Treat Injury (First Aid)

Treat Injury (Wis)

Use this skill to help characters that have been hurt by damage, poison, or disease.

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

Task DC

Long-Term Care 15

Treat Daze 10

Treat Disease See Below

Treat Knockout 15

Treat Poison See Below

Treat Stun 15

Use Medical Kit 15

Use Medpac 15

Use Bacta Tank 20

Diagnose: You can assess the level of injury someone else has sustained-determining whether the other person is dazed, knocked out, stunned, out of vitality points, poisioned, diseased, and so on. The DC for this check is 10. If you fail the check by 5 or more, the GM may decide that you have misdiagnosed the ailment, generally by assuming that it is less serious than it appears. The GM should roll this check in secret. This check can also determine whether someone is alive or not.

Long-Term Care: Some injuries require treatment that stretches over a number of days. The successful application of this skill allows a patient to recover wound points and ability points lost to termporary damage at twice the normal rate (2 wound points or 2 ability points restored per day, instead of the normal 1 per day). A new check is made each day; on a failed check, recovery occurs at the normal rate for that day for rest and care.

You can tend up to as many patients as you have ranks in the skill. You need medical supplies, and the patients need to spend all their time resting. You need to devote at least 1 hour of the day to each patient you are caring for.

Treat Daze: You can tend to a dazed character. As an attack action, a successful Treat Injury check removes the dazed condition from another character. You must have a medical kit to treat a dazed character.

Treat Disease: You can tend to a diseased character. Every time the diseased character makes a saving throw against disease effects (after the initial contamination), you make a Treat Injury check to help the character fend off secondary damage. The diseased character uses your result instead of his own saving through if your result is higher.

Treat Knockout: You can tend to a knocked-out character. As an attack action, a successful Treat Injury check removes the knocked-out condition from another character. You must have a medical kit to treat a knocked-out character.

Treat Poison: You can tend to a poisoned character. Every time the poisoned character makes a saving throw against poison effects (after the initial introduction of the poison to his or her system), you make a Treat Injury check to help the character avoid secondary damage. The poisoned character uses your result instead of his own saving thrown if your result is higher.

Treat Stun: You can tend to a stunned character. As an attack action, a successful Treat Injury check removes the stunned condition from another character. You must have a medical kit to treat a stunned character.

Use Medical Kit: With a medical kit and a little skill you can keep a badly wounded character from dying or restore vitality points. This check is an attack action.

If a character has negative wound points and is losing wound points (at 1 per round, 1 per hour, or 1 per day), you can stabilize the character. The character regains no wound points but he or she does stop losing them. A charcter can be stabilized as often as necessary.

If a character has lost vitality points, you can restore some of them by giving the character’s system a boost. A successful check restores a number of vitality points equal to the number of ranks you possess in the skill. The number restored can never exceed the character’s full normal total of vitality points. This application can only be used successfully on a character once in a 24-hour period.

Use Medpac: A medpac is a simple medical device that is applied to a wounded character and activated. A medpac restores 1d2 wound points to any wounded character (up to the character’s full normal total of wound points) with a successful skill check as an attack action. This application can only be used successfully on a character once in a 24-hour period.

Use Bacta Tank: A specialized medical tank filled with the miraculous liquid, bacta, promotes rapid healing and acts as a powerful disinfectant. When a character is disabled or dying, bacta tank treatment is the best way to restore wound points to such a grievously injured being. With a successful Treat Injury check and a bacta tank, a character recovers vitality points at a rate of 3 per level per hour, and wound points at a rate of 1 per hour. So, over the course of a 12-hour bacta tank treatment, a character recovers up to 36 vitality points and 12 wound points.

Special: The Surgery feat gives a character the extra training he or she needs to use Treat Injury to help a wounded character recover faster by means of an operation.

You can take 10 when making a Treat Injury check, but you can’t take 20.

You can use the Treat Injury skill on yourself only if you are using a medical kit or medpac. In either case, you take a -5 penalty on your check.

A character with the Healer's Touch feat gets a +2 Aptitude bonus on Treat Injury checks.

A character with the Self Sufficient feat gets a +2 Aptitude bonus on Treat Injury checks.

Time: Treat Injury checks take different amounts of time based on the task at hand, as described above.