Happy stick 2.0 or The Feat all should take?


Skills, Feats, Equipment & Spells


I have been reading the rules and making characters preparing for a game I'm going to be running for a convention locally. And came across a feat that screams "all must take me" Battle Medic.
For one action a turn you get:

BATTLE MEDIC FEAT 1
Prerequisites trained in Medicine
You can patch up yourself or an adjacent ally, even if you’re in the middle of combat. In order to do so, you must attempt a DC 20 Medicine check. Regardless of your result, the target is bolstered to your use of Battle Medic. If you’re a master of Medicine, you can instead attempt a DC 25 check to increase the Hit Points regained by 2d10, and if you’re legendary, you can instead attempt a DC 30 check to increase the Hit Points regained by 4d10.

"Success The target regains Hit Points equal to 1d10 plus your Wisdom modifier."

"Critical Success As success, but target regains 1d10 additional HP."

"Critical Failure The target takes 1d10 damage."

This I think this could be problematic.


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Pathfinder Starfinder Society Subscriber

A key sentence here is "Regardless of your result, the target is bolstered to your use of Battle Medic." What that sentence amounts to is that you can only try to use this feat to heal someone once per day per person -- if you fail to make the Medicine check, you don't get to try again on that person for 24 hours. And a DC 20 Medicine check is tough to pull off reliably at low levels.


David knott 242 wrote:

A key sentence here is "Regardless of your result, the target is bolstered to your use of Battle Medic." What that sentence amounts to is that you can only try to use this feat to heal someone once per day per person -- if you fail to make the Medicine check, you don't get to try again on that person for 24 hours. A nd a DC 20 Medicine check is tough to pull off reliably at low levels.

Thanks you for clearing that up for me.

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