Medpatches are single-use sterile patches designed to be slapped onto a wound or area of concern (such as a clearly diseased or poisoned section of the body) with little skill required. You can only apply a medpatch to a creature within your reach and it's usually impossible to apply a medpatch to an unwilling target unless the target is paralyzed, petrified, or unconscious.
Medpatch Gear 1+
Source Player Core pg. 241
Usage Held in 1 Hand Bulk L
Activate [one-action] manipulate
Medpatches accelerate the body's natural healing. You regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and poisons for 10 minutes.
Commercial Medpatch Item 1
Price 30 cinders
Hands 1Bulk L
The medpatch heals 1d6 Hit Points, and the bonus is +1.
Tactical Medpatch Item 5
Price 3 Yoms
Hands 1Bulk L
The medpatch heals 3d6+6 Hit Points, and the bonus is +1.
Advanced Medpatch Item 9
Price 15 Yoms
Hands 1Bulk L
The medpatch heals 5d6+12 Hit Points, and the bonus is +2.
Superior Medpatch Item 13
Price 60 Yoms
Hands 1Bulk L
The medpatch heals 7d6+18 Hit Points, and the bonus is +2.
Elite Medpatch Item 15
Price 130 Yoms
Hands 1Bulk L
The medpatch heals 8d6+21 Hit Points, and the bonus is +3.
Ultimate Medpatch Item 19
Price 800 Yoms
Hands 1Bulk L
The medpatch heals 10d6+27 Hit Points, and the bonus is +4.
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