Skills/Medic

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

Action
Below is a list of actions that may be performed with the Medic skill, listing DCs and time required to perform the action.

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 can use first aid to save a dying creature. If a creature is at negative hit points you can make them stable. A stable character does not regain hit points but does not lose further hit points until they take damage again while negative. First Aid can also be used to stop any bleed status ailment, but the DC then varies based on the attacker (usually 10+ ½ the Base Attack Bouns of the attacker + their strength or dexterity modifier).

Action/Time: 1 standard action.

Retry? Yes, as long as the recipient is still alive.

Provide Long-Term Care
Long-term care means treating a wounded person for a day or more. If the Medic check is successful the target recovers hit points or ability score points at twice the normal rate (usually 2 hit points per level, and 2 ability score points for 8 hours of rest). Long Term-Care allows you to tend up to six patients at a time but cannot provide long-term care for yourself.

Action/Time: 8 hours.

Retry? No, though you can try long term care the following day.

Treat Deadly Wounds
Treating Deadly wounds requires two charges from a healer’s kit to perform, though you can attempt with only a single charge of a healer’s kit at a -2 penalty.

Treating Deadly Wounds restores 1 hit point per level of the creature, with one degree of success allowing the use of your wisdom bonus to be added to this value. A creature can only benefit from this skill one per day.

Action/Time: 1 hour.

Retry? No, though you can try treating wounds the following day.

Treat Poison
Treating poison on a creature allows you to assist in a creature’s recovery from an ongoing poison effect. Every time the poisoned character must make a saving throw against the ongoing poison you may make a medic check, if your Medic check is greater than the save attack of the poison the target character receives a +4 competence bonus on his saving throw against the poison.

Action/Time: 1 standard action.

Retry? No, you may not retry on a failed save attack, though you may attempt on the next one the character makes against the poison, provided they are still alive.

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.