You are good at tending to the ills of others.
Check: The DC and effect depend on the task attempted. To use Treat Injury skill effectively, a character must have a medical kit, surgery kit, or some other set of necessary materials.
| Task | Treat Injury DC |
| Long-Term Care | 15 |
| Remove Wound | 15 |
| Revive Dazed, Stunned, or Unconscious Character | 15 |
| Stabilise Dying Character | 15 |
| Treat Disease | 15 |
| Treat Poison | 15 |
| Surgery | 20 |
Long-Term Care: With a medical kit, the successful application of this skill allows a patient to recover wounds and ability points lost to temporary damage twice as quickly as normal. Characters heal 1 wound for each 4 hours spent resting, or 6 wounds for a full day's rest; 1 nonlethal wound for each 10 minutes spent resting, or 6 nonlethal wounds for a full hour's rest; 2 ability points for a full day's rest. A new check is made each day; on a failed check, recovery occurs at the normal rate for that day of rest and care. A character can tend up to as many patients as he or she has ranks in the skill. The patients need complete bed rest (doing nothing all day). The character needs to devote at least 30 minutes of the day to each patient the character is caring for.
Remove Wound: With a medical kit, if a character has a wound, the character can remove one of them. A successful check, as a full-round action, restores 1 wound. This application of the skill can be used successfully on a character only once per day.
Revive Dazed, Stunned, or Unconscious Character: With a first aid kit, the character can remove the dazed, stunned, or unconscious condition from a character. This check is a standard action. A successful check removes the dazed, stunned, or unconscious condition from an affected character. The character can't revive an unconscious character who is dying without first stabilising the character.
Stabilize Dying Character: With a medical kit, a character can tend to a character who is dying. As a standard action, a successful Treat Injury check stabilises another character. The stabilised character regains no wounds and remains unconscious. The character must have a medical kit to stabilise a dying character.
Surgery: With a surgery kit, a character can conduct field surgery. This application of the Treat Injury skill carries a -5 penalty, which can be negated with the Surgery feat. Surgery requires 1d4 hours; if the patient is disabled, add an additional hour for every point below 0 the patient has fallen. Surgery removes wounds equal to the patient's base fortitude save bonus (up to the patient's full normal total of hit points) with a successful skill check. Surgery can only be used successfully on a character once in a 24-hour period. A character who undergoes surgery is fatigued for 24 hours, minus 2 hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below 6 hours in this fashion.
Treat Disease: A character can tend to a character infected with a treatable disease. Every time the diseased character makes a saving throw against disease effects (after the initial contamination), the treating character first makes a Treat Injury check to help the diseased character fend off secondary damage. This activity takes 10 minutes. If the treating character's check succeeds, the treating character provides a bonus on the diseased character's saving throw equal to their ranks in Treat Injury.
Treat Poison: A character can tend to a poisoned character. When a poisoned character makes a saving throw against a poison's secondary effect, the treating character first makes a Treat Injury check as a standard action. If the treating character's check succeeds, the character provides a bonus on the poisoned character's saving throw equal to their ranks in Treat Injury.
Try Again?: Yes, for removing wounds, reviving dazed, stunned, or unconscious characters, stabilizing dying characters, and surgery. No, for all other uses of the skill.
Special: A character can take 10 when making a Treat Injury check. A character can take 20 only when removing a wound or attempting to revive dazed, stunned, or unconscious characters. Long-term care, removing a wound, treating disease, treating poison, or stabilising a dying character requires a medical kit. Reviving a dazed, stunned, or unconscious character requires either a first aid kit or a medical kit. Surgery requires a surgery kit. If the character does not have the appropriate kit, he or she takes a -4 penalty on the check. A character can use the Treat Injury skill on his or herself only to remove a wound, treat disease, or treat poison. The character takes a -5 penalty on your check any time he or she treats his or herself.
Time: Treat Injury checks take different amounts of time based on the task at hand, as described above.
Feat: The Surgery feat gives a character the extra training needed to use Treat Injury properly to help a wounded character by means of an operation.