Treat Injury

(Wis, Use Untrained)

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

First Aid (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 the patient. It does not grant HPs, but they stop losing them. You must have a medical kit to stabilize a dying character.

Action: Standard. Equipment: Medical Kit. Try Again? Yes.

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 patient’s full normal total of hit points.

Action: Full-Round. Equipment: Medical Kit. Try Again? Yes.

Long-Term Care (DC 15): With a medical kit, the successful application of this skill allows a patient to recover hit points and ability points lost to temporary damage at an advanced rate: twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest. Make a new check every day. On a failed check, the patient recovers HPs at the normal rate.

You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term is a light activity. You cannot give long-term care to yourself.

Action: 8 hours. Equipment: Medical Kit. Try Again? No.

Treat Disease/Poison (special): You can tend to a character infected with a treatable disease or suffering with the effects of a poison. Once the patient is in your care, every time they saving against the disease/poison, you Aid their roll using the Treat Injury skill as per the Aid Skill rules.

Action: Standard. Equipment: Medical Kit. Try Again? Yes.

Revive Dazed, Stunned, or Unconscious Characters (DC 15): You can remove the dazed, stunned, or unconscious condition from a character with a successful check. You can’t revive an unconscious character who is at -1 hit points or lower without first stabilizing that character.

Action: Attack. Equipment: First-Aid Kit or Medical Kit. Try Again? Yes.

Surgery (DC 20): You can conduct field surgery. You take a -4 penalty unless you have the Surgery feat. Surgery requires 1d4 hours plus 1 hour for every hit point the patient is below zero.

Surgery restores 1d6 HPs for every character level of the patient (up to the patient’s full normal total of hit points) with a successful skill check. Surgery can only be used 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 the DC the surgeon achieves, to a minimum of 6 hours.

Action: Special. Equipment: Surgery Kit. Try Again? Yes.

Special: The Surgery feat grants the ability to perform surgery.

Without the appropriate kit, you take a -4 penalty on your Treat Injury checks.

You can Take 10 on all Treat Injury checks. You can Take 20 only to restore hit points or attempt to revive dazed, stunned, or unconscious characters.

You can use the Treat Injury skill on yourself to restore hit points, treat disease/poison, but with a -4 penalty.

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Posted in Skill Description, Skills