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You are skilled at tending to wounds and ailments.
Check: The DC and effect of a Heal check depend on the task you attempt.
|Treat wounds from Caltrops, Spike Growth, or Spike Stones||15|
|Treat deadly wounds||20|
|Treat Poison||Poison's save DC|
|Treat Disease||Disease's save DC|
First Aid: You usually use first aid to save a dying character. If a character has negative Hit Points and is losing Hit Points (at the rate of 1 per round, 1 per hour, or 1 per day), you can make him stable. A stable character regains no Hit Points but stops losing them. First aid also stops a character from losing Hit Points due to effects that cause bleed (see Conditions for rules on bleed damage).
Long-Term Care: Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers Hit Points or Ability Score points lost to ability Damage at twice the normal rate: 2 Hit Points per level for a full 8 hours of rest in a day, or 4 Hit Points per level for each full day of complete rest; 2 Ability Score points for a full 8 hours of rest in a day, or 4 Ability Score points for each full day of complete rest.
You can tend to as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.
A Creature wounded by a Spike Growth or Spike Stones spell must succeed on a Reflex save or take injuries that reduce his speed by one-third. Another character can remove this Penalty by taking 10 minutes to dress the victim's injuries and succeeding on a Heal check against the spell's save DC.
Treat Deadly Wounds: When treating deadly wounds, you can restore Hit Points to a damaged Creature. Treating deadly wounds restores 1 hit point per level of the Creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A Creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You must Expend two uses from a Healer's Kit to Perform this task. You take a –2 Penalty on your Heal skill check for each use from the Healer's Kit that you lack.
Treat Poison: To treat Poison means to tend to a single character who has been poisoned and who is going to take more Damage from the Poison (or suffer some other effect). Every time the poisoned character makes a Saving Throw against the Poison, you make a Heal check. If your Heal check exceeds the DC of the Poison, the character receives a +4 competence bonus on his Saving Throw against the Poison.
Treat Disease: To treat a Disease means to tend to a single diseased character. Every time the diseased character makes a Saving Throw against Disease effects, you make a Heal check. If your Heal check exceeds the DC of the Disease, the character receives a +4 competence bonus on his Saving Throw against the Disease.
Action: Providing first aid, treating a wound, or treating Poison is a standard Action. Treating a Disease or tending a Creature wounded by a Spike Growth or Spike Stones spell takes 10 minutes of work. Treating deadly wounds takes 1 hour of work. Providing long-term care requires 8 hours of light activity.
Try Again: Varies. Generally speaking, you can't try a Heal check again without witnessing proof of the original check's failure. You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive.
Special: A character with the Self-Sufficient feat gets a bonus on Heal checks (see Feats).
A Healer's Kit gives you a +2 circumstance bonus on Heal checks.