Heal (Wis)

You are skilled at tending to the ailments of others.

Check

The DC and effect depend on the task you attempt.

Task DC
First aid 15
Long-term care 15
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.

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 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.

Treat Wounds from Caltrops, Spike Growth, or Spike Stones: A creature wounded by stepping on a caltrop moves at one-half normal speed. A successful Heal check removes this movement penalty.

A creature wounded by a spike growth or spike stones spell must succeed on a Ref lex 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 to this amount (if positive). 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 five 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. The poisoned character uses your check result or his saving throw, whichever is higher.

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. The diseased character uses your check result or his saving throw, whichever is higher.

Treat Bleed: The Bleed condition can be removed by a DC 15 heal check.

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 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 +2 bonus on Heal checks.

A healer’s kit gives you a +2 circumstance bonus on Heal checks.