Self-Repair

Repair self as full-round action; heal 1d8+CON HP; once/day repair 2d8+CON as 10-min action.

The character has integrated self-repair nanites and diagnostic systems. As a full-round action, the character may repair itself, healing 1d8 + CON modifier hit points. Once per day, the character may perform a more thorough self-repair over 10 minutes, healing 2d8 + CON modifier hit points.

Rules Reference

FieldValue
Combat Action / Action Typefull
Combat Action / Durationinstantaneous
Combat Action / Frequencyat-will
Combat Action / Uses Per Day
Categoryaugmentation
Runtime / Classificationactive-encounter
Runtime / Durationinstantaneous
Runtime / Effect Kindheal
Runtime / Magnitude
Runtime / Trigger
Runtime / Usesat-will

Notes

Combat Action / Effect Script Id: Self-Repair

Special: Synthetic origin required. Self-repair replaces normal healing (synthetics do not heal naturally or benefit from rest-based healing). The full-round repair requires no tools. The 10-minute repair requires access to basic tools or a repair kit. Neither repair can raise HP above the character's maximum. The character must be conscious and functional to use this feat.

Benefit

condition: as full-round action: heal 1d8 + CON modifier HP

FieldValue
conditionas full-round action: heal 1d8 + CON modifier HP
modifier0
targetself-repair-combat

condition: once per day: 10-minute action to heal 2d8 + CON modifier HP

FieldValue
conditiononce per day: 10-minute action to heal 2d8 + CON modifier HP
modifier0
targetself-repair-extended

Prerequisites

type: special

FieldValue
valuesynthetic origin

type: ability

FieldValue
valueCON 13