Treat Injury

Use **Treat Injury** to help characters that have been hurt by damage, poison, or disease.

**:** Wisdom

**T:** No

**AP:** No

**:** Acolyte, Field Medic, and Dedicated Hero.

## Checks

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. A character can tend up to as many patients as he or she has ranks in the skill. The patients need to spend all their time resting. The character needs to devote at least 1/2 hour of the day to each patient the character is caring for.

With a medical kit, if a character has lost hit points, the character 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.

With a first aid kit or Medical Kit, the character 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. The character can't revive an unconscious character who is at -1 hit points or lower without first stabilizing the character.

With a medical kit, a character can tend to a character who is dying. As an attack action, a successful Treat Injury check stabilizes another character. The stabilized character regains no hit points, but they stops losing HP. The character must have a medical kit to stabilize a dying character.

A character 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), the treating character first makes a Treat Injury check to help the diseased character fend off secondary damage. This activity takes 10 minutes. If the treating character's check succeeds, the treating character provides a bonus on the diseased character's saving throw equal to his or her ranks in this skill.

A character can tend to a poisoned character. When a poisoned character makes a saving throw against a poison's secondary effect, the treating character first makes a Treat Injury check as an attack action. If the treating character's check succeeds, the character provides a bonus on the poisoned character's saving throw equal to his or her ranks in this skill.

With a surgery kit, a character can conduct field surgery. This application of the 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. Surgery restores 1d6 hit points 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 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. If the character does not have the appropriate kit, there is a -4 penalty on the check.

## Special

A character can use the Treat Injury skill on his or herself only to administer first aid, treat disease, or treat poison. The character takes a -5 penalty on their check any time they treat themselves.

The Treat Injury skill cannot be used on nonliving or inorganic creatures, such as Constructs or Undead.

This skill can be used to treat members of other species, provided they are neither constructs nor undead. For all uses of this skill except surgery, the skill check’s DCs are unchanged.

Performing surgery on creatures of a type different from your own carries a –8 penalty. The Surgery feat reduces the penalty to –4, while the Xenomedic feat negates the penalty entirely.}}

**Table: Feats**