Synonyms: Doctor, Barber, Healer, First Aid
In these remote times, medicine is a very rare art, it is too often assimilated to black magic or necromancy.
The few masters or universities that agreed to teach him have a sulphurous reputation.
The character has managed to obtain knowledge in the medical field. He is able to treat injuries, detect and treat certain poisons and diseases. He can amputate a limb in a very short time.
Medicine in the Middle Ages is based on the theory of the Four Temperaments, the character knows very badly the human body and is able to treat much less diseases than nowadays.
In particular, there is absolutely no anaesthesia and so surgery is non-existent, opening bodies during autopsies is strictly forbidden.
Chemistry is also almost non-existent, so it is almost not possible to analyse a substance or poison from a sample, but it is possible to detect a particular substance if he knows which one to look for. At the game master's discretion, this Feat does allow to have some amount of informations on a substance.
The character is also able to prepare poisons or counter-poisons.
He can read and write several languages.
If the character is attempting an action in related to the Knowledge Feat, he must roll a die six. With no possibility to roll again for this whole situation.
On a 1,2,3,4 this Feat has no effect. On a 5 or 6 the character is considered to have the Knowledge Feat momentarily.