Heal

(Wisdom)
Use this skill to keep a badly wounded friend from Dying, to help others recover faster from wounds, to keep your friend from succumbing to a wyvern's sting, or to treat disease.    

First Aid

heal checks table
You usually use first aid to save a Dying character. If a character has the Dying condition, you can make them stable with a DC 15 Heal check. A stable character's condition is changed to Disabled.   Action: Providing first aid is a Standard Action.   Try Again: You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive.  

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 Healing rate: 2 + 2 x Constitution modifier hit points per level for a full 8 hours of rest in a day, or 4 + 4 x Constitution modifier 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 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 or a fully stocked healer's kit. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.   Action: Long term care requires 8 hours of light activity.   Try Again: A failed check negates the extra healing for that day. A new attempt can be made on the next day of rest.  

Treat Deadly Wounds

When treating deadly wounds, you can restore hit points to a damaged creature with a DC 20 Heal check. 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.   Action: Treating deadly wounds requires 1 hour of light activity or 10 minutes of dedicated work.   Try Again: You can continue to attempt to treat deadly wounds so long as the restrictions are met.   Restrictions: A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day.   Special: You can tend to an additional creature in the same time frame for each 5 points you exceed the DC of your check.  

Treat Wound from Caltrop, Spike Growth, or Spike Stones

A creature wounded by stepping on a caltrop moves at one-half normal speed. A successful DC 15 Heal check removes this movement penalty. A creature wounded by a spike growth or spike stones spell must succeed on a Reflex Save or take injuries that reduce their speed by one-third. Another character can remove this penalty by dressing the victim's injuries and succeeding on a Heal check against the spell's save DC.   Action: Tending a creature wounded by a spike growth or spike stones spell takes 10 minutes of dedicated work.   Try Again: You can continue to attempt to treat wounds from caltrops, spike growth, or spike stones, so long as you spend the requisite time with each attempt.  

Treat Poison

To treat Poison means to tend 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. The poisoned character uses your check result or their saving throw, whichever is higher.   Action: Treating poison is a Standard Action for each check.   Try Again: You can attempt a new heal check to treat a poison each time the patient requires another save for it.  

Treat Disease

To treat a disease means to tend a single Diseased character. Every time they make a saving throw against disease effects, you make a Heal check. The Diseased character uses your check result or his or her saving throw, whichever is higher.   Action: Treating a disease requires 10 minutes of dedicated effort for each check.   Try Again: You can attempt a new heal check to treat a a disease each time the patient requires another save for it.  

Set Broken Bones

In order to heal properly, a broken bone must be set first. The DC to do so is given in the Broken Bone entry of the Conditions article.   Action: Setting a broken bone requires 10 minutes of dedicated work.   Try Again: You can continue to attempt to set a broken bone so long as you spend the requisite time with each attempt.  

Makeshift Bandage

You can apply a makeshift bandage to a fallen creature. If you are successful at a DC 12 heal check, the target automatically stabilizes 1 round later unless they stabilize normally, receive magical healing, or sustain a new injury before that time. If you fail the check by 5 or more, the target loses 1 hit point instead.   Action: Applying a makeshift bandage is a Standard Action.   Try Again: You can continue to attempt to set a broken bone so long as you spend the requisite time with each attempt.   Restrictions: You must declare whether you are using the Heal skill to attempt a makeshift bandage or to perform first aid prior to making your roll.  

Determine Cause of Death

You can use the Heal skill to determine what killed a Dead creature. The difficulty of this task depends on the nature of the death itself, as shown on the table. Each day that passes between the time of the creature's death and the time the examination is made increases the DC of the Heal check to determine the cause of death by 5.   Action: Determining cause of death takes 10 minutes of dedicated work.   Try Again: You can always retry a check to determine the cause of a creature's death, assuming the target of the previous attempt is still Dead.  

Special

A healer's kit gives you a +2 Circumstance Bonus on Heal checks.  

Skill Unlock

A character who selects this skill for the Signature Skill feat or a Rogue who selects it for their Rogue's Edge class ability gains the following abilities when they reach the designated number of ranks in this skill:  
  • 5 Ranks: When you treat deadly wounds, the target recovers hit points and Ability Damage as if it had rested for a full day (see Healing).
  • 10 Ranks: When you treat deadly wounds, the target recovers hit points as if it had rested for a full day with long-term care.
  • 15 Ranks: When you treat deadly wounds, the creature recovers hit point and Ability Damage as if it had rested for 3 days.
  • 20 Ranks: When you treat deadly wounds, the target recovers hit point and Ability Damage as if it had rested for 3 days with long-term care.


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