Medicine pf2e

Dwarves have a long history of forced exile from ancestral holds and struggles against the depredations of savage foes, especially giants, goblinoids, orcs, and the horrors that dwell deep below the surface. While trust from a dwarf is hard-won, once gained it is as strong as iron. If you want to play a character who is as hard as nails, a ...

Medicine pf2e. You seek to uncover the truth, doggedly pursuing leads to reveal the plots of devious villains, discover ancient secrets, or unravel other mysteries. Your analytical mind quickly formulates solutions to complicated problems and your honed senses identify even the most obscure clues. Wielding knowledge as a weapon, you study the creatures and dangers …

Arcane eidolons are usually formed of mental essence, also known as astral essence. They include dragon eidolons—the echoes of ancient dragons— and construct eidolons, beings formed into a simple construct shape through arcane magic. Divine eidolons are always formed of spiritual essence, much like the divine servitors they resemble.

The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects. Plate: The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of ...Treat Wounds is a Medicine Skill Check. Skill checks all have the same formula Skill check result = d20 roll + modifier of the skill's key ability score + proficiency bonus + other bonuses + penalties So whatever bonuses you have to your Medicine skill on your character sheet you add to your Treat Wounds Medicine check.SO YOU WANT TO BE A SUMMONER? Enjoy this convenient Shopping Guide to Pathfinder 2e's new "magical monster class," courtesy of The Rules Lawyer! See my video...A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat. Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in.Physician. The art of medicine is a blend of the intellectual and the practical, concerned with how diseases work and how to prevent them. The physician can be found consulting well-thumbed tomes while meticulously examining patients to better understand their condition, before determining the most effective treatment.Natural Medicine: As a formally trained apothecary or a rural practitioner of folk medicine, you learned the healing properties of various herbs. You’re adept at collecting the right natural cures in all sorts of environments and preparing them properly.At 2nd level, assuming I improve my Medicine to Expert, my bonus for medicine checks would 4 (for Expert) + 2 (level) + 3 (Wisdom) = +9. Given that a successful Treat Wounds check only requires me to pass a DC15 check, it seems that by using Assurance I can always guarantee myself a success since my result would default to 19.A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat. You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds.

Even if you're focusing on Battle Medicine I would really recommend Continual Recovery as it helps heal up your big brute out of battle far more effectively. 10 minutes of immunity vs. 1 hour provides you with much more chances to heal up even if …Druidic Orders. SourcePlayer Core pg. 125Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell (see below), and an additional trained skill tied to your order. While you'll always be a member of your initial order, it's not unheard of for a druid to request to study with other orders in ...The default theme for the Archives of Nethys, forged on the fires of CSS3. A variant of the Dark theme, with stronger color contrast. Light theme with purplish hues and a simpler font. The original alternate theme for the Archives of Nethys. A variant of the Light theme, based on the Rulebooks.The "Draw, stow or pick an item" (table 6-2 on page 273) is listed as 1 or 2 hands and an interact action. Using a bandolier aids with making that interact action as part of the base action (battle medicine, for example), but doesn't change the number of hands requirement. All of the above doesn't actually answer the quest - except ruling out ...A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat. Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in.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 ...Denizens of the bleak and terrible plane of Abaddon, daemons are shaped by and devoted to the destruction of life in all its forms. They seek the death of every mortal being by the most painful and horrible means possible, all in service to the apocalyptic entities known as the Four Horsemen. Each kind of daemon represents a different way to die, and their powers are nearly always aimed at ...Dhampirs have negative healing. That means effects with the positive trait cannot heal them. The elixirs of life do not have this trait, so they work normally. Most divine spells have the positive trait. Other effects, like alchemical items do not. The occult Soothe spells does heal via Mental and works too. And the Treat Wounds actions and its ...

