This kit contains the same type of supplies as the standard first aid kit, but double the amount, allowing it to be used up to 20 times.
Item Information | |
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Inventory Slot | Item |
Weight | 1 |
Value (Estimate) | 1,875 CR |
Rarity | Common |
You quickly apply bandages to provide a small amount of healing to a wounded ally until you can get them to safety and proper medical attention. This action cannot treat injuries, life point loss, or ability score damage.
You must be within reach of a willing target (or be targeting yourself) to administer first aid, and you must have a roll of bandages or something to improvise bandages with. Make a First Aid (Medicine) check with difficulty 15. You and your target are preoccupied while first aid is in progress.
Assistance: Helpers make a First Aid (Medicine) check.
Success: | The target regains 1d8 hit points and stops Bleeding. |
Critical Success: | The target regains double the usual amount of hit points. |
Failure: | Your attempt has no effect. |
You spend 20 minutes to give a wounded ally extensive and careful treatment. You must have a conscious and willing target (or yourself) and a Medical Kit in your inventory. This more prolonged treatment provides more healing benefits. Make a Treat Wounds (Medicine) check with difficulty 20.
Assistance: Helpers make a Treat Wounds (Medicine) check.
Success: | The target regains hit points equal to 2d8 plus your Medicine modifier plus their Constitution modifier, their life points are fully restored, and all temporary status effects except for Exhaustion are cleared. |
Critical Success: | The target regains double the usual amount of hit points, plus all other benefits. |
Failure: | Your attempt has no effect. |
Critical Failure: | The target gains no healing benefits and instead receives one level of the Bleeding status effect. |