Medicine

The Big 3: Continual Recovery, Risky Surgery, Ward Medic

https://rpgbot.net/p2/characters/skills/medicine/

https://www.reddit.com/r/Pathfinder2e/comments/10l43s1/resourceless_healing_per_10_minutes/

https://docs.google.com/document/d/1P-jXDvoEAraMuy3QIMuFhrTNvq_Vh27UbPwFw5stZrI/edit#heading=h.39d5ifcgk47j

Classes

What classes should focus on Medicine?

If your class invests in Wisdom for any reason, you should probably think about how you can be an Expert in Medicine and pick up the Continual Recovery Skill Feat. Not all of the classes are listed and some classes that are listed might be build-dependent.

Skill Feats


https://www.reddit.com/r/Pathfinder2e/comments/cqukeb/treating_wounds_successfully_for_an_hour/ https://paizo.com/threads/rzs436qd?Treat-Wounds-and-Game-Balance

Assurance

The Assurance Paradox: Assurance makes every Medicine Skill Feat better but Continual Recovery makes Assurance worse since it practically removes the lockout time for Treat Wounds.

When should you take Assurance?

There is no general rule as it depends on your Wisdom Modifier and how much you plan on investing in Medicine. The higher your Wisdom Modifier, the less important Assurance is. If you plan on progressing past Trained, you're better off getting Continual Recovery first.

If you plan on dumping Wisdom but still want to effectively Treat Wounds, level 2 is probably the most reasonable time.

There's an edge case where rushing Godless Healing at level 2 is possibly better since it makes Treat Wounds (and Battle Medicine) better on you and you can use Battle Medicine as a backup for Treat Wounds.

When should you retrain Assurance?

When you have a +14 bonus to Medicine (this will normally happen around level 10).

The +14 bonus completely removes the chance to critically fail basic Treat Wounds checks and you'd only fail on a natural 1 (all other rolls are at least a success).

Dedications

Medic Dedication

The Continual Recovery Rush

If you have access to Free Archetype and you want to invest in effectively healing your party with Treat Wounds, you should probably take the Medic Dedication at level 2, and Continual Recovery with your level 2 Skill Feat; then at level 4, spend your Free Archetype feat on Doctor's Visitation and your level 4 or level 6 Skill Feat on Treat Condition. Rushing these feats allows you to take a new Dedication at 6.

If you're building a higher level character, you don't need to rush the Medic Dedication to get Continual Recovery at level 2. You can still pick up the Medic Dedication to save your Skill Increases for something else and use a later Free Archetype Feat to get Expert Medicine.

Tips and Tricks

FAQ

How Useful is Assurance (Medicine) with Treat Wounds?

Increasing the DC check will net more hit points than fishing for critical successes.

Assurance guarantees successes at the following levels:

Character Level Assurance (T) Assurance (E) Assurance (M) Assurance (L)
- 3 8 14 -

Note: Critical Successes have a lower expected value than the bonus for increasing the DC.

How does Treat Wounds compare with Lay on Hands?

Lay on Hands is guaranteed healing that scales with the character level. The formula for it's healing value is: (Level / 2, rounded up) x 6.

Treat Wounds doesn't scale (outside of increasing the DC for a flat bonus to healing) and has an expected value of 9 (Range: 2-16).

Comparing the Assurance table with the Lay on Hands formula, Treat Wounds will roughly match Lay on Hands healing when you're at the levels where the step increase (then Lay on Hands will slowly pull away until the next proficiency step). This only takes into account single target healing, so Skill Feats like Ward Medic makes Treat Wounds better.

Can someone who's immune to Treat Wounds receive healing from Battle Medicine?

Yes, Battle Medicine is a separate Treat Wounds.

Does Continual Recovery allow you to use Treat Wounds on the same character 6 times per hour? or is it 3 times per hour?

It's probably six times per hour, not three times per hour -- but it probably doesn't make a difference. The wording on Continual Recovery prevents multiple people from using Treat Wounds on the same character at the same time.

If your GM says it's 3 times per hour, the easiest way to explain the ambiguity in the wording is to think about what happens if Continual Recovery removed the immunity instead of reducing it to 10 minutes. Since removing the immunity altogether would be a cleaner way to explain it, you need to think of a reason why it wasn't worded that way.

It's completely reasonable that one person bandaging an arm is as effective (if not more effective) than having multiple people trying to bandage the same arm.