Eldritch Armor
Prerequisites Eldritch Armor dedication
You’ve learned ways to burn spells to heal and protect at the same time. As an action, you can lose a spell slot of your lowest available to gain temporary hit points equal to your highest available spell slot and a +1 status bonus to AC until the start of your next turn.
Thoughts?