Skills/Medic

You are skilled at tending to the ailments of others, or manipulating the health of a creature in a detrimental way.

Check
The DC and effect depend on the task you attempt.

Action
Providing first aid, treating a wound, or treating poison is a standard action. Treating a disease or tending a creature wounded 10 minutes of work. Treating deadly wounds takes 1 hour of work. Providing long-term care requires 8 hours of light activity.

Identify Potion
Through a much more scientific approach you’ve learned to identify the effects of alchemical creations on the body. By spending 1 minute with a potion you may learn what effect it has with a Medic check (DC 20 + the level of the spell). This does not consume the potion nor does it expose the character to it’s effects.

Provide First Aid
You usually use first aid to save a dying character. If a character has negative hit points and is losing hit points (at the rate of 1 per round, 1 per hour, or 1 per day), you can make him stable. A stable character regains no hit points but stops losing them. First aid also stops a character from losing hit points due to effects that cause bleed.

Action/Time: 1 standard action.

Retry? You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive.

Provide Long-Term Care
Providing long-term care means treating a wounded person for a day or more. If your Medic check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.

You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.

Action/Time: 8 hours.

Retry? Varies. Generally speaking, you can’t try a Medic check again without witnessing proof of the original check’s failure.

Treat Deadly Wounds
Requirement: You must expend two uses from a healer’s kit to perform this task. You take a –2 penalty on your check for each use from a healer’s kit that you lack.

When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.

Action/Time: 1 hour.

Retry? Varies. Generally speaking, you can’t try a Medic check again without witnessing proof of the original check’s failure.

Treat Disease
To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Medic check. If your Medic check exceeds the DC of the disease, the character receives a +4 competence bonus on his saving throw against the disease.

Action/Time: 10 minutes.

Retry? Varies. Generally speaking, you can’t try a Medic check again without witnessing proof of the original check’s failure.

Treat Poison
To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Medic check. If your Medic check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison.

Action/Time: 1 standard action.

Retry? Varies. Generally speaking, you can’t try a Medic check again without witnessing proof of the original check’s failure.

Remove Foreign Object
A creature that has an object embedded in their body usually requires a Medic check to remove the object without further injury. Consequences for pulling the object out without a successful Medic check can include hit point damage, ability damage, the Bleed status, or other effects. Refer to the ability which created the condition for a specific DC, action requirement, or consequence; otherwise use the listed values.

Action/Time: 1d4 minutes.

Failure: The object is not removed, or the creature takes 1 damage for each degree of failure.

Retry? Varies. Generally speaking, you can’t try a Medic check again without witnessing proof of the original check’s failure.

Prevent Recovery
A victim in the care of a torturer can be prevented from naturally healing from wounds or ability damage by worrying the victim’s wounds, keeping him malnourished, and using various substances to promote prolonged sickness; this requires a DC 15 Medic check. Preventing recovery counts as light activity for the torturer, and requires an hour’s work per day per victim. A victim successfully treated with this form of torture does not heal hit point or ability damage naturally from rest for that day.

Time: 1 hour.

Torture
Over the course of an hour, you can torture a victim with intent to subdue or kill. If the Medic check (DC 15) is successful, you cause nonlethal damage or lethal damage (your choice) equal to the victim’s hit dice. Note that the results of this skill do not guarantee answers if you are torturing a subject in order to gain knowledge he might have; the subject of torture can always decide to divulge such knowledge if he wishes to avoid more pain and suffering. Against NPCs, assume that with each hour of torture, they must make a Will saving throw against the result of that hour’s Medic check (modified by a cumulative –1 morale penalty to the check for each hour the torture has continued) to avoid breaking under the pressure and answering your questions. Even then, results are not guaranteed. A particularly crafty or brave victim might try to Bluff an answer and give false information; use this method if the torture victim actually does not know the information you are seeking and is trying to just make something up to stop the pain.

A torturer may instead deal damage to a creature’s ability scores rather than hit points. This method takes 2 hours instead of 1, and requires a DC 20 Medic check to deal 1 point of ability damage or ability drain (chosen by the torturer) at the end.

Time: 1 hour. 2 hours for ability scores.

Erode Willpower
The erosion of a target’s power to resist with his mind is a different form of torture, and one that usually does not require direct physical harm. Rather, this form of torture relies upon subjecting the victim to horribly uncomfortable living conditions for an extended period of time. This may consist of imprisoning the victim in a cage sized to prevent him from doing anything but crouching, or it may consist of keeping the victim in a room filled to the neck with rancid water, or it may involve exposing the victim to repetitive loud and jarring noises (such as the constant sound of nails scraping on slate). Each day that you make the DC (10+ the victim’s will save modifier - their morale penalty) to erode a target’s willpower, the victim’s Will saving throw suffers a cumulative –1 morale penalty for the length of the next day. As soon as one day passes without having his willpower eroded, all accumulated morale penalties vanish.

Time: 24 hours.

Check: The DC and effect depend on the task you attempt.

Modifiers
Equipment: A field surgery kit provides a +2 equipment bonus on some Medic checks. Surgery tools provide a +2 equipment bonus on some Medic checks.