Spelljammer
First Aid
Bonus for applications of emergency aid or treatment (limited to a type of creature), such as attempts to halt or slow bleeding. A character with this skill can stop up to 5 points per round of bleeding without resorting to a tourniquet. Used normally in the field without the benefits of a proper medical facility or elaborate equipment.

First Aid to stop bleeding takes one round and a successful skill roll.

First Aid roll is (INT + KNOW - 30) x 1.5. Each rank of Anatomy skill also improves the First Aid roll by 2.

First Aid must be administered within 1 hour of when the damage was sustained and can only be done once for a given amount of damage.

First Aid to restore hit points takes 5 minutes. Compare the result to the following table.

Healing Success Table
RollResult
Absolute SuccessHeals 1.5 times amount rolled (round up)
SuccessSee Healing Table by Rank below
Near SuccessHeals .75 times amount rolled (round up)
Partial SuccessHeals .5 times amount rolled (round up)
FailureWound bound but no hit points healed.
Absolute FailureWound poorly bound. Target must make normal save to avoid infection. Target suffers 1d10 additional damage during attempt due to rough handling.
BlunderWound very poorly bound. Target must make normal save at -10 to avoid infection. Target suffers 2d10 additional damage during attempt due to rough handling.
Healing Table by Rank
RankHealingReroll Ones?
11d4No
21d6No
31d6No
41d6Yes
51d6Yes
6-71d8Yes
8-91d10Yes
10-112d6Yes
12-132d6+1Yes

Removing Arrows, Quarrels, Javelins and Spears

If a character is hit with an arrow for a critical or grievous, the arrow is stuck in them. Removing it without further damage requires a successful First Aid roll:

Removing Arrows, Quarrels, Javelins and Spears
RollResult
Absolute SuccessRemoved with no further damage
SuccessRemoved with no further damage
Near SuccessRemoved but causes 1d4 damage
Partial SuccessRemoved but causes 1d6 damage
FailureRemoved but causes 2d6 damage
Absolute FailureNot removed and causes 2d6 damage in the attempt
BlunderNot removed and causes 4d6 damage in the attempt

Infected Wounds
If a wound becomes infected, it gets worse. The target takes an additional 1d4 damage per hour until magically healed or the wound is tended to again with First Aid and suitable herbs to stop the infection.