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 |
Roll | Result |
Absolute Success | Heals 1.5 times amount rolled (round up) |
Success | See Healing Table by Rank below |
Near Success | Heals .75 times amount rolled (round up) |
Partial Success | Heals .5 times amount rolled (round up) |
Failure | Wound bound but no hit points healed. |
Absolute Failure | Wound poorly bound. Target must make normal save to avoid infection. Target suffers 1d10 additional damage during attempt due to rough handling. |
Blunder | Wound 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 |
Rank | Healing | Reroll Ones? |
1 | 1d4 | No |
2 | 1d6 | No |
3 | 1d6 | No |
4 | 1d6 | Yes |
5 | 1d6 | Yes |
6-7 | 1d8 | Yes |
8-9 | 1d10 | Yes |
10-11 | 2d6 | Yes |
12-13 | 2d6+1 | Yes |
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 |
Roll | Result |
Absolute Success | Removed with no further damage |
Success | Removed with no further damage |
Near Success | Removed but causes 1d4 damage |
Partial Success | Removed but causes 1d6 damage |
Failure | Removed but causes 2d6 damage |
Absolute Failure | Not removed and causes 2d6 damage in the attempt |
Blunder | Not 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. |