Medicine (Wis) Legacy Content Source Core Rulebook pg. 248 4.0 You can patch up wounds and help people recover from diseases and poisons. Even if you’re untrained in Medicine, you can use it to Recall Knowledge. Recall Knowledge about diseases, … The main gameplay consequence of using these stamina rules is that a quick 10- or 20-minute rest can restore most groups to full or nearly full health via Taking a Breather and Treating Wounds as necessary, allowing more encounters with shorter breaks in between. Additionally, charismatic or otherwise diplomatic characters gain fun and useful ... Automatons and Medicine. New 2E player. GM and I are trying to figure out something. Automatons have the following trait: Automaton Core Your body contains an automaton core infused with planar quintessence that grants you power to perform various tasks and houses your soul and life energy. This life energy flows through you much like the blood ...Battle Medicine uses the same DC as Treat Wounds, but through wording is stating that it's not the same check. Medicine check with the same DC as for Treat Wounds. Share. edited Jun 23, 2022 at 15:29. ESCE.

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Treat Poison [one-action] Manipulate SourceCore Rulebook pg. 248 4.0 Requirements You are holding healer's tools, or you are wearing them and have a hand freeYou treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until ...Stabilize. SourceGamemastery Guide pg. 200If a character is dying at the start of their turn, their player can spend 1 Resolve Point to stabilize at 0 HP, gaining or increasing the wounded condition as normal for stabilizing. At the start of the character’s next turn, they gain 1 HP and wake up (unless they started dying again).Hi so this is the second character I've ever made. It's a dual class Forensic Medicine Investigator / Way of the Sniper Gunslinger at level 3. When I came into the game they had just started, we had a cleric for heals until she dropped out and after the GM realized no one had medicine I offered to roll a whole new character to heal the party.He has 30 days of downtime at his disposal and decides to work at a prestigious local tea house. The GM decides this is a 5th-level task if Harsk wants to assist the tea master, or a 2nd-level task if he wants to serve tea. Harsk chooses the tougher task, and the GM secretly sets the DC at 20.Mounted Defenses. SourceCore Rulebook pg. 478 4.0 When you're mounted, attackers can target either you or your mount. Anything that affects multiple creatures (such as an area) affects both of you as long as you're both in the area. You are in an attacker's reach or range if any square of your mount is within reach or range.With most Treat Wounds/Battle Medicine checks being a DC 15, a character with Assurance and at least a +5 to Medicine from training/level, you can guarantee a 2d8+5 (14) heal from Battle Medicine or 4d8+5 (23) from Treat Wounds every hour.You could heal a wounded party back up to full in no time with that, especially if you train your Medicine proficiency up.

Use a non lethal attack! Persistent damage is awful if you go down. If your dying 1 and fail your recovery check you go to dying 2 then take persistent damage and go to dying 3. If you succeed you recovery but then take persistent damage and go to dying 2 because after you recovered you became wounded one.Treat Poison [one-action] Manipulate SourceCore Rulebook pg. 248 4.0 Requirements You are holding healer's tools, or you are wearing them and have a hand freeYou treat a patient to prevent the spread of poison. Attempt a Medicine check against the poison’s DC. After you attempt to Treat a Poison for a creature, you can’t try again until ...Automatons and Medicine. New 2E player. GM and I are trying to figure out something. Automatons have the following trait: Automaton Core Your body contains an automaton core infused with planar quintessence that grants you power to perform various tasks and houses your soul and life energy. This life energy flows through you much like the blood ...PF2e definitely has a nice balance, formalising certain terms with capitals like Strike and Stride, without compromising the readability of the sentence.. most of the time anyway. ... For a high wisdom medicine focused character, actually rolling with the +2 bonus will probably give better results on average since you can hit the higher DCs for ...Pathfinder 2e Medicine Checks and Cleric role. 2E Player. I think there is an actually clever way that Paizo has removed the need for a completely dedicated healer and removed restrictions on clerics forced them to focus on healing the party. For one thing, the healing version of the divine font effectively gives them free healing spells while ...SourceCore Rulebook pg. 293 4.0 Formulas are instructions for making items with the Craft activity. You can usually read a formula as long as you can read the language it's written in, though you might lack the skill to Craft the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from ...While you hold it, you gain a +1 item bonus to Medicine checks. Activate [two-actions] command, Interact; Frequency once per hour; Requirements You have the Battle Medicine action; Effect You use Battle Medicine. The target is temporarily immune to your Battle Medicine for 1 hour instead of 1 day. This short bronze rod has the form of a serpent ...Battle Medicine states: . Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. From a 'rules as written' (RAW) perspective, it only talks about restoring HP, and doesn't say anything about doing damage. It also isn't treat wounds. So it comes down to whether you can restore 'negative HP', which I ...The doctrines presented in this book are cloistered cleric and warpriest. Each doctrine grants you initial benefits at 1st level. At 3rd, 7th, 11th, 15th, and 19th levels, you gain the benefits granted by your doctrine’s second, third, fourth, fifth, and final doctrines respectively. Doctrines can be found here.The flu season can strike at any time, leaving us feeling unwell with symptoms like fever, cough, sore throat, and fatigue. While getting a flu shot is the best prevention, sometim...Natural Medicine (Feat 1) General, Skill Prerequisites trained in Nature You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds, including higher Nature proficiency letting you attempt more difficult checks. It doesn't replace Medicine for uses of the skill other than Treat Wounds or for feat prerequisites.PF2e actually got rid of the whole bandoliers/belt concept. As long as you're under your bulk limit, you can keep them on your person within easy reach (Backpacks give you 2 bulk without counting against the limit). So you'll need to spend another action to draw the wand (two from your backpack) but that might not matter a ton in the situation.

