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Medical

From FuturePath

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

The outcome of some of these checks is 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 another target's Hit Points. A successful check of a Standard Use Item action restores HP by using the target's HD(Hit Die) + Skill Bonus(Wisdom + Misc Mod). The number of Hit Die rolled is dependent on the Skill Competency Level. Unexperienced provides 1 Hit Die, then Novice provides 2 Hit Die, all the way to Master, which provides 6 Hit Die. The Character receiving treatment rolls the Hit Die. The number restored can never exceed the character’s full normal total of hit points.

For every 5 that the Player's roll beats the DC15, the target gets to roll an additional 1HD with a max bonus of +3 additional die.

Masterworked Medical and First Aid Kits provide a +1 per level of Masterworking to both the check and to the total HP restored. A Masterworked Medical Kit (not a First Aid Kit) can also provide a +1 Hit Point per Die Rolled.

Note: A Character cannot perform a Medical Skill check on themselves. They can use a Medical Item without a Skill check, but not a Medical check.

Restore Hit Points with Medical Item (DC 10)

A Medical Item does not require the use of Medical in order to use the item on a target. Skipping the check results in an automatic success with 1/2 the total rolled value in HP restored. A Character cannot perform a Medical check on themselves, and so self-administering a healing item always results in an automatic success with 1/2 the total rolled value in HP restored.

A Medical Item can optionally be used with a Medical check, the DC is 10. There is no need for a professional kit. There is a risk of failure. A Critical failure simply means nothing happens. Anything below 10 means the target only gets 1/2 of its HP back. A 10 is a success, and the normal rules for using a Medical Item apply. However, for every 5 that the Character succeeds on a Medical with a Medical Item check, the target receives a +1 bonus per Die provided by the Medical Item. Max +3 HP extra per Die.

This cannot critically succeed like Medical can. Critical success is ignored.

Using the Medical Item on someone else is considered a Use Item, which is a Standard Action. However, if the Character attempts self-administration and already has the item in their hand, this is considered a Simple Action. A Character cannot self-administer for full HP as they cannot perform a Medical check on themselves.

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. 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 stabilization 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 remains unstable. Once 'stable' again, the Character does not instantly gain back their 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 many Hit Points to the target as a bonus.

Surgery (DC 20)

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

With a Surgery Kit, a character can conduct field surgery. A Character, by default, takes disadvantage when performing surgeries in the field. Surgeries can be used to remove Conditions, Difficulties, some Diseases, and some Poisons. It can also be used to add Cybernetic Implants (using the Cybernetic Surgery Feat) or to implant/hide something inside another biological person or creature. It can also be used in conjunction with the Study skill to perform an autopsy on a person or animal for investigative reasons.

Surgery requires 1d4 hours; if the patient has Con damage, add 1 hour for every point of Con damage. Surgery can be used on a character only once every 72 hours. A character who undergoes surgery is fatigued for 48 hours, minus 2 hours for every 2 points the surgeon exceeds the DC. 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 Medical 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 Medical 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 an attack of opportunity. If a critical failure occurs, it also creates an opportunity for an attack against the target.

Long/Short Term Care (DC 15)

Normally, a Character will slowly gain back their 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 to the number of Hit Die equal to 1/2 (round up) character level + Con Mod. Instead of the normal 1/4, their 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 many as 3 different Ability scores. If a critical success (Natural 20) is rolled, the Character gains a +4 in as many as 3 different Ability scores.

If the Character is still sick, they gain an advantage bonus to shaking 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 performing surgery. However, it is either once a turn or once a day.
  • No, for all other uses of the skill. Medical 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 Medical 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 Medical skill on himself or herself.
  • A character with the Medical Expert Feat gets Misc +1 bonus to both the Craft (pharmaceutical) and Medical skills
  • The Medical skill cannot be used on nonliving or inorganic creatures, such as constructs or undead.