Skill Rate: Fast
Uses: healing people. If you try to use Medicine on a creature of a species other than yours, you get a -1 penalty without the proper techniques.
Use of Medicine |
DC |
Emergency First Aid |
5 |
Treat Wound |
6 |
Long-Term Care |
6 |
Treat Disease/Poison |
Infection DC |
Administer Medicine |
4 |
Forensic Investigation |
8 |
Diagnose |
4+ |
Resuscitate |
6 + 1/round |
Emergency First-Aid: Make a Medicine check against DC 5 as a 4SA. If you succeed you may administer First Aid to a dying target within your natural reach (typically Close, meaning you must enter their square). The dying creature stabilizes (is no longer dying, but still unconscious).
Treat Wound: Make a Medicine check against DC 6. This takes one minute. If you succeed, remove one wound from one creature in natural reach. For every 2 points that you beat the DC, you cure another wound. This uses a bandage and thread. A creature may only have Treat Wound used on it once per day.
Long-term Care: Make a Medicine check against DC 6. This takes one hour every day, but you may treat multiple patients simultaneously (up to your total number of ranks in Medicine). The patients' natural healing rate is doubled.
Treat Disease/Poison: Make a Medicine check on a diseased or poisoned patient. The DC is the same as the infection DC for the disease. If you succeed, the patient is treated as having succeeded on his next save against that disease or poison.
Diagnose: DC 4 for common ailments, 6 for uncommon, 8 for rare, and 12 or higher for esoteric. You determine all status effects currently on the target, and how many wounds he has, and the source of each. Takes 1 minute per wound or status effect. You may not retry this check unless the target's condition changes.
Check Pulse: DC 4. You can tell as a 2SA if a creature is dead or alive. The GM rolls this check secretly. If you failed the check, there is a 50% chance that you get the wrong answer, and the other 50% chance is that you don‚t know at all.
Forage for Food: You can try to forage for food. Make a Medicine check every day, the DC is 5. For every point by which you beat the DC, you can feed another person. Foraging for food halves your overland speed. In particularly lush or barren areas the GM may apply a circumstance bonus or penalty of up to 3.
Techniques: