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 and ability points lost to temporary
damage at an advanced rate-3
hit points per character level or 3 ability points restored per day of complete rest. 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 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.
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 1d4
hit points. 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, 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 regains no
hit points, but he or she stops losing them. The character must have a medical kit to stabilize a dying character.
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 is at negative
hit points, add an additional hour for every point below 0 the patient has fallen.
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.
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 an
attack 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.
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.
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.
Time: Treat Injury checks take different amounts of
time based on the task at hand, as described above.
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