Treat Injury

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Use this skill to help characters that have been hurt by damage, poison or disease.

Check: The DC and effect depend on the task you attempt:

Long-term Care: With a medical kit, the successful application of this skill allows a patient to recover hit points and lost ability points lost to temporary damage at an advanced rate – 3 hit points per character level, or 3 ability points restored per day of rest. A new check is made each day; on a failed check, recovery occurs at the normal rate for that day of rest and care.

You can tend up to as many patients as you have ranks in the skill. The patients need to spend all their time resting. You need to devote at least 1/2 hour of the day to each patient you are caring for.

Restore Hit Points (DC 15): With a medical kit, if a character has lost hit points, you can restore some of them. A successful check, as a full round action, restores 1d4 hit points. The number restored can never exceed the character’s full normal hit points. This application of the skill can only be used once per day.

Revive Dazed, Stunned, or Unconscious Character (DC 15): With a fist aid kit, you can remove the dazed, stunned, or unconscious condition from a character. This check is an Attack Action.

A successful check removes the Dazed, Stunned, or Unconscious condition from the affected character. You can’t revive an unconscious character who is at -1 hit points, or lower without first stabilizing the character (see Stable).

Stabilize Dying Character (DC 15): With a medical kit, you can tend to a character who is dying. As an attack action, a successful Treat Injury check stabilizes another character. The character regains no hit points, but they stop losing them. You must have a medical kit to stabilize a dying character.

Surgery (DC 20): With a surgery kit, you can conduct field surgery, stitching grievous wounds, realigning broken bones, and removing bullets or shrapnel. This application of the Treat Injury carries a -4 penalty, which can be negated with the Surgery feat. Surgery requires 1d4 hours; if the patient is at negative hit points, an additional hour is required for every point below 0 the patient has fallen.

Surgery restores up to 1d6 hit points for every character level of the patient (up to the patient’s normal full total of hit points) with a successful skill check. Surgery can only be used successfully on a character once in a 24 hour period.

A character who undergoes surgery is Fatigued for 24 hours, minus 2 hours for every point above DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion.

Treat Disease (DC 15): You can tend to a character infected with a treatable disease. Every time the diseased character makes a saving throw against disease effects (after the initial contamination), you first make a Treat Injury check to help the character fend off secondary damage. This activity takes 10 minutes. If your check succeeds, you provide a bonus on the diseased character’s saving throw equal to your ranks in this skill. (See Diseases.

Treat Poison (DC 15): You can tend to a poisoned character. When a poisoned character makes a saving throw against a poison’s secondary effect, you first make a Treat Injury check as an attack action. If your check succeeds, you provide a bonus on the poisoned character’s saving throw equal to your ranks in this skill. (See Poisons).

Try Again?: Yes, for restoring hit points, reviving dazed, stunned or unconscious characters, stabilizing dying characters, and surgery. No for all other uses of the skill.

Special: The Surgery feat gives the character extra treatment they need to use Treat Injury to help a wounded character by means of an operation.

You can Take 10 when making a Treat Injury check. You can Take 20 only when restoring hit points or attempting to revive dazed, stunned, or unconscious characters.

Long-term care, restoring hit points, treating disease, treating poison, or stabilizing a dying character requires a medical kit. Reviving a dazed, stunned, or unconscious character requires a first aid kit or a medical kit. Surgery requires a surgery kit. If you do not have the appropriate kit, you take a -4 on your check.

You can use the Treat Injury skill on yourself only to administer first aid, treat disease, or treat poison. You take a -5 penalty on your check any time you treat yourself.

A character with the Medical Expert feat gets a +2 bonus on all Treat Injury checks.

Time: Treat Injury checks take different amounts of time based on the task at hand, as described above.

Treat Injury

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