Wisdom
Medicine represents one’s ability to heal wounds and identify conditions. This is most useful when dealing with poisons, diseases, and conditions, both to identify and to treat them. However, it finds another use with recognizing types of wounds and cause of death in remains.
First Aid
- Single Action and a Healer’s kit
- Proficient Only: No
- Tags: Manipulate
You can use Medicine to revive a creature that is at 0 hit points. This check is against a DC 15. Success brings a creature from 0 hit points to 1 hit points, often allowing the Dying condition to reduce naturally. This is more useful in dangerous, life-threatening situation such as deadly terrain or combat.
Identify Wounds
- Double Action
- Proficient Only: No
Medicine can be used with a careful examination to identify what caused a wound(s). The most common causes for wounds include acid, bludgeoning, cold, electricity, fire, force, piercing, and slashing. These types are always listed by the weapon damage that caused them. In using this skill, a high result has the chance of allowing identification of what weapon or creature caused the wounds beyond just the type of damage. Most common wounds, such as those listed above require anywhere from a DC 15 to 20. Mixed damage type, lots of physical damage, or more subtle damage can increase the DC to 25. Extremely subtle damage, such as a single injection site, or complete destruction, such as evisceration, is a DC 30.
Treat Disease
- 10 minutes
- Proficient Only: Yes; requires a Healer’s Kit
- Tags: Manipulate
You can use Medicine to attempt to cure an effect with the disease tag. This is useful only in situations that allow time as you must, sometimes, identify the disease, recall the necessary treatment, gather the supplies, create, and apply the antidote. The DC for this check is equal to the save of the disease. Each successful check counts as one counteract but a failure reduces the number of successful counteracts achieved against the disease. Applying the antidote with a Treat Disease reduces the DC by 5, means a successful check is three counteracts, and a failure does not have a penalty.
Treat Poison
- 10 minutes
- Proficient Only: Yes; requires a Healer’s Kit
- Tags: Manipulate
You can use Medicine to attempt to attempt to cure an effect with the poison tag. This is useful only in situations that allow time as you must, sometimes, identify the poison, recall the necessary treatment, gather the supplies, create, and apply the antidote. The DC for this check is equal to the save of the poison. Each successful check counts as one counteract but a failure reduces the number of successful counteracts achieved against the poison. Applying the antidote with a Treat Poison reduces the DC by 5, means a successful check is three counteracts, and a failure does not have a penalty.