====== MEDICINE ====== INT You have knowledge of the biology of many species and can treat a number of different types of wounds and ailments. The DCs of most Medicine tasks are based on the type of equipment used. ===== First Aid ===== you can use Medicine to stop bleed damage or administer first aid to a dying creature that you can touch. See [[damage_and_healing#first_aid]] for details. ===== Long-Term Care ===== You can use Medicine to provide long-term care to a living, wounded creature. See [[damage_and_healing#long_term_care]] for details. ===== Treat Disease ===== You can use Medicine to treat a creature suffering from a disease. This takes 10 minutes and requires a medkit, a medical lab, or a medical bay on a starship. Every time the diseased creature attempts a saving throw against the disease, you can attempt a Medicine check. If your result exceeds the DC of the disease, the creature receives a +4 bonus to its saving throw against the disease. ===== Treat Drugs or Poison ===== As a standard action, you can use Medicine to treat a drugged or poisoned creature. This requires a medkit, a medical lab, or a medical bay on a starship. Every time the creature attempts a saving throw against the drug or poison, you can attempt a Medicine check. If your result exceeds the DC of the drug or poison, the character receives a +4 bonus to its saving throw against the drug or poison. ===== Treat Sickened ===== As a standard action, you can use Medicine to treat a sickened or nauseated creature. This requires a medkit, a medical lab, or a medical bay on a starship. Every time the creature attempts a saving throw against the condtion, you can attempt a Medicine check. If your result exceeds the DC of the condition, the character receives a +4 bonus to its saving throw against it.