Catalog / Skill Actions / Treat Wounds
Treat Wounds
Skill Actions · Medicine
- Exploration
- Healing
- Manipulate
- Trained
Requires: Healer's tools.
You spend 10 minutes treating one injured living creature (yourself, if you like). The creature then can't benefit from Treat Wounds again for 1 hour, counted from when you started, so a patient can be treated once an hour. The DC is 15, though the GM may change it for the situation. With 2 or more Ranks in Medicine you can choose DC 20 to heal 10 more HP; with 5 or more, DC 25 to heal 30 more; with 9 or more, DC 30 to heal 50 more. The damage on a critical failure stays the same.
Critical Success: The target regains 4d8 HP (plus the extra for a higher DC).
Success: The target regains 2d8 HP (plus the extra for a higher DC).
Failure: With 2 or more Ranks in Medicine, the target still regains HP equal to twice your Ranks in Medicine. Otherwise nothing happens.
Critical Failure: The target takes 1d8 damage.
Results
- Critical Success
The target regains 4d8 HP (plus the extra for a higher DC).
- Success
The target regains 2d8 HP (plus the extra for a higher DC).
- Failure
With 2 or more Ranks in Medicine, the target still regains HP equal to twice your Ranks in Medicine. Otherwise nothing happens.
- Critical Failure
The target takes 1d8 damage.