Treat Injury

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This allows a Character to help heal another Characters wounds, fight off a sickness, keep someone from dying, perform a simple surgery, defeat the effects of a poison. A Character cannot normally use Treat Injury on themselves.

The outcome of some of these checks are dependent on the Skill Rank Level. So this means that this skill is Rank Dependent.

Check

The DC and effect depend on the task attempted.

Restore Hit Points with Medical/First Aid Kit(DC 15)

With a Medical Kit or a First Aid Kit, the Character can attempt to restore someones Hit Points. A successful check, a full-round action, restores Hitpoints by using the target's HD(Hit Die) + Skill Bonus(Wisdom + Misc Mod). The number of Hit Die rolled is dependent on the Skill Rank Level. 1 Rank = 1 Hit Die, 3 Ranks = 2 Hit Die, 6 Ranks = 4 Hit Die, 9 Ranks = 5 Hit Die. The Character receiving treatment roles the Hit Die. The number restored can never exceed the character’s full normal total of hit points.

For every 10 that the player's roll beats the DC15 the target gets to roll an additional 1HD with a max bonus of +3 additional die. If the Character rolls a Natural 20 then the Hit Points restored is the total of all the HD as if they rolled max each time.

Note
Masterworked Medical Kit (not a First Aid Kit) can provide a +1 Hit Point per Die Rolled. It also unlocks the Expert Restore Hit Points skill check. This changes the DC from 15 to 20. But provides an additional Hit Die for healing if successful. So 1 Rank = 2 Hit Die, 3 Ranks = 3 Hit Die and etc. The +10 to beating the roll still applies but the base DC is now 20 instead of 15.

Restore Hit Points with Medical Item (DC 10)

If a Medical Item is used with a Treat Injury check the DC is 10. The is no need for a professional kit as the equipment being used is provided. There is a risk of failure. A Critical failure simply means nothing happens. Anything below a 10 means that the target only gets 1/2 its HP back. A 10 is a success and the normal rules for using a Medical Item happens. However, for every 5 that the Character succeeds a Treat Injury with Medical Item check the target receives a +1 bonus per Die/Round provided by the Medical Item. The max being +6 or a 40. A Critical Success/Natural 20 means maximum possible health provided including bonus. This cannot be done upon oneself, it has to be administrated by another Character to a target.

Note
A Medical Item doesn't require a check to heal. If a character simply wants to use a Medical Item without using a Treat Injury they can do so. You cannot use Treat Injury on yourself.

Recover from Dazed, Stunned, or Unconscious Character (DC 15)

With a First Aid Kit, the character can remove the Shaken condition or any other condition under it (Ie: Dazed and Stunned) or an Unconscious but stable character. This check is a full round action.

Note
A masterworked First Aid Kit reduces the DC to 10.

Stabilize Dying Character (DC 20)

With a Medical Kit (Or first aid kit), another Character will need to assist the dying Character by attempting to stabilize them. This requires a check of DC 20 and a Full Round action. If successful the dying Character now has 1 HP (Hit Point) and is no longer unstable and dying. They have 1 Hit Point and wake up. If the stabilize check fails however different things may happen. If the failure is a natural 1 the unconscious Character receives 1d4 of CON damage. Otherwise the Character remain unstable. Once 'stable' again the Character does not instantly gain back there lost Constitution. Review Ability Healing to learn more.

Note
With a masterworked Medical or First Aid Kit the Character who is performing the action can roll the target's Hit Dice and apply that much Hit Points to the target as a bonus.

Surgery (DC 20)

Requires both a Surgery Kit and at least 2 Ranks in the Treat Injury Skill.

With a Surgery Kit, a character can conduct field surgery. Surgeries can be used to remove Conditions, Difficulties, some Diseases, some Poisons. It can also be used to add Mutant Powers, Cybernetic Implants (with the use of Cybernetic Surgery Feat), or implant/hide something inside of some other biological person or creature. It can also be used in conjunction with the Study skill to preform an autopsy person or animal for investigative reasons.

Surgery requires 1d4 hours; if the patient has Con damage, add an additional hour for every point of Con damage the patient has. Surgery can only be used successfully on a character once every 72 hours. A character who undergoes surgery is fatigued for 48 hours, minus 2 hours for every 2 points above the DC the surgeon achieves. The period of fatigue can never be reduced below 12 hours in this fashion.

The Surgery feat removed the disadvantage penalty except for working on alien animals, while the Xenomedic feat negates the penalty for only alien animals.

Treat Disease (DC 15)

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.

Treat Poison (DC 15)

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 their standard 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.

This check provokes and attack of opportunity. If a critical failure happens this also causes an attack of opportunity on the target.

Long/Short Term Care (DC 15)

Normally a Character will slowly gain back there Hit Points and Ability damage so long as they are not sick. If someone helps provide care while they attempt to 'rest up' this process goes quicker.

The Long/Shirt Term Care action can only be used once per 24 hours which includes rest.

If someone is providing Long/Short term care then the patient heals Hit Points equal too the number of Hit Die equal to 1/2 (round up) character level + Con Mod. Instead of the normal 1/4 there character level (round up). For more information review the Natural Healing.

The same goes for Ability Points recovery. If the Character doing the care beats a DC of 20 they can also assist in Ability Damage recovery. If successful the Character regains +1d4 in as much as 3 different Ability scores. If a critical success (Natural 20) is rolled the Character gains a +4 in as much as 3 different Ability scores.

If the Character is still sick they gain an advantage bonus to shacking the sickness. Double advantage if the Character assisting beats a DC of 25.

Try Again

  • Yes, for restoring hit points, reviving dazed, stunned, or unconscious characters, stabilizing dying characters, and surgery. However it is either once a turn or once a day.
  • No, for all other uses of the skill. Treat Injury checks take different amounts of time based on the task at hand, as described above.

Special

  • The Surgery Feat removes the disadvantage penalty for attempting Surgery.
  • A character can take 10 when making a Treat Injury check. A character can take 20 only when restoring hit points or attempting to revive dazed, stunned, or unconscious characters. This doesn't count while in combat of course.
  • Restoring hit points, treating disease, treating poison, or stabilizing a dying character requires a Medical Kit, or First Aid Kit. Reviving a dazed, stunned, or unconscious character
  • Surgery requires a Surgery Kit.
  • A character cannot use the Treat Injury skill on his or herself.
  • A character with the Medical Expert Feat gets Misc +1 bonus to both the Craft (pharmaceutical) and Treat Injury skills
  • The Treat Injury skill cannot be used on nonliving or inorganic creatures, such as constructs or undead.