Item: Medic's Armband (Greater)
You wear this white armband with a bright blue symbol identifying you as a combat medic. You gain a +1 item bonus to Diplomacy checks to change the attitudes of diseased, poisoned, and Wounded creatures.
You gain a +2 item bonus to Medicine checks to Administer First Aid and Treat Wounds.
Activate—Do No Harm F (concentrate)
Frequency once per day
Trigger An enemy within 30 feet targets you with a Strike or a spell that deals damage
Effect Your armband glows, showing that you're here as a medic and not as a combatant. Both you and the triggering enemy take a –8 status penalty to damage rolls until the end of your next turn.
Trait Effects
Invested: A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
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|---|---|---|---|
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