You've spent time studying how the body works, and how best to help those who are injured.
Prerequisite(s): Must have taken Doctor at least once.
Suture Wounds: While outside of combat you can help an ally recover from more serious wounds, making a Surgery check to heal them of their injuries. This check is a DC 20 plus the HP missing from the target's total HP. On a successful check they are healed and recover to full Hit Points after 1 hour of rest.
First Aid: You can spend 4 Stamina to heal an adjacent ally for a number of HP equal to 1d8 plus your Reason or Intuition (whichever is higher). Allies can only benefit from this ability once per round. This HP is lost after combat is over however this HP loss doesn't bring you below 0 HP and you do not start to bleed out (however you do fall unconscious).
Quick Treatment: You can spend 3 Stamina to help an adjacent ally recover one step from Illness, Pain, or Staggered. If the status effect is only Low Intensity, it is removed.
Cauterize: If you or an adjacent ally is suffering from a bleed effect you can cauterize the wound by spending 3 Stamina and doing 1 point of fire damage to the target's Hit Points. Any bleed effect is immediately ended and removed, no matter the severity. If the target is immune to fire or blocks the damage with Fire Resistance, this doesn't work on them.
Revival: Against allies who hasn't been dead for too long, you can attempt a Surgery check in order to attempt to revive them from death, and this is a DC 25 check which increases by 5 for every round after the first. If this is attempted and failed, it cannot be attempted again by the same person, although botching the results in this way is counted as adding another round to the DC for whoever may attempt this check next.