Treat Injury: Difference between revisions

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===Stabilize Dying Character (DC 15)===
===Stabilize Dying Character (DC 15)===
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 stops dying and now has 1 HP. The character must have a medical kit to stabilize a dying character.
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 [[Treat_Injury#Stabilize_Dying_Character_.28DC_15.29|Treat Injury]] Skill check of DC 15 and a full round action.  


This action provokes and attack of opportunity and is a full round action. A critical failure can cause 1d4 of Con semi-permanent CON damage.
If successful the dying Character now has 1 HP (Hit Point) and is no longer unstable or dying. However they are still unconscious. After 1 hour and ever hour after the Character can attempt to make a CON check of DC10 to regain conscious. After 8 hours they can wake up without a check with one day worth of natural healing.  
 
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.


===Surgery (DC 20)===
===Surgery (DC 20)===

Revision as of 04:18, 30 June 2017

Check

The DC and effect depend on the task attempted.

Long-Term Care (DC 15)

With a medical kit, the successful application of this skill allows a patient to recover hit points equal to the HD of the Character's Base Class. (If the Character has more then one Base Class then pick the largest HD) Instead of normal Natural Healing the Character can roll the HD twice and take the highest of the two. 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 critical success (Natural 20) grants the maximum hit points possible of the Hit Die. A character can tend up to as many patients as he or she has ranks in the skill. The patients need complete bed rest (doing nothing all day). The character needs to devote at least ½ hour of the day to each patient the character is caring for.

This can be used to assist a Character resting to regain health. If the Character chooses to rest a Full Day and not just for Full Rest (8 hours) then a helping Character can roll a Long-Term Care Skill check. If successful then the resting Character can roll 4 times and take the 2 highest rolls.

Restore Hit Points (DC 15)

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 1HD(Hit Die) hit points + Treat Injury Rank. The Character receiving treatment roles the Hit Die. 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.

Revive Dazed, Stunned, or Unconscious Character (DC 15): With a first aid 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.

Stabilize Dying Character (DC 15)

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 Treat Injury Skill check of DC 15 and a full round action.

If successful the dying Character now has 1 HP (Hit Point) and is no longer unstable or dying. However they are still unconscious. After 1 hour and ever hour after the Character can attempt to make a CON check of DC10 to regain conscious. After 8 hours they can wake up without a check with one day worth of natural healing.

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.

Surgery (DC 20)

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 has Con damage, add an additional hour for every point of Con damage the patient has. 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. Performing surgery on creatures of a different species from your own carries a –10 penalty.

The Surgery feat reduces the penalty to –5, while the Xenomedic feat negates the penalty entirely.

Surgery can also be used to remove Conditions or Chemicals that effect a Character for extended periods of times. Or semi-permanent Injuries that cause ill effects such as a broken leg or nose.

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.

Try Again

Yes, for restoring hit points, reviving dazed, stunned, or unconscious characters, stabilizing dying characters, and surgery. 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 gives a character the extra training he or she needs to use Treat Injury to help a wounded character by means of an operation.
  • 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.
  • Long-term care, restoring hit points, treating disease, treating poison, or stabilizing a dying character requires a medical kit. Reviving a dazed, stunned, or unconscious character requires either a first aid kit or a medical kit. * Surgery requires a surgery kit. If the character does not have the appropriate kit, he or she takes a –4 penalty on the check.
  • A character can use the Treat Injury skill on his or herself only to restore hit points, treat disease, or treat poison. The character takes a –5 penalty on your check any time he or she treats his or herself.
  • A character with the Medical Expert feat gets a +2 bonus on all Treat Injury checks.
  • The Treat Injury skill cannot be used on nonliving or inorganic creatures, such as constructs or undead.