Treat Afflictions
- Exploration, Manipulate, Trained (Medicine Lore), Healing
You treat one or more patients for an affliction, usually a poison or disease.
This action can be performed over the course of a Short or Long Rest. If a creature requires immediate treatment, then it is best to use an Antiplague or Antitoxin.
Make a Medicine Lore check, with a -2 Penalty for every individual case of an affliction after the first that you are attempting to treat, against the DCs set by the afflictions. Each poison or disease should have a DC listed to treat it; if one is not listed, the DC for your check is the save DC of the affliction itself.
- Critical Success — Your patient(s) can make an immediate saving throw or Flat Check against the affliction(s) you treated them for, with a +4 Bonus. They take no penalties and suffer no negative effects for these saving throws or Flat Checks, regardless of the results. In addition, they gain a +4 Bonus to their next saving throw or Flat Check they would make normally against the affliction(s).
- Success — Your patient(s) can make an immediate saving throw or Flat Check against the affliction(s) you treated them for, with a +2 Bonus. They take no penalties and suffer no negative effects for these saving throws or Flat Checks, regardless of the results.
- Critical Failure — Your patient(s) suffer 1 Wound damage per target’s Tier.
You can only treat a creature for a given affliction once per Long Rest.