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treat_injury_skill

Treat Injury (Skill)

TREAT INJURY (WIS)

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.

When using Treat Injury on any unfamiliar alien species, or any creature of a xenotype other than your own, the check takes a –4 penalty. Thus, a human (xenotype humanoid) treating a weren (xenotype giant) would take the penalty, and a human treating a klick (both a different xenotype and an unfamiliar species) would take a –8. The Xenomedic feat negates these penalties entirely.

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—3 hit points per character level or 3 ability points restored per day of complete 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 total of hit points. This application of the skill can be used successfully on a character only once per day.

Revive Dazed, Stunned, or Unconscious Character (DC 15): With a first 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 an affected character. You can't revive an unconscious character who is at -1 hit points or lower without first stabilizing the character.

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 he or she stops losing them. You must have a medical kit or other medical gear 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 he Treat Injury skill carries a -4 penalty, which can be negated with the Surgery feat. Surgery requires 1d4 hours; If the patient is at negative hit points, add an additional hour for every point below 0 the patient has fallen. Thus, a character who has -3 hit points requires 1d4+3 hours of surgery to tend to his wounds. Surgery restores 1d6 hit points for every character level of the patient (up to the character's full normal total of hit points) with a successful skill check. Thus, a 4th-level Smart hero has 4d6 hit points restored on a successful 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 the 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.

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.

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 a character the extra training he or she needs 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 or similar gear. Reviving a dazed, stunned, or unconscious character requires either 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 penalty 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_skill.txt · Last modified: 2021/12/04 00:39 (external edit)