From the Dying condition itself. Yes, Battlefield Medicine can remove the Dying condition and that is the balance. It can only be used once per day per creature (with some ways to improve that), while First Aid can be used as many times as needed in a day. Any healing will remove the dying condition.

The Anger Phantom is a very simple melee Striker. Furious Strike is an easy go-to offensive options, and it's easy to pair the 2-Action cost with a 2-Action spell so you and your Eidolon are consistently getting a lot out of your action economy. Wrathful Berserker: Better Strength for more damage.Stabilize. SourceGamemastery Guide pg. 200If a character is dying at the start of their turn, their player can spend 1 Resolve Point to stabilize at 0 HP, gaining or increasing the wounded condition as normal for stabilizing. At the start of the character’s next turn, they gain 1 HP and wake up (unless they started dying again).Most children don't need treatment for breath-holding spells. Spells will go away as your child gets older. If your doctor thinks that a medical condition is ...Death and Dying Rules. The doomed, dying, unconscious, and wounded conditions all relate to the process of coming closer to death. The full rules are on pages 459–461. The most significant information not contained in the conditions themselves is this: When you’re reduced to 0 Hit Points, you’re knocked out with the following effects:PF2E Tools (Includes database and encounter builder) by u/beaushinkle. Class Proficiency Chart by u/tqomins. 2E Class "Cheat Sheet" by u/NovaX81. Medicine Math, a DC calculator for Treat Wounds by u/SmartAlec105. Character Suggestion Spreadsheet by u/tqomins. Condition Cards by u/crazy_pickle. A Combat Skill+Exploration+Downtime Cheatsheet ...Legacy Content. SourceCore Rulebook pg. 240 4.0 Acrobatics measures your ability to perform tasks requiring coordination and grace. When you use the Escape basic action, you can use your Acrobatics modifier instead of your unarmed attack modifier.Item Bonuses for Acrobatics - Common Items.Use a non lethal attack! Persistent damage is awful if you go down. If your dying 1 and fail your recovery check you go to dying 2 then take persistent damage and go to dying 3. If you succeed you recovery but then take persistent damage and go to dying 2 because after you recovered you became wounded one.Death and Dying Rules. The doomed, dying, unconscious, and wounded conditions all relate to the process of coming closer to death. The full rules are on pages 459-461. The most significant information not contained in the conditions themselves is this: When you're reduced to 0 Hit Points, you're knocked out with the following effects:Ward Medic. Risky Surgery - For the +2 circumstance bonus. At level 7 with Master Medicine you can Treat wounds on 4 party members at the same time every 10 minutes. One use with Risky Surgery using the DC 20 would effectively give you 3d8 + 5 Medic Dedication + 10 for average healing of 28.5 HP for each of your 4 allies.

