Medical Expert Feat


Rules Questions


5 people marked this as FAQ candidate.

So as not to Necro an old thread, which didn't answer the question anyway.

Medical Expert wrote:

Benefit: You can use the Medicine skill in conjunction with a medpatch or sprayflesh to treat deadly wounds as a full action. If you have an ability that enables you to treat deadly wounds more often but with a longer time frame (such as the envoy’s surgeon expertise talent), you cannot use this feat to use that ability more quickly. When used in this way, the medpatch or sprayflesh does not perform any of its normal functions. You can also use the Medicine skill to provide longterm care with just a medkit.

Normal: It takes 1 minute to treat deadly wounds, and longterm care requires a medical bay or medical lab.

The problem being that the DC for treat deadly wounds is set by the equipment, not the skill, and while basic and advanced medkits have DCs for Treat Deadly Wounds, medpatch does not and Sprayflesh assumes special circumstances in that they don't receive the healing until a ten minute rest.

My question is what would the DCs for this feat be?

An additional question: how would this feat combine with battlefield medic?

Battlefield Medic wrote:
When you attempt a Medicine check to stop bleed damage or administer first aid to a dying creature, you can choose not to roll your expertise die in order to also automatically treat deadly wounds on that creature if your Medicine check is successful. The DC for the check is based on the medical equipment used, using the DC for treat deadly wounds + 5. This does not count as the treat deadly wounds treatment for the purposes of how many times per day a creature can receive this treatment, though a creature can only benefit from battlefield medic once per day. If you also have the surgeon expertise talent, you can increase the DC of a battlefield medic-related Medicine check by a total of 10 to use battlefield medic to treat deadly wounds on a creature one additional time per day (which does not count as a use of the surgeon expertise talent).


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For Sprayflesh it seems like it should be DC 25, the normal DC; Medical Expert just speeds it up.

Since the only options published anywhere are DC 25 for basic medkit/sprayflesh and DC 20 for advanced medkit, I'd assume the DC 25 for a basic medkit for a medpatch as well.

I FAQ'd for an official clarification some day, maybe, but I think it's a safe assumption that since there are only two published DCs you should use the harder, more basic one for using basic equipment.

Also note that a medpatch is 50 credits, the same as a Mk 1 healing serum, so unless you have a good Int bonus and can reliably make a DC 30 check you're better off just investing in healing serums and saving the feat. At high levels you can heal more, but just once per day.

It doesn't seem worth a feat to me given the two round action economy (rd 1 draw/move to ally, rd 2 apply), low HP restoration, and cost compared to cheap serums.


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Xenocrat wrote:

For Sprayflesh it seems like it should be DC 25, the normal DC; Medical Expert just speeds it up.

Since the only options published anywhere are DC 25 for basic medkit/sprayflesh and DC 20 for advanced medkit, I'd assume the DC 25 for a basic medkit for a medpatch as well.

I FAQ'd for an official clarification some day, maybe, but I think it's a safe assumption that since there are only two published DCs you should use the harder, more basic one for using basic equipment.

Also note that a medpatch is 50 credits, the same as a Mk 1 healing serum, so unless you have a good Int bonus and can reliably make a DC 30 check you're better off just investing in healing serums and saving the feat. At high levels you can heal more, but just once per day.

It doesn't seem worth a feat to me given the two round action economy (rd 1 draw/move to ally, rd 2 apply), low HP restoration, and cost compared to cheap serums.

It just has appeal to me, playing an Envoy with Skill Expertise in Medicine who might get Surgeon and Battle Medic, that she can heal Stamina with Inspiring Boost, and heal HP with Treat Deadly Wounds. Between Surgeon, Battlefield Medic and Medical Expert, I could potentially treat deadly wounds 4 times a day as a full round action. Once as normal, once at DC +5 for Battlefield Medic, once at DC +10 for battlefield Medic, and once with an hour for Surgeon. Bedside Manner to add Charisma to HP healed, Quick Quaff so they can get a free action to take my serums. Be the battlefield healer. It's complicated and crunchy, but I like the flavor of it, and this way it reduces the amount of actions my party has to spend tending to themselves,plus the healing from Medical Expert would be more consistent than a mk 1 serum (level +CHA, +INT also if high enough, vs 1d8) plus in my area, in society play absolutely no one uses a Mystic. Just, for some reason none of the local players ever built one. I was going to do an Elebrian death touched healing mystic, but then I found out Elebrians are better suited as technomancers or mechanics.


My interpretation of sprayflesh (CRB 220) rules is that you can continue to use it to treat deadly wounds if you have ranks in medicine and the patient has resolve points to spend--even if the patient would be at their daily limit. I believe the key play-balance factor here is the resolve points, which are used to limit many special abilities.


I know starfinder doesn't have a lot of great feats, but This seems like something you could do with a couple of healing serums and a wasp gun.


Starfinder Charter Superscriber
ThermalCat wrote:
My interpretation of sprayflesh (CRB 220) rules is that you can continue to use it to treat deadly wounds if you have ranks in medicine and the patient has resolve points to spend--even if the patient would be at their daily limit. I believe the key play-balance factor here is the resolve points, which are used to limit many special abilities.

I always thought it was one additional time each day but when reading the text for a sprayflesh again, it does indeed seem to be the resolve points that set the limit.


Starfinder Charter Superscriber

Is my understanding of the Quick Quaff ability correct?

You use a standard action to let an ally get a free action to either draw a serum/spell ampule or a free action to use a serum/spell ampule.


Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Correct, but not complete. You can also draw or drink a thing, as part of the action of granting that free action to your ally. Also, your ally can use your drinkables, as long as you are adjacent.

So, you can use a standard action, draw a serum and allow your adjacent ally to grab it from you and drink it on their turn, as a free action for them.


Starfinder Charter Superscriber

That makes it so much better!

I was wondering if that was the case, but the Quick Quaff description had me a little confused about its function.

I kind of makes sense that conditions would be better if you are adjacent to your fellow team mates, handing the PC his healing serum.

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