If you are trained in Treat Injury, you may use First Aid, Revivify, Treat Poison, and Treat Shock as a standard action.
Applying first aid is a DC 10 Treat Injury Check instead of DC 15.
Special: Creatures may benefit from more than one successful application of first aid within 24 hours, but such attempts suffer a cumulative -5 penalty to Treat Injury for each prior successful application of first aid.
|Treat Shock (trained only; requires medpac)|
As a full-round action, you may attempt to improve non-persistent conditions. On successful DC 15 Treat Injury check, you move a creature up one step along the condition track. Using a medical kit grants a +2 equipment bonus to your skill check.
You can administer Treat Shock on yourself, but you take a -5 penalty to your Treat Injury check.
Special: If you exceed the DC by 10, you instead move a creature up two steps along the condition track.
When performing surgery, you must expend the use of a medpac to ensure that the target heals up properly after the procedure.
You may attempt to rush a surgery to perform it in less than a hour.
- For a -5 penalty to your Treat Injury check, you may perform a surgery in 30 minutes.
- For a -10 penalty to your Treat Injury check, you may perform a surgery in 15 minutes.