Quote Originally Posted by samduke View Post
Cora has
medical kit:
This backpack-sized Medical Kit includes almost everything a first responder needs to save a life: diagnostic scanners, anti-venom, medicine to counteract the effects of contaminated water and Radiation poisoning, burn treatments, defibrillators, respirators, shock blankets, pressure cuffs, a collapsible repulsorlift stretcher for patient transport (Capable of hovering with 160 kg load), and even limited surgical tools. In addition, a Medical Kit has six external pouches for carrying expendable medical supplies, such as Medpacs.

medpac x6:
A Medpac contains bandages, Bacta, synthetic flesh, coagulants, stimulants, and other medicines designed to help an injured patient recover quickly.
Once you use a Medpac, its contents are expended even if your Treat Injury check is not successful. Any given creature can only benefit from the use of a Medpac once in a 24-hour period.


Treat Injury (Cora): (1d20+6)[24]
Treat Injury (CT-0476): (1d20+1)[8]
First Aid (Requires Medpac)
As a Full-Round Action, you can administer First Aid to an Unconscious or wounded creature. If you succeed on a DC 15 Treat Injury check, the creature regains a number of Hit Points equal to its Character Level, +1 for every point by which your check exceeds the DC. Using a Medical Kit grants a +2 Equipment bonus on your skill check.
If the skill check succeeds, the tended creature cannot benefit from additional First Aid for 24 hours. You can administer First Aid on yourself, but you take a -5 penalty on your Treat Injury check.


edited
well nuts, cant say cora did not try
Treat Injury (Cora): (1d20+6)[24]
Treat Injury (CT-0476): (1d20+1)[8]