Medicine (Wis)
Even if you're untrained in Medicine, you can use it to Recall Knowledge.
- Recall Knowledge about diseases, poisons, wounds, and forensics. You can use this to perform forensic examinations if you spend 10 minutes (or more, as determined by the GM) checking for evidence such as wound patterns. This is most useful when determining how a body was injured or killed.
Medicine Untrained Actions
Administer First Aid
- Stabilize Attempt a Medicine check on a creature that has 0 Hit Points and the dying condition. The DC is equal to 5 + that creature's recovery roll DC (typically 15 + its dying value).
- Stop Bleeding Attempt a Medicine check on a creature that is taking persistent bleed damage (page 438). The DC is usually the DC of the effect that caused the bleed.
Medicine Trained Actions
Treat Disease
Treat Poison [one-action]
Treat Wounds
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're an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you're a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you're 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.
If you succeed at your check, you can continue treating the target to grant additional healing. If you treat it for a total of 1 hour, double the Hit Points it regains from Treat Wounds.