{"name":"Treat Wounds","type":"Exploration, Healing, Manipulate","slot":"General Skill Action","requirements":"You have healer\u2019s tools (page 290).","trigger":"","action":"You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a\r\npatient can be treated once per hour, not once per 70 minutes).","description":"The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you\u2019re an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you\u2019re a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you\u2019re legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.\r\n\r\nIf you succeed at your check, you can continue treating the target to grant additional healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds. The result of your Medicine check determines how many Hit Points the target regains.\r\n\r\n","specific_applications":"","performance":"[b]Critical Success [\/b]The target regains 4d8 Hit Points, and its wounded condition is removed.[br]\r\n[b]Success [\/b]The target regains 2d8 Hit Points, and its wounded condition is removed.[br]\r\n[b]Critical Failure [\/b]The target takes 1d8 damage.[br]","tags":"Exploration, Healing, Manipulate","templateId":"2025","blockId":"535150","world":"86f06cf9-62de-4946-b92c-f99b8953b968","folder":"1707","isShared":"on"}