Index skills heal

Heal (Wis)

Check

The DC and effect depend on the task you attempt.

Task Heal DC
First aid 15
Dress Wounds 20
Long-term care 15
Treat wound from caltrop, spike growth, or spike stones 15
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 or her stable. A stable character regains no hit points but stops losing them.

Dress Wounds

By dressing a fresh wound properly, you can greatly accelerate healing. If a creature has taken piercing, slashing, bludgeoning, fire, or acid damage within the past hour, you may dress the wounds to convert 1d6 points of the damage taken from lethal damage into nonlethal damage.

For every 5 points by which your heal check exceeds 20, you convert another 1d6 points of 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 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 Wound from Caltrop, 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 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 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 his or her saving throw, whichever is higher.

For every 5 points by which your heal check exceeds the saving throw, you learn one new fact about the poison's origins, symptoms, and composition.

Treat Disease

To treat a disease means to tend a single diseased character. Every time he or she makes 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.

For every 5 points by which your heal check exceeds the saving throw, you learn one new fact about the disease's causes, symptoms, and development.

Action

Providing first aid, tending a caltrop wound, or treating poison is a standard action. Treating a disease, dressing a wound, or tending a creature wounded by a spike growth or spike stones spell takes 10 minutes 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.



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