Healing

Skill (General Skill)

Skill Use Action DC Description Trained Only Retry Take 10 Take 20 Source

Biotech Repair

Variable

Variable

You can perform any of the following functions of the Treat Injury skill on a bioengineered creature or "living" biotech object: first aid, heal damage, revivify, treat disease, treat poison, and treat radiation.

Yes

Yes

Yes

No

LE

First Aid

Full-Round Action

15

You can restore a creature's character level (or more) once per 24 hours.

No

Yes

Yes

No

Core

Long-Term Care

As part of 8 hours

15

You can restore a creature's character level (or more) once per 24 hours.

No

Yes

Yes

No

Core

Perform Surgery: Heal Damage

1 hour

20

You can restore the creature's Constitution modifier x the creature's level in hit points as well as removing any persistent conditions affecting the target.

Yes

Yes

Yes

No

Core

Perform Surgery: Install Cybernetic Prosthesis

1 hour

20

You can install a cybernetic prosthesis on a living being as long as you have the Cybernetic Surgery feat.

Yes

Yes

Yes

No

Core

Revivify

Full-Round Action

25

You can revive a creature that has just died.

Yes

No

Yes

No

Core

Temporary Mending

Full-Round Action

20

You can make temporary repairs to any damaged or disabled biotech object or vehicle.

Yes

Yes

Yes

No

LE

Treat Disease

As part of 8 hours

Variable

You can treat a creature afflicted by a disease.

No

Yes

Yes

No

Core

Treat Poison

Full-Round Action

Variable

You can treat a creature afflicted by a poison.

Yes

Yes

Yes

No

Core

Treat Radiation

As part of 8 hours

Variable

You can treat a creature afflicted by a radiation.

No

Yes

Yes

No

Core

Feats of Skill

The following feats may be taken by characters with the prerequisite skill ranks:

Rank 1

Rank 2

Use Descriptions

Use this skill to keep a badly wounded friend from dying, to heal the injured, or to treat a diseased or poisoned character.

Biotech Repair

Trained Only
Requires Biotech Tool Kit
Source
LE

You can perform any of the following functions of the Treat Injury skill on a bioengineered creature or "living" biotech object: first aid, heal damage, revivify, treat disease, treat poison, and treat radiation. You take a -5 penalty on Treat Injury checks to repair biotech unless you have the Biotech Specialist feat.

First Aid

Requires a medpac

As a full-round action, you can administer first aid to an unconscious or wounded creature. If you succeed on a DC 15 Treat Injury check, the creature regains a number of hit points equal to its character level, + 1 for every point by which your check result exceeds the DC. Using a medical kit grants a +2 equipment bonus on your skill check. If the skill check succeeds, the tended creature cannot benefit from additional first aid for 24 hours.

You can administer first aid on yourself, but you take a -5 penalty on your Treat Injury check.

Long-Term Care

If you tend to a creature for 8 consecutive hours, that creature regains hit points equal to its character level in addition to those recovered from natural healing. A creature can only benefit from long-term care once in a 24-hour period. You can tend one creature at a time if untrained, or up to six simultaneously if trained. You can't give long-term care to yourself.

Perform Surgery

Trained Only, requires a surgery kit)

You can perform surgery to heal damage to a wounded creature, remove a persistent condition, or install a cybernetic prosthesis. Any of these operations requires 1 hour of uninterrupted work, at the end of which time you must make a Treat Injury check. If you fail your check, the surgery does not yield any benefit (but any resources used are still lost). In addition, if you fail your check by 5 or more, the creature takes damage equal to its damage threshold. If this damage reduces the creature to 0 hit points, it dies.

Heal Damage

You can make a DC 20 Treat Injury check to perform surgery on a wounded creature, healing an amount of damage equal to the creature's Constitution bonus (minimum 1) x the creature's level. If you fail the check, the creature instead takes damage equal to its damage threshold. If the creature was already at 0 hit points, it dies unless it can spend a Force Point to save itself. You can perform surgery on yourself to heal damage, but you take a -5 penalty on your skill check. Performing surgery to heal damage also removes any persistent conditions afflicting the target.

Install a Cybernetic Prosthesis

You must have the Cybernetic Surgery feat to install a cybernetic prosthesis on a living being. At the end of the procedure, make a DC 20 Treat Injury check. If the check succeeds, the prosthesis is installed properly. If the check fails, the prosthesis is not properly installed; however, you can try again after another uninterrupted hour of surgery. You can install a cybernetic prosthesis on yourself, but you take a -5 penalty on your skill check.

Revivify

Trained Only; requires a medical kit

As a full-round action, you can revive a creature that has just died. You must reach the dead creature within 1 round of its death to revive it, and you must succeed on a DC 25 Treat Injury check. Using a medpac grants a +2 equipment bonus on the skill check. If the check succeeds, the creature is unconscious instead of dead. If the check fails, you are unable to revive the creature.

Temporary Mending

Trained Only
Source
LE

You can make temporary repairs to any damaged or disabled biotech object or vehicle. Temporary mending requires a full-round action followed by a successful DC 20 Treat Injury check. You take a -5 penalty on the check unless you have the Biotech Specialist feat. If you use a biotech tool kit, you gain a +5 equipment bonus on the check. A temporarily mended device gains +2 steps on the condition track and heals 1d8 hit points. At the end of the scene or encounter, the temporarily mended device moves -5 steps along the track and is disabled.

Treat Disease

Trained Only; requires a medical kit

Treating a diseased character requires 8 hours. At the end of that time, make a Treat Injury check against the disease's DC. If the check succeeds, the patient is cured and no longer suffers any ill effects (including persistent conditions caused by the disease). You can treat one creature at a time if untrained, or up to six simultaneously if trained.

Treat Poison

Trained Only; requires a medical kit

As a full-round action, you can treat a poisoned character. Make a Treat Injury check; if the result equals or exceeds the poison's DC, you successfully detoxify the poison in the character's system and the patient no longer suffers any ill effects (including persistent conditions caused by the poison).

Treat Radiation

Trained Only; requires a medical kit

Treating an irradiated character requires 8 hours. At the end of that time, make a Treat Injury check against the radiation's DC. If the check succeeds, the patient is cured and no longer suffers any ill effects (including persistent conditions caused by the radiation). You can treat one creature at a time if untrained, or up to six simultaneously if trained.

Special