Treat Disease
Downtime, Manipulate
Actions: Special
Required Proficiency: Trained
Requirements: You’re holding or wearing a herbalism kit (consumes 1 use)
You spend at least 8 hours caring for a diseased creature. Attempt a medicine check against a DC of 10 + the disease’s attack roll. After you attempt to treat a disease for a creature, you can’t try again until after that creature’s next check against the disease.
Critical Success: You grant the creature a +2d to its next check against the disease. Any check that you might have to make against contracting the disease from the sick creature benefits from the same bonus.
Success: You grant the creature a +1d to its next check against the disease. Any check that you might have to make against contracting the disease from the sick creature benefits from the same bonus.
Critical Failure: Your efforts cause the creature to take a -1d to its next check against the disease.
You can treat one creature at a time if you are trained in medicine, or up to six simultaneously if you have expert proficiency.