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\$\begingroup\$ @FrancescoRogo you 'can' use Battle Medicine outside of combat but it would probably be a bad idea as you can only use it once per person per day, whereas Treat wounds can be used once per person per hour (which can be shortened with another feat). The only advantage I see in using Battle Medicine outside of actual combat would be if you didn't have 10 minutes to perform a ...Sidenote: my -2001 uses Battle Medicine in conjunction with Quickdraw to make the action economy not hurt so much. Under the interpretation that Battle Medicine needs a Healer's tools (not weighting in on that one either way), you can just put the Healer's Tools in a Bandolier that you are wearing, and draw them as part of the Battle Medicine action.The master of arms and armor, the Fighter is an iconic class dating back to the earliest editions of Dungeons and Dragons. Despite being one of few classes in Pathfinder with no access to magic, the Fighter is still a powerful and versatile class capable of being a terrifying and powerful force in combat. The Fighter is at their best in combat ...Skill: Medicine: The Investigator gets plenty of Skill Increases and Skill Feats, so Medicine is a great choice of skills that will be reliably useful for your whole party. Battle Medicine: An inexpensive healing option that you can use in combat. It usually only works once per target per day, but the Investigator gets to use it once per target ...SourceCore Rulebook pg. 68 4.0 This section specifies the levels at which your character can increase their proficiency rank in a skill. At 3rd level and every 2 levels thereafter, most classes grant a skill increase, though rogues gain them earlier and more often. Your character can use a skill increase to either become trained in one skill in ...The main gameplay consequence of using these stamina rules is that a quick 10- or 20-minute rest can restore most groups to full or nearly full health via Taking a Breather and Treating Wounds as necessary, allowing more encounters with shorter breaks in between. Additionally, charismatic or otherwise diplomatic characters gain fun and useful ...Skill: Medicine: The Investigator gets plenty of Skill Increases and Skill Feats, so Medicine is a great choice of skills that will be reliably useful for your whole party. Battle Medicine: An inexpensive healing option that you can use in combat. It usually only works once per target per day, but the Investigator gets to use it once per target ...The flu season can strike at any time, leaving us feeling unwell with symptoms like fever, cough, sore throat, and fatigue. While getting a flu shot is the best prevention, sometim... ….

