Xenomedic: Difference between revisions

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You know how to provide safe medical treatment to alien life forms.
You know how to provide safe medical treatment to alien life forms.


'''Prerequisites''': Knowledge (earth and life sciences) 6 ranks, Treat Injury 6 ranks, Surgery.
'''Prerequisites''': Knowledge (earth and life sciences) 4 ranks, Treat Injury 5 ranks, Surgery.


'''Benefits''': You can, without penalty, use the Treat Injury skill to perform surgery on a living creature regardless of its type.
'''Benefits''': You can, without penalty, use the Treat Injury skill to perform surgery on a living creature regardless of its type.


'''Normal''': Characters without this feat take a –8 penalty on Treat Injury checks (–4 if they have the Surgery feat) when performing surgery on creatures of a different type.
'''Normal''': Characters without this feat takes two stacked disadvantages on Treat Injury checks (Only one disadvantage if they have the Surgery feat) when performing surgery on creatures of a different type.


'''Special''': This feat cannot be used to heal or repair nonliving or inorganic creatures such as constructs or undead.
'''Special''': This feat cannot be used to heal or repair nonliving or inorganic creatures such as constructs or undead.

Revision as of 06:35, 18 April 2016

You know how to provide safe medical treatment to alien life forms.

Prerequisites: Knowledge (earth and life sciences) 4 ranks, Treat Injury 5 ranks, Surgery.

Benefits: You can, without penalty, use the Treat Injury skill to perform surgery on a living creature regardless of its type.

Normal: Characters without this feat takes two stacked disadvantages on Treat Injury checks (Only one disadvantage if they have the Surgery feat) when performing surgery on creatures of a different type.

Special: This feat cannot be used to heal or repair nonliving or inorganic creatures such as constructs or undead.