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.
you can use Medicine to stop bleed damage or administer first aid to a dying creature that you can touch.
See first_aid for details.
You can use Medicine to provide long-term care to a living, wounded creature.
See long_term_care for details.
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.
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.
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.