Dhampirs have negative healing. That means effects with the positive trait cannot heal them. The elixirs of life do not have this trait, so they work normally. Most divine spells have the positive trait. Other effects, like alchemical items do not. The occult Soothe spells does heal via Mental and works too. And the Treat Wounds actions and its ...The power of nature is impossible to resist. It can bring ruin to the stoutest fortress in minutes, reducing even the mightiest works to rubble, burning them to ash, burying them beneath an avalanche of snow, or drowning them beneath the waves. It can provide endless bounty and breathtaking splendor to those who respect it— and an agonizing death to those who take it too lightly.Strictly speking. No. The ability references Treat Wounds ONLY for the amount healed. It doesn't actually use the treat wound actions. That is why it has a different cooldown attached to it. So, battle medicine =/= treat wounds. WIth the exception of what the feat calls out--the amount of healing."Normal unsigned Healing options like Battle Medicine, and the Witch's Life Boost also work fine on creatures with Negative Healing." In a vacuum this is technically correct. It's the Undead trait that makes these things not work on Undead. A Dhampir has Negative Healing but would be able to benefit from either of these effects just fine.Medicine / Treat Wounds and the Heal spell actually apply to different types of healing. The Heal spell is used to keep people alive in combat, or get them back up on their feet. Medicine / Treat Wounds gets people healed up between combats, which is vital because the system assumes full HP between each fight for balance reasons.Divine 1st-Rank Spells. Air Bubble React to create air for a creature to breathe. Alarm H Be alerted if a creature enters a warded area. Bane Weaken enemies' attacks in an aura around you. Bless Strengthen allies' attacks in an aura around you. Cleanse Cuisine Make food and drink safe and delicious. You make a Medicine check at whatever DC. On success, your target regains 2d8 HP. On a failure, your target regains no HP and your Treat Wounds action is over. On success, you may continue to treating the target. If you continue, you spend another 50 minutes treating the target. Otherwise, your Treat Wounds action is over. Skeletons, shadows, and vampires lack that vulnerability. Divine Lance CRB: Alignment damage only affects creatures of an opposite alignment. For example: good damage only harms evil creatures. In many games, you'll be playing good-aligned characters facing evil enemies, in which case this is very convenient. Medicine pf2e, r/Pathfinder2e. • 4 yr. ago. teh_stev3. Interaction of Natural medicine with Battle Medicine. Core Rules. If you have both feats (ref, Battle Medicine, Natural Medicine ), can you …, Battle Medicine for small, fast heals on single targets. Alchemy for consumables that can be handed out to party members for emergency healing. Focus spells for more quick single target healing that is spammable during downtime. , Investigator is also just an outright better nonmagical healer than an alchemist because of their extra skill feats and extra healing on medicine checks, as well as the fact that while wearing healer's tools battle medicine heals more for less actions than elixir's of life. I prefer the Investigator by far., In the chaotic rush of battle, you learned to adapt to rapidly changing conditions as you administered to battle casualties. You patched up soldiers, guards, or other combatants, and learned a fair amount about the logistics of war. Choose two attribute boosts. One must be to or , and one is a free attribute boost., Attempt a Medicine check with the same DC as for @UUID [Compendium.pf2e.actionspf2e.Treat Wounds] {Treat Wounds}, and restore a corresponding amount of Hit Points; this does not remove the @UUID [Compendium.pf2e.conditionitems.Wounded] {Wounded} condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum ..., Wands. SourceCore Rulebook pg. 597 4.0 Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created., Initiative. SourceGamemastery Guide pg. 11The rules for rolling initiative can be found on page 468 of the Core Rulebook, and the GM guidelines on 498. Below you'll find specifics on how to run certain types of initiative or deal with problems. These are guidelines, and you might prefer to execute initiative in a different way at your table., Question about Medic Dedication's improvement to Battle Medicine. Official PF2 Rules. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour. Does this apply to each creature, essentially meaning I can use Battle Medicine on each creature twice a day? Or can ..., Pathfinder is a fantasy tabletop roleplaying game (RPG) where you and a group of friends gather to tell a tale of brave heroes and cunning villains in a world filled with terrifying monsters and amazing treasures. More importantly, Pathfinder is a game where your character’s choices determine how the story unfolds. , A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat. You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds., Fast Healing and Regeneration. SourceCore Rulebook pg. 461 4.0 A creature with fast healing or regeneration regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its dying condition can't increase to a value that would kill it (this stops most creatures from going ..., The Bryansk Forest Nature Reserve, also known as Bryansky Les (Russian: Брянский лес), is a nature reserve in Bryansk Oblast, Russia, along the Nerussa River (a tributary of the Desna River) near the Russian border with Ukraine.. The forest is a nature reserve (), and is an integral part of the Nerussa-Desna Woodland UNESCO-MAB Biosphere Reserve, important for protecting the ..., Battle Medicine is already by far the strongest skill feat in all of PF2, Risky