Medicinal Mastermind (3.5e Feat)

Medicinal Mastermind [Skill]

3e Summary::You are so practiced in the ways of medicine, you can offer immediate recovery to small injuries.
Prerequisite: Heal, 7 ranks, Self Sufficient
Benefit: You may attempt a heal check at varrying difficulty, depending on how much you attempt to heal. Roll any standard dice for the amount you will heal to the target. Add the maximum roll of that dice to 10, this determines the DC of the heal check you must make. For instance, if you heal 1d6 to a target, you must succeed a DC 16 (10+6) check. If you fail this check, deal half of the half of the health you would have otherwise restored to your target.
Normal: Heal provides no immediate recovery.

Back to Main Page 3.5e Homebrew Character Options Feats Skill

gollark: Then you should use a faster encryption library, and also go to a company which allows you to remove technical debt.
gollark: In that case I'd say you're doing it wrong. You can send a random bit of data, stick it in an associative array or whatever stupid thing it's called mapping it to whatever this secret is, and then API 2 can take the random data, and find the secret in that associative array.
gollark: Look, if the client can't read the data anyway, *you can just send and store random junk*.
gollark: (by you I mean whoever wrote your stuff)
gollark: So I guess it's not *its* fault you're using it stupidly and wrong.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.