Surgery would make it absurd, as you and your party most likely already noticed. When suggesting the correction to your party, give them a chance to retrain Risky Surgery into something else, if the only reason they chose this Skill feat was for said combo, which ..., Medicine (Wis) Legacy Content Source Core Rulebook pg. 248 4.0 You can patch up wounds and help people recover from diseases and poisons. Even if you’re untrained in Medicine, you can use it to Recall Knowledge. Recall Knowledge about diseases, …, Introduction. The Wizard is the iconic arcane spellcaster. With a broad and diverse spell list, the Wizard can solve nearly any problem magically. The Wizard has been my favorite class since 3rd edition Dungeons and Dragons. Powerful, versatile, and thematically interesting, the Wizard goes out into the world to test their wits and their ..., Hello all, newbie PF2e GM here - I ran an encounter in Abomination Vaults recently where the haunt's routine action applied a persistent bleed from a Fortitude save, but the action did not cause any initial damage. ... Munchkin logic: Risky Surgery and Battle Medicine will cause damage and then heal the target back up., Continual Recovery effectively removes this immunity by shortening it to 10 minutes. For Treat Wounds, you have the option treat someone for 1 hour to double the healing. If you don't have Continual Recovery, you can use this option to double your healing throughput for 1 person., Drugs offer short-term benefits with harmful side effects and long-term consequences. These short-term benefits, such as euphoria, draw many to drugs, but addiction keeps users hooked long after their first dose. A character can voluntarily fail their initial save against a drug, but for each dose they consume, they must attempt a saving throw ..., Any character class trained in Medicine can Treat Wounds, which generally heals 2d8 hp in 10 minutes. You attempt one use per hour, so multiple hours can heal multiple times. ... 18 hp at level 5 and so on, given the way focus spells work and scale in PF2e. To recharge 1 point in your Focus pool you need to spend 10 minutes in prayer and you ..., It's decent, but PF2e assumes more frequent breaks for healing. At level 3, 10 HP per 10 minutes isn't a ton, especially since a good champion's Lay on Hands will be doing 12 HP every 10 minutes at level 3. Someone who is expert in Medicine with Continual Recovery can begin getting 2d8+10 with some degree of consistency., Introduction. The Wizard is the iconic arcane spellcaster. With a broad and diverse spell list, the Wizard can solve nearly any problem magically. The Wizard has been my favorite class since 3rd edition Dungeons and Dragons. Powerful, versatile, and thematically interesting, the Wizard goes out into the world to test their wits and their ..., Nephrology is a branch of medicine that focuses on the diagnosis, treatment, and prevention of kidney diseases. It plays a vital role in managing the health of our kidneys and ensu..., Natural Medicine isn't a trap, not by far. a +2 bonus to the Treat Wounds is very nice, and not too abusable, because it depends on where the adventure is, and even as intended, having someone able to treat wounds is important, and nature is on so many different classes it's an easy feat to drop into a party and have it pay off., Here it is: /* This is a script that automates the Treat Wounds or Battle Medicine skill. It returns 3 (or 2) chat messages: 1. A shout-out. 2. The result of the medicine check. 3. The result according to the degree of succes of the medicine check (no message if …, The doctrines presented in this book are cloistered cleric and warpriest. Each doctrine grants you initial benefits at 1st level. At 3rd, 7th, 11th, 15th, and 19th levels, you gain the benefits granted by your doctrine’s second, third, fourth, fifth, and final doctrines respectively. Doctrines can be found here., In the field of medicine, professionalism is not just a buzzword; it is a fundamental aspect that shapes the healthcare industry. Doctors are entrusted with the responsibility of c..., While Joe's allies set about their post-combat recovery activities (including using Medicine to treat Joe's wounds), Joe spends ten minutes to use the Repair Acitivity. They roll a Success on the check and restore 10 hit points to their shield, raising its current hit points to 13 and therefore removing the Broken condition., The target is then temporarily immune to your Battle Medicine for 1 day. Prerequisite to: Godless Healing (2), Medic Dedication (2), Paragon Battle Medicine (7). You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the ..., General Skill SourceCore Rulebook pg. 263 4.0 Prerequisites legendary in Medicine You’ve discovered medical breakthroughs or techniques that achieve miraculous results. Once per day for each target, you can spend 1 hour treating that target and attempt a Medicine check to remove a disease or the blinded, deafened, doomed, or drained condition., The consensus seems to be that you CAN use Treat Wounds via Natural Medicine even if you are Untrained in Medicine, since that seems to be in the spirit of how it was written However, you apparently can't/shouldn't allow the same PC to take higher-level feats like Continual Recovery unless they actually are Expert in Medicine (not Nature)., According to About.com, how long medicine takes to absorb into the stomach depends on the type of medication, whether it is taken with food or on an empty stomach, and the ability ..., Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype's dedication feat. You zealously monitor a patient's progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not ..., SO YOU WANT TO BE A SUMMONER? Enjoy this convenient Shopping Guide to Pathfinder 2e's new "magical monster class," courtesy of The Rules Lawyer! See my video...